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Walkthrough

by Iron Knuckle

      _________  ________  __        _____     ________  __     __
     / _______/ / ____  / / /       / __  |   / ______/ /  |   / /
    / /        / /   / / / /       / /  | |  / /_      / / |  / /
   / /  ___   / /   / / / /       / /   | | /   /     / /| | / /
  / /  /_  | / /   / / / /       / /   / / / __/     / / | |/ /
 / /____/ / / /___/ / / /_____  / /___/ / / /_____  / /  | / /
/________/ /_______/ /_______/ /_______/ /_______/ /_/   |__/

             _______    __    __  __     __
            / ____  |  / /   / / /  |   / /
           / /__  |_/ / /   / / / / |  / /
           \___ \    / /   / / / /| | / /
               | \  / /   / / / / | |/ /
         ______/ / / /___/ / / /  | / /
        |_______/ /_______/ /_/   |__/


==============================================
 Game:           Golden Sun
 Platform:       Game Boy Advance
 Version:        1.9
 Last updated:   22 March 2009
 Written by:     Iron Knuckle
 Type:           FAQ/Walkthrough
 GameFAQ status: 100 %
==============================================



=================
Table of contents
=================

  Version Updates

  FAQ

  Controls
    Controller
    Game Selection / Start Menu
    Pause Menu
    Field Commands Menu
    Statistics
    Ailments
    Combat System
      Battle Options
      Battle Methods
    Environmental Elements
      Foliage
      Pillars
      Sphere Boulders
      Water Puddles
      Small Plants
      Suspicious Marks 

  Main Characters
    Isaac
    Garet
    Ivan
    Mia
  Other Important People
    Jenna
    Felix
    Kraden
    Sheba
    Babi
    Saturos & Menardi
    Alex

  Story

  Walkthrough
    Beforehand
    Prologue: The Disastrous Day
    1. The Ancient Power of Sol Sanctum
    2. Solving the Burglaries in Vault
    3. Kolima's Curse and the Salvation
      3.A Investigating Kolima Forest
      3.B The Healer and Guardian of the Mercury Lighthouse
    4. Fuchin's hidden power: the Art of "Ki" (Optional)
    5. Monkey Business in the Woods
    6. Altin's Extraordinary Flood
    7. Revealing the Mirages of the Lamakan Desert
    8. Some Backtracking (Optional)
      8.A Vale Cave & Garet's Family
      8.B Vault Cave
      8.C The Hoard in Lunpa
      8.D Minor Treasure in Bilibin Cave
    9. An entertaining journey from Kalay to Tolbi
   10. Disappearance of Tolbi's Leader
   11. Of Gladiators and Glory
   12. Rescuing Master Hammet (Optional)
   13. Crossing Suhalla Desert 
   14. The Riddles of the 2 Lighthouses
     14.1 Venus Lighthouse - Dead End
     14.2 Babi's Tower
     14.3 Venus Lighthouse (Revisited)
   15. The Final encounter: You shall not light the Beacon!
   Epilogue: What happens next?


Appendix A:
 Djinn & Classes
  1. Djinn Descriptions
  2. About the Summons
  3. Effects on Class Levels

Appendix B:
 Chart tables
  1. Items
       I - Potions
      II - Attack Items
     III - Scenario Objects
  2. Weapons
       I - Long Swords
      II - Light Blades
     III - Axes
      IV - Maces
       V - Rods
  3. Body Armor
       I - Armor
      II - Clothing
     III - Robes
  4. Arm Protection
       I - Shields
      II - Gloves
     III - Armlets
  5. Helmets
      I - Helms
     II - Caps
    III - Circlets
  6. Accessories
      I - Rings
     II - Shirts
    III - Rings
     IV - Boots
  7. Psynergy Spells
      I - Field
     II - Healing & Status
    III - Attack
  8. Unleash Attacks
  9. Monster Compendium
      I - Main enemies
     II - Bosses
    III - Mimics
     IV - Djinn

Appendix C:
  Crossbone Isle

Appendix D:
 The Battle Arena
   Monster Battle
   Linked Battle

Appendix E:
 Golden Sun: The Lost Age Linkage
  Introduction
  What gets transferred
  Passwords

Appendix F:
 Extra
  Bugs
  Glitches
  Stuff

Credits

Copyrights

E-mail, Questions and Contributions

Unfinished business





===========================================================================
Version Updates
===========================================================================

Version 0.1
20 December 2004:
 Started with this Walkthrough, Completed Prologue.

Version 0.1.5
2 January 2005:
  Added the first two parts and some parts of the Chart Tables.

Version 0.3
3 January 2005:
 Completed the walkthrough up to Altin's Flood. Added some monster data as 
well.

Version 0.5
5 January 2005:
 Completed the walkthrough up to Suhalla Desert. Added some data on the 
weapons to the chart tables

Version 0.6
8 January 2005: 
 Completed the Walkthrough of the entire game, still have small details to 
add and rephrase some sentences. All of the boss battles have summaries of 
all statistics now.

Version 0.7
5 May 2005: 
 Added some information about the Passwords in the proper Appendix, 
included the controls section, introductions of all the main characters, 
the story and started on the FAQ section. I also filled in some of the FAQ 
questions.

Version 0.8
7 May 2005:
 Continued on writing parts of the Walkthrough that haven't been done yet. 
I added some more data to the Monster Compendium, added additional data for 
some of the Boss Battles.

Version 1.0
15 May 2005:
 Finally finished the first version of the Walkthrough at last.

Version 1.0a
[First Released Version]
30 August 2005: Uploaded the FAQ after reopening my account again. I added 
numberings and totals for all the hidden items / chests, thus I found out 
that I collected 170 hidden items & chests.

Version 1.1
23 February 2006:
 Thanks the a few e-mails I've been able to correct some of the mistakes in 
the FAQ. One of the main issues was that I thought the Mythril Circlet was 
dummied whereas it is NOT! Fortunately there are people kind enough out 
there to notify me about these matters (really, I do respond rather quickly 
to most e-mails). Other than that there were some small cosmetic changes.

Version 1.2
12 July 2006:
 With the aid of some more mails that I received two additional hidden 
items have been found (thanks to Shadow Revnyx), a glitch in the ultimate 
transfer password was fixed and the mix up between Power bread and Mint for 
the hidden cavern in Vale was cleared. I also fixed some more simple typos.

Version 1.3
10 August 2006:
 After playing GS2 and writing a walkthrough for it I discovered some 
things about the class power ups that apply to this game as well. So I 
revised the Class tables! Also I found out that I forgot to count the Blue 
Keys and the Red Key from Crossbone Isle and some of the other scenario 
items to the Hidden Item total. So the number gets increased by seventeen 
giving a total of 214 Hidden Items & Chests.

Version 1.4
27 August 2006:
 Small changes to the lay-out. Added the Hard Nut from the Bilibin 
Barricade to the hidden item list (forgot to add it). Also added a 
realistic password for those of you who wish to transfer all the important 
stuff, but not the game spoiling overpowered statistics.

Version 1.4.5
29 September 2006:
 I updated the password section and altered the Maximum password, because I 
figured out a way to include the GS2 items. These are oh-so much more 
powerful than the GS1 weapons. Second I also included a Collector password 
which included about every single artifact that is not obtainable in GS2 
(it even included the Ninja Sandals and other Dummied Out item). Other than 
that some typographical errors are fixed as well.

Version 1.5
18 October 2006:
 Added a method for getting the "5x Perfect Bonus" Match in the Lucky Dice 
game at Tolbi. Using this method you can 999,999 Coins in no time at all. 
The credits go to Eric Hokenson (also known as PPK on the gamefaq message 
boards). Included some data about RNG methods as well, since the 
aforementioned tactic abuses the RNG of this game. See the Stuff section in 
Appendix F.

Version 1.6
27 February 2007:
 Added the Warrior's Helm (located by Jeffry Ng) and an unknown Vial (found 
by Kate) in Kalay to the item list. Hence there are 2 new items leading to 
a cumulative total of 216 items in this game. Also included a strategy for 
perfect leveling up at the bottom of the Stuff section at the end of the 
FAQ also on credit of Jeffrey Ng.

Version 1.7
17 March 2007
 Nis pat found a new treasure in Tolbi (9 Coins near the entrance of Babi's 
palace). Jeffrey Ng revealed a secret trick to put ALL your Djinn on 
standby/set in one go.

Version 1.75
18 June 2007
 A small update which speaks about the problem of using the linkage system
with GBA SPs. Chris Maka found out about this problem. It turns out that
only GBAs with wired link seem to function properly.

Version 1.8
20 November 2007
 This update fixes some of the errors in the walkthrough and includes a
method to get an infinite supply of Game Tickets for Tolbi's Slot machines.

Version 1.9
 22 March 2009:
 After some delays all the feedback I received from everybody has been
processed. Thank you all for your response! Don't hesistate on sending in
any missing / new info or other improvements This FAQ won't die for
quite some time. ^_^





===========================================================================
Frequently Asked Questions
===========================================================================


Q: Is it Djinn or Djinni?
A: Actually both; you see Djinn is plural for Djinni. 'A single Djinni or
   several Djinn'. That is the question.


Q: How can I use "Growth" Psynergy?
A: The answer to this is pretty simple: You need to have an adept in of the
   right class in other to use Growth. Equip a Mars Djinni to Isaac or a
   Venus Djinni to Garet and either one will be capable of using "Growth". 


Q: How can I use Whirlwind Psynergy? Ivan can't use it anymore.
A: Remove all of Ivan's Djinn and he can use Whirlwind again, this is
   caused by the class differences, similar to the previous question. Take
   note that Isaac and Garet can use "Gale" as a substitute in their Ninja
   class for "Whirlwind".


Q: I can't get over the sand streams. The currents are too strong!
A: Use the B button to make Isaac run. While running diagonally against the
   current and into the direction you want, you can reach the other side
   without falling down.
 

Q: Which Djinn/Class combination is the best to use?
A: For most of the game where you have only few Djinn you can best stick to
   the standard and default combination:

     Isaac:   All Venus Djinn
     Garet:   All Mars Djinn
     Ivan:    All Jupiter Djinn
     Mia:     All Mercury Djinn

   This party is strong and you can use many Djinn and Summons without
   getting any severe downgrades. After you obtain all 7 Djinn of each type
   you may want to switch to a combination of different Djinn like:

     Isaac:   4 Mercury + 3 Mars     => Dragoon
     Garet:   4 Venus   + 3 Jupiter  => Samurai
     Ivan:    3 Mercury + 4 Mars     => Ranger
     Mia:     3 Venus   + 4 Jupiter  => White Mage

   Statistically speaking this is the best balanced and most powerful
   overall combination, with very powerful mixed Psynergies. However if you
   use any Djinn at all the downgrades become really terrible.
   Also take note how the Djinn are distributed among the characters, you
   can see that Isaac the Venus Adept (who is strong to Earth and weak to
   Wind) only has Mars & Mercury Djinn. The same applies to the others. You
   may want to check the Appendices for more information about Classes and
   Djinn assignments. Also beware that the mixed setup makes it in some
   cases more difficult to get Djinn Kills. See Appendix F under Djinn Kill
   for more information about this matter.


Q: Those stupid monsters won't give me the required item drop I want!
A: Look at the bottom of the FAQ under the Stuff section. There I will
   explain the tactic of abusing the random number generator of this game
   in such a way that you can get any(!) rare item drop with 100%
   guarantee.


Q: Is there a way to put all your Djinn on standby more easily? It is too
   tedious to do it one-by-one.
A: Well, yes there is actually. Press and hold the "R" button in the Djinn
   selection screen. Then tap 'select' to set or release all Djinn in one
   go. No more sore hands! ;) Why this trick wasn't included in the manual
   eludes me...


Q: I passed the Mogall Forest and can't return to any of the older places.
   Is it still possible to return to any of the older locations such as 
   Vale, Vault, Fuchin and such?
A: After going through the Lamakan Desert and reaching Kalay there's a 
   small entrance in the mountains to its north. Inside the cavern is a 
   path leading back to the first part of the game. From there on you reach
   any of the locations prior and including the Mogall Forest.





===========================================================================
Controls
===========================================================================

---------------------------------------------------------------------------
Controller
---------------------------------------------------------------------------

D-Pad
------------
 Walk around on the map with your leading character. Take note that you can 
walk diagonally in this game too! It is also used to select different 
options if those are available (you know, the usual).

Start
------------
 Start the game or in the Field display the Pause Menu 

Select
------------
 Use it in the field to display Field Commands Menu. Or in the Djinn 
selection screen hold R then press Select to put ALL Djinn on set or 
standby in one go.

A Button
------------
 Use it to confirm an attack or command. Also used to talk to people 
in villages, open chests and pick up items when you examine objects. 

B Button
------------
 Most often the opposite of the A button: Cancel an attack or command. In 
the field used to run. This can be very handy so use this option well! 

Top L Button
------------
 Use a direct Psynergy Link attached to the L button in the Psynergy menu. 
Useful if you need to use a certain Psynergy often like Reveal or Move. On 
the map you can use this to zoom out a little, so you can see where you 
headed towards. Inside a battle this can be used to view your statistics 
and settings for a certain character.

Top R Button
------------
 Same as L button, but for another Psynergy you can select independently 
from the L button. On the world map you can use this to bring the entire 
world map on-screen. Inside a battle this can be used to view your 
statistics and settings for a certain character.
 In the Djinn selection screen hold R then press Select to put ALL Djinn on 
set or standby in one go.


---------------------------------------------------------------------------
Game Selection / Start Menu
---------------------------------------------------------------------------

 This dynamic menu appears when you start up the Golden Sun Game Pack. 
After you press 'start' at the Title Screen (or right away when it is the 
first time you start the game). There are several options here that may 
change depending on what you can do, at that moment. There are 3 save files 
in total for you to use. Here are is a brief summary of all the options:

New Game (Light flash from a jar)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This does simply what it says. You start a new game, beginning at the 
prologue. You do need to insert a name for your leading hero. Isaac is the 
default name and that is the reference name I will stick to as well. This 
option only appears if you have at least one empty file. You automatically 
begin with a new game if you start up the Golden Sun Game Pack for the 
first time.


Copy (Two papers; one is purple)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Indeed it copies a game save from one slot to another, however if you have 
2 empty slots you cannot determine to which slot it gets saved though. This 
appears only if you have 1 or more empty file.


Erase (A paper with a piece of gum on it)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This erases the selected game from the memory permanently. So be careful 
when using this option. It only appears if you have at least one saved 
game.


Continue (Some stairs)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 With this you can continue on where you left off the last time you saved. 
It appears of course only if you have any saved games. With this you can 
continue on where you left off the last time you saved. It appears of 
course only if you have any saved games. If you have a damaged save file 
than you may start from the last sanctum that you visited. But beware that 
it might be possible that some items are lost, that may cause you to get 
stuck. Use this option if there is no other way to retrieve the data.


Battle (Two people facing each other)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This brings you to the battle arena, which is actually a mini-game that 
can be played for fun against a random enemy or you can also compete 
against a friend in a Linked Battle (Check out the Battle Arena Section 
below for more information). Your characters (Djinn, Items, Psynergy, 
Statistics and Configuration) are read from one of the game files before 
you enter the arena. Any alternations are NOT remembered, this means that 
if you use an item in the Battle Arena and you continue on the regular game 
with the same file the item will still be there. This option appears just 
like continue, erase and copy when at least one Game Save is present, but 
only after you obtain your first Djinni.


Send (Letter with a magenta stamp on it)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The last option that can be displayed in Golden Sun's Start Menu is the 
secret Send option. With this you can transfer data from GS to GS: the Lost 
Age. Check out Appendix F for more information about this Linkage system 
and how to make this option appear out of the blue.



---------------------------------------------------------------------------
Pause Menu
---------------------------------------------------------------------------

 While playing the game you can press Start on the field screen in order to 
bring a small menu up. Here you can do three things, save the game on one 
of the game slots, put the game in sleep mode so you consume less battery 
power (if you don't want to switch it off yet) and finally can change the 
appearance of the window if you like too. Personally I like the default 
blue or one of the lighter greenish tones.


---------------------------------------------------------------------------
Field Commands Menu
---------------------------------------------------------------------------

 During regular game play you can enter this menu, when you are in the 
field. Sometimes the Field Commands Menu appears instantaneously if you 
examine a peculiar object. This usually hints you that you need to use a 
specific object from the Inventory. There are several options you can 
choose between.

Psynergy (figure with a whirl of energy)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Select this to get the menu for Psynergy in which you see and use the 
Psynergy for each character. Some of the Psynergies can do healing while 
others like Move and Lift can be used in the field. Just select them and 
press 'A' to use them right away.
 You can also assign a shortcut to 2 Psynergies as well. Stand on the 
desired Psynergy and press either L or R button to highlight that Psynergy, 
and press 'A' to confirm that you want to assign that Field Psynergy to the 
desired button. This way you can use it a lot easier than having to open 
the entire menu time after time (e.g. "Mind Read" is often required in 
villages).


Djinn (Venus Djinni)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The Djinn Options may seem a bit complicated at first, but it is not that 
bad. If you have some trouble however understanding the information about 
the Djinn you can always press 'Select' in this menu to see additional Help 
data on this subject. Also when you meet your first Djinni he will also do 
some explaining on how to use Djinn properly. Therefore I will keep my 
explanation here rather short. A Djinni can be in either one of the 
following 3 statuses: Stand-by (white text), Set (red) and Recovery 
(yellow).

 Normally a Djinni is on Set which means you can use him in battle; this 
can be changed into Stand-by by pressing either Top L or Top R button. The 
color of the Djinni's name will turn into a red color to mark it on "Stand-
by".  If a Djinni is on Stand-by it can be unleashed in a Summon (or it can 
be set again using the Set command) this does more damage than a regular 
attack. After this happens all Djinn used in the Summon will be assigned to 
the Recovery status. 

 In Recovery a Djinni can't do anything other than waiting to recover to 
the 'Set' status. This happens when you walk around in the field or when 
you go through the next round in combat, 1 Djinn per turn can be recovered 
this way until all Djinn are back in Stand-by again. When a Djinni is in 
Stand-by or Set mode, they can be assigned to other party members as well. 
Just select the Djinn with 'A' to highlight it and move it to the desired 
party member. Of course you can't assign all Djinn to one member so they 
can only have even amount of Djinn in which case you can only Trade it. In 
the other case one character may have 1 Djinn more than the other so you 
can also Give a Djinni next to trading it.


Item (An opened Chest)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This opens the inventory screen where you can see all the items in your 
possession. A thing I didn't like about the inventory setup is that it is 
chopped up in 4 parts of 15 items; one for each hero instead of one big 
inventory. This means that in some cases you will have multiple copies of 
items roaming over the place. It can be quite annoying sometimes when you 
want to equip armor to someone whose inventory is already full, meaning 
that you have to swap items usually more than once. Luckily most common 
items can be stacked meaning that 1 character can carry up to 30 of the 
same kind in one space. As displayed you can use the L+A buttons to arrange 
all items by the default order, the other visible option is the R button 
which shows you the current equipment for that character.

 When you just entered this menu, you can select the inventory of the hero 
you need by pressing right and left. If you found the required item press A 
so you can select that item with the cursor. After doing so information 
appears at the bottom of the screen and you can see six options of which 
some may be grayed out.

 Option   What it does
 -------- -------------------------------------------------------------
 Use      Allows you to use that item
 Give     Give the item to another character
 Equip    This only works on weapons and armors of course
 Remove   Unequip the weapon/armor if it was equipped initially
 Details  See additional detailed information of that item
 Drop     Throw the item away permanently. Use this to make room in the
           Inventory if you really need to, else I'd recommend to sell
           as much stuff as possible.


Status (Three papers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In here you can rearrange your party format if you like. Just press L and R 
to move the individual characters from left to right moving them next to 
the other characters. If you press 'A' when you select a hero his/her data 
will appear in the screen below it.

 There are three different Status Screens on display. Starting with the 
Detailed Statistics Screen. Here you can see the Class, Ailment Status, all 
statistics and the current Djinni for that person (The statistics are 
described in the next section). Press 'A' again to see the next screen; 
with a list of Psynergies available. Here you can see all the Psynergy 
spells that person can use. For each spell there are five things to see 
here (from left to right): Icon, Name, Psynergy Point Cost, Type and its 
Range.

For the types we have:

    Color    Type (Kind)      
    -------- -------------------
    Yellow   Venus   = Earth
    Red      Mars    = Fire
    Blue     Mercury = Water
    Purple   Jupiter = Wind
    -------- -------------------

The following possible icons for the range are displayed:

 Image      No. of Targets        Additional information
 --------   -------------------   -----------------------------
     |      One Target            -
    .|.     Up to Three Targets   Center Target has most effect
   .|||.    Up to Five Targets    Center Target has most effect
  .|||||.   Up to Seven Targets   Center Target has most effect
  |||||||   All targets           All Targets have equal effect
 --------------------------------------------------------------

The last page displayed the current items in the inventory of you 
character. Take note that you can also see the Elemental properties of some 
of the weapons. For example the Gaia Blade has a Yellow dot next to it if 
you display it here. This means that it is a Venus elemental weapon, hence 
it cause more damage to enemies weakness to earth.



---------------------------------------------------------------------------
Statistics
---------------------------------------------------------------------------

 Like most RPGs the characters in Golden Sun have statistics that increase 
by leveling up and equipping weapons and armors. Here's a brief summary of 
kind of statistics used in GS.

LV - Level
- - - - - -
 This is overall strength of a character measured on a scale from 1 to 99. 
Each time you gain enough Experience by battling enemies you go up one 
level and all your statistics are increased a bit. Sometimes you will also 
receive a message about a new Psynergy that is learned.


Exp - Experience
- - - - - - - - -
 As mentioned in the description for Level, experience is used for becoming 
stronger. The first weak enemies you encounter will only drop 1 Exp, but 
later on these numbers will increase quite a lot (and even more in Golden 
Sun: the Lost Age). Take note that the amount of experience you get from an 
enemy can be enhanced by killing an enemy with a Djinn Unleash of the 
element type which that enemy is weak for. For example a Grand Golem is 
weak against Wind. So if you unleash a Jupiter Djinni against it, it will 
do more damage and if it kills the Grand Golem he will give 133% Experience 
& Gold (the chance for item drop quadruples too). 


HP - Health Points
- - - - - - - - - -
 This number represents how much damage a character can take. If this meter 
reaches 0 that person gets downed. If all party members are downed you lose 
the game and have to start over at either the last sanctum or the last save 
point (you are however allowed to save the data up to that moment though). 
So always try to keep these numbers as high as possible using healing 
spells and/or items. This number can also be increased by eating a Power 
Bread.


PP - Psynergy Points
- - - - - - - - - - -
 Using Psynergy requires energy, and so we have the Psynergy Points which 
show how much Psynergy a character can use. Each time you use such a spell 
this meter gets drained a bit. Take note that Psynergy is slowly regained 
by walking around in the field. Similar to HP, PP can be increased if your 
character eats a Cookie.


ATK - Attack
- - - - - - -
 This number simply displays how strong your character is physically. The 
higher this number the more damage direct weapon attacks will cause. It can 
be increased permanently by devouring an Apple and temporarily in battle by 
using Psynergy spells like Impact, Angel Spear and others.


DEF - Defense
- - - - - - -
 The amount of defense determines how much damage you take from direct 
enemy attacks. Of course the higher this number the stronger you are 
against enemy attacks and the less damage you receive. It can be increased 
permanently by using a Hard Nut on your character. In battle you can use 
Psynergies like Protect and Guardian. Note that an attack in this battle 
system will always do at least 1 point damage.


AGL - Agility
- - - - - - -
 Agility appears to have only one function in battle; it determines who 
will strike first in a turn. The higher this number is the earlier you can 
attack, Ivan (Wind Elemental) is very fast and is usually always the first 
character that may launch initial attack. By eating Mint a character can 
gain a few points permanently and by using the Djinni Zephyr in battle you 
can temporarily raise Agility as well.


LCK - Luck
- - - - - -
 The final statistic used in this game is Luck. It's a bit hard to tell 
what luck does exactly, but according to the manual the higher this number 
the stronger you will become against special attacks and the smaller the 
chance is that you will be affected by an Ailment. Luck is the only 
statistic that cannot be increased by Psynergies, Leveling up or Djinn 
Unleashes. The only thing you can do is using Lucky Pepper on a character 
to increase it by 2 points or setting some of the Djinn may also increase 
it by 1 or 2. Also some of the stronger and rare armors seem to affect luck 
as well.


Elemental Power / Resistance
- - - - - - - - - - - - - - -
 Finally there is the elemental power and resistance that each character 
has. The initial setup for each character is by default:

 Property  | Isaac | Garet | Ivan  | Mia
 -------------------------------------------
 Strong    | Earth | Fire  | Wind  | Water
 Weak      | Wind  | Water | Earth | Fire

 As you can see the main characters are all strong against one element (the 
element of their own type) and weak to the opposite element. By setting the 
proper Djinn to the four characters this may change into a different 
setting. For example: if we give Mia a few Mars Djinn she will become 
strong against Fire, but not necessarily weak against water. It depends on 
the values of all four elements! Check the Status Screen to see these 
values. For all Elemental Powers and Resistances the maximum limit is a 
value of 200. The type with the highest value for Resistance is the type 
against which the ally is strong against, the lowest value is the type 
against which the character is weak. Some equipment (especially later on) 
can dramatically change these values. So it would be wise to look at the 
elemental properties of the armors too, instead of only looking at which 
armor has the highest Defense value.

 Also the same default applies to the Power values, e.g. Isaac can do more 
damage with earth elemental attacks (be it Psynergy, Djinn Unleash or 
Summon) and less with wind elemental attacks. Once again these numbers can 
too be changed by setting the right Djinn / equipping items to your 
characters. 



---------------------------------------------------------------------------
Ailments
---------------------------------------------------------------------------

 Here I'll describe the main ailments that are used in this game. An 
ailments is a special status that can be caused by an enemy attack like 
poison or things like that. Most of the ailments are quite annoying, so try 
to prevent them as much as possible.

- - - -
Poison
- - - -
 The Poison status often is induced by enemy attacks, which cause your 
character to take about 5 to 10% of Maximum HP damage each following round 
until he/she is downed. The damage is luckily only little so you may last 
several rounds without too much injury. Poison also remains active after 
you leave a battle, if you walk around in the field with a poisoned 
character it will take damage too. So do be careful with this in the long 
term. In battle a character will have little green skull floating next to 
him/her in order to denote this status. Here are some cures:

 Antidote     - This item will remove poison for one character
 Cure Poison  - The Mercury Psynergy will work on one ally too for 2 PP
 Unicorn Ring - Using this item in battle removes Poison
 Tonic        - This Djinni can cure nearly anything for the entire party
 Sanctum      - In a sanctum you can also cure poison for some gold
 Die & Revive - Not my favorite method, but it does work


- - - -
Venom
- - - -
 Similar to Poison, but this Ailment does a lot more damage, usually like 
20% of the Maximum HP. It doesn't occur that often, but it is lethal 
nonetheless. If you get hit by this you will receive a message that you've 
been struck with Deadly Poison and it is denoted by little red skull 
floating over the infected person. Like I said Venom is nearly the same as 
Poison so the same healing tactics apply:

 Antidote     - This item will remove poison for one character
 Cure Poison  - The Mercury Psynergy will work on one ally too for 2 PP
 Unicorn Ring - Using this item in battle removes Poison
 Tonic        - This Djinni can cure nearly anything for the entire party
 Sanctum      - In a sanctum you can also cure poison for some gold
 Die & Revive - Not my favorite method, but it does work


- - - - -
Delusion
- - - - -
 A character that is deluded has a higher chance of missing its opponent, 
although I haven't seen a real significant increase in miss rates it may be 
annoying sometimes.  

 Elixir       - This item will cure Delusion for one character
 Fairy Ring   - Use this ring in battle works like an elixir
 Restore      - Again a Mercury Psynergy will work for 2 PP
 Luck         - Sometimes a character can regain its sight by itself
 Tonic        - This Djinni can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - After you finish a battle this status will vanish


- - - -
Sleep
- - - -
 Some attacked can make a character fall in a vast sleep so they won't be 
able to fight. Its effect is similar to sting since it has the same 
property. Sleep is denoted by some "zZz" over the characters head.

 Elixir       - This item will cure Sleep for one character
 Fairy Ring   - Use this ring in battle works like an elixir
 Restore      - A versatile Psynergy will do the job for 2 PP
 Luck         - Sometimes a character awakens from slumber just like that
 Tonic        - This Djinni can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - After you finish a battle this status will vanish


- - - -
Sting
- - - -
 Odd, why they have two different statuses for one and the same effect... 
At least the effect is identical to Sleep. Regaining from this status is 
exactly identical to the previous status as well. If an ally is hit by this 
you can see some yellow angular lines next to that person.

 Elixir       - This item will cure Sleep for one character
 Fairy Ring   - Use this ring in battle works like an elixir
 Restore      - A versatile Psynergy will do the job for 2 PP
 Luck         - Sometimes a character awakens from slumber just like that
 Tonic        - This Djinni can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - After you finish a battle this status will vanish


- - - -
Haunt
- - - -
 This is a bit similar to poison, since it can cause somewhat damage. The 
big difference is that it doesn't do damage every single round, it only 
happens randomly. Also this ailment can't be cured with conventional ways 
and above all this ailment doesn't go away after the battle ends.

 Tonic        - This Djinni can cure nearly anything for the entire party
 Die & Revive - It does get rid of the ghost...
 Sanctum      - In a sanctum you can also cure haunted people for some gold


- - - -
Downed
- - - -
 Of all the status ailments this is naturally the worst since it causes a 
character to fall down and disabling him or her permanently. This happens 
when either the spirit gets drained (instant kill) or if his/her HP reaches 
0. In most RPGs death isn't considered as an ailment, but in GS the game 
clearly refers to it as Downed hence I included it here in this list. You 
cannot heal a character in order to undo this status, but you may revive a 
character using the following:

 Quartz & Dew  - These Djinn can revive (although it doesn't always work)
 Revive         - The Venus "Revive" Psynergy can cure this status
 Water of Life - Revives and fills all HP
 Sanctum       - The spiritual can revive in exchange for some gold


- - - - - - -
Sylphon Seal
- - - - - - -
 This ailment is also known as the more common 'Silence' Ailment, which 
causes magic spells to be blocked. This means that your character can no 
longer use Psynergy attacks. It is denoted by a rotating Purple Seal next 
to the affected character. Unlike the other ailments this one can affect 
bosses as well.

 Luck         - A character may regain Psynergy abilities automatically
 Tonic        - This Djinni can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - Once the battle is over the seal is gone


- - - - - - - - - - - - -
'Predict Downed' / Curse
- - - - - - - - - - - - -
 I don't know anymore how this status is called in battle, but it appears 
when you get hit by an attack with in which you can see a candle burning 
over your character. If it connects you will see 3 big flames and 1 small 
flame. Each turn a flame is extinguished (big flame is 2 turns), and if all 
flames are gone the Grim Reaper appears to deliver you the fatal blow, 
causing Instant Death.

 Elixir       - According to the game description this should work
 Restore      - This will Dispel Grim Reaper
 Die & Revive - That would be silly in this case
 Battle End   - Quickly end the battle and the bad omen is lifted


- - - -
Cursed
- - - -
 The last status I will note here is the Cursed status. This status only 
appears later on in the game when you find and equip your first cursed 
weapon / armor. Cursed weapons are usually quite strong, yet they have the 
annoying ability to paralyze the character in rounds 2, 5 and 7 (and more) 
of a battle when he/she is using it.

 Also once you equip a cursed weapon you can't take it off anymore, which 
means that you are stuck to it. This status is attached to the item and 
even though a sanctum can remove the cursed item from your equipped slot it 
doesn't dissolve the curse on the item itself. Therefore the cursed item 
will always remain cursed. There is of course one way to prevent the 
paralysis; by equipping a Cleric's Ring you can use the weapon / armor 
without the effect of getting paralyzed randomly. However this still 
doesn't remove the curse from the item. So the only way to unequip is by 
going to the Sanctum.

 Sanctum       - Removes the item from your equipped slot, but not from
                 the item itself (it remains cursed).
 Cleric's Ring - Cancels the paralysis effect out, but does not remove
                 the cursed item for a character.



---------------------------------------------------------------------------
Combat System
---------------------------------------------------------------------------

 The battle system of Golden Sun is a 'Turn based' battle system, in which 
a good strategy much more important, than good timing at pressing buttons. 
Battles in Golden Sun are almost always random encounter, with the 
exception of certain events and bosses. All Dungeons/Tower/Caves and the 
World Map in Golden Sun have an infinite supply of enemies in store for 
you, the random encounter rate is in my opinion a bit on the high side at 
some parts of the game. This is annoying especially if you're trying to 
solve a big puzzle. There may be many battles, but it is not that bad as 
Tales of Phantasia however which happens to be master of random battles by 
far to my knowledge (that game is still nice though).

 Anyway, when you walk around in the field you may have a chance to 
encounter a random battle against 1 to 5 enemies at most. You'll hear an 
enemy growl and the screen flashes to let you know a battle is about to 
commence. Your characters get warped to the battle arena where they are 
standing next to each other opposite of the enemies. At the start of each 
turn there will be 3 options you can choose between:


Battle Options
---------------------------------------------------------------------------

Fight (Figure with a sword)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If you choose this you can select which attacks you want to use on your 
enemy. See below for more information about these battle tactics.


Flee (Running figure)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You can always try to run away in a regular battle. Most of the time this 
will be successful, sometimes however there will be no escape and you will 
have to endure the attacks of your enemies without having a chance to 
strike back. So I recommend not overusing this option. I think you won't 
need to use it if keep your party maintained, because you can take on most 
regular enemies without too much effort on reasonable levels.


Status (Three papers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Before you start combat you may wish to check your statistics and such. 
You can do this by selecting this option. I myself hardly ever use it, 
though.


Battle Methods
---------------------------------------------------------------------------
 Take note that you can always go back to the Battle Options by canceling 
(pressing 'B') in this menu. You can also use this to go back some steps if 
you reconsider the attack you had assigned to an character.

Attack (figure swinging with a sword)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Use this option for a direct physical attack on 1 enemy with the weapon 
your character is currently holding. If the targeted enemy gets killed 
before he/she can land a blow the computer automatically executes the 
Defend command for that character.


Psynergy (figure with a whirl of energy)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Use battle Psynergy on one or more targets. You will get an additional 
list of the possible Psynergies that character can use, after selecting the 
Psynergy you can (in most cases) choose the target on which the spell must 
be applied to. If this is also a multi target spell the Psynergy will have 
most effect on the center enemy; the enemy with the biggest Cursor arrow 
over its head.

 The power of the Psynergy is mainly determined by the amount of Elemental 
Power that you have for that element. You can see the elemental power of 
each character in the statistics screen; these powers can reach a value up 
to 200, which is the maximum limit. Also take note that the Psynergy will 
do less damage if the corresponding Elemental Resistance of the target is 
higher.


Unleash Djinn (Venus Djinni)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Using this you can unleash the special ability of a Djinni in combat. Most 
of these attacks are quite strong and useful. Do be careful that after you 
unleash a Djinni your characters power decreases a bit since the Djinn will 
go to Stand-by mode. Finally the statistics may drop even more when your 
class degrades to a lower type, because the Djinni is no longer Set. On the 
other hand putting more Djinn on Stand-by allows you to use stronger Summon 
attacks at the start of the battle.


Summon (Tall black creature in a cube)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The summon attacks are truly the most devastating attacks you party 
members can use. The Summon of a single Djinni on itself is not that 
strong, but you can use Summons of up to 4 Djinn simultaneously. These 
Summons are the very strong and if unleashed by a character of the same 
element they are even more powerful. For example: When Isaac (Venus Adept) 
summons a Venus elemental Summon he can do more damage than the other three 
could do.


Item (Opened Chest)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You can use items like Herbs and Elixirs in battle to heal and cure your 
party members, but also you can use some of the weapons and armors. Since 
some of these have an ability so you can use them as an item, be warned 
that Weapons/Armors/Rings you use in battle may break if you use them too 
often (Sometimes they already break the first time I use them). If this 
happens the object will become useless and you will have to fix it at one 
of the Weapon / Armor Stores around the continents.


Defend (Shield)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This option can be used if you don't want a specific character to attack. 
In Defend mode a character will raise its defense and thus will take less 
damage. Enemies sometimes do this too and oddly it seems that for your 
enemy the defend works the entire turn, meaning that they have high defense 
even before they actually get a chance to defend.



---------------------------------------------------------------------------
Environmental Elements
---------------------------------------------------------------------------

 Around the world you will come across various puzzles that need to be 
solved, these puzzles usually consist of making use of the objects that are 
nearby in your surroundings. Here is a small list of the some of these 
elements that you may encounter during the extensive travels.

Foliage
- - - - - - - - -
 These little green bushes look lighter than the average normal looking 
ones that are in the background. If you use "Whirlwind" or "Gale" on them 
they may reveal hidden passages or objects.


Pillars / Columns
- - - - - - - - -
 There are several types of pillars in this game and all of them can be 
pushed around. Some however serve for other purposes too.

  -Tall & Thin pillars
    These are roughly twice the length of Felix and can be used for
    creating passages on the upper level of a map (climb a ladder first)
    and you can walk over the tops of these columns.
   
  -Small & Fat pillars
    Only a few of these pop up in your adventure. Usually you have to push
    these into the water so only the top will stick out creating a little
    bridge Felix can use to reach the other side of the water.

  -Fallen Pillars / Logs
    The kind pillars you'll find on the ground are the ones you can push
    around (if no objects are blocking them). Most of the time you have
    to push them in a certain order to create the desired path through a
    maze.


Sphere Boulders
- - - - - - - - -
 I can only remember 4 or 5 of these appearing in the game. The only way to 
get past them is by using "Lift" Psynergy which you can obtain in Altin.


Water Puddles / Ice Pillars
- - - - - - - - -
 Water puddles can be frozen using "Frost" in order to create an icy and 
tall pillar. These ice pillars can then be melted into little puddles again 
by placing a heat source next to them like a torch.


Small Plants
- - - - - - - - -
 In some places you will come across a little plant that animates against a 
huge wall. These plants can be transformed into long climbing vines if you 
apply "Growth" on them. Reminder again: in order to get "Growth" give Isaac 
a Mars Djinn or Garet a Venus Djinn.


Suspicious Marks
- - - - - - - - -
 If you come across some stones that form a circle, a peculiar lone rock or 
other odd (out of place) looking configurations try to use the "Reveal" 
formula Ivan obtains just before traversing through the Lamakan Desert. 
Also "Reveal" can also be used to make hidden objects (in pots, crates) 
appear as twinkling little stars! This helps you searching every bit a lot 
faster.




===========================================================================
Main Characters
===========================================================================

Isaac - Venus Adept (17 years)
---------------------------------------------------------------------------
 The main character of this game is Isaac; he is born and raised in Vale 
with his mother Dora and his father Kyle. The people of Vale have always 
been the protectors of the Elemental stars that are hidden deep within Sol 
Sanctum to the north of Vale. After the dreadful incident with the boulder 
on the rainy day Isaac lost his father just as Jenna lost her parents and 
brother. A few years later Isaac goes with Garet, Jenna and Kraden to Sol 
Sanctum to find out its secrets. Inside they meet the two people who are 
their enemies: Saturos & Menardi. They take Jenna and Kraden away, and 
leave Isaac and Garet behind in the crumbling ruins. After this event they 
set foot outside of Vale on their quest to stop the two fiends.
 Pros: Being the main character he pretty well balanced 
 Cons: -

Initial Equipment
-----------------------
Weapon  Short Sword
Armor   Cotton Shirt
Shield  -
Helmet  -

Items   1. Herb (2x)

Djinn   -
-----------------------


Garet - Mars Adept (17 years)
---------------------------------------------------------------------------
 Born in Vale as well is Isaac's childhood friend. Garet is the grandson of 
the mayor of Vale. He travels with Isaac right from the start of the game 
and he usually makes rather dumb comments during the conversations though, 
but is a good fighter although he is rather slow.
 Pros: Physically the strongest member of the team
 Cons: He the slowest party member

Initial Equipment
-----------------------
Weapon  Short Sword
Armor   Cotton Shirt
Shield  -
Helmet  -

Items   1. Herb (2x)

Djinn   -
-----------------------


Ivan - Jupiter Adept (15 years)
---------------------------------------------------------------------------
 This young boy was an orphan found by Master Hammet the merchant of Kalay. 
Ivan's most useful ability is to read other peoples' minds, which can be 
handy during some parts of the game. Master Hammet gave the mystical 
Shaman's Rod (also called the Rod of Hesperia) to Ivan and he seems to have 
lost it somewhere in Vault a village to the south of Vale. You may have to 
help him retrieve it, after this Ivan joins Isaac and Garet in their quest. 
In battle Ivan is rather the opposite of Garet; being fast, but rather 
weak.
 Pros: Very fast chap
 Cons: His physical attacks are weak

Initial Equipment
-----------------------
Weapon  Wooden Stick
Armor   Travel Vest
Shield  Leather Armlet
Helmet  Circlet

Items   1. Herb

Djinn   -
-----------------------


Mia - Mercury Adept (17 years)
---------------------------------------------------------------------------
 The fourth adept to join your party is Miss Mia from ever frozen village 
called Imil to the far north. She is protector of the Mercury Lighthouse 
just like Alex who happens to be from the Mercury Clan as well. Mia's 
greatest asset is her healing abilities. She is capable of healing the 
entire party with her Wish Psynergy. Other than that her attack is not that 
bad, but she tends to be a bit slow at the lower levels.
 Pros: Great Healing abilities
 Cons: She is somewhat slow (but not as much as Garet)

Initial Equipment
-----------------------
Weapon  Witch Wand
Armor   Travel Robe
Shield  Leather Gloves
Helmet  Wooden Cap

Items   1. Herb
        2. Antidote
        3. Elixir

Djinn   Mercury - Fizz
-----------------------


Jenna - Mars Adept (17 years)
---------------------------------------------------------------------------
 I didn't know if I should place her here or among the main characters, 
since she is a playable character too in this game. However she is only in 
your group for a very short period so I decided to place her here for the 
time being. Like I said at the introduction of Isaac she lost her parents 
and her brother Felix after the accident that you will see in the Prologue 
of the game. Jenna decided to come along with Isaac and Garet to Sol 
Sanctum, but after she does so she is captured by Saturos and Menardi.

Initial Equipment
-----------------------
Weapon  Wooden Stick
Armor   One-piece Dress
Shield  Padded Gloves
Helmet  -

Items   1. Herb (?x)

Djinn   -
-----------------------



===========================================================================
Other important people
===========================================================================

Felix - (18 years)
---------------------------------------------------------------------------
 We don't get to know too much about Felix other than that he was taken 
away by the river after the accident during the storm with the boulder that 
also took his parents leaving Jenna behind alone. Saturos & Menardi however 
rescued him for some reason and he makes his reentrance in Vale again yet 
he has different ideas about the issue of Alchemy than Isaac.

Kraden - (Too old)
---------------------------------------------------------------------------
 The old man is a scholar who lives on the far west side of Vale. He has 
studied alchemy for quite some time and has vast knowledge about it, 
although the long conversations with him seem to be annoying sometimes. 
Kraden helps Isaac and the others unravel the mysteries of Sol Sanctum, 
which leads to a series of events that cause a great danger.

Sheba - (14 years)
---------------------------------------------------------------------------
 Even more mysterious than Felix is Sheba, this young girl appears near the 
end of the game. She is called "Child of the Gods" by the people of 
Lalivero, because according to the people she fell from the sky as a gift 
from God. Lord Babi held her hostage for a long time so he could enforce 
the people of Lalivero to build him his own lighthouse for his own needs.

Babi - (Unknown - Near 150 years)
---------------------------------------------------------------------------
 Somehow the ancient mayor of Tolbi has strange vitality for someone of his 
unnatural old age. He seems to hold some sort of secret that keeps him 
kicking around, but lately Babi isn't feeling that well...

Saturos & Menardi
---------------------------------------------------------------------------
 The two main villains of this game are both Mars Adepts with great power. 
They tried to invade Sol Sanctum, but the defense mechanism in the Shrine 
prevented them to enter and that also caused the chaos that one day which 
meant the demise of Jenna's parents and Felix. After the prologue they 
return to the Sanctum and take Jenna and Kraden hostage, Felix also travels 
along with Saturos & Menardi although he doesn't seem to mind it as much as 
the other two.

Alex
---------------------------------------------------------------------------
 The last person noteworthy is Alex. He appears the moment Jenna is taken 
hostage by Saturos. For some reason he has allied with the villains and 
betrayed the Mercury Clan as it was his duty to protect the Mercury 
Lighthouse just like Mia.



===========================================================================
Story            (Taken from the Instruction Booklet)
===========================================================================

                   A forbidden power is unleashed...

Nestled away at the foot of Mount Aleph, the most sacred peak on the 
continent of Angara, rests a quiet village called Vale. For ages, the 
elders of this remote community have been the caretakers of Sol Sanctum - 
an ancient temple on the mountain's slope that for eons has guarded the 
seal on the ancient science of Alchemy.

Now, that seal has been broken. A mysterious figure is attempting to 
release the powers of Alchemy upon the world, a power so great that one who 
wields its full force can attain any of his heart's desires = countless 
riches, endless life, even the power to destroy the world. Once the 
combined power of the four elements - Earth, Water, Wind and Fire, which 
together make up all matter - is unleashed, the world will fall to its 
knees before the one who wields it. If this horrible fate is to be averted, 
a brave soul must now arise!



===========================================================================
Walkthrough
===========================================================================



---------------------------------------------------------------------------
Beforehand
---------------------------------------------------------------------------
 At the registry it is possible to give all main characters from the game a 
new name. Normally you can only rename Isaac, but if you like you can 
change the other names by pressing the following button combination. I will 
keep to the default names myself to make the walkthrough clearer. The code 
to do this works as following:

Rename - Garet, Ivan and Mia:
-----------------------------
When you get to rename Isaac at the beginning of a New Game press 'Select' 
3 times.

Rename - Jenna, Felix and Sheba:
--------------------------------
When you are renaming Mia press the following button combination:

   Up,    Down,   Up,    Down,
   Left,  Right,  Left,  Right,
   Up,    Right,  Down,  Left  and Up.
 
Now press 'Select' and there you go.



---------------------------------------------------------------------------
Prologue: The Disastrous Day
---------------------------------------------------------------------------

--Vale--
 Hidden Items: 0 (total hidden items / chests: 0)
  -
 Monsters:
  Bat, Vermin, Wild Mushroom (All are the "Weak" Versions of that enemy)

 At the very beginning of the game young Isaac is awakened by his mother 
Dora. Outside its raining and storming, so your mother dons you in a simple 
tunic. You can answer either "Yes" or "No" to all the questions, since that 
won't affect the game in any other way. This goes for all conversations 
except for really important ones, but I will tell you in advance about 
those.

 Downstairs Isaac and his mother are warned about the boulder by Isaac's 
father Kyle. It turns out to be that the village has to be evacuated and 
everybody must head to the plaza at the southern part of town. After some 
more talking Dora sends Isaac out to find some shelter in the plaza. 
Unfortunately at the moment you walk (or run using "B" button) down a 
boulder falls right in your path blocking the way down. So go north until 
you find a red haired boy pulling a little package. After telling him to 
drop his stuff and save his own life he joins your party. This is Garet he 
will accompany Isaac through most of the game.
 Walk around (there's only one path possible) and as soon as you go over 
the bridge a small cut-scene is displayed. It shows four people trying to 
stop a huge boulder from falling down by using their "Psynergy" - a type of 
magic used in this world - to levitate and hold it in its position.

 Walk towards the west part of the village and go to the most upper part. 
Here you'll see an injured man who thinks that he is about to die. This 
part is optional and doesn't get you anything, but you can let him live or 
die by telling him what to do. Very strange indeed! Head down the stairs 
and go around the corner to find yourself trapped in the first battle of 
the game. Kill the single Vermin which should not be too difficult since 
you get a head start. After exiting this battle the Background Music 
changes a bit, walk on to automatically come across the next battle versus 
a single Bat. After this go to the right and continue on your path. Two 
Wild Mushrooms appear so dispatch of those as well. Then go down, since the 
path behind the bridge is blocked by a boulder for now.

 The next scene shows how a few people (including Dora) try to save a young 
boy named Felix who seems to be drowning in the current. He plays an 
important role in the events in the future so remember him. After some time 
Felix can't hold on any longer and let go of the pole he was holding after 
a few seconds he comes back to the surface, but he can't hold on much 
longer. The four people decide that his sister Jenna must go to the plaza 
to get some help. Your mother also tells you to help her out by going to 
the plaza again to find help for the drowning Felix. Once you're over the 
bridge another fixed battle commences. Continue on and head down as soon as 
you enter the next part of the village, since there isn't anything to do 
around here.

 At the bottom of the village Jenna and a strong guy join you, so hurry 
back to Felix. Once you're back the moment you walk down to save Felix the 
boulder falls down taking Felix and his parents and Isaac's father along 
with it. You can talk to the characters here, but that has no effect so go 
back to the village on the right and Garet will follow you.

 Next you will hear two mysterious people talking about the fury unleashed 
by Sol Sanctum (as the BGM suspects they are not very kind people). Since 
you were accidentally eavesdropping the two decide that you must forget 
everything you heard. They help you forget by fighting you, thus the battle 
commences.

---------------------------------
Boss: Mystery Man & Mystery Woman
---------------------------------
Mystery Man
 HP: 3000    ATK:  63    AGL:    9    Weak:   Water
 PP:  260    DEF:  22    LCK:   40    Strong:  Fire
 Special: Fireball, Heat Flash, Eruption
 Exp:      0
 Coins:    0
 Item:     -

Mystery Woman
 HP: 2600    ATK:  50    AGL:   13    Weak:   Water
 PP:  300    DEF:  20    LCK:   40    Strong:  Fire
 Special: Death Size, Nova, Flare Wall
 Exp:      0
 Coins:    0
 Item:     -

 Of course you're way too weak to beat the Mysterious couple, so don't 
bother just let yourself get clobbered for this time. Even if by some fluke 
you manage to beat both of them up you get 0 exp, 0 coins and the game 
continues on as if you lost (I've tried this with some codes by changing 
both their HPs to 0).

 The two people leave town abandoning the Isaac and Garet which are both 
knocked unconscious for the moment. The intro screen pops up and the game 
continues on 3 years later with the actual story.



---------------------------------------------------------------------------
1. The Ancient Power of Sol Sanctum
---------------------------------------------------------------------------

--Vale--
Inn:
 6 coins
Hidden Items: 11 (11)
 Antidote    - Check Barrel in Jenna's Grandparents home
 Nut         - Use "Catch" on the tree above the destroyed home of Jenna
 6 Coins     - Vase in home above Isaac's place
 3 Coins     - Vase in most upper home on the Eastern part of town
 Smoke Bomb  - Vase in home one plateau lower than the previous one
 Herb        - Box in the lower left home on Eastern part of the village
 1 Coin      - Barrel upstairs Inn
 Elixir      - Jar in the upper Jar outside to Kraden's Home
 5 Coins     - Jar inside Kraden's Home
 Vial        - Jar inside Shack to the east* 
 123 Coins   - Barrel inside Shack to the east*
Chests: 1 (12)
 Power Bread - Use "Whirlwind" on the bush behind the Weapon/Armor Shop

  * = opens up after completing Sol Sanctum

 The town looks peaceful again and Jenna walks towards the home of Isaac. 
He is repairing the holes in the roof together with his mother. Jenna walks 
farther upward and meets up with Garet who is training intensely to become 
stronger by training his Psynergy. After some talking all four meet up near 
Isaac's house and after even more talking you can go to visit the old 
scholar Kraden, his cabin located near the upper western part of the 
village (Near the guy who thought he was going to die in the Prologue). 
Garet and Jenna join your party and now you can go to anywhere (well... 
nearly anywhere) you like in Vale.

 Before continuing on it might be a good idea to get some better equipment 
from the shop here in town. Two long swords and Travel Vests for Isaac and 
Garet would be nice. You can also buy some new equipment for Jenna, but not 
too much, since she will leave your party pretty soon. After talking to 
some of the people you will hear about a group of men who have entered town 
quite recently. They are described and considered as quite rude, since they 
did not pay a visit to the mayor. Inside the inn you can find one of those 
guys. He hides his face behind a mask and trying to make a conversation 
with him leads to nothing. You better let him be.

 The most northern path leads to Sol Sanctum, but first you must meet up 
with Kraden so go one screen left near the upper bridge. Here you will find 
the two mysterious people from the other day three years ago. They are 
talking about Kraden as well, after a while they decide to let your group 
go this time and also you get to hear their names: He is "Saturos" and the 
woman is called "Menardi". After this conversation the puppies that were 
blocking your path earlier on have mysteriously disappeared (as if you 
noted that anyway).

 Go to Kraden's cabin where you will automatically talk with him. He's 
pondering about matters that are lighter than air, but after some sentences 
he'll make you; Isaac the leader of the party and joins in too after 
picking up some items inside. Proceed towards Sol Sanctum and be careful 
not to be seen by the adept that hides behind the tree. He will walk around 
in a set path and you can easily get past him, when he wanders off behind 
the small shrine.


--Sol Sanctum--
Hidden Items: 8 (20)
 Mythril Bag (4x) - Get them from Kraden
 Venus Star       - Get it from the Venus Elemental Statue
 Mercury Star     - Get it from the Mercury Elemental Statue
 Jupiter Star     - Get it from the Jupiter Elemental Statue
 Mars Star        - Get it from the Mars Elemental Statue
Chests: 3 (23)
 Small Jewel (2x), Herb
Monsters:
 Amaze, Bat, Slime, Vermin, Wild Mushroom (All are the "Weak" Versions)


 In every dungeon/cavern you will come across random battles so be careful, 
also in this dungeon you'll come across weaker versions of the 5 enemies 
listed above! See appendix B for the complete Monster Compendium.

 Your first dungeon starts off with a small puzzle room right away. Isaac 
can only jump over gaps that are one space in width so take the rightmost 
path to continue on through the corridor to the second Jumping puzzle. Take 
the middle path and collect the Small Jewel from the chest, then head back 
to the center part of the jumping tiles (the island made of 3 squares) and 
take the path on the right. Here you can check the relief of the Minotaur 
that is missing one eye. Coincidently you just found an eye, so check the 
relief then you can open your inventory and 'use' the Small Jewel on the 
Minotaur. This will open the door at the end of the left path, hence go 
back, jump over the gaps towards the left and walk through the doorway.

 In this room Kraden comes out and tries to find the hidden path, but the 
old geezer fails. Isaac on the other hand can find it by pushing the left 
and right most statues, however the left statue reveals only a dead end 
since the statue in the room behind it cannot be moved. So take the right 
path and walk around the mini-maze to find the second Small Jewel from a 
chest. Directions are hardly needed here, but the chest can easily be found 
by following the left path and the exit door can be found by taking the 
path to the north from the central junction.

 Once again Kraden comes out and tells you that you need to use your 
Psynergy to find the correct path. Use "Move" Psynergy on the 2 left-most 
statues to reveal a Minotaur and a doorway leading to another dead end. 
Better use the Small Jewel on the Minotaur here too causing a pathway to 
open behind the right-most statue. Take that path and follow the left route 
and you'll find a chest with an Herb. Go up the middle to reach the central 
chamber of the Sanctum bearing the Sun's Crest in the middle. They all 
figure out that Saturos and Menardi are thieves trying to rob the Sanctum 
of its riches and so they decide to find out what lies further on in the 
Sanctum.

 After some more talking Kraden stays behind and explores the room by 
himself. Go up stairs and you can either go down or upwards. The lower path 
only leads to a Psynergy Stone that replenishes all PP (Psynergy Points).
Walk to the north, then head to the left, place the three statues onto the 
corresponding spots (Use "Move" Psynergy to place the middle on its correct 
position). This triggers a small mechanism that allows you to move the 
other four in the right chamber. Kraden comes back after moving the first 
one to talk some more. As you notice the Moon changes into Sun and vice 
versa, opening the path to the final room. Unequip Jenna here since she 
will leave your party very soon, so you can at least sell the items that 
would be lost otherwise. Kraden joins you again, then check the crack in 
the wall from which the light beam appears. A portal will open up leading 
to the very essence of the Shrine.

 The sacred room the foursome stumbled upon contains the four elemental 
stars of the four elements of which all matter consists. They are: Earth - 
Venus, Fire - Mars, Water - Mercury and Wind - Jupiter. After some more 
talking again, you have to get the elemental stars because Kraden is too 
frail to get to them by himself. In order to do so he gives Isaac 4 Mythril 
bags. So take the upper right path towards the Venus Star, next head 
upwards for the Mercury Star and back to the Central Island since you can 
only get the Jupiter Star. Something strange happens; Saturos and Menardi 
show up again! It turns out that the elemental stars are what they were 
after too and also they have tagged along the stranger with the mask. 
Menardi asks the guy to remove his mask and he turns out to be none other 
than Felix!

 After some bargaining Isaac and Garet decide to bring them the Elemental 
Stars, just after Garet takes off to deliver them a blue haired guy 
appears. His name is Alex and he takes the stars over in Saturos' name from 
Garet. Isaac still has to collect the Mars star, so go back to the Central 
Island and take the right upper path. Head left and you can put the Mars 
Star in the final Mythril bag. After removing the final Elemental Star the 
Sanctum becomes instable, hence Saturos and the others (including Kraden 
and Jenna as hostages) leave Isaac and Garet to their own faith that is 
without collecting the Mars Star.

 A Cyclops Rock appears which is referred to as the "Wise One", tells them 
about the elemental Djinn that have started to appear again and the purpose 
of the Elemental Stars. They are meant to ignite the flames of the four 
corresponding Lighthouses which will unleash Alchemy upon the entire world 
(Up to now alchemy is only known to the people of Vale and few people who 
are adept to it). The Wise One can no longer hold the volcano from erupting 
and teleports our heroes to a safer place. You might as well use "Retreat" 
to get out Sol Sanctum at once. Once the Eruption takes place a huge amount 
of Psynergy Crystals are send into the world, these crystals upset the 
current balance and mean extra work for you to clear up (but later more on 
that).


--Vale--
 Upon returning from the Sanctum they tell the Great Healer of the village 
about the events that have happened. He asks if Isaac is willing to 
undertake this Mission Impossible together with Garet. If you choose "No" 
here and you exit the sanctum you will receive a message that the world 
will be destroyed and you get a Game Over screen. Then you'll have to start 
over in the sanctum, so answer "Yes" to keep things short.
 Finally it is determined that Isaac and Garet will save the world from 
destruction, by finding the location of the lighthouses. Still not even the 
Great Healer knows what they should do when they get there. His only advice 
is to seek out for the elemental Djinn.

 Preparations are made for the final goodbyes and you receive an Herb and 
Catch Beads from Garet's sisters. After everybody said 'Farewell' you can 
leave the village and explore the world. Take note that you can now equip 
the Catch Beads to learn the Psynergy "Catch". You can use this to get the 
Nut from the tree in the west part of Vale mentioned earlier.



---------------------------------------------------------------------------
2. Solving the Burglaries in Vault
---------------------------------------------------------------------------

--World Map - Vale--
Djinn:
 Venus - Flint

 After setting foot outside Vale you will immediately catch up with a 
little spark that is hovering around on the map. This is the first Djinni 
you encounter on your travels. His name is Flint; even if you decline all 
his offers he will still join your party anyway. He gives a brief 
explanation of how the Djinn System works, so take note or just mash 
buttons to get past the messages.

 Go over the small bridge on the right and head south towards a small 
village. Upon entering the village you will see a caravan under command of 
Master Hammet leaving for Kalay; however they seem to get stuck near the 
second bridge, for the bridge to Kalay is broken and they are attacked by 
still falling Psynergy Rocks from the eruption at Sol Sanctum earlier on. 
So they have no other choice than to go north towards Lunpa. You can visit 
Lunpa too, but other than "Catching" a Nut from the tree there is nothing 
to do. Lunpa is a town that is closed to any kind of foreigners.

--Vault--
Inn:
 12 coins
Hidden Items: 6 (29)
 Sleep Bomb - Barrel at right part of the Item Shop
 Nut        - Box just outside Mayor's Home
 7 Coins    - Jar inside home closest to lower village entrance
 4 Coins    - Barrel inside the home in center of Vault
 Mint       - Box on the left part on the main floor in the Inn
 Bone       - After beating the Bandit's team talk to the lady in the inn
              (the only way to get rid of it is giving it to the dog)
Djinn:
 Venus - Sap (You can't reach him, until you passed the Lamakan Desert)

 According to the people of Vault, there have been many burglaries lately, 
yet no one knows who stole the items and were they are hidden. After 
wandering around you come across the mayor's residence. Inside there is a 
young boy who seems to be in trouble. This boy is named Ivan and possesses 
a strange power that you will notice as soon as you talk to him. He tells 
you about Master Hammet's stolen Rod and asks you to help him find it back. 
Ivan then joins your party and advises Isaac to use his Mind Read Psynergy 
to find the whereabouts of the rod. Although Ivan comes along with you, he 
won't leave the village until he has found the rod. If you do Ivan stays 
behind.

 Inside the Inn you will find two suspicious people, in order to have Ivan 
"Mind Read" them you will need the help of Garet and Isaac too. Try to trap 
one of them between the left most bed and the wall, after doing so Ivan 
will automatically read his mind and obtains all the information Isaac and 
the other need. The stolen goods should be located somewhere in the Inn, so 
better start looking. Once you're outside you'll notice that the guy 
obstructing the ladder to the broken roof is gone. Climb the ladder and 
check out what's going on inside.
 
 Inside the Inn's attic there is a single crate that needs to be moved with 
the use of "Move" Psynergy. In the next room, you'll find the stolen goods 
and a man who has been kept prisoner here for some time. After releasing 
his ropes the bandits from Lunpa come charging in. Time for a Mini-Boss 
Battle!
---------------------------------------------------------------------------
Mini-Boss: Bandit and Thief(2x)
-------------------------------
Bandit
 HP:  260    ATK:  46    AGL:   20    Weak:     All
 PP:    0    DEF:   8    LCK:    3    Strong:     -
 Special: Uses 'Herb' / 'Smoke Bomb', Glowers Ferociously
 Exp.:    36
 Coins:   46
 Item:  Bandit's Sword

Thief
 HP:  110    ATK:  42    AGL:    9    Weak:     All
 PP:    0    DEF:   5    LCK:    1    Strong:     -
 Special: Uses 'Herb', 'Glowers Ferociously' / 'Intimidated' (Skip Turn),
          Defend
 Exp.:    15
 Coins:   32
 Item:     -

I recommend focusing all attacks on the Bandit, then taking on the others. 
Ivan's and Garet's Psynergies do quite well here. Also unleash Flint with 
Isaac several times, and don't forget to heal when necessary. It shouldn't 
be too difficult to win this battle, since human enemies are weak to all 
elements.
---------------------------------------------------------------------------

 After their defeat the mayor comes in, takes away the bandits, puts them 
in jail and all the stolen goods are returned to their rightful owners 
including the Shaman's Rod Ivan was looking for. The mayor tells Ivan that 
Master Hammet is taken hostage in Lunpa by Donpa. For now there is nothing 
they can do about it, so they'll wait until Donpa makes his move. The Mayor 
also requests Isaac to come to his home then he leaves the others behind. 
At last Ivan can claim the rod back and thanks Isaac for his help and 
leaves off too. Before you leave Vault go and see the mayor to obtain some 
Water of Life from him. After everything is safe and sound again you can 
leave Vault. Better head east to the Goma Cave Entrance.


--Goma Cave Entrance--
 Jump over across the little river and move the two pillars in order to 
continue on. Try to move the third one and Garet comes to the conclusion 
that it won't work without removing those leaves. Suddenly Ivan reappears, 
gives a demonstration of his "Whirlwind" Psynergy and joins your party 
permanently. You can also backtrack to Vale and use the "Whirlwind" to open 
up a little cavern behind Vale's shop. Inside that cavern is one chest with 
a Power Bread in it. Anyway, move the pillar and cast "Whirlwind" on the 
foliage to open the entrance of the Cavern.


--Goma Cave--
Chests: 1 (30)
 Lucky Medal
Djinni:
 Mars - Forge
Monsters:
 Ghost, Skeleton, Slime, Will Head, Zombie

 The route is pretty strait forward here, jump over the water stream, go 
south, down the stairs and to the far right. Put the pillar in its place 
and talk to the guy if you like. Go back to the left, jump over the water 
near the bottom and follow the path. Go up the stairs again and move the 
tall pillar on the right so that you can jump next to it, then walk down 
and use Move to push the small fat pillar into the water one floor below. 
You can also collect the Lucky Medal from the chest on the right side.

 Go back down from here and use the newly created path to continue on to 
the right, since you put the pillar in its place just a few minutes ago the 
path to the Fire Djinni is opened. Touch him to start a battle:
------------------
Mars Djinni: Forge
------------------
 HP:  172    ATK:  45    AGL:   22    Weak:   Water
 PP:   14    DEF:   9    LCK:    6    Strong:  Fire
 Special: Flare, Blast, Escape
 Exp.:    28
 Coins:   85
 Item:     -

This battle shouldn't provide any difficulty as well. Just make sure you 
use the most powerful attacks and Flint to get the job done fast, because 
most Djinn tend to leave the battle early by fleeing. If this happens you 
must reenter the room so the Djinni is back in its position and try again, 
until you are successful.

 After collecting Forge, the man below you commends you and leaves the 
scene. Jump back, go through the doorway and head up towards another small 
pillar. Push it off ramp into the water and jump onto the platform it was 
located on, run along the path leading up to find the exit and the village 
of Bilibin close by.



---------------------------------------------------------------------------
3. Kolima's Curse and the Salvation
---------------------------------------------------------------------------

--Bilibin--
Inn:
 21 Coins
Hidden Items: 6 (36)
 5 Coins    - Jar outside home next to the Inn
 Hard Nut   - Barrel inside home next to the Yellow Statue in Town
 Herb       - The jar just outside Sanctuary
 Nut        - "Catch" it in the tree to the left of McCoy's Mansion
 Smoke Bomb - Barrel lower Left corner on 2nd floor of McCoy's
 Elixir     - Barrel near chimney on main floor of McCoy's
Djinni:
 Jupiter - Gust

 At the entrance of the little town is an odd looking tree sprout. If you 
"Mind Read" it you will find out that a human soul is trapped inside. 
Further on other people tell about that tree being a person that came back 
cursed from the woods of Kolima and other people talk about the fountains 
of the Mercury Lighthouse to the North near Imil and its sacred Hermes' 
Water that flows there. As you might suspect from this there are two 
possible ways to go:

    - Go East to Kolima Forest to find out what is causing the curse 
 OR
    - Go North towards the Mercury Lighthouse

Of course you need to do both of them, but going to Kolima first is a bit 
easier since the enemies are somewhat weaker. On the other hand going to 
the Mercury Lighthouse will introduce you to the fourth Adept of your party 
right away. The choice is yours! I'll stick to the original route so I'm 
going to Kolima Forest.

 Also take note that there is a Jupiter Djinni hidden in Bilibin, go south 
from the Sanctuary (walking over the pillar tops) all the way around 
Bilibin until you reach a suspicious bush. Use Whirlwind on it and enter 
the cave behind it. Move the yellow statue that you find down here and 
collect the Wind elemental Djinni: Gust.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3.A Investigating Kolima Forest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Head north towards McCoy's Mansion and then talk to the guard on the 
right. After a conversation he permits you to enter the mansion and you can 
go on audience with "zee big boss" of this place: McCoy. Walk up to find 
yourself in McCoy's room. This McCoy guy seems to talk with a strange 
accent, but never mind that. He declines Isaac's offer because in his eyes 
they are nothing but mere children, after this scene the guard does give 
some sort of hint that you do not need the key to get past the barricade 
built on the east near Kolima... Better head for the barricade yourself 
then.


--Bilibin Barricade--
Hidden Items: 1 (37)
 Hard Nut - Get from the girl after rescuing her from the water as a tree
            after beating Saturos AND before healing Tret. Cannot be done
            afterwards!
 
 The moment you get here you'll see the feeble wooden construction which 
seems to be the barricade. Use "Move" Psynergy on the left crate to get 
past the barricade. Note how three trees are peculiarly stacked up next to 
the river, they will feature in one of the little side-quests later on, but 
for now go east towards Kolima.


--Behind Kolima Barricade - World Map--
Hidden Items: 1 (38)
 Turtle Boots
 
 After passing the barricade you have the chance to collect the Turtle 
boots if you head left after the barricade. Somewhere in the middle of the 
forest area at the end of the long small island you can find the boots by 
checking the ground. They are not that useful, but collectors may like 
them. After you did this go head east towards Kolima.
 

--Kolima--
Inn:
 N/A (32 Coins after you break the Curse)
Hidden Items: 4 (42)
 Apple       - Upper left barrel of the 6 clustered in right corner
 Herb        - Left Barrel just outside lowest tree home
 Lucky Medal - Jar highest level of the Inn
 7 Coins     - Jar highest level of Weapon/Armor Shop
Djinni:
 Venus - Granite 

 After entering Kolima Isaac and the other find out that all the residents 
have been changed into trees. They also notice the sparkling stuff that is 
lying around, and then all three characters (or four if you got Mia 
already) get attacked by some energy flow and they fall down. Soon they 
notice the sparkles falling down from the skies, this is what must have 
cursed all the villagers. Somehow because Isaac and the others are Adepts 
they have some sort of barrier that shields them from the harm the sparkles 
do, thus saving their lives. Then the voices of Tret and Laurel - the two 
tree spirit - are heard, Tret is upset that the villagers took their axes 
to his brethren and in his madness he cursed all of Kolima. Laurel pleas to 
Isaac that he reawakens the softer side of Tret once more and Isaac accepts 
that task. 

 After the cut scene you can see a Venus Djinni (Granite) on the right side 
of the screen next to a tree home, but you can't reach it or can you? Enter 
the home from the back and go downstairs and follow the path in the cavern 
below, eventually you'll reach the Venus Djinni. Granite will join your 
party without any fuzz. Leave the village and head for Kolima Forest to the 
north.


--Kolima Forest--
Hidden Items: 1 (43)
 Nut
Chests: 1 (44)
 Fur Coat
Monsters:
 Drone Bee, Rat, Rat Soldier, Troll

 Head to the upper left corner and push the left most log into the water 
and cross the gap. Walk on to the left to the next screen. Push the first 
log to the left, walk down past it, then push the lower left log down, but 
don't move the third one. Follow the path to find the third log pushing 
puzzle. Note that there is a Nut here, which you can "grab" from the tree.

 For the logs you have to move the first one left, go up, around the log 
and push it back to the right, push the lowest horizontal log down, the 
upper one up and finally the first (vertical) one again to the left. This 
log falls in the riverbed and keeps on floating so you can jump over it and 
continue on to the next screen. The solution for getting the chest with the 
Fur Coat on the right goes like this from the initial setting:

  Flip the switch here at the bottom of the field.
  Push: 
     Both horizontal logs -> up
     Upper vertical log   -> right
     Left horizontal log  -> down 
     Lower vertical log   -> right
     Right horizontal log -> down
     Lower vertical log   -> Left
  Flip the switch a second time
  Collect the Fur coat

The solution for reaching the exit from the setting of the "Fur coat" is 
simple:

  Flip the switch here at the bottom of the field.
  Push: 
     Both horizontal logs -> up
     Upper vertical log   -> left
     Left horizontal log  -> down 
  Flip the switch a second time
  Continue to the next screen

 On the next screen you will find Laurel and Tret. The conversation with 
Laurel tells you that Tret can't be saved. However "Mind Reading" her gives 
you the information that Tret can be saved by the sacred Hermes' Water from 
at the fountain of the Mercury Lighthouse. If you try to talk to Tret 
you'll notice that his bad personality takes over before you can make any 
contact with the real him. The only thing you can do is climbing up the 
vine.


--Tret Tree--
Chests: 2 (46)
 Healing Ring, Nut
Djinn:
 Jupiter - Breeze
Monsters:
 Creeper, Drone Bee, Gnome, Rat, Rat Soldier, Spider, Troll
Boss:
 Tret

 In the first room there is nothing else to do, but climbing upwards to the 
second. The second level has some leaves over the spider webs on which you 
can only jump once, so think about your actions ahead. The left exit is a 
dead end. Jump on the leaves from the lower left corner toward the right. 
Keep close to the middle path and climb up the vine so you can reach the 
third level. You can use the leaf to reach the chest in the middle here; it 
contains a Healing Ring. Doing this however does force you to fall down one 
level, so backtrack again and use the leaf again to reach the vine at the 
top of the screen. Exit the next interior level using the exit at the 
bottom of the screen, then go right and climb the vine, before entering the 
tree again you can also get a Jupiter Djinni if you take the upper branch 
just outside.
--------------
Jupiter Djinni
--------------
 HP:  243    ATK:  79    AGL:   42    Weak:   Earth
 PP:   22    DEF:  20    LCK:    7    Strong:  Wind
 Special: Flash Bolt, Ray, Plasma, Whirlwind, Wind Slash, Escape
 Exp.:    88
 Coins:  100
 Item:     -

This Djinni tends to flee sometimes, so try to stun it with Ivan's Witch 
Wand (Stun Voltage Unleash). Take note that Ray can do quite some damage so 
keep you HPs up at all time. Other than that there shouldn't be much to it, 
shortly after beating this Wind elemental Djinni he joins your party under 
the name of Breeze. 

 After leaving or collecting the Djinni enter the up most room here from 
the right and you can collect a Nut from the chest here. Since it is a dead 
end the easiest way to backtrack is to fall down one of those leaves. This 
time take the left exit and follow the lower branch to find a vine here as 
well. Climb it and enter the up most room from the left, once inside fall 
down the center leaf that is located below broken leaf. This means you will 
have to jump on it twice, after falling down five times you will come face 
to face with Tret (I wonder how Isaac survives a fall from 4 stores high). 
Better heal, save and set your Djinn right before starting the battle. 
After a few words with Tret the battle starts.
---------------------------------------------------------------------------
Boss: Tret
----------
 HP:  710    ATK:  89    AGL:   30    Weak:    Fire
 PP:   36    DEF:  27    LCK:   28    Strong:  Wind
 Special: Growth, Sleep Star, Thorn, Quake
 Exp.:   226
 Coins:  700
 Item: Potion

Better use Forge and the other Djinn to make yourself stronger after that 
Summons like Ramses and Atalanta can do quite some damage too. Tret's 
attacks are not that strong, but dealing 700 damage can take a few rounds 
if you're party levels are pretty low. If you have visited the Mercury 
Lighthouse already and met up with the Water Adept this battle should be 
easy. Tret does use Sleep Star quite often which can put some of your 
character to sleep. Nonetheless you should come out victorious without too 
much damage.
---------------------------------------------------------------------------

 After beating up the 'evil' side of Tret he regains his senses and becomes 
kind again. Then again his rage and this battle have exhausted him so much 
that he can no longer save the people of Kolima. As you already heard from 
Laurel you need that holy water from the Mercury Lighthouse. So we'll have 
to go back to Bilibin and then we need to head north towards Imil.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3.B The Healer and Guardian of the Mercury Lighthouse
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 In order to get to Imil and the lighthouse we have to go north from 
Bilibin over the little bridge, then go west over another bridge and keep 
on going west until you reach a cavern.


--Bilibin Cave Entrance--
 At the entrance of the screen you can see a small plant growing against 
the wall. You can make this plant grow a lot bigger by using the "Growth" 
Psynergy on it, however your character can only learn this Psynergy only on 
certain classes. The easiest way to learn Growth is to give Garet at least 
one Venus Djinni or Isaac at least one Mars Djinni. This way you can enter 
the Cavern from a higher level.


--Bilibin Cave--
Chests: 4 (50)
 Elven Rapier, Vial, Psy Crystal*, Water of Life*
 * = only reachable after Mogall Woods (see Chapter 8)
Monsters:
 Ghoul, Gnome, Ooze, Troll

 If you entered the cavern from the higher level by using "Growth" on the 
small plant outside, you can easily grab the Elven Rapier from the chest. 
Also there is an interesting formation of rocks near this chest. However 
you need "Reveal" Psynergy to find a hidden entrance which means that Isaac 
needs to backtrack sometime in the future. For now fall down and walk left.

 Here you are back at the start again, keep on heading to the left route 
until you reach an intersection go right here and you will reach a 
different room with some icy pillars. Near the end you can move the right 
torch down and right to melt the final Ice Pillar creating a puddle of 
water. Jump over this puddle and continue on. At the end there is a chest 
containing a Vial. Head toward the exit and walk around the icy fields, 
until you reach the frozen village of Imil.


--Imil--
Inn:
 24 coins
Hidden Items: 3 (53)
 Lucky Pepper - Look in the oven inside the Inn
 9 Coins      - In the jar outside home upper level of town
 Lucky Medal  - Upper left grave near the Sanctum
Chests: 2 (55)
 Vial         - Above the first home (See comments below)
 Empty bottle - First house from the southern entrance
Djinni:
 Mars - Fever

Talking to the people in this village gets you information about a woman 
named Mia who is the healer of this village. Since many people have gotten 
ill after a group of travelers can from the south, Mia is very busy now.
 You can find a Mars Djinni by moving the snowman in the northern part of 
town to the left and then enter the slippery ice part from the Sanctum on 
the left. Slide in the following directions from here on to find the cavern 
with the Djinni: RULULURULURU. You can see that the snowman will help you 
reach the cavern in the very last part of the sliding process.


--Imil Falls Cave--
 Inside the cavern Mars Djinni Fever joins you without a fight. You should 
have two Djinn of all but the water type.


--Imil--
 Also you can reach a chest by following this route from the same starting 
point: RULULURULDLUR for another Vial.
 On with our quest. After talking to most of the villagers and the two 
children in the sanctuary Mia will show up in the first home where you 
found the Empty Bottle. After seeing her heal the old man she mumbles 
something about Alex and leaves for the Lighthouse. Now you can leave for 
the Mercury Lighthouse.


--Mercury Lighthouse--
Chests: 4 (59)
 Nut, Psy Crystal, Psynergy Armor, Smoke bomb
Djinni:
 Mercury - Fizz, Mercury - Sleet
Monsters:
 Mimic, Cuttle, Harpy, Lizard Man, Mauler, Siren
Boss:
 Saturos

 At the entrance you will meet Mia again (only after meeting her in Imil), 
but she can't continue on because there is a statue in her path. Use "Move" 
Psynergy to get rid of the first obstacle, also Mia seems to be able to see 
your Psynergy which means that she is an Adept too! Then Mia opens the 
barrier by using "Ply" and enters it, you'd better do the same thing so 
it's time to enter the first Lighthouse.

 Inside attack the Lizard Man so Mia can continue on in the Lighthouse. She 
thanks you and leaves again, continue on you can take either left or right 
passageway since they end up at the same path in the next room. Keep 
heading up and take the stairs, here you'll find Mia again and another 
obstacle that blocks her path. If you "Mind Read" her here you'll find out 
that she's hesitating to believe that Alex has started to turn bad... Just 
use "Move" on the blue statue over the pit to open the path for Mia once 
again after some more talking she decides to come along with your party. As 
a bonus she already has a Mercury Djinni: Fizz as a pet! 

 Continue on until you reach another puzzle room. Push the first pipe in 
its place and continue (there is only one path) and push the pipe from the 
other side into it original position. You can of course backtrack a bit to 
get the chest with the Psy Crystal, in any case proceed on to the next 
room. Jump over the gap, don't go down the ladder, but walk around the 
entire room. Push the pillar in its position which should only take half a 
minute. Fall down the slide and go through the doorway that is recently 
opened. Slide down again and you will stand right in front of the goddess.

 Jump over the gap onto the hands of the big statue, set "Ply" to either L 
or R button and use it on the Statue. This should activate the cross tiles, 
these tiles allow you to stand on water for a few steps. Jump back on the 
tile just below to find out that you can jump on the water four times. Go 
up one room and jump over to the very right side towards the exit.

 Here you find yourself in a room with three waterfalls. Open the chest on 
the very right to find out that it is the very fist Mimic in the game! 
Mimics are imitations of Treasure Chests that look exactly identical, the 
moment you open them the creature attacks you. The nice thing is that when 
you beat it the treasure from the chest is ALWAYS automatically dropped in 
battle.
-----
Mimic
-----
 HP:  468    ATK: 120    AGL:   51    Weak:    Fire
 PP:   24    DEF:  33    LCK:    8    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Wind Slash
 Exp:    164
 Coins:  178
 Item: Water of Life

Walk into the right most Waterfall jump over the water to find a chest 
containing a Psynergy Armor on the other side. Go back, walk up to the big 
central room with several jump tiles in the water and step up the first 
jump tile in the middle. Work your way around the room counter clockwise, 
you should be able to get to the upper right corner using the tiles without 
too much effort, just stay close to the right wall.

 After this event you can also collect the Smoke bomb by going right 
instead of down at this point, if you collect this bomb however you have to 
work your way around the room a second time. Head down two rooms and you'll 
find yet another room with three waterfalls. Enter the middle one, head up 
two rooms, push the pipes into their corresponding places (starting at the 
back) and the previous room will fill up with water. Jump over the water 
and ascend the stairs 3 times and here is yet another pipeline puzzle room 
to be found.
 
 Walk down the path in the very back of the room, push the pipe to the left 
(this will move the statue one space to the left). Let Isaac walk back, 
push the pipe to the right, (moves statue down) then to the left a second 
time. Before going back to the left again push the horizontal pipe down, 
then head back and push the vertical pipe for the last time to the right. 
This will cause the statue to fall down one floor allowing you to place on 
top of the switch. After passing that doorway push the third statue from 
the left aside to collect a Nut from the chest in the backroom, go back to 
the previous room and move the lone statue on the right side. Go up one 
room and push another pipe into position allowing you to continue on.

 Here there is a room with many waterfalls located next to each other. 
Enter the fourth of the right to find a Mercury Djinni inside this one 
however does require you to do battle.
--------------
Mercury Djinni
--------------
 HP:  290    ATK: 107    AGL:   58    Weak:    Fire
 PP:   20    DEF:  24    LCK:    9    Strong:  Water
 Special: Drench, Froth Sphere, Prism, Tundra, Escape
 Exp:    130
 Coins:  151
 Item: - 

Continue on to the left and follow the passageway and at the end of it 
enter the last waterfall. Move the statue with Psynergy and continue on 
until you reach a room with a single blue statue and a rainbow over the 
waterfall. Use Ply on this statue and the waterfall will magically reverse 
into streaming upwards.


--Mercury Lighthouse Aerie--
 Cure all your wounded people, Set/Reset all Djinn if you like and collect 
the Psynergy Stone to completely fill all of your Psynergy power. Jump over 
to the center of the Aerie and your party will notice that the lighthouse 
as already been lit up. After some talking the group of Saturos shows up, 
Saturos tells Menardi to leave for the Venus Lighthouse as he will deal 
with Isaac and the others.
---------------------------------------------------------------------------
Boss: Saturos
-------------
 HP: 1200    ATK:: 113    AGL:   51    Weak:    Water
 PP:  160    DEF:  35    LCK:   40    Strong:  Fire
 Special: Eruption, Fireball, Heat Flash (Delude)
 Exp:    331
 Coins:  800
 Item: Psy Crystal

 Saturos is naturally the strongest adversary you face up to this moment 
(unless you count the Mystery Man as well). If we take a look at his 
special attacks then Eruption and Fireball can cause quite some damage, 
whereas Heat Flash (simply a Delude Psynergy) isn't that bad. I recon you 
use the Mercury Djinni Sleet in the first round, because Saturos is weak to 
water and Sleet can also lower Saturos' Attack power. You may wish to 
unleash the other Djinn as well. Don't waste Garet's PP on Fire Psynergies 
since Saturos has a very high resistance to it. The best strategy is to 
attack with Mia's Djinn or unleash the level 2 Mercury Summon: Nereid on 
him. Isaac can do some healing if it is really necessary, but I don't think 
that this battle should prove to be too difficult as well. Saturos may have 
a lot of HP, but he doesn't have real killer attacks.
---------------------------------------------------------------------------

 After Saturos' defeat Alex shows up to explain why Saturos was defeated so 
easily, as a Fire Adept the Mercury's watery environment drained him of his 
powers. Also Alex just tried to stall some time to heal Saturos and after 
some more talking before they leave you behind. Mia also decides to join 
you in your quest to beat Saturos and Menardi to the Venus Lighthouse, 
before you leave you better fill up your bottle with the sacred Hermes 
water that flows once again from the fountain (the shop in Imil are now 
opened too and you can buy a Blessed Ankh Artifact there).


--Bilibin Barricade (Optional)--
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
     WARNING: THIS IS A ONE-TIME EVENT ONLY!!! It cannot be completed
     after you heal Tret so you MUST do it now!
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
 You can perform a small side-quest at the Bilibin Barricade. You will see 
the three trees again, only now one of them has fallen into the river. Walk 
into the shallow water just below the other fallen tree. Use "Move" 
Psynergy on the tree in the water stream. Once you've cured Tret you can 
receive a Hard Nut from the woman that was the tree back then (Don't get 
any silly ideas about this, pervert).


--Kolima Forest--
 Go back to (if you visited the Mercury Lighthouse before going to Kolima) 
Tret and cure him with the Hermes' Water. After this happens Tret is 
finally restored to his old friendly self and will free all the people that 
have been turned into trees by the curse. Tret then tells you that he was 
struck by falling rocks the other day and that caused him to get very 
upset, whereas Laurel who was hit as well became very sad. It turns out to 
be that the Psynergy Rocks emitted by Sol Sanctum were the cause of all the 
problems. After some more talking Laurel tells you that the animals of 
Kolima Forest have turned into monsters; this would explain why you had to 
fight monsters in nearly every place. After doing this you can continue to 
the bridge to the south-east of Kolima as well and Isaac can collect a 
reward from McCoy as well.


--Bilibin - McCoy's Home (optional)--
Chests: 1 (60)
  * = Technically speaking 4, but you can only collect 1 of them
      (See below).

 After talking to that weird man again he is so 'generous' you can pick one 
treasure from the four chests in the basement. So the guard shows you the 
way and Isaac follows him into the basement. Here are 4 reachable chests 
that are arranged like this:
       _  _  _  _
      |1||2||3||4|
       �  �  �  �
   1 = Vial
   2 = Potion
   3 = Psy Crystal
   4 = Water of Life

None of them are really spectacular, but the fourth chest is probably the 
most valuable in terms of money. Oh well, at least Isaac gets a reward at 
all.


--Kolima Bridge--
 After breaking the Tree Curse the guy at the opposite side of the river 
will lower the drawbridge for you. From here on you can go strait to the 
cursed woods (see chapter 5) or complete an optional side-quest that is not 
necessarily required in the Fuchin Temple (see chapter 4).



---------------------------------------------------------------------------
4. Fuchin's hidden power; the Art of "Ki" (Optional)
---------------------------------------------------------------------------

--Fuchin Temple--
Hidden Items: 1 (61)
 Unicorn Ring - Check jar next to Nyunpa's home
 
The environment of the temple looks very foreign; more or less very 
eastern. Talk to the people at the foot of the temple and you will find out 
that Mogall Forest sprouted from the soil in just 1 night, this is of 
course very unnatural so indeed the power of the fallen Psynergy Rocks are 
the blame of this. Enter the cabin at the top of the waterfall and talk to 
Master Nyunpa using "Mind Read" Psynergy to get permission to enter the 
trial at the base of the waterfall. Note that you can't enter the menu with 
the 'A' button, because you will talk to Nyunpa when you are so close to 
hom. In order to overcome this problem use 'Select' or assign a shortcut 
key to "Mind Read".


--Fuchin Falls Cave--
Hidden Items: 1 (62)
 Dragon Eye
Chests: 2 (64)
 Arctic Blade, Orb of Force
Djinni:
 Jupiter - Zephyr
Monsters:
 Mimic, Bone Fighter, Dirge, Mole, Spirit

 At the beginning you can read a tile that gives a hint about the solution 
of the cavern. Use the right wooden pole to ride across the water to the 
other side. Here awaits a chest for you. However this is not a regular 
chest but a Mimic so start another battle.
-----
Mimic
-----
 HP:  506    ATK: 133    AGL:   57    Weak:    Fire
 PP:   26    DEF:  36    LCK:   10    Strong: Water
 Special: Debilitate, Psy Drain, Sleep, Briar
 Exp:    190
 Coins:  207
 Item: Game ticket

 Go back and use the left log to reach the next room, jump over the water 
and you'll reach the upper right corner. From here on you can go two ways 
for now take the left path since right leads to a dead end at this moment. 
Also the doorway up ahead leads to another dead end, hence go left even 
further, up the stairs and follow the route through the dark room. Actually 
the invisible path on the right can be traversed so try that if you like, 
that would make completing this quest a lot faster/easier. Descend another 
stairway to find yourself in another room with a log in the water, use it 
and follow the path on the left to get over the water with another log. You 
are back in the first room although you entered it from the left, use the 
log to go over to the other side.

 In the next room you'll see a Jupiter Djinni on the right side of the 
room, to get there walk down using the log, then place the vertical log 
against the left wall and use the horizontal to go back to the previous 
location. Now you can use the single pole in the water and the vertical log 
to get the Jupiter Djinni.
--------------
Jupiter Djinni
--------------
 HP:  314    ATK: 115    AGL:   68    Weak:   Earth
 PP:   25    DEF:  26    LCK:    9    Strong:  Wind
 Special: Flash Bolt, Plasma, Storm Ray, Wind Slash, Whirlwind, Escape
 Exp:    150
 Coins:  176
 Item:     -

 After Zephyr joins your party, go down, use the log and get up the next 
doorway. In the next room go to 2 horizontal logs and move one upwards, 
take the upper vertical log and go to the left, use the other horizontal 
one to reach the doorway in the middle of the staircase. In the room below 
you can find a Dragon's Eye lying openly on the little table. Go back and 
take the stairway on to the north. Follow the path and place the eye in the 
appropriate place of the dragon statue. This will make the shadow of an 
invisible path on the ground visible. All you have to do backtrack all the 
way to the left entrance of this room. Walk over this invisible path (don't 
worry; you can't fall off) and read the tablet that speaks of the power of 
"Ki" that is placed in the chest. Open it and you can obtain this Orb of 
Force, equip it right away to any character that has room in his/her 
inventory. Note that this is the only Psynergy in the game that is not 
aligned to any elemental; it's Neutral!


--Fuchin Temple--
 After returning from the dungeon, you get a message that master Nyunpa is 
awaiting you. He tells you that you can use "Force" Psynergy on the tree 
stumps to find your path through the Mogall Forest. You also get some 
various other words of wisdom too for free.



---------------------------------------------------------------------------
5. Monkey Business in Mogall Forest
---------------------------------------------------------------------------

--Mogall Forest--
Hidden Items: 1 (65)
 Nut 
Chests: 2 (67)
 Apple, Elven Shirt
Djinni:
 Venus - Quartz
Monsters:
 Ape, Bone Fighter, Dirge, Death Head, Mole, Spirit
Boss:
 Killer Ape

 With or without the Orb of Force you can continue on, although with the 
orb you can more easily find the correct path yourself. From the entry go 
down two screens and if you use "Force" on the tree stump on the left an 
Ape will appear and attack you. Further on you can push the vertical log to 
the right, the horizontal down, the vertical left and finally the 
horizontal one upwards. Use "Catch" Psynergy to get the nut from the tree 
if you like. Move up and use Force again on the tree stump to see a monkey 
showing you the route or just go right 2 times.

 Here are 2 tree stumps, use "Force" (or not) on them and from one of them 
a Monkey will show up running in to a path leading south, the other goes 
east. The eastern path leads to a chest with an Apple inside. The southern 
path leads to another log pushing field. Use "Move" on the small rock to 
push it backwards, then push the log down so you can move on. Next move the 
horizontal log down, the vertical log left, horizontal log up and finally 
the vertical log to the left so it falls into the water. Venus Djinni 
Quartz can be found at the bottom of the screen here too; he will put up a 
fight before joining you.
------------
Venus Djinni
------------
 HP:  349    ATK: 127    AGL:   76    Weak:    Wind
 PP:   25    DEF:  28    LCK:    9    Strong: Earth
 Special: Briar, Earthquake, Gaia, Mad Growth, Spire, Escape
 Exp:    172
 Coins:  201
 Item:     -

 You can use "Force" on the tree stump in the middle and then on the left 
stump to find out the route, or I could just tell you that it's left. Next 
there are three tree stumps to be found, the right one contains an Ape that 
will attack you. The middle one has an Ape that goes down and the right one 
awakens an Ape that flees to the left. Also if you go north here you can 
find a Psynergy Stone.

 First we take the left route which gives us a chest with an Elven Shirt 
after completing a really simple puzzle. Just move the rock a few times 
until there is enough room to push the log to the right. Equip it to either 
Garet or Mia, because they are normally so slow and will get a huge boost 
from it. Go back and head one screen down, here you have to do nearly the 
exact same thing and use force on the tree stump if you like so a monkey 
will jump over to the lower stump. Walk around the other logs on the left 
and push them so that the last tree stump will fall down into the river 
(there is only one way to move them so it should be easy). Use "Force" 
again to see a monkey leaving via the south entrance. So go down and you 
will find a lone stump in the middle of the field, you can already hear 
some sounds coming from it. This noise doesn't sound too good, but you have 
to continue on. Time for a boss battle:
---------------------------------------------------------------------------
Boss: Killer Ape
----------------
 HP: 1000    ATK: 156    AGL:   94    Weak:    Fire
 PP:   35    DEF:  97    LCK:   26    Strong:  Wind
 Special: Bind, Debilitate, Ransack, War Cry, Douse
 Exp:    460
 Coins: 1500
 Item: Douse Drop

This boss is statistically nearly Saturos' equal so if you were able to 
beat him, the Killer Ape should be easier since you have better equipment 
now. Just use the Djinn followed by a summoning of the most powerful 
Summons you have and the Ape is gone, before he even has the chance to hurt 
you.
---------------------------------------------------------------------------

 After beating the Killer Ape you get a Douse Drop. This seems odd to me 
since Mia can already use "Douse" Psynergy. Head down towards the exit for 
Xian on the World Map.



---------------------------------------------------------------------------
6. Altin's Extraordinary Flood
---------------------------------------------------------------------------

--Xian (Optional)--
Inn:
 40 coins
Hidden Items: 2 (69)
 Elixir      - Barrel inside small home in the middle of Xian
 Lucky Medal - Jar outside upper left corner Mulberry Orchard
Djinni:
 Mercury - Mist

The people of this village are very good at Kung Fu and creating Silk 
garbs. If you disturb the water carrying woman she will drop the water and 
creates a small puddle of water, when you make her drop the water one space 
next to the right wall you can use "Frost" Psynergy to get to the Mercury 
Djinni that is located there. This Djinni named Mist and he joins without a 
fight.

 At the most upper part of Xian you can find the Kung Fu School of master 
Feh. If you don't have the Orb of Force you can leave for Altin right away. 
On the other hand if you do have you can trigger a small cut-scene inside, 
use "Force" Psynergy while standing on the white line to make the big tree 
trunk fall down. After you do this the door at the bottom will unlock, open 
and a girl named Feizhi comes outside together with Master Feh. Feizhi will 
leave for Hsu, since she sensed that he is in danger.
 Feh will then give a small explanation between the difference of "Ki" and 
"Chi". Also at the entrance of town Feizhi will await you if you used Force 
on the wooden pole inside the training school.


--Xian World Map--
Djinn:
 Mars - Corona

 To the far north of Xian (You can see Kolima village at the top of the 
screen here) there is a lone island and on this field you may encounter the 
wild Mars Djinni: Corona. 
-----------
Mars Djinni
-----------
 HP:  355    ATK: 144    AGL:   76    Weak:   Water
 PP:   24    DEF:  41    LCK:    8    Strong:  Fire
 Special: Fireball, Flare Wall, Mad Blast, Nova, Volcano, Escape
 Exp:    173
 Coins:  210
 Item:     -


--Alpine Crossing--
Chests: 1 (70)
 Power Bread

 Just located to the west of Xian you will come across the Alpine crossing 
before entering Altin. If you met Feizhi before she will appear here too, 
but there's not much to do here. The only thing you can do is create an Ice 
Pillar from the water puddle and using "Growth" Psynergy on the little 
plant to make it grow bigger (give Isaac a Mars Djinni so he learns 
"Growth"). Go up and walk to the lower right corner where you can find a 
chest with a Power Bread. Isaac and companions can head for the north exit 
towards Altin.


--Altin--
Inn:
 48 Coins
Hidden Items: 2 (72)
 Nut     - Barrel in home accessible after receding water once
 9 Coins - Barrel in weapon shop after draining water completely

 Upon entering the town you can easily see that it is entirely flooded. The 
first villager explains to you that water spewing creatures have caused the 
town to get flooded, of course it is up to you to solve this problem. 
Talking to other people learns you that Altin is usually dried out so much 
that there is hardly any water which makes it even more odd for a flood. 
Later on you'll discover that the Psynergy Crystals have caused the 
Guardian Statues of the inner shrine in Altin to become alive. Use Move on 
the first statue here and you can enter a cavern.


--Altin Peak--
Hidden Items: 1 (73)
 Frost Jewel - Receive it from the first Living Statue
Chests: 6 (79)
 Cookie, Dragon Shield, Lifting Gem, Lucky Medal, Psy Crystal, Vial
Djinni:
 Mercury - Spritz
Monsters:
 Mimic, Bone Fighter, Calamar, Dirge, Rat Fighter, Slime beast, Tarantula
Boss:
 Hydros Statue

  A Psy Crystal is located in inside a red chest around here. That's all 
you can do here so go back outside.


--Altin--
 Descend the ladder and walk on further to the south; at the bottom of the 
screen you can see a blue creature spitting water. As you approach it, it 
moves 'slowly' into the mines.


--Altin Peak--
 Inside the cavern you can watch as the creature jumps over the pit. Chase 
and watch it fleeing again, chase once more and you'll have to do battle 
against it. Of course I don't have to tell you that this creature is weak 
to Fire and strong against Water. Just use you Djinni and summons to take 
it down quite fast (it has about 500 HP). I don't know why, but you get a 
Frost Jewel for your efforts. Again this is strange, because you can use 
"Frost" already with Mia.


--Altin--
 As you come outside again, it is clear that the water level has dropped a 
bit. You can follow the mine-cart tracks into the second level of the 
cavern.


--Altin Peak--
 Follow the tracks as far as possible since the other paths all lead to 
dead ends, when you reach the end follow the left path. Near the mine cart 
hit the switch so the arrow points east, enter the cart itself and you'll 
run into the next living statue. Fight it and the water level drops again, 
backtrack to the beginning of the cave, but don't go outside. (You cannot 
yet reach the chest that lies behind the door on the right here). Enter the 
passageway in the upper left corner, climb down the ladder and continue on. 
In the next room follow the lower left path and flip the switch so it 
points left, head back and go right. Enter the cart, enjoy the ride, get 
out and follow the upper left path.
-----
Mimic
-----
 HP:  579    ATK: 160    AGL:   51    Weak:    Fire
 PP:   32    DEF:  44    LCK:   12    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Shine Plasma
 Exp:    241
 Coins:  267
 Item: Game Ticket

 Go a few steps back and follow the lower route. In the next room use Frost 
on the water puddle before climbing the ladder then proceed to the next 
chamber. Use Frost on the pillar in the center of the lower level of the 
room, climb the ladder to the left of it, enter the mine-cart and collect 
the Dragon Shield from the chest at the end of the ride. Go back and climb 
the other ladder, change the switch and do another mine-cart ride. Now you 
can completely backtrack towards the entrance.


--Altin--
 All the water in the town has been drained at last. This allows you to buy 
new Armors and Weapons (although I have to say that most of these items are 
rubbish). Enter the mines from the lowest level for the last part of this 
semi-dungeon.


--Altin Peak--
 Follow the path to the right until the tracks come to an end, then go 
south and open a chest on the left side of the screen containing a Lucky 
Medal. Keep on running through the corridor on the right until you reach a 
big room with a Mercury Djinni near the entrance, go right here, move the 
pillar and freeze the puddle to create a new path. Climb the ladder due 
north and freeze the puddle there too, hit the switch, go to the mine-cart 
and enter it twice. Now you will be very close to the Mercury Djinni which 
will fight you before aligning with you.
--------------
Mercury Djinni
--------------
 HP:  361    ATK: 140    AGL:   84    Weak:    Fire
 PP:   27    DEF:  32    LCK:   10    Strong: Water
 Special: Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
 Exp:    190
 Coins:  226
 Item:     -

 With Spritz on your side you should be able to use Wish (Mia has 4 Mercury 
Djinn now, which makes her a Cleric) which restores HP for all party-
members! Use the Mine-cart to get back, go to the left past the frozen 
pillar, freeze the other puddle as well, climb the ladder and follow the 
path using the newly created pillars to exit this room. From here on follow 
the path and navigate past all the small rocks until you reach a sign at 
the top. Use Force on it to strike the pillar, but if you don't have the 
orb of Force, Garet will come out and kick the pillar by himself.

 After doing so a huge boulder appears luckily Isaac will run automatically 
following the correct path into safety. Climb down the gap that is created 
just a few seconds ago, down here no random enemies appear so you can 
freely regenerate you PP if you want. At the end of the corridor there is a 
bigger Living statue; the so called Hydros Statue. You may want to equip 
your fur coat here, since that protects against water attacks!
---------------------------------------------------------------------------
Boss: Hydros Statue
-------------------
 HP: 1300    ATK: 156    AGL:   62    Weak:    Fire
 PP:   80    DEF:  53    LCK:   30    Strong: Water
 Special: Drench, Froth Sphere, Ice Horn, Restore, Tundra, Water Blessing
 Exp:    496
 Coins: 2400
 Item: Lucky Medal

The Hydros Statue is basically a bigger and stronger version of the Living 
Statues you encountered before. It is resistant to water so Mia does best 
to keep as much Djinn as possible on Stand-by. This way she can use Wish 
which cures the entire party. Of course you may want to use Sleet or Mist, 
but return them to Stand-by again.
 So your main attacks are with Isaac and Garet. A level 3 Mars Summon; 
Tiamat should dispatch the Hydros Statue quickly, also Cybele can do a nice 
amount of damage on this boss. In order to use Cybele after 2 rounds set 
Quartz to Set before the battle (you probably don't need to revive anyway). 
All of the Hydros' attacks are Water based which means that equipping the 
Fur Coat is actually a good idea even though it is a bit weaker.
---------------------------------------------------------------------------

 After beating the Hydros Statue it turns into a real statue again and 
disintegrates right in front of you. Open the chest behind it, collect the 
Lifting Gem and equip the gem in order to lift those brown sphere-shaped 
rocks you've come across earlier. Head towards the entrance (follow the 
southern path) and you will find one of these boulders that can be lifted; 
so use "Lift" Psynergy. Enter the crevice and take the far left branch, 
move the statue and open the chest for a Vial. Head back and take the 
central path use lift again and you will finally reach the exit of the 
cavern.

Note: You can backtrack here as well and go to the room where you fought 
the second Living Statue, climb down the stairs on the right side of the 
chamber and you can find another chest by using Lift on the boulder. Inside 
the chest is a very rare PP increasing Cookie.



---------------------------------------------------------------------------
7. Revealing the Mirages of the Lamakan Desert
---------------------------------------------------------------------------

--Lama Temple--
Hidden Items: 2 (81)
 6 Coins       - Check jar inside Hama's Home
 Water of Life - Chest; Use "Reveal" on the lone rock

 There isn't much to do around here so head up to the only building around. 
Inside you will find Master Hama meditating. She is a Jupiter Adept just 
like Ivan and will teach Ivan Revealer Psynergy, Hama also seems to know 
more about the fate that has befallen Felix. Feizhi comes charging in and 
tells Hama that is was able to foresee the event of Hsu getting trapped by 
a boulder. This seemed odd to Hama first, even though she taught Feizhi to 
learn Psynergy, she'd never thought it would actually succeed so well 
because Feizhi isn't an Adept. Then Feizhi explains that she was hit on the 
head by a falling rock a few days again (the same day as Sol Sanctum's 
Eruption). This explains everything and after some more talking Hama and 
Feizhi will leave the scene to rescue Hsu.

 Note that with "Reveal" you can also see hidden items in jars and boxes 
which makes it a lot easier to locate them. You can use it right away on 
the rock to the east of Hama's place. This hidden chest contains some Water 
of Life.


--Alpine Crossing (Optional)--
 This part is purely optional, but it will give you some help in Golden 
Sun: the Lost Age if you use a linked game. After learning "Reveal" go to 
the Alpine Crossing directly from the Lama Temple, use Reveal to open a 
hidden path that leads to Hsu. Use Lift to remove the boulder and Hama and 
Feizhi will save him from under the boulder. Later on back at the Lama 
temple Ivan feels rather uncomfortable, because Hama hasn't looked him in 
the eyes ever since the last conversation. The reason for this will be 
explained much later on, though.


--Lamakan Desert--
Chests: 5 (86)
 777 coins, Lucky Pepper, Mint, Potion, Vulcan Axe
Djinni:
 Jupiter - Smog
Monsters:
 Ant Lion, Fighter Bee, Grub, Orc, Rat Fighter, Salamander 
Boss:
 Manticore

 To the south of the Lama Temple you will find the Lamakan Desert. This 
desert is quite huge and can be hard to navigate through, as soon as you 
step on the sand the gauge on the left will fill up and if you don't find 
any water (use "Reveal" on the rock circles) to cool down you will take 
quite some damage (approximately 50% of current HP).
 Here are some directions: Go left from the start the first rock circle has 
a water pool in it. Also take note that in some rock circles there is an 
Ant Lion hiding. Continue on and take the left branch if you wish to find a 
Vulcan Axe (Good Fire Elemental Weapon), the right route has an Ant Lion in 
the first circle and a pool in the second. 

 The next screen is quite huge, the first formation to the north has a pool 
in it as you can see in the picture below. I tried to make an ASCII picture 
that is as accurately as possible. There may be little mistakes in it, but 
it should provide a good guideline to find all the good things.

            SSS                    ________
          __SSS___             ___/        \_ '        ____
         /        \___        |              \    ____/    \
        |             \__   _/         P     |   /          \
      '/                 \_/                 |  /           |
      |             A                       / ' |           |
      |        3          _       �         \___/           \
      \__                / \                                 |
         \              /  _\            '               '    \
     ' __/   '      �   \_/                           A       |
      /                                                       / 
     |_  A                 '                  '             _/
       \            '                     A                / '
        \    '                        D                   |
    ____/.                   P                     _       \
    <-.....          2   '                        / \      /
    ......          __                            \ |     /'
    ���\..         /  \                            \/     |
       |.'         \   \              '                   \
       /'           �\_/   _                          P   |
      /           '       / \           A                /
     /     P     '        | /             '              \____
     |         �   '      |/                              ....\
      \               __                            '   ....../'
      |     '        /  \                          '    .../��
       \___      ___/   _|     �                  '      ..\ 
           \    |      /                           ____'  ..\__
           |____/      \  P            __     1   /    \ .......\
                        \_______     _/  \___     | '  |........|
                                \___/  '     \____/    |......../
                                                       |^|������ 
 Legend
 ------------------------------------------------------
 P = Rock Circle with a hidden Pool
 A = Rock Circle with a hidden Ant Lion
 D = Rock Circle with a hidden Jupiter Djinni Smog
 1 = Rock Circle with a hidden Chest with Potion
 2 = Rock Circle with a hidden Chest with 777 coins
 3 = Rock Circle with a hidden Chest with Lucky Pepper
 ' = Cactus
 � = Skeleton
 S = Sand fall
 . = Safe Area
 ^ = Entrance
 <- = Exit

 The next field has several sandy rivers, walk over the first one (use 
diagonal up-left to get past it without falling down. Climb the stairs go 
over the next sandy river by touching the upper wall and then running over 
to the left. Continue on to the left and you will find a sandy river, use 
reveal on it to enter a secret cavern. Walk through it and continue on to 
the left.

 The sand fall in the upper left corner here conceals the room of the boss. 
You can go there right away, but you can also fall down and walk to the far 
left where there are three rock circles. The lower one is a pool, the 
middle an Ant Lion and the upper one has a chest with Mint. Now you can go 
back to the upper left corner, use reveal on the sandy river to make a 
Manticore visible.
---------------------------------------------------------------------------
Boss: Manticore
---------------
 HP: 1700    ATK: 168    AGL:   62    Weak:   Water
 PP:   83    DEF:  53    LCK:   36    Strong:  Fire
 Special: 'attack 2x', Curse, Delude, Impair, Mad Blast, Nova, Poison Tail
 Exp:    590
 Coins: 3400
 Item: Psy Crystal

 The Manticore boss has a huge arsenal of attacks and is also the first 
monster that can do 2 attacks in each round. He can cause a lot of ailment 
statuses like: Venom (Deadly Poison), Delude and Curse. As you can see he 
is weak to water so it is time for the ultimate Mercury Summon: Boreas.

 In my strategy I would set all Mercury Djinn so Boreas can come right 
away, after a few rounds Mia's Djinn should all recover so she can do some 
healing or attack with the Djinn over again. Since Mia will be attacking in 
this battle Isaac has to do some healing if necessary. 
---------------------------------------------------------------------------

 After beating the Manticore simply follow the path behind him to find 
yourself in a cavern corridor with an exit that leads to the World Map.


--Lamakan Desert West Exit (World Map)--
Djinn:
 Venus - Vine

 To the north west of the Lamakan Desert Exit there is a small island which 
contains Venus Djinni 'Vine'. The location may be a bit hard to find 
sometimes, but he is definitely around here somewhere.
------------
Venus Djinni
------------
 HP:  421    ATK: 175    AGL:   91    Weak:    Wind
 PP:   30    DEF:  45    LCK:   10    Strong: Earth
 Special: Briar, Clay Spire, Gaia, Mad Growth, Quake Sphere, Escape
 Exp:    230
 Coins:  277
 Item:     -

 The attacks of this Djinni are stronger than those of the previous Djinn, 
but with only 421 HP an escape is the only thing you need to worry about. 
After this Vine joins your party and with 4 Venus Djinn you should be able 
to summon the power that be: Judgment!

 From here we can do some backtracking since Isaac and the other have 
learned some new Psynergies and the bridge to the north is repaired (the 
one that was broken at the time Master Hammet tried to go to Kalay), but 
first perhaps take a visit in Kalay to get some new weapons and armors. 


--Kalay--
Inn:
 60 Coins
Hidden Items: 6 (92)
 Nut        - Barrel in right room of Hammet's home
 Sleep Bomb - Jar behind the armor store
 Nut        - Use "Catch" on a Nut hanging in the tree near east exit
 Elixir     - Barrel in the basement of the Inn
 Smoke bomb - Oven in most eastern house
 11 Coins   - Barrel in the home in the lower right corner
 Vial       - Check the northernmost jar in the graveyard
Chests: 1 (93)
 Water Jacket - Left room of Hammet's home

 If you exit the town via the north exit you will trigger a cut-scene where 
Isaac and the other meet up with Lady Layana; Master Hammet's wife. She 
tells some things about Ivan's origin and the use of the Shaman's Rod. 
After all of this she asks of you not to save Hammet, but to continue on 
with your own quest. At this moment it is not possible to save Hammet, but 
we will do that in later on in the game.

 In Kalay itself there isn't much to do right now. The only thing I can 
think of is that you can climb up the upper right building and move the 
statue to find the entrance to the Kalay Tunnel.


--Kalay Tunnel--
Hidden Items: 1 (94)
 Nut
Chests: 6 (100)
 200 Coins, Apple, Lucky Medal, Potion, Sleep Bomb, Spirit Gloves
Djinn:
 Mars - Scorch

 Inside this place move the statue to the left and climb down the drained 
water pool, climb up the on the other side and touch the Mars Djinni and 
Scorch joins for free. Here is the moment where you should have 16 Djinn; 4 
of each kind. This means that all Summons are ready to be called at your 
disposal! Later on we can come back here to collect the chests and hidden 
item, but for now continue on with the story or do some backtracking.



---------------------------------------------------------------------------
8. Some Backtracking (Optional)
---------------------------------------------------------------------------

 That's all Isaac can do here for the time being. Below follows a short 
description of the things you can do if you back track your steps to the 
north. Some of the following backtracking parts are not really that 
helpful, but if you wish to explore every corner of this game you may wish 
to complete the following parts.
 These can be taken individually (and in any order) you like, but I would 
like to recommend that you do at least the first two since they both give 
you a Djinni as reward. Isaac can also find an extra Psynergy in Vale Cave 
as well.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
8.A Vale Cave & Garet's Family
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


--Vale (Optional)--
 In Vale you can go back to Isaac's Mother or Garet's folks if you like, 
there is nothing you will get in return of doing so, but some people find 
it nice that the game has these kind of details. You get to hear quite a 
long dialog. If you don't feel like it, then don't go inside the home of 
Garet's parents. Garet will introduce Mia & Ivan and some other non 
important business will be handled.

 Next to Kraden's Cabin (where that Guy was 'dying' at the beginning of the 
game) is a boulder that be lifted using "Lift", behind it is a dungeon that 
has a Djinni as reward.


--Vale Cave-- 
Chests: 2 (102)
 Halt Gem, Nut
Djinni:
 Jupiter - Kite
Monsters:
 Fighter Bee, Ghost Mage, Mad Vermin, Ravager

 At the entrance go left, use revealer to make a hidden pole visible, 
continue on to the left, walk up and move the right crate into the water. 
Walk over the crate and head down, go through entrance and obtain the Nut 
from the chest. Go back to the previous room and move the left crate two 
the right 2 times. The crate will fall in the water and you can jump on 
over to the log behind it. Walk to the other side of the water pool, jump 
off and enter the passage behind it.

 Walk around and go down to the next room, roll both logs into the water, 
fall down and move the horizontal log upwards. Use it to reach the other 
side and continue on. Open the chest to collect the Halt Gem and equip it 
on someone, walk down and the Jupiter Djinni will get scared. Follow him 
and use "Halt" Psynergy on him to catch him, without doing combat Kite adds 
his power to yours. That's all there is to do in Vale.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
8.B Vault Cave
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


--Vault (Optional)--
 You can get a Venus Djinni here that you may have seen here before. First 
ring the bell at the watch tower to wake up the sleepy head. Then use 
Reveal on the 6 gravestones to open up a passageway down below.

 Talking to the mayor also has influence later on it Golden Sun: The Lost 
Age, so I recommend you do that. He will tell you that the prisoners have 
escaped into the world. (You will meet them again if you link the game to 
GS:TLA)

 Also you can get a worthless bone from a woman in the inn (You'd better 
not get any ideas about that too!). You can use this for the dog close to 
the gravestones so he gives you a hint where to search for the entrance... 
nuff said. Use "Reveal" near the six gravestones and you'll automatically 
find the entrance.


--Vault Cave--
Chests: 1 (103)
 Vambrace
Monsters:
 Mimic, Cave Troll, Death Cap, Fighter Bee, Gargoyle, Ghost Mage, Ravager

 You can go down one screen and the either left or right. Before we 
continue I would like to remind you about ringing the bell again, or else 
we have to go through this cavern twice. For the Djinni won't appear at the 
end, if you didn't ring the bell on the north side of Vault. The right 
branch contains a fake chest in the shape of a Mimic. 
-----
Mimic
-----
 HP:  690    ATK: 156    AGL:   89    Weak:    Fire
 PP:   42    DEF:  56    LCK:   13    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Sonic Slash
 Exp:    321
 Coins:  356
 Item:  Vial

 The left path leads up to two torches and one peculiar tile with a fire 
crest on it. Place the left torch on it to open the gate which comes 
together with a small fanfare for some reason. Head up and use Whirlwind on 
the bush to open a doorway to a lone chest that has a Vambrace inside.

 Freeze all but the most right puddle to create a path to the next room. 
Descend and ascend the stairs, go one room up and activate the switch. This 
drains the water from the room and transports it to the basement level 
below preventing you from going back the way you came, so you need to clear 
it from the other way around.

 Go back downstairs, head down, go down again, walk up to the next puzzle 
and move the lower torch as following. Push it up 1 space, 3 spaces to the 
right (push just after the drop lands on the tile to your right, 2 up, then 
push it to the far left avoiding the water drop near the middle. Move the 
other pillar out of the way. Once it is somewhere else, push the pillar 
with the flame 1 down, 2 left, 2 up and 3 to the right (avoiding the water 
drops again). Finally push it upwards onto the tile with the flame crest. 
If for some reason the flame is extinguished go back to the previous room 
and enter again. Somehow the flame is relit again.

 After you placed the Flame pillar on it spot it opens the gate with a nice 
little tune (again), continue on and ascend the stairs, do it again on the 
left side of the next room, head down, go down the ladder and go through 
the door you just opened with the switch. Jump over the gap, climb the 
stairs go right, ascend the stairs and run towards the exit. Outside Venus 
Djinni Sap joins you without a hassle. I don't know but it seems that Venus 
Djinn seems tend to be less aggressive. 



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
8.C The hoard in Lunpa
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

--West Lunpa Cave (Optional)--
 You can enter Lunpa if you like, although there's nothing to do right now; 
You can't save Hammet yet, the salespeople won't sell you any armor or 
weapons, but you can collect some of the hidden items in town itself. So if 
you like enter Lunpa via the West Lunpa Cave (north-east of Vale). Use 
Frost on the water puddle beneath the half closed gate, this opens it up 
and you can enter Lunpa.


--Lunpa (Optional)--
Inn:
 Not open yet
Hidden Items: 4 (107)
 Nut        Use "Catch" on the tree in front of the south entrance
 Smoke ball Check upper left gravestone 
 Vial       Barrel weapon/Armor shop's attic
 Nut        Barrel outside most eastern home
Chests: 6 (113)
 44 coins, Antidote, Elixir, Lucky Medal, Smoke bomb, Water of Life

 As you can see most of Lunpa is sealed off, you can however open up a 
secret cavern. Use Reveal on the rock near the upper exit. Freeze it with 
Frost, climb the ladder on the left and walk around town until you reach a 
dead end. Use reveal and touch the sprinkle on the wall, this will open up 
a secret cave. There are six chests inside, just as listed above.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
8.D Minor Treasure in Bilibin Cave
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

--Bilibin Cave--
 First enter the cave as usual and use "Douse" on the little fire in the 
second room, then go to the spot where you found the Elven Rapier and use 
"Reveal" on the northern wall, this shows that there is a path behind it. 
Use Douse on the little fire to remove it, continue on to find two chests 
(mentioned earlier) containing a Psy Crystal and some Water of Life. It's 
hardly worth the effort, but who cares...


--'Insert Isaac's Current Place here'--
 Time to go back to Kalay, where we strayed away from our main story!



---------------------------------------------------------------------------
9. An entertaining Journey from Kalay to Tolbi
---------------------------------------------------------------------------

--Kalay--
 I don't know if you did all the backtracking, but I will continue where I 
left off before starting Chapter 8. After talking to Lady Layana (or not), 
talk to the people in the Inn and try to exit Kalay via the west exit. 
Another 'small' cut scene will appear where a group of tourists leave of 
for the carnival and the Colosso event in Tolbi. You'd better follow them 
to the west, because Tolbi will be our next stop as well!


--Kalay Docks--
Hidden Items: 1 (114)
 Boat Ticket - Buy it from the vendor inside the only building
Djinn:
 Venus - Ground (We can reach this one only after the boat trip)

 After viewing the scene where Garet thought he saw the ocean in the 
Karagol Sea (Which is technically not an ocean) go inside the only building 
around and buy some tickets for the boat ride. At the top of the screen you 
can see a lone Djinni sitting at edge of the dock. You can't reach from 
this side, so go back when you have reached the other side of the Karagol 
Sea. Talk to the man on the left and give him your tickets in order to 
enter the boat.


--Tolbi-bound Ship--
Hidden Items: 4 (118)
 23 Coins     - Wooden box in Passenger's Room
 Anchor Charm - Barrel in Crow's Nest
 Lucky Medal  - Barrel in the ship's hold
 Nut          - Jar inside the Captain's Cabin
Boss:
 Kraken

 Walk around on the ship and you'll automatically participate in several 
dialogues. A little anchor charm is supposed to guard the ship from any 
harm and the captain won't leave if it's not on the boat. Then you see a 
suspicious guy walking into the "cap'n cab'n", if you try to investigate it 
he comes outside and swears that he didn't do a thing (right...). There's a 
Nut hidden in the Jar inside the cabin, a Lucky medal in a barrel down the 
stairs on the center part of the ship and 23 coins in the passenger room.

 Climb into the Crow's Nest via the ladder against the main mast and 
collect the Anchor Charm from the barrel. Walk into the passenger room and 
you'll overhear a conversation between some of the passengers. When you 
return the charm to the captain you'll get caught in another conversation, 
at the end you'll be able to give the charm to the captain and we are set 
to go to Tolbi. But first you do need to show yourself to the rowing crew 
below the passenger compartment. After this we can really leave, at last! 
Of course what's a nice trip without some excitement; you will have to 
fight through four different stages in order to reach your destination. The 
first 3 are very easy, that still leaves the Kraken since a simple tactic 
won't work on him.

Round 1: 3 Man o' Wars
----------------------
 Not soon after the ship has left the docks some monsters start to appear 
and go strait for the oarsmen (As if they were trained to do this). One of 
the men gets hurt and you have to battle the three creatures that invaded 
the ship. This is not a hard battle so just fight this first round against 
the three "Man o' War". After the battle pick a character that you think 
replaces the oarsman best. Note there is a possibility that your selection 
will get you to Crossbone Isle instead of Tolbi. The people you have to 
select for this are:

  1. Nearly bald brown haired man
  2. Bald, old, gray haired man
  3. Young man in the back of the room
  4. Girl with light brown hair and a light green dress


Round 2: Lizard Fighter + 2 Rabid Bats
--------------------------------------
 Once again the ship is invaded. This time you have to fight a Lizard 
fighter and two Rabid bats. It shouldn't be too hard to beat these goons. 
So select another oarsman/woman. Check the list above if you wish to go to 
Crossbone Isle first.


Round 3: Virago + 2 Man o' Wars
-------------------------------
 Yep, the same thing going on as before... This is getting a bit lame. Just 
fight the Virago and two Man o' Wars. I am not going to describe this 
battle since it's Easy, Peasy. After the battle you will have to select 
another oarsman/woman. See the list above if you want to travel to 
Crossbone Isle.


Round 4: Kraken
---------------
 This is a lot more of a challenge. The gigantic Kraken is quite strong so 
don't underestimate him. Here's a strategy for beating this oversized 
Squid:

---------------------------------------------------------------------------
Boss: Kraken
------------
 HP: 2400    ATK: 216    AGL:   94    Weak:    Fire
 PP:   44    DEF:  60    LCK:   21    Strong: Water
 Special: 'attack 2x', Dark Blessing, Drench, Froth Sphere, Ply,
          Poisonous Beating, Spinning Beat, Water Blessing
 Exp:    711
 Coins: 5200
 Item: Water of Life

 I found this one of the harder battles in the game, especially since I 
wasn't expecting a strong enemy all of a sudden after all those wimps. 
Therefore I am going to give a more detailed strategy. My idea would be 
putting Quartz on stand by already before the battle, then as the battle 
starts:

    Isaac: Granite
    Garet: Scorch
    Ivan:  Kite
    Mia:   Mist

 This will most surely mean that the Kraken will get either stunned or 
falls asleep. The second round:

    Isaac: Sap or Flint
    Garet: Forge
    Ivan:  Breeze & Zephyr
    Mia:   Reset Mist (with 4 Mercury Djinn she can use Wish)

 Also water attacks are not that strong so for this battle she can do the 
healing or use Mist once again the next round. Depending on the actions and 
the damage the Kraken inflicts on you. You can choose to be offensive or 
defensive (you should have 3 Venus & Jupiter Djinn on Set now). If you get 
the feeling you can take him out by summoning then do so, just subtract all 
damage from the 2400 HP the Kraken has and it is easy to predict when this 
squid goes down.
---------------------------------------------------------------------------

 Kaja comes to you and commends you on your effort and for the last time he 
asks you to pick an oarsman. Finally choice the lucky person and you'll 
soon reach either Tolbi (skip the next part) or if you succeeded in 
creating an UNbalanced party like the example above Crossbone Isle.


--Crossbone Isle (Optional)--
 Talk to the two warriors Ouranos and Sean on the main deck and they will 
ask if you want to explore the shore. Answer "YES" here and you are allowed 
to go to Crossbone Isle right away. Check Appendix: B for more information 
on Crossbone Isle, since you're party doesn't have all Psynergies you can 
only reach the 3th floor (and the beginning of the 4th floor). This doesn't 
matter because we can go back here later on, so return to the ship after 
collecting the items you want and the crew changes the rowing setup so they 
ship eventually reaches Tolbi. 


--Tolbi Docks--
Hidden Items: 2 (120)
 35 Coins - Box upper right corner of the dock
 Potion   - Chest upper left corner of the dock; use the crates

 After everything is settled the ship reaches the docks and you can 
disembark. Use Move Psynergy on the two crates to create a passage to the 
far corner of the docks' field. Move the left crate twice and the other 
once. Ascend the stairs to your right and jump over the crates to reach a 
chest with a Potion. Other than this there isn't much to do here. You might 
as well exit the docks and head for Tolbi, but first we are going to 
collect a mighty fine Venus Djinni: Ground.


--World Map - Near Tolbi--
 Or go west over the bridge and keep on following the path to the east to 
reach the docks of Kalay via the northern route. This will bring you to the 
next Venus Djinni he surrenders right away and is named: Ground. By the 
way: Doesn't it seem odd to you that your journey with the boat made the 
Karagol Sea look like a vast ocean, whereas you can simply run from east to 
west in 10 seconds... Very weird!


--World Map - Far west of Tolbi--
Djinn:
 Mercury - Hail

 Another Djinni can be reached by walking around near the far west fields 
of Tolbi. This only is usually very easy to find so it shouldn't be too 
hard to get a battle against him:
--------------
Mercury Djinni
--------------
 HP:  466    ATK: 207    AGL:  116    Weak:    Fire
 PP:   46    DEF:  48    LCK:   16    Strong: Water
 Special: Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
 Exp:    279
 Coins:  340
 Item:     -

 As with most world map Djinn make sure he doesn't run away, or else you 
have to walk around that place for an even longer time. So using Djinn that 
can stun and such are always welcome in the very first round. After you 
beat this Djinn (it only has little over 450 HP) Hail will join you in your 
quest.


--Gondowan Cave--
Chests: 2 (122)
 Apple, Lucky Medal
Monsters:
 Dirty Ape, Kobolt, Rat Warrior

 There is a Cavern near the far east of Tolbi. Going through this cavern 
creates a shortcut between Tolbi and Kalay so this may come in handy. 
Follow the left path from the entrance and jump on the poles in the water 
to reach a chest with a Lucky Medal. The chest at the top of the screen has 
an Apple. Continue on the right, in the next room move the short and big 
pillar to the left into the water creating a shortcut to the previous room. 
Move the long pillar on the right into the water as well and continue on



---------------------------------------------------------------------------
10. Disappearance of Tolbi's Mayor
---------------------------------------------------------------------------

--Tolbi--
Inn:
 No Vacancies (Fully Booked)
Hidden Items: 8 (130)
 Power Bread - Chest use "Reveal" on the gravestones to the left
 Lucky Medal - Barrel top room in south east corner Babi's Palace
 Hard Nut    - Jar basement of Babi's; Alchemists
 Vial        - Barrel in small home near the northern exit
 Lucky Medal - Jar behind most eastern home
 9 Coins     - Wooden barrel near Babi Palace's entrance (in Tolbi still)
 Corn        - Get from Merchant in town*
 Lucky Medal - Barrel in the upper left room of the Inn's basement*
               * = after Colosso Event
Djinni:
 Mars - Ember

Before doing anything here you can get to a Mars Djinni, by walking back 
under the entrance arc and the moving along the right wall towards a small 
plant. Use Growth on it (give Isaac a Mars Djinni) and climb the vine, use 
Frost on the water puddle and backtrack to the Inn and go over the frozen 
pillar and you'll reach the Mars Djinni. Ember comes along with you right 
away.

 When you try to walk to the north-west exit you are stopped by two guards 
who ask if you have seen a missing person. That guy is Babi as the Guards 
explain and he's been missing for quite a while now. If you enter the 
palace and head up towards Babi's room you'll overhear a conversation 
between two people. They speak of Babi's disappearance and the Altmiller 
Cave to the north of town. Walk around in Babi's place and you can even 
enter the tribunes of the Colosso to see qualifying rounds for the 
Gladiators. In one of the room is a young girl that appears to be held 
hostage by Babi for some reason.

 Also there are three mini-games that can be played in Tolbi: Lucky Dice, 
Fountain of Tolbi and the Slot Machine. The latter two can give you 
valuable armors and other stuff that can be equipped. Also note that the 
shirts you win in the slot machine can be worn underneath the regular armor 
so you can wear both at the same time! Here's a description of the mini-
games you can play here in Tolbi.


 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Fountain
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 In the center of Tolbi's Square you can find a small fountain. Talk to the 
guy in front of it and you are allowed to go near the fountain itself. The 
goal of this game is pretty simple: Turn your back to the fountain and 
throw a coin or a Lucky Medal in it, and see where it lands. Throwing in 
coins is rather useless since you hardly get anything back for it:

Coins
-----------------------
Center Circle: 20 Coins
1st Circle:    10 Coins
2nd Circle:     2 Coins
3rd Circle:     1 Coins
Outer Circle:   0 Coins
Outside:        0 Coins

Lucky Medals
-----------------------

Circle | Prize #1         | Prize #2       | Prize #3      | Prize #4
-------|------------------|----------------|---------------|---------------
Center | Assassin Blade   | Earth Shield   | Spirit Armor  |
1st    | Assassin Blade   | Burning Axe    |               |
2nd    | Glittering Tiara | Cocktail Dress |               |
3rd    | Guardian Armlet  | Adept's Helm   | Spirit Armor  | Kimono
Outer  | Burning Axe      | Ninja Hood     |               |
Outside| Glittering Tiara | Battle Gloves  | Grievous Mace | Potion
-------|------------------|----------------|---------------|---------------

I am not entirely sure how the choice for each specific item is determined, 
when you throw in a Lucky Medal... I would like to point out that it is 
impossible to miss, since you always get an item. For the real collector it 
may be hard to get at least one of each item, if you are a real collector 
though. It could also have something to do with the number of time you hit 
a Turtle or a Crab, but I cannot confirm this. There is an infinite supply 
of Lucky Medals, since the Orc Lord (we'll meet him later on) has the Lucky 
Medal as Dropped Item. So you can try indefinitely if you really want to. 



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Lucky Wheels - Slot Machine
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Next to the entrance of the Inn is a staircase that leads to a room above 
it. Inside you can participate in the Slot Machine Mini-game. This is 
actually one of the more interesting ways to spend your time, at least try 
to get some shirts and boots for these are very handy. The shirts can be 
worn underneath your regular armor, so be sure to equip them anyway even if 
they may appear to be a bit weak. Also the Hyper Boots have the ability to 
increase the chance your weapon does an Unleash (if the weapon has one in 
the first place), these unleashes are quite important since those attacks 
are very strong.

 You can either spend 1, 2, 3 or 4 tickets at once. It would be a waste to 
spend 4 tickets in one turn, since you can easily get an item if you play a 
little strategically (I can say this out of own experience that 2 tickets 
is more than enough usually). Walk up to the slot machine and press A to 
start playing.

 After the first turn select the group you want that has the most aligned 
items already. For example if you want to win either any Ring,  Shirt or 
Boot then look at which row has the most of either of these items (e.g. has 
the greatest chance). Lock those Slots including the Slots on which the row 
has a Moon (Moon is a "Joker" that counts for anything) and pull the lever 
again and hope for some good results, then go for that type for the next 4 
rounds. 9 out of 10 times I can get the desired prize this way.

  Boots         Shirts          Rings          Star/Heart     Moon
  ------------- --------------- -------------- -------------- -------------
   Fur Boots     Mythril Shirt   Adept's Ring   Vial           Anything
   Quick Boots   Running Shirt   Sleep Ring     Water of Life
   Hyper Boots   Silk Shirt      War Ring       Potion

 Note that it is even possible to get more than one item using this method. 
I once managed to win some boots and a shirt with another row. 
Theoretically this would mean that you can earn up to 7 prizes, but I think 
it is impossible to pull this off in practice without hacking the game.

 If you run out of Game Tickets you can sell or buy some equipment, but the
more Game Tickets you obtain the higher the value of your purchase needs to
be in order to get a game ticket. You can however get Game Tickets for
a relatively cheap price by doing the following.
 Go to any item shop and buy 30 Nuts from the item selling clerc. If you do
this you usually get a Game Ticket (1 out of 3 chance). Then go back to the
main menu and buy another set of 30 Nuts to get another Ticket. The crucial
aspect of this strategy is that you have to return to the main menu
(Buy/Sell/Repair) before buying more Nuts. If you don't do this it won't
work. KrrA_InAgOtAbLe who found this interesting trick made a video about 
this on Youtube:
              http://www.youtube.com/watch?v=Ynt3X5KK2z4
check it out for all the details.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Lucky Dice
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Inside the small tent (Marked with a Dice on the front) you can play the 
Lucky Dice Mini-Game. The idea here is that you either match up the same 
dice or you throw the dice in such a way they land on the same area on the 
table. This is called a pair. 

    Single Match:    1x your bet (No loss / Profit)
    Double Match:    2x your bet
    Triple Match:    3x your bet
    Quadruple Match: 5x your bet

This game doesn't give you any prizes other than coins, but there is a 
strategy by PPK (Eric Hokenson) that allows you to get the grand prize of 
5x Perfect Bonus by following these steps:

Step 1 - Save in the lucky dice hut. I prefer saving right in front of the
         NPC who gives you the dice.

Step 2 - Soft OR hard reset the game. For those who don't know a soft reset
         in holding down A+B+Select+Start and a hard reset is simply
         turning off the system then turning it back on.

Step 3 - Load your file and get your dice.

Step 4 - The lucky dice game should start with the perfect bonuses as x3 as 
         a 2 and the x5 as a 1. Move the hands all the way up till they
         won't go any higher then toss them. You should get a "Two Pair!"
         of 3,3,2,2.

Step 5 - The perfect bonuses should be x3 a 2 and x5 a 3. Throw the dice
         straight that means DON'T move the hands leave the D-Pad alone
         just toss. You should now get a "One Pair!" of 3,6,3,5.

Step 6 - The perfect bonuses should now be x3 a 6 and x5 a 4. Move the
         hands all the way down this time and toss. You'll get a
         "One Pair!" of 4,2,1,4.

Step 7 - Perfect bonuses should be x3 a 4 and x5 a 3. Move the hands all
         the way down again and toss the dice. You'll now get a
         "Perfect!!!" of 3,3,3,3 which you see is the x5 perfect bonus.

You can continue playing or quit Lucky Dice, get your money, save, hard or 
soft reset, and then repeat this method again and again to rack in the 
money.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Okay, let's continue on with the plot. Like I said before the Altmiller 
Cave and the disappearance of Babi seem to have some connection, so check 
out that cavern to the north.


--Altmiller Cave--
Chests: 3 (133)
 Cookie, Mystic Draught, Vial
Djinni:
 Jupiter - Squall
Monsters:
 Mimic, Clay Gargoyle, Dread Hound*, Foul Dirge, Gnome Mage, Golem,
 Mad Mole, Wight, Worm

* = Rarely drops Prophet's Hat

 Inside walk according to the given path and the room will start becoming 
darker. After 2 rooms you come to a big room with a Mimic on the right 
side.
-----
Mimic
-----
 HP:  767    ATK: 227    AGL:  104    Weak:    Fire
 PP:   48    DEF:  63    LCK:   15    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Nettle, Curse
 Exp:    374
 Coins:  415
 Item: Water of Life

 Keep on following that path and near the middle of the room you will come 
across a mysterious and invisible person lying on the ground. This person 
seems to have been exhausted so much that he cannot move and therefore asks 
Isaac and Co. to get the draught that will rejuvenate him that is located 
down the bottom of the cavern. Mia asks whether there is a pharmacy down 
there and the figure replies to that witty comment. He tells that at the 
end of the cave there are 5 rocks aligned, you must then rotate the rocks 
on the left and right sides. If you turn these in the right order some 
lights will appear. Turn the rocks according to those lights and the path 
will open up to the draught. The rocks are ordered like this:
          ______     ______     ______     ______     ______
         | Blue |   |Green |   |White |   |Yellow|   | Red  | 
          ������     ������     ������     ������     ������

 Just before you leave he also tells that the draught is on a table behind 
those stones. Go down the stairs and take the upper route to find a chest 
with a Vial. The lower route leads to the next room, there's no need for 
directions since you can't get lost here even though it's dark around here. 
In the next room go to the north and ascend the stairway, move the first 
log to the right, the lower horizontal one up, freeze the puddle and push 
the last two logs back into their original direction. The Icy pillar will 
stop them so you can get past them from both directions, move the upper 
horizontal log down and you can reach the Jupiter Djinni which will do 
battle with you.
--------------
Jupiter Djinni
--------------
 HP:  481    ATK: 205    AGL:  120    Weak:   Earth
 PP:   40    DEF:  45    LCK:   14    Strong:  Wind
 Special: Blue Bolt, Plasma, Storm Ray, Wind Slash, Tornado, Escape
 Exp:    295
 Coins:  352
 Item:     -
 
 Squall joins you move the pillar on the right into the pit and jump over 
it to reach the next room. Follow the upper wall here and you'll reach a 
chest with a Cookie inside. Head back to the right and follow the wall on 
the right and after a long walk the exit to the next room will become 
visible. Leave the logs as they are and walk down, ascend the stair and go 
around the room. Fall down the edge, move the log to the left enter the 
passage, the next room contains those five rocks the guy from earlier on 
spoke about. The five lights appear and start to rotate around a few 
seconds until they stop with the blue one at the top. Hit the corresponding 
rock. The order is blue, green, white, yellow & red, but just in case you 
forget it you can also use "Reveal" to display the colors as well. In the 
chest behind the newly created path you'll find the mystic Draught.

 Backtrack to the shadowy figure lying on the ground and give him the 
Draught. He becomes visible and it turns out to be none other than Babi. 
After a small conversation about an ancient civilization called Lemuria 
Babi's Guards come in and escort him out. Just before Babi leaves he 
invites them to the Colosso's main event. Exit the cave and head back for 
the Colosso by exiting Tolbi via the central north entrance.



---------------------------------------------------------------------------
11. Of Gladiators and Glory
---------------------------------------------------------------------------

--Colosso--
 To most of the others displeasure Isaac will have to enter the battlefield 
alone, although the other three can help Isaac out by using their 
Psynergies in the field. I'll explain this later on.

 In the main hall you can talk to all of the seven other Gladiators, here's 
a list of all of them. Not that it is very useful, but take a look at it 
anyway. It turns out to be that the three Gladiators you are going to fight 
were not even the highest ranked Gladiators!

    Rank  Name      Color
    ----  --------  -----------
    1st   Morgan    Blue   
    2nd   Azart     Orange
    3rd   Galahad   Purple
    4th   Satrage   Green
    5th   Dekka     Light Blue
    6th   Navampa   Magenta
    7th   Buford    Black
    8th*  Isaac     n/a

 * = Improvised


 One of the guards gives a tour through the first arena. He explains that 
getting to the center of the stage gives you a better piece of equipment. 
Don't bother too much with the items along the way since they are simple 
healing items. Also Unleash Venus Djinni Sap in Battle against the 
Gladiators will heal most of your wounds and inflicts damage all the same, 
making healing items rather useless. Listen to the descriptions of each 
stage and place one of the adepts according to which Psynergy fits bet to 
help Isaac, here my set up for the first round. Here's what your party 
members can do:



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Round 1:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chests: 3 (136)
  1st: Nut
  2nd: -
  3rd: Oil Drop
  4th: Nut 

"Lend a Hand" Party Member Help per Stage:
  Stage Character What to do
  ----- --------- ---------------------------------------------------------
   1st: Garet     Use "Move" on the Central Pillar
   2nd: Ivan/Mia  Use "Douse" to fill the bucket (Need Douse Drop equipped)
   3rd: Ivan      Use "Growth" (if Ivan has a Venus Djinni) 
   4th: -         No help possible


 So put either Ivan/Mia in either 3 or 4 since she can't help this round, 
unless you gave Ivan a Venus Djinni so he can use Growth in the 3rd part. 
This however means that Isaac will be weakened and the gain is very minimal 
so I would say not to use this. Too bad you can't use Halt on the Operator 
Guy...

 Talk to the guard so you can go back and stand on your circle to start the 
event. You should have plenty of time in this first round so don't worry 
too much about the other guy, in fact if you used help in the first two 
stage you can pick up all three items without worrying about getting in too 
late! In order to get the Nut in the fourth stage you'll need to do the 
following for the most efficient route:

   - Move Vertical Log Right
   - Walk around the pool
   - Move Horizontal Log Down
   - Walk back to the vertical one
   - Move Vertical Log Left
   - Climb down ladder
   - Collect Nut
   - Move Vertical Log Right
   - Exit

 The moment you reach the middle Isaac will automatically pick up the 
strongest (upper) shield if that is available. Once both warriors reach the 
middle the battle commences.
-------------
Battle: Azart
-------------
 HP:  450    ATK: 206    AGL:   62    Weak:    All
 PP:    0    DEF: 2/20   LCK:    9    Strong:  -
 Special: Use 'Oil Drop' / 'Nut', Defend
 Exp:    0
 Coins:  0
 Item:   -

 Take note that Azart will have more defense if you let him collect get to 
the center first; his defense will be 20 instead of 2. Since Azart has only 
450 HP you can use 4 Earth Djinn and Summon Judgment to beat Azart right 
away, easy as pie. After the battle Isaac will be healed miraculously! If 
you manage to get go down in battle you'll be automatically transported to 
the bedroom of Babi's little palace, where the game continues on with the 
story line.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Round 2:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chests: 3 (139)
  1st: -
  2nd: Nut
  3rd: -
  4th: Smoke Bomb
  5th: Nut

"Lend a Hand" Party Member Help per Stage:
  Stage Character What to do
  ----- --------- ---------------------------------------------------------
  1st   Garet     Use "Move" on the middle pillar
  2nd   Ivan      Use "Halt" (equip Halt Gem) on the operator guy
  3rd   Mia       Use "Frost" on the left puddle (right puddle is useless)
  4th   -         No help possible
  5th   Garet     Use "Force" on the log from the right

 Garet has two options here, either use Move in the First Stage or Force in 
the 5th Stage. Using Force in the 5th saves you a lot more time that using 
Move in the first, but the choice is up to you. BTW with the first stage I 
mean the stage closest to the entrance to the Main Hall.

 Talk to the guard again and do your best to reach the middle as fast as 
possible. The time limit is fairly tight even with all the assistance you 
get from your friends, so don't waste too much time on the useless items 
anyway. Here are some extra hints for some the fourth stage: Isaac has to 
slide down the middle part or else he has to start over again, of course 
you could use growth (if Isaac has a Mars Djinni) to minimize the climbing 
time in this stage, but that doesn't really help you at all.

 The hero will automatically pick up the strongest armor up that is still 
there. After both fighters reach the middle the battle starts just like in 
the previous round, note that if you collected any items in the previous 
round you can use them here too!
---------------
Battle: Satrage
---------------
 HP:  570    ATK: 228    AGL:   73    Weak:    All
 PP:    0    DEF: 6/28   LCK:   12    Strong:  -
 Special: Use "Smoke Bomb" / "Nut", Defend
 Exp:    0
 Coins:  0
 Item:   -

 Use the same fighting strategy on Satrage that you used for Azart to beat 
him, Use Djinn (use Sap for the last unleash) and unleash the wrath of 
Judgment to finish Satrage off. Also just like in the other round Satrage 
will have more defense if you let him pick up the better armor. After the 
battle Isaac will be miraculously healed again! If you go down here the 
game continues on as if you'd won, but you won't get the Lure Cap and a 
special event in the Lost Age won't take place either.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Round 3:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chests: 4 (143)
  1st: -
  2nd: Smoke Bomb
  3rd: Nut
  4th: Smoke Bomb
  5th: -
  6th: Sleep Bomb

"Lend a Hand" Party Member Help per Stage:
  Stage Character What to do
  ----- --------- ---------------------------------------------------------
  1st   Mia       Use "Frost" on the hidden puddle below the elevator
  2nd   Garet     Use "Move" on the pillar and push it to the RIGHT
  3rd   Ivan      Use "Halt" on the Operator (need Halt Gem)
  4th   -         No help possible
  5th   Ivan      Use "Force" on the Log (need Orb of Force)
  6th   -         No help possible

Same strategy as with the previous field, don't bother too much with the 
chests. Ivan can do field 3 or 5, but the third with Halt gives a bigger 
time saver. Also the last field will take quite some time so look carefully 
at the field to find the quickest possible path when you get instructions.

 If Isaac has a Mars Djinni in his Inventory he can use "Growth" on the 
plant in the 4th field. This can save some time, but that also means your 
fight with Navampa will be harder for your class will become weaker with a 
Mars Djinn among your Venus Djinn. Although it is possible to reach the 
middle with collecting all the chests it is hardly worth all the fuzz, so 
ignore them and go strait to your target!

 If you manage to get in first you'll pick up the upper weapon (Claymore) 
and fight a weaker Navampa, if he gets first you'll have to face his 
stronger form.
---------------
Battle: Navampa
---------------
 HP:  820    ATK: 232/274 AGL:   84    Weak:    All
 PP:    0    DEF:  54     LCK:   16    Strong:  -
 Special: Use "Smoke Bomb" / "Sleep Bomb" / "Nut", Defend
 Exp:    0
 Coins:  0
 Item:   -

 This battle goes nearly the same way as the other two, but be careful he 
is somewhat stronger than the previous two. Since he has 820 HP one 
Judgment by itself isn't enough to finish him. Of course it is no problem 
if you lose this fight, but you won't get the Lure Cap and no additional 
treasure in GS:TLA. After beating up Navampa Isaac is totally exhausted and 
collapses right away, while your own partners are making only silly 
comments, instead of helping him.


--Babi's Palace--
Hidden Items: 2 (145)
 Lure Cap   - Get it from Babi if you beat the Colosso event
 Cloak Ball - Get it from Babi after he goes to bed

 After waking up in Babi's place, listen to the conversation again and jump 
out of bed by pressing Left. Go up to Babi's room and Babi gives you the 
Lure Cap if you bested Navampa and then read or skip through the very very 
VERY looonnng conversation. It comes down to this:

 Babi prolonged his life to unusual old age by drinking that Mystic 
Draught. Babi explains that the Draught comes from a hidden place called 
"Lemuria". This Lemuria is a bit like what we would call Atlantis; an old 
and lost civilization. He once went there when he was sailing with Lunpa 
during the "Great Flood" (indeed that villain who founded the village Lunpa 
close to Vale). 

 Because Babi is running out of his draught he needs to acquire some new, 
so he sent out many ships to find Lemuria again which is located somewhere 
in the open ocean. All the ships came back without ever finding the place, 
for it seems to be the mist and the ever changing currents make it 
impossible even for the most accomplished sailor to navigate through. 
Therefore Babi has started building on his own Lighthouse similar to that 
of the Venus Lighthouse. Using the beacon from this immense tower a ship 
could have fixed point which it focus on in order to navigate through these 
current and find Lemuria once again. However this didn't work out as well 
as planned up to now; Babi is running out of Draught and the lighthouse 
isn't finished at all. Fortunately for him he met Isaac and the other who 
are Adepts. As Babi tells he left Lemuria with a Lemurian ship that he was 
able to guide with the little Psynergy that he learned during his stay over 
there. He needs Adepts capable of using Psynergy to use the ship and since 
Isaac and the others are the only who can do this he requests them to go to 
Lemuria on his behalf.

 A bit later the Venus Lighthouse becomes the topic of the conversation, 
You go to the south to solve the riddles of the Venus Lighthouse and Iodem 
will help you on your way to that place. He will meet up with you on the 
Gondowan Bridge to the south of Tolbi. Babi goes to bed and follow him (No, 
not like that), try to pick up the Cloak ball next to his bed and you can 
borrow it for a while. This item will be very useful to you later on so 
don't forget about it (I know it is easy to miss).



---------------------------------------------------------------------------
12. Rescuing Master Hammet (Optional)
---------------------------------------------------------------------------
 After you get the Cloak Ball go east through the Gondowan Cave we already 
passed (if you followed my instructions) then head north towards the cave 
next to Lunpa. 


--West Lunpa Cave--
 Perhaps you've already been to Lunpa when backtracking as suggested in 
chapter 8, but now we can save Master Hammet with the use of the Cloak 
Ball. Use "Frost" on the water puddle beneath the half closed gate, this 
opens it up and you can enter Lunpa.


--Lunpa--
 Head up and stand in the shadows near the left side, equip the Cloak ball 
to any character and use the "Cloak" Psynergy (Stay in the shadows or else 
you will uncloak). 


--Lunpa Fortress-
Chests: 5 (150)
 Power Bread, Mythril Circlet, 100 Coins, Elixir, Lucky Medal
Djinni:
 Mercury - Tonic
Monsters:
 Brigand, Kobolt, Rat Warrior, Vile Dirge
Boss:
 Toadonpa

 Once inside follow the upper right route and stay cloaked (So don't go 
into the light). Head up to the stairs, cloak again and keep going north. 
You can go to the small room in the back here too. There an old man and a 
Vial in one of the Barrels here. Cloak again, and go down to the next room. 
(Keep cloaking every time you come from an entrance) Wait for the guard to 
pass by and then go down. Take note of the locked door on the left side; 
after we get the Cell Key we can use it on this door to get four treasures: 
Mythril Circlet (the most powerful Circlet), 100 Coins, Elixir, Lucky 
Medal. In the next room follow the path and go upstairs.

 Run up as soon as the guards turn around, wait in the middle and do it 
again for the second part, follow the path and eventually there are three 
guys with red caps. These guards won't set you out but will fight you. 
After their quick defeat continue further on to east. Here's another guard, 
dispatch of it swiftly and enter the room above to find Donpa asleep. Go 
south, carefully run past the moving guard here (the guard comes back half 
way!), go down again, use "Catch" on the key and fight the next guard. Note 
that you can't enter the menu via the 'A' button, when you are close to the 
locked door so use 'Select' or assign a shortcut key to "Catch". Go 
downstairs twice use "Whirlwind" on the bush, use "Reveal" on it too and 
then press the hidden switch on the left.

 Enter the doorway, go to the upper-left corner, use "Whirlwind" on the 
bush here for another hidden entrance. Go inside open the middle cell for a 
chest with a Power Bread, continue on to the south, go through the cell 
door and push the large crate into the gap to the south. Go west and use 
"Whirlwind" & "Reveal" once more to open the secret passage. After this 
point you will find Master Hammet, but also the devious Dodonpa. He sends 
his Toadonpa pet after you. It's time for another boss battle although 
Toadonpa isn't really hard.
---------------------------------------------------------------------------
Boss: Toadonpa
--------------
 HP: 2800    ATK: 266    AGL:   82    Weak:    Fire
 PP:    0    DEF:  52    LCK:   18    Strong: Water
 Special: Dark Blessing, Rotten Blood, Sticky Poison, Trash, 
          'regenerate 80 HP'
 Exp:    999
 Coins: 3200
 Item: Psy Crystal

You could try to Summon Rush this Boss by setting 4 Djinn of each type and 
using Summon all 4 in the first round. This way you can nearly beat the 
Frog in one go, although it won't be enough. Use some more Attacks / 
Psynergies / Unleashes and the toad is squashed. Don't worry about his 
regenerating abilities for 80 HP nearly nothing compared to the damage you 
can inflict against him. 
---------------------------------------------------------------------------

 Toadonpa falls on it back and Dodonpa gets trapped under his own 
disgusting pet! Isaac and the others save him, yet he still keeps low to 
the ground. A little later Donpa comes in and solves all the problems. It 
seems to be Donpa spoiled his son Dodonpa too much as a son, so will make 
up for that now and sets everybody free again and the shops sell the 
weapons and armors again. However some of the henchmen inside the fortress 
are still loyal only to Dodonpa so Isaac, Master Hammet and the others 
still have to sneak out.


--West Lunpa Cave--
 Upon exiting the cavern Master Hammet spots Bunza (one of Hammet's 
soldiers) who is trying to enter Lunpa to trade with them even though they 
are hostile people. He has a wagon nearby that makes it easier for Hammet 
to escape from Lunpa without having to deal with all of Dodonpa's men. You 
can also get a free ride to Kalay if you choose for that option. Perhaps 
you want to stay behind, since you still have to collect Mercury Djinni: 
Tonic from Donpa. In order to stay behind you have to answer: No, Yes, Yes 
if Garet asks you to go or not to go.


--Lunpa Fortress--
 If you visit old Donpa again, he'll let you into the back room, here you 
can find another Mercury Djinni named Tonic. This Djinn joins your party 
for free and above all the abilities of Tonic can be very handy in the more 
difficult Boss battles as he can cure any ailment for all party members, 
when he is unleashed in combat.


--Kalay Tunnel Entrance--
 Hammet goes towards his palace using the secret entrance in order to avoid 
contact with any of Dodonpa's men that may be around in Kalay. Then Bunza 
takes you to the entrance of Kalay where you find the end of the line and 
disembark the wagon.


--Kalay--
 Now that Hammet went through the secret entrance you can backtrack the 
path he used in the sewers for some extra items. Go to Hammet's palace and 
enter the room on the right, go down the stairs and go up (the locked gates 
are now open). Also you can get another small cut-scene if you go to Lady 
Layana and Master Hammet's room. Hammet will hint you that you should take 
the Shaman's Rod to Hesperia; the continent west of Angara (remember that 
name well).


--Kalay Tunnel--
 Open the four chests to obtain a Sleep bomb, Lucky Coin, Potion and 200 
Coins. Move the statue in front of the waterfall to create a new 
passageway, freeze the puddle down drained lake and then you'll find some 
Spirit Gloves. Head north go up the stairs, follow the left path, go up two 
more stairs and collect the Apple from the chest in the cavern. Walk 
outside and lastly collect the Nut from the tree. Slide down the slope and 
that's it.



---------------------------------------------------------------------------
13. Crossing Suhalla Desert 
---------------------------------------------------------------------------
 After saving Hammet (or not saving Hammet) you can go south from Tolbi to 
the Gondowan Bridge. Enter it and you will meet Iodem who will join your 
group to help you cross Suhalla Desert. Continue on to the east after the 
bridge and Isaac and friends reach Suhalla.

--Suhalla--
Inn:
 72 Coins
Hidden Items: 4 (154)
  5 Coins     - Jar just below the entrance of the town
  Smoke Bomb  - Oven in the small home; an oven in the desert?!?
  Lucky Medal - Jar next to shrine, jump over the water behind it 
  Hard Nut    - Chest farther on to the left from the Lucky medal

 Enter the house in the lower right corner and Iodem will come forth and 
talks to the two injured men on the beds. They start to speak about a woman 
named Sheba, she turned out to be the sole reason why the villagers of 
Lalivero aided in building Babi Tower. They also tell that you can stop 
cyclones with water, make a mental note of that. There is not much else to 
do here so either stay at the Inn or leave for the desert to the east.


--Suhalla Desert--
Chests: 3 (157)
 Virtuous Armlet, Lucky Medal, Cookie
Djinni:
 Mars - Flash
Monsters:
 Mimic, Tornado Lizard, Brutal Troll, Magicore (drops Aura gloves), Roach,
 Stone Soldier, Harridan, Tempest Lizard
Boss:
 Storm Lizard

 From the start go right and listen to Iodem's advice. Make sure you have  
"Douse" (You should have a Douse Drop or Mia) Psynergy and use that on the 
cyclone the moment you get caught. Doing this will force you to do battle 
with a Tornado Lizard which drops over 600 experience points, which is 
quite a lot (a combination of Flint/Sap, Scorch, Smog/Squall and Hail 
should finish one in one round) Continue on and open the chest for a 
Virtuous Armlet.

 Go back and take the left path use the Douse Psynergy again on the cyclone 
for a fight and continue on. In the lower part of the screen is a chest 
with a Mimic, but first you need to take out one of the storm lizards to 
get there.
-----
Mimic
-----
 HP:  997    ATK: 303    AGL:  139    Weak:    Fire
 PP:   60    DEF:  94    LCK:   17    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Curse, Condemn, Ice Missile
 Exp:    669
 Coins:  547
 Item: Water of Life

 Head for the lower right corner and fight another Tornado Lizard head 
south and go toward the next screen. Here are three paths you can choose 
from the right one leads to a chest with a Lucky Medal, the left one a 
cookie and the center for the path to the next field.

 Near the stairs that lead to the lower part of the level use Reveal on the 
left side to make a pillar appear, jump over the pit and head down the left 
towards stairs. Here you'll find your next Mars Djinni: Flash; this one 
will put up fight before he surrenders so here goes.
-----------
Mars Djinni
-----------
 HP:  592    ATK: 253    AGL:  151    Weak:   Water
 PP:   52    DEF:  65    LCK:   17    Strong:  Fire
 Special: Eruption, Fireball, Fiery Blast, Flare Storm, Nova, Escape
 Exp:    460
 Coins:  445
 Item:     -

 Enter the cavern if you like and you'll end up near a big tornado. This is 
the Tempest Lizard if you DON'T beat him and you can actually get a free 
ride to Crossbone Isle. I recommend you do this later on after you learn 
the final Psynergy in the Venus Lighthouse or else you will have to 
backtrack several times, but feel free to go if you like. Alternatively, you 
can beat him for training purposes. He gives even more exp and coins than 
the Storm Lizard plus he always returns after you exit the desert and come 
back to this place.
--------------
Tempest Lizard
--------------
 HP: 3000    ATK: 295    AGL:  114    Weak:   Earth
 PP:   45    DEF:  94    LCK:   26    Strong: Water
 Special: 'attack 2x', Impact, Storm Ray, Sonic Slash, Tempest, Ward,
          Wing Stroke
 Exp:   1360
 Coins: 6400
 Item: Potion

 I'll continue on with the plot here right now. Go back to the other 
stairway and walk around in the desert, Isaac will automatically catch up 
with another big tornado. Use douse as always and now you have to fight the 
Storm Lizard. Although if you run a very efficient route you can actually 
outrun the tornado to the exit! This is one boss you are not necessarily 
forced to fight.
---------------------------------------------------------------------------
Boss: Storm Lizard
------------------ 
 HP: 2900    ATK: 291    AGL:  112    Weak:   Water
 PP:   42    DEF:  86    LCK:   22    Strong:  Wind
 Special: 'Attack 2x', Impact, Sonic Slash, Storm Ray, Tempest, Ward,
          Wing Stroke
 Exp:   1300
 Coins: 6100
 Item: Psy Crystal

This guy isn't that tough; he's actually weaker than the Tempest Lizard. 
Use the same tactics as with the Tornado Lizards to beat him. Of course 
boosting your statistics a bit by releasing some Djinn may be wise, even 
though this Lizard isn't as hard as it seems.
---------------------------------------------------------------------------

 Near the exit of the Suhalla Desert Iodem appears again, he asks what 
could have happened to Sheba. Then they decide to continue on to the Venus 
Lighthouse and Lalivero. Our next stop will be the Venus Lighthouse!



---------------------------------------------------------------------------
14. The Riddles of the 2 Lighthouses
---------------------------------------------------------------------------

--Suhalla Gate--
Chests: 1 (158)
 Mint
Monsters:
 Nightmare, Gnome Wizard, Cannibal Ghoul, Horned Ghost, Mole Mage, Goblin
Djinni:
 Mercury - Dew

 Iodem will appear again as you get close to the two fallen guards that 
appear here. They tell about the Felix's group who has just passed by, 
they're very near to the Venus Lighthouse so Isaac must hurry on. On the 
next screen fall down the very first slide to find a chest with some Mint 
at the bottom. Then fall down the third slide from the left on the next 
screen in order to reach the Final Mercury Djinni: Dew.
--------------
Mercury Djinni
--------------
 HP:  654    ATK: 281    AGL:  172    Weak:    Fire
 PP:   59    DEF:  77    LCK:   19    Strong: Water
 Special: Deluge, Froth Sphere, Glacier, Ice Horn, Hail Prism, Escape
 Exp:    606
 Coins:  484
 Item:     -


--Gateway Cave (optional)--
 You can enter the cavern on the right here to get an extra cut-scene 
further on, but this is not necessary. The cut-scene shows Iodem using a 
Black Orb on the shipwreck, Iodem thought that this might have been a 
Lemurian ship, but it is not so he takes the Orb back and you can leave for 
Lalivero now once more.


--Suhalla Gate (east)--
 Here Isaac finds a nearly dead soldier, he tells about a group of traveler 
that passed by here just a while ago after saying this he evaporates. 
Continue on and the Venus Lighthouse will be in sight!



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
13.1 Venus Lighthouse - Dead End!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

--Venus Lighthouse Entry-
 Lots of injured people are lying around, surely Saturos and Menardi have 
been here already. Mind Read the second guard here and he will speak about 
an Alchemist who served Babi: Kraden. One of the Scolars tells you that the 
Venus Lighthouse finally opened up, which means Saturos and the others have 
passed by here quite recently. Another guard tells you that the boy in the 
group started glowing just before the lighthouse started to open. This 
means that Felix opened the doorway, however only a Venus Adept could do 
such a thing... Enter the lighthouse so you can grab some more items.


--Venus Lighthouse (Base Section)--
Chests: 2 (160)
 Carry Stone, Lucky Cap
Monsters:
 Earth Golem, Goblin, Horned Ghost, Nightmare

 Inside walk the fallen scholar tells you that Kraden made the villains 
stop killing everybody. Go up one room and examine the wall, it says:

      "If ye seek to climb Venus Lighthouse, first seek the power
       within. To obtain this power, see with the eyes of truth.
       Then the way shall open. But the path I reveal is not the
       beginning. The true beginning lies down ancient pathways
       on distant soils."
 
 Use "Reveal" on this wall in the middle to make a stairway visible, use it 
and obtain the Carry stone. Equipping this learns you Carry (Note: Now you 
are ready to tackle Crossbone Isle although you can do that after going 
through Lalivero as well).

 Go back upstairs and follow the left route until you find yourself stuck 
with a gray square stone, use Carry on it to move it out of the way. Head 
through the next entrance go up, use Reveal right away, go up another set 
of hidden stairs and walk up to the big statue. Stand in front of it and 
some magic happens and a path is opened, if you talk to it again a 
different path is displayed. This has influence on the route you take, but 
they both end up at the same goal.

 You can go back and follow the right path jump over the tile in one of the 
rooms on the right side (using the left route) and find some more stairs 
and the end you can find a chest with a Lucky Cap. Use "Retreat" right away 
to exit the Lighthouse, since you can't continue on using this path. You 
have reached a dead end here. Take the right exit at the Venus Lighthouse 
Entry and go to Lalivero.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
14.2 Babi's Tower
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

--Lalivero--
Inn:
 100 Coins
Hidden Items: 5 (165)
 Psy Crystal   - Check Stone pillar in center of town
 Lucky Medal   - Barrel in left room of the 1st floor in the Inn
 Antidote      - Barrel in the item shop
 Water of Life - Jar atop the item shop
 Black Orb     - Get it from Iodem after you light the Venus Lighthouse
Chests: 1 (166)
 Warrior's Helm
Djinni:
 Mars - Torch

 At the entrance of Lalivero are even more soldiers that have been slain. 
After talking to these as well go to the shop to buy some stronger 
equipment (They have a lot of new Artifacts here). Enter the lower left 
home ascend the ladder and jump over to the wall on the left. Walk around 
the town, climb down the vine and collect the Warrior's Helm. Isaac's 
Ultimate Helm!
 Enter the weapon shop, climb up to the roof and make your way to the 
Djinni atop the Inn. The last Mars Djinni is called Torch; Garet's 
Collection should be complete now. Continue up to the north for Babi's 
Lighthouse.


--Road to Babi's Lighthouse--
Hidden Items: 1 (167)
 Lucky Pepper

 From the start go right, move the rock to the left and use Carry on it 
twice to create a path to the chest on the upper level for a Lucky Pepper. 


--Babi's Lighthouse Entry--
 Just outside in front of the entrance go down the stairs on the left side. 
Move the pillar one space to the left and go upstairs again. Move the 
pillar on the right side of the Lighthouse to find another entrance leadin 
down. Go down the stairs and also move this pillar to the left here so you 
can pass by. Climb the ladder at the end and use "Growth" on the plant 
outside. Go up the vine and fall down the slide inside the lighthouse on 
the second level.


--Babi's Lighthouse--
Djinni:
 Jupiter - Luff
Monsters:
 Chimera Mage, Ice Gargoyle, Nightmare, Manticore King

 If you went inside Babi's Tower using the path I described you can reach 
another one of those Djinn here. Inside go down another slide and you'll 
meet the final Jupiter Djinni in this game: Luff. 
--------------
Jupiter Djinni
--------------
 HP:  688    ATK: 302    AGL:  177    Weak:   Earth
 PP:   62    DEF:  85    LCK:   21    Strong:  Wind
 Special: Blue Bolt, Destruct Ray, Shine Plasma, Tornado, Wind Slash,Escape
 Exp:    677
 Coins:  506
 Item:     -

 After getting Luff fall down the slide, go up the two left stairs then 
slide down the upper slide and you'll go past the locked door on the 
basement level (you can actually open it now, by walking through the south 
entrance). Here Isaac & Iodem reach Faran and after some talking about 
Sheba and Lavilero. Iodem stays behind and will let you travel on under the 
lighthouse. Use "Reveal" to find a hidden switch that allows you to open 
the door in front of you. Head up and follow the path behind it to reach 
the Tunnel Ruins.


--Tunnel Ruins--
Chests: 2 (169)
 Asura's Armor, Oracle Robe
Monsters:
 Chimera Mage, Manticore King, Skull Warrior, Wild Gryphon, Willowisp

 Inside walk up to the huge statue that should been activated by your visit 
to the Venus Lighthouse previously, if you haven't been there you'll have 
to backtrack to the Venus Lighthouse right away and activate the Statue 
(see section 14.1).

 Go down one screen and move one pillar to the right so path is created on 
the upper layer to get past the wall here (why are there two pillars here 
if you only need 1?). Continue on down and here you will notice a 
difference if you walked up to the statue in the Venus Lighthouse once or 
twice. Either left or lower path will be opened, either path leads to a 
strong armor and the same exit. If you want to have both armors you have to 
go through it twice which means more backtracking. So I suggest you take 
both paths if you have enough time (and you should have).


--Left Path--
 Move the two pillars down and left in order to create a new passageway to 
the next room. In this next room use Whirlwind on the hidden left pillar 
twice then bring it down by using move. Move it all the way around to the 
right and do so the same for the upper right pillar so you can pass on to 
the next part. Use Whirlwind once again, go past the next corridor and use 
the two right blocks in combination with "Carry" Psynergy on the right 
elevator to make the left rise up. Head down, take the left path and cast 
"Reveal" on the statue to make a chest appear. Pick up an Oracle Robe and 
go back so you can take the right route.


--Lower Path--
 Move the water pillar onto the water crest and the platform rises up, do 
the same for the other after using "Douse" on it. Follow the right path in 
next room to find an Asura's Armor. Go back and take the other route, move 
the small pillar into the correct spot and use Douse and Frost to create a 
path to the next room.


--After the Left/Lower Path--
 In the next room there is a simple Colored Statue Puzzle; "Mind Read" the 
statues to figure out the pattern. Of course instead of thinking you could 
just look at this picture, it should look something like this:

 R   B
   O
 G   V

R = Red     B = Blue
O = Orange  G = Green
V = Violet

 Go through the door and you'll make it past the dead end you saw earlier 
on. You're now in the last part of the last dungeon in this game: Venus 
Lighthouse - Upper layer!



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
14.3 Venus Lighthouse (Revisited)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

--Venus Lighthouse (Upper Layer)--
Chests: 3 (172)
 Dragon Scales, Gaia Blade, Thunder Crown
Monsters:
 Boulder Beast, Chimera Mage, Fenrir, Grand Golem, Manticore King, Recluse,
 Skull warrior, Thunder lizard, Willowisp
Boss:
 Saturos & Menardi
Ultimate Boss:
 Fusion Dragon

   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   Note that all the rare "Item Drops" are listed in the monster
   compendium next to all other data for each monster, so just
   search for the monster or the item's name (use CTRL+F).
   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 If you go up the left stairs from this initial room and you can return to 
the lower level of the Lighthouse. Continue on, go up the middle path, 
after that take the far left passageway, Carry the block into the pit, 
continue on to the next room (across the Sand Slide; walk diagonal up 
left).

   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   If you have troubles getting to the other side of the Sand Slide
   try to Run (hold B) diagonally against the current; the net effect
   will be that you will move horizontally!
   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Go down the lower path to find a Cursed Thunder Crown (equip if you like 
after obtaining Cleric's Ring). Head back and use the path to find a room 
with three sand falls on your left. Go through the most right one, hop over 
the rocks via the left side to the south exit. Behind this room is a very 
simply puzzle, just move the block with the vertical stripe into the hole 
to continue on. Hit the button and use the newly created path to go back to 
the main room.

 You'll notice that the Sand slides have shifted. Enter the door to the far 
right that was previously unreachable, use Move on the left pillar, head 
north, push upper pillar to the left, go back, jump over to that pillar and 
ascend the stairs. For the next ball course puzzle slide the two corner 
piece into either left or right two holes and the horizontal slide into the 
upper or lower other hole. Should be simple to do without making a mistake, 
continue on and to the upper left corner of the following sand slide room, 
go through the south passage first and collect the Dragon Scales behind the 
right sand fall. Behind the left sand fall is the path to the next puzzle 
where you have to use Carry to get two blocks onto the left elevator. Press 
the button in the next room and use again the newly created path to get 
back to the room of the three slides of which two are filled with sand now, 
this allows you to reach the lower left corner exit. 

 Go to the lower left corner door, proceed on and take a careful look at 
the shifting Sand maze to find a path to the lower right corner. Here is 
the most powerful sword available for Isaac in this game the: 'Gaia Blade'. 
This is Isaac's ultimate Weapon and the Unleash does a huge amount of 
damage. So equip it right away. Run to the upper left exit and follow the 
path to the right to find the final slider puzzle. First move the left 
corner piece (next to the vertical slide) into the upper left hole, move 
the piece farthest to the right into the gap beneath the previous one, 
place the third corner piece in hole 5 squares down. Finally push the 
strait vertical piece into the slide in the lower right corner and the door 
will open for you. Press the third button and use final path to return to 
the '3 slides' room. Go through the door in the upper right corner and 
continue on very final room. 

 If you want to go back and do something else do it now! This is the point 
of... "No Return", you can still save later on, but after you fall down the 
slide here you can't get outside of Lalivero anymore!!! Slide down the gap 
here and you'll land on a small floating platform similar to the one you 
saw at the Mercury Lighthouse. Yes, you are transported to the Venus 
lighthouse Aerie! Let's go on to the last part of this game.



---------------------------------------------------------------------------
15. The Final encounter: You shall not light the Beacon!
---------------------------------------------------------------------------

 Once Isaac & Co. reach the top of the Venus Lighthouse they finally meet 
up with the other group (Where they just waiting for you to show up?). 
You'll hear Menardi speaking about lighting the Venus Lighthouse Beacon at 
last. Saturos is there as well together with that young girl you may have 
met before at Babi's Palace the other day. Menardi then says that all that 
remains is the Jupiter Lighthouse as lightning Mars is easy, so after that 
it should be a cakewalk for them. Felix shows up as well, Menardi however 
seems to be upset since she ordered them to go to the ship docked at 
Idejima (The ship you found together with Iodem if you went there, 
remember). They talk about this girl Sheba, she seems to be the key to 
opening the Jupiter Lighthouse as she is a Jupiter adept just like Ivan. It 
seems to be that Felix is having an argue with the other two member. He is 
traveling along Saturos and Menardi for some time now, yet he isn't trying 
to reach the same goal after all. After some talking the game goes back to 
Isaac and his group they decide that it is time to attack now, while the 
others are busy arguing. BTW: here's my final set-up for this battle:

        | Isaac           Garet           Ivan            Mia
------- | --------------- --------------- --------------- ---------------
Weapon  | Gaia Blade      Wicked Mace     Swift Sword     Crystal Rod
Armor   | Asura's Armor   Storm Gear      Feathered Robe  Oracle's Robe
Shield  | Spirit Gloves   Mirrored Shield Spirit Armlet   War Gloves
Helmet  | Warrior's Helm  Thunder Crown   Lucky Cap       Jeweled Crown
Shirt   | Mythril Shirt   Mythril Shirt   Mythril Shirt   Silk Shirt
Ring    | any Ring        Cleric's Ring   any Ring        any Ring
Boots   | Hyper Boots     Hyper Boots     Hyper Boots     Hyper Boots

  Of course you may want to change some of them for Running Shirts /
   Quick Boots if there are any weak members in your party. Also one of
   Those Kikuichimonjis for Ivan would work out nice too.

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
   WARNING: This is the last point where you can save! If you have any
            unfinished business make sure you do it now. Once you start the
            battle against the upcoming boss you will not be able to save,
            other than an unplayable "Clear Data" file for the Password.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

 Walk over to the central part of the Aerie and the 8 of them have some 
more argue, until Saturos tries to make a deal. He mentions the rod of 
Hesperia and Ivan hands over the Shaman's Rod (it was cluttering your 
inventory anyway) after a while, hoping to see that Sheba and Felix are 
freed. Of course Saturos doesn't let Sheba go, he had only said that he 
wouldn't hurt Sheba. He never mentioned releasing her, so they decide that 
it is quite enough and thus the battle between the two members of the Fire 
Clan and the four Adept begins!
---------------------------------------------------------------------------
Boss: Saturos & Menardi
-----------------------
Saturos
 HP: 3000    ATK: 409    AGL:  160    Weak:   Water
 PP:  260    DEF: 140    LCK:   50    Strong:  Fire
 Special: Fireball, Heat Flash, Eruption 
 Exp:   3000
 Coins: 3600
 Item:     -

Menardi
 HP: 2600    ATK: 389    AGL:  220    Weak:   Water
 PP:  300    DEF: 134    LCK:   50    Strong:  Fire
 Special: Death Size, Nova, Flare Wall
 Exp:   3000
 Coins: 4200
 Item:     -

 Menardi is the faster and the weaker (in HP) of the two so I recommend 
starting to focus your attacks on her. After one of them is gone the other 
should be even easier to beat. Remember that they are weak to water so 
Boreas is the Summon you need, but with 4 Mercury Djinn on Stand-by Mia 
can't use "Wish" anymore, so don't make any hasty decisions. Also Judgment 
and the others do fair amounts of damage as well. A very important note 
that I would like to make is that after this battle the true battle has yet 
to begin, therefore don't use too many Djinn because you'll be needing them 
the next battle against the ultimate boss.
---------------------------------------------------------------------------
 
 After the two are defeated Felix doesn't want stop his quest, he seems to 
have other reasons to light the beacons. Suddenly Saturos comes back to 
life. He may be weakened, but he's still there and so is Menardi. The two 
tell Isaac that the Venus Lighthouse's Beacon will restore their powers and 
so they throw in the Elemental Star after all. Now that the beacon is lit 
you'll have to face the true might of the Northern Fire Clan. The two of 
them unite into one being: The Fusion Dragon!
---------------------------------------------------------------------------
Ultimate Boss: Fusion Dragon
----------------------------
 HP: 5000    ATK: 439    AGL:  190    Weak:   Water
 PP:  500    DEF: 150    LCK:   50    Strong:  Fire
 Special: Outer Space, Drain Fang, Dragon Diver, Evil Blessing
 Exp:      0
 Coins:    0
 Item:     -

 If you managed to beat Deadbeard on Crossbone Isle this battle shouldn't 
cause much trouble. If you had a difficult time with the previous battle 
this is going to get hard though.

 First start by unleashing any Level 4 Summons if you have those; the 
elemental power of a character will increase greatly after doing this 
making all the attacks that follow a lot stronger. If possible try to not 
to unleash too many Mercury Djinn, since "Wish" is one of the key healing 
Psynergies. Mia may need to use "Restore" to remove evil spirits as well, 
so mainly attack with the other 3 characters. Also don't hesitate to use 
Fire Based attacks to which the dragon may be resistant to; those attacks 
can still do quite a lot of damage nonetheless.

 Of all his attacks Outer Space and Dragon Diver are probably the most 
dangerous ones, therefore have Mia use "Wish" or Djinni: Spritz to heal all 
members. Granite and Flash are very useful in this battle as well, since 
they can divide the damage you receive in that turn by a factor ten.

 Don't use the psyphon seal on this enemy as it has no effect (i.e.
Fusion Dragon doesn't use any psynergy spells!).
---------------------------------------------------------------------------

After you finally manage to beat this enemy the epilogue of this game 
begins. There isn't much to do, but you have to go through it in order to 
create a save game for sending your data to Golden Sun: The Lost Age.



---------------------------------------------------------------------------
Epilogue: What happens next?
---------------------------------------------------------------------------

--Venus Lighthouse (Continued)--
 After the last battle you'll see that Saturos and Menardi will take a 
suicidal Death plunge into the same hole where they threw the Venus Star. 
That is the last the world will see of Saturos and Menardi. However this 
doesn't end the game at all. Felix is going to continue where the villains 
left off, he's going to light the other two lighthouses. Garet asks Felix 
why he insists on lighting the beacons up, but Felix answers that there is 
no time to discuss this issue now.

 All of a sudden the Venus Lighthouse's Beacon starts to illuminate. As the 
beacon starts glowing a great amount of energy is released and it is so 
much that it tears the lighthouse apart. The entire group falls 
unconsciously on the ground and Felix is in trouble too. Sheba fell off the 
edge by the earthquake and can barely hold on to the edge. Felix tries to 
rescue her, but is too late and Sheba 'slides' (that's one odd way off 
falling) down the edge. Felix won't accept to let it end this way and dives 
in after her.

 Isaac makes his first sentence in the game, he says: "!!!". I thought he 
was a total mute as most RPG / Adventure heroes tend to be (just think of 
Link in the Legend of Zelda). The other allies start to awaken again and 
the Lighthouse restores itself to its original form. According to Ivan 
Felix jumped into the sea after Sheba did so, but according to the world 
map there is no sea around (doesn't this seem a bit weird?). They then 
remember about Jenna, who was left behind at Idejima. After hours of 
searching they give up and go back to Lalivero.


--Lalivero--
 Faran and Iodem are inside Faran's home as well, they start having a 
conversation with Isaac and the others. It turns out to be that Felix, 
Sheba, Jenna and Kraden have disappeared! The continent of Idejima was torn 
loose from Gondowan after the Venus Lighthouse lit up. After some more 
talking about Sheba and Adepts Isaac and the other want to take of for the 
next step in their adventure, but Iodem asks them to wait outside, you can 
do so or walk away in which case Iodem comes outside anyway.

 Iodem talks about Lemuria again, he gives you the Black Orb and permission 
to enter the shack on the north-west part of Lalivero. Garet mentions the 
ship at Idejima being Saturos' Ship, but there is no time and no way to 
confirm that now. Talk to the guard in front of it and he'll allow you in. 
Enter it and walk to the left, go up the pier and use the Black Orb at the 
end to enter the Lemurian Boat docked there. After everybody makes their 
final farewells to the player, they step aboard the boat and leave. Their 
next goal is to find Lemuria and finding Jenna! At least that is what you 
would think, that would happen... But we'll find out in GS:TLA. Now the 
credits you must endure. After those you are asked to save your data into a 
"Clear Data" File, which can be used for the "Golden Sun: The Lost Age" 
connection. If you say yes such a file will be created, this also means 
that you can no longer use it (other than to do a battle in the battle 
arena).


--Idejima--
 After the ending titles you will see a final cut-scene featuring Kraden 
and Jenna. They are lying on the ground pondering about thing this that 
will happen. It appears to be that they are not alone at this moment, Alex 
is there too. He guides them to the other side of the island where they 
find Felix and Sheba. Alex must have saved them out of the water (quite 
possible seeing him as a Mercury Adept). The screen fades out and Golden 
Sun has reached its ending, if you want to find out what happens after this 
moment you'll have to play sequel to Golden Sun.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Total Regular Hidden Items / Chests    172
 Total Crossbone Items / Chests          43 +
                                      ----- 
 Grand Total                            216 (found up to now)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


                  ==============================
                         GAME FINISHED!!!!
                  ==============================

                          To be Continued
                   ~ Golden Sun: The Lost Age ~

                 (See you in the next Walkthrough)
                  ==============================






===========================================================================
Appendix A: Djinn & Classes
===========================================================================

---------------------------------------------------------------------------
1. Djinn Descriptions
---------------------------------------------------------------------------

 In Golden Sun there are 28 Djinn you can find throughout the continents. 
Most of them are quite easy to find, while others may prove to be more 
difficult to locate. Here's a list of all Djinn sorted by element and the 
moment you can find them in-game.

 There is one remark that has to be made here; the statistic boosts of the 
Djinn may differ from the values given here, this is so because higher 
classes affect the statistics relatively (e.g. in percentages). Simply put 
this means that the upgrades may vary a bit. All the statistic upgrades 
were checked using "Base Class" for each character, for more information on 
that topic see the following paragraph. The exact Djinn locations can also 
be found in the FAQ, just search for the Djinni's name with "Ctrl+F" in 
most Windows based Text Editors / Viewers.

The Djinn List
---------------------------------------------------------------------------

Venus Djinn
---------------------------------------------------------------------------

Name     HP PP ATK DEF AGL LCK  Location           Ability
-------  -- -- --- --- --- ---  ------------------ ------------------------
Flint     8  4   3   -   -   -  Vale(WM)           Swift Strike
Granite   9  -   -   2   2   1  Kolima             Reduce Damage
Quartz   10  3   -   -   3   -  Mogall Forest      Revive Downed Ally
Vine     12  4   -   3   -   1  Lamakan West(WM)   Lower enemy AGL
Sap      10  -   3   -   -   1  Vault              Hit & Drain enemy HP
Ground    9  3   -   -   3   -  Kalay Docks        Enemy must skip a turn
Bane     12  -   4   -   -   -  Crossbone Isle(B7) Hit & Venom Enemy


Mars Djinn
---------------------------------------------------------------------------

Name     HP PP ATK DEF AGL LCK  Location           Ability
-------  -- -- --- --- --- ---  ------------------ ------------------------
Forge    10  -   2   -   2   2  Goma Cave          Raise Allies' ATK
Fever    12  -   3   -   1   -  Imil               Delude Enemies
Corona   12  3   -   3   -   1  Xian (WM)          Raise Allies' DEF
Scorch    8  -   3   -   -   -  Kalay Tunnel       Stun Enemy
Ember     9  4   -   2   2   -  Tolbi              Recover Allies' PP
Flash    14  3   -   2   -   -  Suhalla Desert     Reduce Damage
Torch     9  -   3   -   -   1  Lalivero           Hit Through Enemy Def


Jupiter Djinn
---------------------------------------------------------------------------

Name     HP PP ATK DEF AGL LCK  Location           Ability
-------  -- -- --- --- --- ---  ------------------ ------------------------
Gust      9  -   2   -   2   -  Bilibin            1 or 2 Wind Attacks
Breeze   12  5   -   2   -   1  Tret Tree          Raise Allies' Resistance
Zephyr   11  3   -   -   2   1  Fuchin Temple      Raise Allies' AGL
Smog      9  -   3   -   -   -  Lamakan Desert     Delude Enemies
Kite      8  3   -   -   3   -  Vale Cave          2 Attacks Next Turn
Squall   10  -   5   -   -   -  Altmiller Cave     Stun Enemy
Luff     11  5   -   2   -   1  Babi's Tower       Seal Enemy's Psynergy


Mercury Djinn
---------------------------------------------------------------------------

Name     HP PP ATK DEF AGL LCK  Location           Ability
-------  -- -- --- --- --- ---  ------------------ ------------------------
Fizz      9  4   -   3   -   -  Mia's Pet          Recover ally's HP
Sleet    12  -   3   -   -   1  Mercury Lighthouse Lower Enemy ATK
Mist     11  -   4   -   -   -  Xian               Make Enemy Fall Asleep
Spritz    8  4   -   -   3   -  Altin Peak         Recover allies' HP
Hail      9  -   4   -   -   1  Tolbi West(WM)     Lower Enemy DEF
Tonic    10  3   -   2   -   2  Lunpa Fortress     Restore all ailments
Dew      13  4   -   -   4   -  Suhalla Gateway    Revive Downed Ally

 (WM) = World Map



---------------------------------------------------------------------------
2. About the Summons
---------------------------------------------------------------------------

 There are 16 Summon in Golden Sun, each representing a spirit for a 
certain element. All the Summons of the same level are equal in strength, 
but because of the elemental resistances of the monsters you oppose this 
may seem different. Many believe Meteor or Judgment is the strongest 
Summon, but this purely depends on the enemy you battle against. This game 
has many enemies weak to fire, so naturally fire based attacks will work 
pretty good.

------------------------------
Summons Table
------------------------------

Djinn            Spirit         Djinn            Spirit
---------------- -----------    ---------------- -----------
1 Venus          Venus          1 Mars           Mars
2 Venus          Ramses         2 Mars           Kirin
3 Venus          Cybele         3 Mars           Tiamat
4 Venus          Judgment       4 Mars           Meteor

Djinn            Spirit         Djinn            Spirit
---------------- -----------    ---------------- -----------
1 Jupiter        Jupiter        1 Mercury        Mercury
2 Jupiter        Atalanta       2 Mercury        Nereid
3 Jupiter        Procne         3 Mercury        Neptune
4 Jupiter        Thor           4 Mercury        Boreas



---------------------------------------------------------------------------
3. Class & Psynergy Effects
---------------------------------------------------------------------------

 Next to these effects assigning a Djinni to a character may change his/her 
class level. In some cases these changes can create huge statistic upgrades 
and stronger Psynergy Spells, however in some cases the class may actually 
downgrade a character so experiment yourself to find out which classes are 
most suitable. Of course the clean sweep with all Djinn assigned to the 
characters with the same elemental is a good combination. Actually it seems 
to be the only good combination, whereas assigning 1 Djinni of another type 
to the list breaks up the entire set-up weakening the character to the 
lowest class possible. Later on however when you have more Djinn more 
interesting combinations take place. Here's a list of all the Class levels 
that each character can reach.

A word about the notation here:

- "x|y" means all number of Djinn between x and y. For example: 3|5
  means either 3,4 or 5 Djinn of that kind.

- All percentage were calculated after subtracting the effects of the 
  Djinn, so the actual percentage may appear even higher than listed
  here.

- An "*" after a class name means that 1 extra Djinn of any type, may
  be included for this has no effect on the class.


------------------------------------------------------------------------|
Isaac - Venus Adept (Base Class: Squire)                                |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Squire     | 0|1  0   0   0   | 110% |  80% | 110% |   -  | 110% |   -  |
Knight     | 2|3  0   0   0   | 130% |  90% | 120% | 110% | 120% |   -  |
Gallant    | 4|5  0   0   0   | 150% |   -  | 130% | 120% | 130% |   -  |
Lord       | 6|7  0   0   0   | 170% | 110% | 140% | 130% | 140% |   -  |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Brute      |  0   1   0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
Ruffian    |  0  2|3  0   0   | 120% |  80% | 130% |   -  | 120% |  70% |
Savage     |  0   4   0   0   | 140% |  90% | 140% | 110% | 130% |  70% |
Barbarian  |  0  5|7  0   0   | 160% |   -  | 150% | 120% | 140% |  70% |
Berserker  |  1   6   0   0   | 180% | 110% | 160% | 130% | 150% |  70% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Apprentice |  0   0   1   0   |   -  | 120% | 110% |   -  | 120% |  90% |
Illusionist|  0   0  2|3  0   | 120% | 130% | 120% | 110% | 130% |  90% |
Enchanter  |  0   0  4|5  0   | 140% | 140% | 140% | 120% | 140% |  90% |
Shaman     |  0   0  6|7  0   | 120% | 150% | 110% | 110% | 130% |   -  |
Conjurer   |  1   0   6   0   | 170% | 160% | 150% | 130% | 150% |  90% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Swordsman  |  0   0   0   1   |   -  |  90% | 110% | 110% |  90% | 120% |
Defender   |  0   0   0  2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
Cavalier   |  0   0   0  4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
Shaman     |  0   0   0  6|7  | 120% | 150% | 110% | 110% | 130% |   -  |
Guardian   |  1   0   0   6   | 170% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Ninja      |  0   3   3   0   | 160% | 140% | 150% | 120% | 170% |  90% |
Samurai    |  0   4   3   0   | 190% | 130% | 150% | 140% | 140% |  95% |
Dragoon    |  0   3   0  3|4  | 160% | 130% | 140% | 140% | 110% | 120% |
-----------|------------------|-----------------------------------------|


Venus Series
---------------------------------------------------------------------------
___   ____________________    ____________________
lvl   Squire & Knight         Gallant & Lord
���   ��������������������    ��������������������
  1    Cure                ->  Cure
  2    Quake               ->  Quake
  4    Earthquake          ->  Earthquake
  6    Spire               ->  Spire
  7                            Gaia
 10    Cure Well           ->  Cure Well
 13    Ragnarok            ->  Ragnarok
 14    Quake Sphere        ->  Quake Sphere
 19                            Revive
 20    Clay Spire          ->  Clay Spire
 24                            Mother Gaia
 26    Potent Cure         ->  Potent Cure
 42    Stone Spire         ->  Stone Spire
 54                            Grand Gaia


Mars Series
---------------------------------------------------------------------------
___   ____________________    ____________________
lvl   Brute & Ruffian         Savage - Berserker
���   ��������������������    ��������������������
  1    Growth              ->  Growth
  6    Blast               ->  Blast
  7                            Spire
  9                            Impair
 12    Mad Growth          ->  Mad Growth
 13    Planet Diver        ->  Planet Diver
 16    Nova                ->  Nova
 17    Haunt               ->  Haunt
 19                            Revive
 20                            Clay Spire
 23                            Debilitate
 24    Curse               ->  Curse
 28    Wild Growth         ->  Wild Growth
 29    Condemn             ->  Condemn
 40    Supernova           ->  Supernova
 42                            Stone Spire


Jupiter Series
---------------------------------------------------------------------------
___  _______________________   ____________________
lvl  Apprentice & Illusionist  Enchanter & Conjurer
���  �����������������������   ��������������������
  1   Delude                ->  Delude
  5                             Impact
  6                             Ward
  6   Gaia                  ->  Gaia
  9   Weaken                ->  Weaken
 11   Astral Blast          ->  Astral Blast
 14   Sleep                 ->  Sleep
 17   Haunt                 ->  Haunt
 21                             High Impact
 22                             Resist
 24   Mother Gaia           ->  Mother Gaia
 25   Enfeeble              ->  Enfeeble
 31   Drain                 ->  Drain
 39   Psy Drain             ->  Psy Drain
 54   Grand Gaia            ->  Grand Gaia
___   ____________________
lvl   Shaman
���   ��������������������
  1    Cure
  2    Bolt
  3    Growth
  5    Ward
  6    Flash Bolt
 12    Mad Growth
 10    Cure Well
 18    Bind
 19    Revive
 22    Blue Bolt
 23    Resist
 26    Potent Cure
 29    Wild Growth
 31    Drain
 39    Psy Drain


Mercury Series
---------------------------------------------------------------------------
___   ____________________    ____________________    ____________________
lvl   Swordsman               Defender                Cavalier
���   ��������������������    ��������������������    ��������������������
  1                            Ply                 ->  Ply
  4    Thorn               ->  Thorn               ->  Thorn
  5    Cure Poison         ->  Cure Poison         ->  Cure Poison
  6                            Avoid               ->  Avoid
  8                                                    Wish
 10    Mad Blast           ->  Mad Blast           ->  Mad Blast
 11    Cutting Edge        ->  Cutting Edge        ->  Cutting Edge
 13    Restore             ->  Restore             ->  Restore
 14    Briar               ->  Briar               ->  Briar
 16                            Ply Well            ->  Ply Well
 19    Revive              ->  Revive              ->  Revive
 22                                                    Wish Well
 30    Break               ->  Break               ->  Break
 34                            Pure Ply            ->  Pure Ply
 36    Nettle              ->  Nettle              ->  Nettle
 46                                                    Pure Wish
___   ____________________
lvl   Shaman
���   ��������������������
  1    Cure
  1    Growth
  2    Froth
  5    Cure Poison
  8    Wish
 10    Cure Well
 12    Mad Growth
 13    Restore
 14    Froth Sphere
 19    Revive
 22    Wish Well
 26    Potent Cure
 28    Wild Growth
 34    Break
 40    Froth Spiral
 46    Pure Wish


Other Series
---------------------------------------------------------------------------

___   ____________________
lvl   Ninja
���   ��������������������
  1    Gale
  4    Punji
  6    Fire Bomb
  7    Mist
  8    Thunderclap
 12    Death Plunge
 15    Punji Trap
 16    Cluster Bomb
 18    Typhoon
 21    Shuriken
 26    Thunderbolt
 31    Annihilation
 36    Punji Strike
 40    Carpet Bomb
 44    Hurricane
 50    Thunderhead

___   ____________________
lvl   Samurai
���   ��������������������
  3    Guardian 
  5    Demon Spear
  6    Rockfall
  8    Lava Shower
 10    Magic Shell
 12    Dragon Cloud
 15    Protector
 18    Demon Night
 21    Angel Spear
 22    Molten Bath
 24    Rockslide
 27    Magic Shield
 33    Helm Splitter
 40    Quick Strike
 48    Magma Storm
 54    Avalanche

___   ____________________
lvl   Dragoon
���   ��������������������
  2    Blast
  4    Thorn
  5    Cure Cure Poison
  6    Avoid
  8    Wish
 10    Mad Mad Blas
 11    Cutting Edge
 13    Restore
 16    Ply Well
 17    Briar
 22    Wish Well
 27    Fiery Blast
 34    Pure Ply
 36    Nettle
 46    Pure Wish



------------------------------------------------------------------------|
Mars Adepts - Jenna & Garet (Base Class: Flame User & Guard)            |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Brute      |  1   0   0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
Ruffian    | 2|3  0   0   0   | 120% |  80% | 130% |   -  | 120% |  70% |
Savage     |  4   0   0   0   | 140% |  90% | 140% | 110% | 130% |  70% |
Barbarian  | 5|7  0   0   0   | 160% |   -  | 150% | 120% | 140% |  70% |
Berserker  |  6   1   0   0   | 180% | 110% | 160% | 130% | 150% |  70% |
-----------|------------------|------|------|------|------|------|------|
      Jenna Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Flame User |  0   0   0   0   |   -  | 120% |   -  |   -  | 120% |  90% |
-----------|------------------|------|------|------|------|------|------|
      Garet Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Guard      |  0  0|1  0   0   | 110% |  80% |   -  | 110% |  70% |   -  |
Soldier    |  0  2|3  0   0   | 130% |  90% | 110% | 120% |  80% |   -  |
Warrior    |  0  4|5  0   0   | 150% |   -  | 120% | 130% |  90% |   -  |
Champion   |  0  6|7  0   0   | 170% | 110% | 130% | 140% |   -  |   -  |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Page       |  0   0   1   0   |   -  | 120% | 110% |   -  | 120% |  90% |
Illusionist|  0   0  2|3  0   | 120% | 130% | 120% | 110% | 130% |  90% |
Enchanter  |  0   0  4|5  0   | 140% | 140% | 140% | 120% | 140% |  90% |
Ascetic    |  0   0  6|7  0   | 120% | 140% | 120% | 120% | 140% | 120% |
Conjurer   |  0   1   6   0   | 170% | 160% | 150% | 130% | 150% |  90% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Swordsman  |  0   0   0   1   |   -  |  90% | 110% | 110% |  90% | 120% |
Defender   |  0   0   0  2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
Cavalier   |  0   0   0  4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
Ascetic    |  0   0   0  6|7  | 120% | 140% | 110% | 120% | 140% | 120% |
Luminier   |  0   1   0   6   | 170% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|-----------------------------------------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Ninja      |  3   0   3   0   | 160% | 140% | 150% | 120% | 170% |  90% |
Samurai    |  4   0   3   0   | 190% | 130% | 150% | 140% | 140% |  95% |
Dragoon    |  0   3   0  3|4  | 160% | 130% | 140% | 140% | 110% | 120% |
-----------|------------------|-----------------------------------------|

Venus Series
---------------------------------------------------------------------------

   See Venus Adepts "Mars" Series (are identical)


Mars Series (Jenna)
---------------------------------------------------------------------------
___   ____________________
lvl   Flame User
���   ��������������������
  1    Flare
  6    Flare Wall
 18    Flare Storm

Mars Series (Garet)
---------------------------------------------------------------------------
___   ____________________    ____________________
lvl   Guard & Soldier         Warrior & Champion
���   ��������������������    ��������������������
  1    Flare               ->  Flare
  3                            Guard
  4    Fire                ->  Fire
  6    Flare Wall          ->  Flare Wall
  8    Volcano             ->  Volcano
  9                            Impair
 12    Heat Wave           ->  Heat Wave
 14    Fireball            ->  Fireball
 15                            Protect
 18    Flare Storm         ->  Flare Storm
 22    Eruption            ->  Eruption
 26                            Debilitate
 36    Inferno             ->  Inferno
 48    Pyroclasm           ->  Pyroclasm


Jupiter Series
---------------------------------------------------------------------------
___   ____________________    ____________________
lvl   Page & Illusionist      Enchanter & Conjurer
���   ��������������������    ��������������������
  1    Delude              ->  Delude
  3                            Guard
  5                            Impact
  6    Ward                ->  Ward
  8    Volcano             ->  Volcano
  9    Weaken              ->  Weaken
 11    Astral Blast        ->  Astral Blast
 14    Sleep               ->  Sleep
 15                            Protect
 21                            High Impact
 23    Eruption            ->  Eruption
 25    Enfeeble            ->  Enfeeble
 31    Drain               ->  Drain
 39    Psy Drain           ->  Psy Drain
 48    Pyroclasm           ->  Pyroclasm
___   ____________________
lvl   Ascetic
���   ��������������������
  1    Slash
  6    Ward
  8    Volcano
  9    Plasma
 10    Wind Slash
 18    Bind
 22    Eruption
 24    Resist
 26    Shine Plasma
 30    Sonic Slash
 33    Drain
 41    Psy Drain
 48    Pyroclasm
 50    Spark Plasma


Mercury Series
---------------------------------------------------------------------------
___   ____________________    ____________________    ____________________
lvl   Swordsman               Defender                Cavalier
���   ��������������������    ��������������������    ��������������������
  1                            Ply                 ->  Ply
  2    Blast               ->  Blast               ->  Blast
  3    Guard               ->  Guard               ->  Guard
  5    Cure Poison         ->  Cure Poison         ->  Cure Poison
  6                            Avoid               ->  Avoid
  8                                                    Wish
 10    Mad Blast           ->  Mad Blast           ->  Mad Blast
 11    Cutting Edge        ->  Cutting Edge        ->  Cutting Edge
 13    Restore             ->  Restore             ->  Restore
 15    Protect             ->  Protect             ->  Protect
 16                            Ply Well            ->  Ply Well
 22                                                    Wish Well
 28    Fiery Blast         ->  Fiery Blast         ->  Fiery Blast
 30    Break               ->  Break               ->  Break
 34                            Pure Ply            ->  Pure Ply
 46                                                    Pure Wish
___   ____________________
lvl   Ascetic
���   ��������������������
  1    Douse
  5    Cure Poison
  6    Prism
  8    Volcano
  9    Wish
 12    Drench
 13    Restore
 20    Hail Prism
 22    Eruption
 24    Wish Well
 30    Deluge
 34    Break
 46    Pure Wish
 48    Pyroclasm
 52    Freeze Prism


Other Series
---------------------------------------------------------------------------

   See Venus Adepts "Other" Series (are identical)



------------------------------------------------------------------------|
Jupiter Adepts - Ivan (Base Class: Wind Seer)                           |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Seer       |  1   0   0   0   |  90% | 130% |  90% |  90% | 110% |   -  |
Diviner    | 2|3  0   0   0   | 110% | 140% |   -  |   -  | 120% |   -  |
Shaman     | 4|5  0   0   0   | 120% | 150% | 110% | 110% | 130% |   -  |
Enchanter  | 6|7  0   0   0   | 140% | 140% | 130% | 120% | 140% |  90% |
Druid      |  6   0   1   0   | 150% | 170% | 130% | 130% | 160% |  90% |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Pilgrim    |  0   1   0   0   |  90% | 120% |  90% |   -  | 120% | 120% |
Wanderer   |  0  2|3  0   0   | 110% | 130% |   -  | 110% | 130% | 120% |
Ascetic    |  0  4|5  0   0   | 120% | 140% | 110% | 120% | 140% | 120% |
Enchanter  |  0  6|7  0   0   | 140% | 140% | 130% | 120% | 140% |  90% |
Fire Monk  |  0   6   1   0   | 150% | 160% | 140% | 140% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Wind Seer  |  0   0  0|1  0   |  80% | 140% |  80% |  90% | 130% | 110% |
Magician   |  0   0  2|3  0   |  90% | 150% |  90% |   -  | 140% | 110% |
Mage       |  0   0  4|5  0   | 110% | 160% |   -  | 110% | 150% | 110% |
Magister   |  0   0  6|7  0   | 130% | 170% | 110% | 120% | 160% | 110% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Hermit     |  0   0   0   1   |  80% | 140% |  80% |  90% | 130% | 120% |
Elder      |  0   0   0  2|3  |  90% | 150% |  90% |   -  | 140% | 120% |
Scholar    |  0   0   0   4   | 110% | 160% |   -  | 110% | 150% | 120% |
Savant     |  0   0   0  5|7  | 130% | 170% | 110% | 120% | 160% | 120% |
Sage       |  0   0   1   6   | 150% | 180% | 120% | 130% | 170% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Medium     |  3   0   0   3   | 130% | 170% | 120% | 120% | 150% |  90% |
White Mage |  3   0   0   4   | 150% | 180% | 130% | 130% | 150% | 120% |
Ranger     |  0  3|4  0   3   | 130% | 160% | 120% | 120% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|

Venus Series
---------------------------------------------------------------------------
___   ____________________    ______________________
lvl   Seer & Diviner          Shaman & Druid
���   ��������������������    ����������������������
  1    Cure                ->  Cure
  2    Bolt                ->  Bolt
  3    Growth              ->  Growth
  5                            Ward
  6    Flash Bolt          ->  Flash Bolt
 12    Mad Growth          ->  Mad Growth
 10    Cure Well           ->  Cure Well
 18    Bind                ->  Bind
 19                            Revive
 22    Blue Bolt           ->  Blue Bolt
 23                            Resist
 26    Potent Cure         ->  Potent Cure
 29    Wild Growth         ->  Wild Growth
 31    Drain               ->  Drain
 39    Psy Drain           ->  Psy Drain
___   ____________________
lvl   Enchanter
���   ��������������������
  1    Delude
  5    Impact
  6    Gaia 
  9    Weaken
 11    Astral Blast
 14    Sleep
 17    Haunt
 20    Curse
 21    High Impact
 22    Resist
 24    Mother Gaia
 25    Enfeeble
 31    Drain
 39    Psy Drain
 54    Grand Gaia


Mars Series
---------------------------------------------------------------------------
___   ____________________    _________________________
lvl   Pilgrim & Wanderer      Ascetic & Fire Monk
���   ��������������������    �������������������������
  1    Slash               ->  Slash
  6                            Ward
  8                            Volcano
  9    Plasma              ->  Plasma
 10    Wind Slash          ->  Wind Slash
 18    Bind                ->  Bind
 22                            Eruption
 24                            Resist
 26    Shine Plasma        ->  Shine Plasma
 30    Sonic Slash         ->  Sonic Slash
 33    Drain               ->  Drain
 34    Break               ->  Break
 41    Psy Drain           ->  Psy Drain
 48                            Pyroclasm
 50    Spark Plasma        ->  Spark Plasma
___   ____________________
lvl   Enchanter
���   ��������������������
  1    Delude
  3    Guard
  5    Impact
  6    Ward
  8    Volcano
  9    Weaken
 11    Astral Blast
 14    Sleep
 15    Protect
 21    High Impact
 23    Eruption
 25    Enfeeble
 31    Drain
 39    Psy Drain
 48    Pyroclasm


Jupiter Series
---------------------------------------------------------------------------
___   ____________________    ____________________    ____________________
lvl   Wind Seer               Magician                Mage & Magister
���   ��������������������    ��������������������    ��������������������
  1    Whirlwind           ->  Whirlwind           ->  Whirlwind
  4    Ray                 ->  Ray                 ->  Ray
  5                            Impact              ->  Impact
  6                                                    Ward
  8    Plasma              ->  Plasma              ->  Plasma
 12    Sleep               ->  Sleep               ->  Sleep
 14    Storm Ray           ->  Storm Ray           ->  Storm Ray
 17    Bind                ->  Bind                ->  Bind
 18    Tornado             ->  Tornado             ->  Tornado
 21                            High Impact         ->  High Impact
 22                                                    Resist
 26    Shine Plasma        ->  Shine Plasma        ->  Shine Plasma
 36    Destruct Ray        ->  Destruct Ray        ->  Destruct Ray
 44    Tempest             ->  Tempest             ->  Tempest
 50    Spark Plasma        ->  Spark Plasma        ->  Spark Plasma


Mercury Series
---------------------------------------------------------------------------
___   ____________________    ____________________
lvl   Hermit & Elder          Scholar - Sage
���   ��������������������    ��������������������
  1    Impact              ->  Impact
  6    Prism               ->  Prism
  8    Plasma              ->  Plasma
 12                            Wish
 18    Bind                ->  Bind
 21    High Impact         ->  High Impact
 22    Hail Prism          ->  Hail Prism
 24                            Wish Well
 26    Shine Plasma        ->  Shine Plasma
 30    Break               ->  Break
 31    Drain               ->  Drain
 39    Psy Drain           ->  Psy Drain
 46                            Pure Wish
 50    Spark Plasma        ->  Spark Plasma
 52    Freeze Prism        ->  Freeze Prism


Other Series
---------------------------------------------------------------------------

___   ____________________ 
lvl   Ranger
���   ��������������������
  1    Douse
  1    Slash
  6    Ward
  8    Volcano
 10    Wind Slash
 12    Drench
 18    Bind
 22    Eruption
 24    Resist
 30    Sonic Slash
 30    Deluge
 33    Drain
 34    Break
 41    Psy Drain
 48    Pyroclasm
___   ____________________ 
lvl   Medium
���   ��������������������
  1    Cure
  2    Froth
  2    Bolt
  6    Flash Bolt
 10    Cure Well
 14    Froth Sphere
 17    Haunt
 19    Revive
 20    Curse
 22    Blue Bolt
 26    Potent Cure
 29    Condemn
 31    Drain
 36    Psy Drain
 40    Froth Spiral
___   ______________________ 
lvl   White Mage
���   ����������������������
  2    Prism
  5    Cure Poison
  6    Ward
  8    Plasma
 11    Dull
 12    Wish
 13    Restore
 17    Revive
 20    Hail Prism
 24    Wish Well
 26    Shine Plasma
 31    Resist
 37    Blunt
 46    Spark Plasma
 46    Pure Wish
 52    Freeze Prism



------------------------------------------------------------------------|
Mercury Adepts - Mia (Base Class: Water Seer)                           |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Seer       |  1   0   0   0   |  90% | 130% |  90% |  90% | 110% |   -  |
Diviner    | 2|3  0   0   0   | 110% | 140% |   -  |   -  | 120% |   -  |
Shaman     | 4|5  0   0   0   | 120% | 150% | 110% | 110% | 130% |   -  |
Cavalier   | 6|9  0   0   0   | 140% | 110% | 130% | 130% | 110% | 120% |
Druid      |  6   0   0  1|3  | 150% | 170% | 130% | 130% | 160% |   -  |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Pilgrim    |  0   1   0   0   |  90% | 120% |  90% |   -  | 120% | 120% |
Wanderer   |  0  2|3  0   0   | 110% | 130% |   -  | 110% | 130% | 120% |
Ascetic    |  0  4|5  0   0   | 120% | 140% | 110% | 120% | 140% | 120% |
Cavalier   |  0  6|9  0   0   | 140% | 110% | 130% | 130% | 110% | 120% |
Water Monk | 1|3  6   0   0   | 150% | 160% | 130% | 140% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Hermit     |  0   0   1   0   |  80% | 140% |  80% |  90% | 130% | 120% |
Elder      |  0   0  2|3  0   |  90% | 150% |  90% |   -  | 140% | 120% |
Scholar    |  0   0   4   0   | 110% | 160% |   -  | 110% | 150% | 120% |
Savant     |  0   0   0  5|9  | 130% | 170% | 110% | 120% | 160% | 120% |
Sage       |  0   0  1|3 6|8  | 150% | 180% | 120% | 130% | 170% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Water Seer |  0   0   0  0|1  |  90% | 130% |  90% |   -  |  80% | 130% |
Scribe     |  0   0   0  2|3  |   -  | 140% |   -  | 110% |  90% | 130% |
Cleric     |  0   0   0  4|5  | 120% | 150% | 110% | 120% |   -  | 130% |
Paragon    |  0   0   0  6|7  | 140% | 160% | 120% | 130% | 110% | 130% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Medium     |  3   0   3   0   | 120% | 150% | 110% | 120% | 150% |  90% |
White Mage |  3   0  4|6  0   | 150% | 180% | 130% | 130% | 150% | 120% |
Ranger     |  0  3|6  3   0   | 130% | 160% | 120% | 120% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|

Venus Series
---------------------------------------------------------------------------
___   ____________________    ______________________
lvl   Seer & Diviner          Shaman & Druid
���   ��������������������    ����������������������
  1    Cure                ->  Cure
  2    Froth               ->  Froth
  3    Growth              ->  Growth
  5    Cure Poison         ->  Cure Poison
  8                            Wish
 10    Cure Well           ->  Cure Well
 12    Mad Growth          ->  Mad Growth
 13    Restore             ->  Restore
 14    Froth Sphere        ->  Froth Sphere
 19                            Revive
 22                            Wish Well
 26    Potent Cure         ->  Potent Cure
 29    Wild Growth         ->  Wild Growth
 30    Break               ->  Break
 40    Froth Spiral        ->  Froth Spiral
 36    Pure Wish           ->  Pure Wish
___   ______________
lvl   Cavalier
���   ��������������
  1    Ply
  4    Thorn
  5    Cure Poison
  6    Avoid
  8    Wish
 10    Mad Mad Blast
 11    Cutting Edge
 13    Restore
 14    Briar
 16    Ply Well
 19    Revive
 22    Wish Well
 30    Break
 34    Pure Ply
 36    Nettle
 46    Pure Wish


Mars Series
---------------------------------------------------------------------------
___   ____________________    __________________________
lvl   Pilgrim & Wanderer      Ascetic & Water Monk
���   ��������������������    ��������������������������
  1    Douse               ->  Douse
  5    Cure Poison         ->  Cure Poison
  6    Prism               ->  Prism
  8                            Volcano
  9                            Wish
 12    Drench              ->  Drench
 13    Restore             ->  Restore
 20    Hail Prism          ->  Hail Prism
 22                            Eruption
 24                            Wish Well
 30    Deluge              ->  Deluge
 34    Break               ->  Break
 46                            Pure Wish
 48                            Pyroclasm
 52    Freeze Prism        ->  Freeze Prism
___   ____________________
lvl   Cavalier
���   ��������������������
  1    Ply
  2    Blast
  3    Guard 
  5    Cure Poison 
  6    Avoid
  8    Wish
 10    Mad Blast
 11    Cutting Edge
 13    Restore
 15    Protect
 16    Ply Well
 22    Wish Well
 28    Fiery Blast
 30    Break
 34    Pure Ply
 46    Pure Wish


Jupiter Series
---------------------------------------------------------------------------
___   ____________________    ____________________
lvl   Hermit & Elder          Scholar - Sage
���   ��������������������    ��������������������
  1    Impact              ->  Impact
  6    Prism               ->  Prism
  8    Plasma              ->  Plasma
 12                            Wish
 18    Bind                ->  Bind
 21    High Impact         ->  High Impact
 22    Hail Prism          ->  Hail Prism
 24                            Wish Well
 26    Shine Plasma        ->  Shine Plasma
 30    Break               ->  Break
 31    Drain               ->  Drain
 39    Psy Drain           ->  Psy Drain
 46                            Pure Wish
 50    Spark Plasma        ->  Spark Plasma
 52    Freeze Prism        ->  Freeze Prism


Mercury Series
---------------------------------------------------------------------------

___   ____________________    ____________________
lvl   Water Seer & Scribe     Cleric & Paragon
���   ��������������������    ��������������������
  1    Ply                 ->  Ply
  4    Ice                 ->  Ice
  2    Frost               ->  Frost
  8                            Wish
  9    Tundra              ->  Tundra
 13    Restore             ->  Restore
 16    Ply Well            ->  Ply Well
 17    Ice Horn            ->  Ice Horn
 22                            Wish Well
 25    Glacier             ->  Glacier
 30    Break               ->  Break
 34    Pure Ply            ->  Pure Ply
 42    Ice Missile         ->  Ice Missile
 46                            Pure Wish


Other Series
---------------------------------------------------------------------------

 See Jupiter Adepts "Other" Series (Are identical)





===========================================================================
Appendix B: Chart Tables
===========================================================================

---------------------------------------------------------------------------
1. I Items - Potions
---------------------------------------------------------------------------

Name           Value Description
-------------- ----- ------------------------------------------------------
Herb              10 Heals 50 HP
Nut              200 Heals 200 HP
Corn              12 Heals 200 HP
Vial             500 Heals 500 HP
Potion!         1000 Heals all HP
Empty Bottle!   1000 Use to store Hermes' Water from the Mercury Lighthouse
Hermes' Water!  2000 Heals all HP; Heals Tret
Psy Crystal!     500 Heals all PP
Antidote          20 Cures Poison
Elixir            30 Cures Delude, Stun, Sleep, Haunt & Curse
Sacred Feather    70 Decreases Encounter Rate (Less Monster Battles)
Water of Life!  3000 Revives a dead character and heals all HP
Apple!           500 Increase maximum HP with +5 permanently
Cookie!          500 Increase maximum PP with +5 permanently
Power Bread!     500 Increase Strength with +3 permanently
Hard Nut!        500 Increase Defense with +3 permanently
Mint!            500 Increase Agility with +3 permanently
Lucky Pepper!    500 Increase Luck with +2 permanently


---------------------------------------------------------------------------
1. II Items - Attack Items
---------------------------------------------------------------------------

Name           Value Description
-------------- ----- ------------------------------------------------------
Smoke Bomb        30 Use to delude enemies
Sleep Bomb        60 Use to make enemies fall to sleep
Oil Drop          30 Attack with Fire power 
Weasel Claw       40 Attack with Wind power
Bramble Seed      50 Attack with Earth power
Crystal Powder    60 Attack with Water power


---------------------------------------------------------------------------
1. III Items - Scenario Items
---------------------------------------------------------------------------

Name           Value Description
-------------- ----- ------------------------------------------------------
Lucky Medal!      50 Use for winning items at Tolbi's Fountain
Game Ticket!     100 Use for winning items at Tolbi's Slot Machine

Lifting Jewel      - Learn "Lift" Psynergy
Frost Jewel        - Learn "Frost" Psynergy
Douse Drop         - Learn "Douse" Psynergy
Orb of Force       - Learn "Force" (neutral) Psynergy
Carry Stone        - Learn "Carry" Psynergy
Cloak Ball         - Learn "Cloak" Psynergy
Halt Gem           - Learn "Halt" Psynergy

Mythril Bag        - Can hold one of the elemental stars
Mercury Star       - Use to light the beacon of the Mercury Lighthouse
Venus Star         - Use to light the beacon of the Venus Lighthouse
Jupiter Star       - Use to light the beacon of the Jupiter Lighthouse
Mars Star          - Use to light the beacon of the Mars Lighthouse
Small Jewel        - Used for the Minotaur relief in Sol Sanctum
Dragon's Eye       - Used for the Dragon Statue in Fuchin Temple
Bone               - Wastes inventory space / Get a hint from dog in Vault
Boat Ticket        - Used for boarding the ship to Tolbi (600 Coins for 4)
Anchor Charm       - Used to get the Tolbi-bound ship going
Cell Key!         30 Used to sneak inside Dodonpa's Fortress
Mystic Draught     - Used to cure Babi's illness temporarily
Blue Key           - Used for unlocking one blue door in Crossbone Isle
Red Key            - Used for unlocking one red door in Crossbone Isle
Black Orb          - Used for entering & controlling the Lemurian Ship



---------------------------------------------------------------------------
2. I Weapons - Long Swords                          (Used by Isaac & Garet)
---------------------------------------------------------------------------

Name           ATK Value Unleash        Other
-------------- --- ----- -------------- -----------------------------------
Long Sword      14   200 -
Broad Sword     40  1000 -
Arctic Blade!   55  2600 Blizzard
Claymore        70  4000 -
Great Sword     90  7000 -
Shamshir!       99 10000 Acid Bath
Silver Sword!  108 12000 Aqua Sock
Masamune!      115 13400 -              Dummied out
Muramase!      126 13600 Demon Fire     Cursed
Gaia Blade!    135 17000 Titan Blade    (Earth) Earth Pow. & Res. +20
Sol Blade!     138 19000 -              Dummied out


---------------------------------------------------------------------------
2. II Weapons - Light Blades                  (Used by Isaac, Garet & Ivan)
---------------------------------------------------------------------------

Name           ATK Value Unleash        Other
-------------- --- ----- -------------- -----------------------------------
Machete^         6    22 -
Short Sword      8   120 -
Bandit's Sword! 12   700 Rapid Smash
Hunter's Sword  28   520 -
Elven Rapier!   44  2200 Vorpal Slash   (Wind)
Battle Rapier   58  2900 -
Mystery Blade!  85  6400 Life Nourish
Master Rapier   86  6800 -
Assassin Blade! 90  7800 Mortal Danger
Ninja Blade!    99  8800 Cyclone Attack
Swift Sword!   104  9400 Sonic Smash    Wind Pow. +10
Kikuichimonji! 128 13400 Asura
Kunasagi!      135 19000 -              Dummied out


---------------------------------------------------------------------------
2. III Weapons - Axes                               (Used by Isaac & Garet)
---------------------------------------------------------------------------

Name           ATK Value Unleash        Other
-------------- --- ----- -------------- -----------------------------------
Battle Axe      24   280 -
Broad Axe       50  1400 -
Vulcan Axe!     76  4600 Barrage
Great Axe       80  5200 -
Burning Axe!    84  7500 Broil          (Fire)
Dragon Axe!    100 10300 Heat Mirage    (Fire)
Giant Axe!     114 14000 Meltdown
Demon Axe!     132 16000 Poison Cloud   Cursed


---------------------------------------------------------------------------
2. IV Weapons - Maces                          (Used by Isaac, Garet & Mia)
---------------------------------------------------------------------------

Name           ATK Value Unleash        Other
-------------- --- ----- -------------- -----------------------------------
Mace             6    80 -
Heavy Mace      26   500 -
Battle Mace     56  2600 -
War Mace        84  6200 -
Grievous Mace!  88  7000 Terra Strike   (Earth)
Righteous Mace!112  8400 Blinding Smog  HP rec. +3
Blessed Mace!  126 14500 -              HP rec. +2, Use rec. +200 HP
Wicked Mace!   130 13800 Poison Death   Cursed


---------------------------------------------------------------------------
2. V Weapons - Rods                                    (Used by Mia & Ivan)
---------------------------------------------------------------------------

Name           ATK Value Unleash        Other
-------------- --- ----- -------------- -----------------------------------
Wooden Stick     4    40 -
Shaman's Rod    10    NA -
Magic Rod!      16   380 Murk
Witch's Wand!   32   850 Stun Voltage
Blessed Ankh!   46  1600 Psyphon Seal
Psynergy Rod!   64  3800 Psynergy Leech
Frost Wand!     76  5400 Frost Bite      (Water)
Angelic Ankh!   83  6400 Life Leech
Demonic Staff!  92 10000 Bad Omen        Cursed
Zodiac Wand!   102 11400 Shining Star
Crystal Rod!   106 13400 Drown



---------------------------------------------------------------------------
3. I Body Armor - Armor                             (Worn by Isaac & Garet)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Leather Armor     12   240
Psynergy Armor    21  1000 Max PP +20
Chainmail         25  2000
Armored Shell     30  3600
Spirit Armor      32  4000 All Res. +15
Plate Mail        33  4400
Spiked Armor!     34 14000 ATK +10, Crit. +6%
Steel Armor       36  4900
Asura's Armor!    42 15000 ATK +5, HP rec. +8
Dragon Scales!    44 17000 Water/Fire Res. +30
Demon Mail!       50 17000 Cursed, Wind Res. -10


---------------------------------------------------------------------------
3. II Body Armor - Clothing                                   (Worn by All)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Cotton Shirt       3    20
Travel Vest        6    50
Fur Coat          16   400 Water Res. +20
Adept's Clothes   18   850 Max PP +8
Elven Shirt!      22  1700 AGL *1.5
Kimono!           25  2800 AGL +10, Fire Res. +10
Silver Vest       28  3200 
Water Jacket!     30  3000 Water Res. +30, Fire Res. +20
Ninja Garb!       36  6900 AGL +30, Wind Res. +10
Storm Gear!       42  9800 Water/Fire/Wind Res. +30


---------------------------------------------------------------------------
3. III Body Armor - Robes                              (Worn by Mia & Ivan)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
One-Piece Dress*   4    24
Travel Robe       10   200
China Dress!*     19  1600 Use enemy ATK-
Silk robe*        20  1400
Jerkin*           26  2400
Cocktail Dress!*  29  4000 Max PP +15
Blessed Robe!     36  7000 HP rec. +5
Magical Cassock!  39  9000 PP rec. +2
Mysterious Robe!  40 11000 Dummied Out
Oracle Robe!*     43 13500 HP rec. +10, Water Res. +40 
Feathered Robe!   45 14000 AGL +30, Wind Pow. +20, Wind Res. +30



---------------------------------------------------------------------------
4. I Arm Protection - Shields                       (Worn by Isaac & Garet)
---------------------------------------------------------------------------
 
Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Wooden Shield      6    40
Bronze Shield     14   500
Iron Shield       20  1200
Dragon Shield!    26  2400 Fire Res. +30
Knight Shield     28  3000
Earth Shield!     31  4100 Earth Res. +20, use to rec. 150 HP
Mirrored Shield!  39  5200 Use induce Delude


---------------------------------------------------------------------------
4. II Arm Protection - Gloves                                 (Worn by all)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Padded Gloves      2    10
Leather Gloves    10   220
Gauntlets         23  1600
Battle Gloves!    26  2100 Attack +8
Vambrace!         27  1800 Attack +5
War Gloves!       31  4000 Attack +10
Spirit Gloves!    34  5200 All Pow. +5
Aura Gloves!      36  6500 Use boost all Res.


---------------------------------------------------------------------------
4. III Arm Protection - Armlets                        (Worn by Ivan & Mia)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Leather Armlet     7   180
Armlet            17   900
Heavy Armlet      25  2000
Guardian Armlet!  27  2600 Use DEF+  
Silver Armlet     30  4000
Virtuous Armlet!  35  7000 Fire & Wind Pow. +10, Use rec. 100 HP
Spirit Armlet!    38  9000 Earth & Water Pow. +10, Use cure Ailments



---------------------------------------------------------------------------
5. I Helmets - Helms                                (Worn by Isaac & Garet)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Open Helm          9   180
Bronze Helm       14   600
Iron Helm         20  1600
Steel Helm        27  3100
Adept's Helm!     29  3700 Max PP *1.2
Silver Helm       30  3900
Knight's Helm     33  4600
Warrior's Helm!   35 10000 Earth Pow. +10, Crit. +10%


---------------------------------------------------------------------------
5. II Helmets - Caps                                          (Worn by All)
---------------------------------------------------------------------------

Name             DEF Value Other
---------------- --- ----- ------------------------------------------------
Leather Cap        3    30
Wooden Cap        10   400
Lure Cap!         20  3000 Increase Encounter Rate
Mail Cap          23  2000
Ninja Hood!       28  2800 AGL +20
Prophet's Hat!    30  4600 Use induce Curse
Lucky Cap!        33  5200 PP rec. +2, Crit. +8%
Jeweled Crown!    35  4000 LCK +5
Thunder Crown!    40  7500 Cursed, PP rec. +4


---------------------------------------------------------------------------
5. III Helmets - Circlets                              (Worn by Ivan & Mia) 
---------------------------------------------------------------------------

Name             Def Value Other
---------------- --- ----- ------------------------------------------------
Circlet            6   120
Silver Circlet    16  1300
Guardian Circlet  25  3400
Glittering Tiara!*27  3600 Use prevent Delusion
Platinum Circlet  29  4200
Mythril Circlet!  34  7000 PP rec. +3



---------------------------------------------------------------------------
6. I Accessories - Rings                                      (Worn by All)
---------------------------------------------------------------------------

Name             Value Other
---------------- ----- ----------------------------------------------------
Healing Ring!      800 Use rec. 70 HP
Unicorn Ring!     1100 Use cure Poison
Sleep Ring!       1400 Use induce sleep
Adept Ring!       3100 Use rec. 7 PP
War Ring!         2600 Use ATK+
Fairy Ring!       2900 Use as Elixir
Cleric's Ring!    6400 Nullify effect caused by Curse (doesn't remove it)


---------------------------------------------------------------------------
6. II Accessories - Shirts                                    (Worn by All)
---------------------------------------------------------------------------

Name             Def Value Other
---------------- --- ----- ------------------------------------------------
Running Shirt!     1   400 AGL +15
Silk Shirt!*       6  1800 LCK +1
Mythril Shirt!    10  2900 Max HP +5


---------------------------------------------------------------------------
6. III Accessories - Boots                                    (Worn by All)
---------------------------------------------------------------------------

Name             Def Value Other
---------------- --- ----- ------------------------------------------------
Turtle Boots!      3   600 AGL *0.5
Fur Boots!         2  1200 Water Res. +15
Quick Boots!       3  2100 AGL +20
Hyper Boots!       4  2400 Crit. +12%

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

ATK = Attack
DEF = Defense
AGL = Agility
LCK = Luck

'item name'! = Item is an Artifact
'item name'* = Item can by used by girls only (Mia & Jenna)
Crit+        = When equipped item increases Unleash Rate
('Element')  = Regular attack is of type: 'Element'


Note 1: Selling an item gives you only 75% of its original value. Using
        this I calculated the original values, instead of having 2 columns
        for price
Note 2: All items that are used in battle can break
Note 3: Ivan can't use the Machete, even though it is a Light blade class
        weapon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



---------------------------------------------------------------------------
8. I Psynergy Spells - Field
---------------------------------------------------------------------------

Name           Lvl Elem. PP Item           Effect and Notes
-------------- --- ----- -- -------------- --------------------------------
Avoid            6 Wind   5  -             Encounter Rate decreases 
Carry            - Earth  2 Carry Stone    Carry an object to another tile
Catch            - Earth  1 Catch Beads    Catch small objects
Cloak            - Water  1 Cloak Ball     Cloak to hide in the shadows
Douse            1 Water  5 Douse Drop     Small rain cloud
Force (Ki)       -  -     2 Orb of Force   Use Ki to strike an object
Frost            1 Water  5 Frost Jewel    Freeze puddles of water
Gale             1 Wind   3  -             Same as "Whirlwind"
Growth           1 Earth  4  -             Make small plants grow
Halt             - Wind   2 Halt Gem       Stop 1 Target's Movements
Lift             - Wind   2 Lifting Gem    Lift boulders
Mind Read        1 Wind   1  -             Read peoples' Minds
Move             1 Fire   2  -             Move an object one square
Retreat          1 Earth  6  -             Retreat to the dungeon entrance
Reveal           - Wind   1  -             See things normally invisible
Whirlwind        1 Wind   5  -             Use to blow away small bushes
---------------------------------------------------------------------------


---------------------------------------------------------------------------
8. II Psynergy Spells - Healing & Status
---------------------------------------------------------------------------

Name           lvl E PP Ran Effect and Notes
-------------- --- - -- --- -----------------------------------------------
Revive          19 Earth 15   1 Revives downed and recover HP

Cure Poison      5 Wind   2   1 Cures one poisoned ally
Restore         13 Wind   3   1 Cures sleep, stun and Delusion Statuses
Break           34 Water  5 All Nullify any enemy status boosts

Impact           5 Wind   7   1 Raise Ally Attack
High Impact     21 Wind  12 All Raise Allies Attacks
Demon Spear      5 Wind   7   1 Raise Ally Attack
Angel Spear     21 Wind  12 All Raise allies' Attacks

Guard            3 Fire   3   1 Raise Ally Defense
Protect         15 Fire   5 All Raise Allies Defenses
Guardian         3 Wind   3   1 Raise Ally Defense
Protector       15 Wind   5 All Raise Allies' Defenses

Ward             6 Wind   3   1 Raise Ally's Resistance
Resist          22 Wind   5 All Raise Allies' Resistance
Magic Shell     10 Wind   3   1 Raise Ally Resistance
Magic Shield    27 Wind   5 All Raise Allies' Resistances

Dull            11 Wind   6   1 Lower Enemy Attack
Blunt           37 Wind  11   3 Lower Enemies Attacks
Impair           9 Fire   4   1 Lower Enemy Defense
Debilitate      23 Fire   6   3 Lower Enemies Defenses
Weaken           9 Wind   4   1 Lower Enemy Resistance
Enfeeble        25 Wind   6   3 Lower Enemies Resistances

Sleep           12 Wind   5   3 induce sleep
Bind            18 Wind   4   1 Chance of Sealing enemy's Psynergy
Delude           1 Wind   4   3 induce Delusion
Mist             1 Wind   4   3 induce Delusion
Haunt           17 Earth  5   3 induce Haunt
Curse           20 Earth  6   1 induce Curse
Condemn         29 Earth  8   1 Chance of disabling enemy
Annihilation    31 Earth 18   1 Chance of Instantly killing enemy

HP Drain        33 Wind   3   1 Chance of draining HP
Psy Drain   *39/41 Wind   0   1 Chance of draining PP (if it has any)

Cure             1 Earth  3   1 Cure Series, Cures 70 HP
Cure Well       10 Earth  7   1 Cure Series, Cures 150 HP
Potent Cure     26 Earth 10   1 Cure Series, Cures 300 HP

Ply              1 Water  4   1 Ply Series, Cures 100 HP
Ply Well        16 Water  8   1 Ply Series, Cures 300 HP
Pure Ply        34 Water 12   1 Ply Series, Cures 1000 HP

Wish             8 Water  9 All Wish Series, Cures 80 HP 
Wish Well       22 Water 13 All Wish Series, Cures 160 HP
Pure Wish       46 Water 20 All Wish Series, Cures 400 HP


* = Some classes learn this spell on different levels for some unknown 
reason. Check the individual classes for more details.


---------------------------------------------------------------------------
8. III Psynergy Spells - Attack
---------------------------------------------------------------------------

Name           lvl Elem. PP Ran Effect and Notes
-------------- --- ----- -- --- -------------------------------------------
Ragnarok        13 Earth  7   1 Attack with a huge sword
Helm Splitter   33 Earth  8   1 Attack that can induce Paralysis
Demon Night     18 Earth 12   3 Attack with monster spirits

Heat Wave       12 Fire   6   1 Attack with Fiery Bolts
Planet Diver    13 Fire   7   1 Attack with a gigantic leap
Dragon Cloud    11 Fire   6   1 Attack with a Fire Dragon 

Astral Blast    11 Wind   5   1 Attack with heaven's power
Death Plunge    12 Wind  14   1 Attack with a gigantic leap
Quick Strike    40 Wind  12   1 Attack in a split second
Shuriken        21 Wind   8   3 Attack with knives

Cutting Edge    11 Water  5   1 Attack with a water shockwave

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Quake            2 Earth  4   3 Quake Series
Earthquake       4 Earth  7   5 Quake Series
Quake Sphere    14 Earth 15   7 Quake Series

Spire            6 Earth  5   1 Spire Series
Clay Spire      20 Earth 13   3 Spire Series
Stone Spire     42 Earth 22   3 Spire Series

Gaia             6 Earth  7   3 Gaia Series
Mother Gaia     24 Earth 17   5 Gaia Series
Grand Gaia      54 Earth 32   5 Gaia Series

Rockfall         6 Earth  5   3 Rockfall Series (similar to Gaia)
Rockslide       24 Earth 15   5 Rockfall Series
Avalanche       54 Earth 30   5 Rockfall Series

Growth           1 Earth  4   1 Growth Series
Mad Growth      12 Earth 10   3 Growth Series 
Wild Growth     28 Earth 19   5 Growth Series

Thorn            4 Earth  6   3 Thorn Series
Briar           17 Earth 11   3 Thorn Series
Nettle          36 Earth 23   5 Thorn Series

Punji            4 Earth  7   3 Punji Series (similar to Thorn)
Punji Trap      15 Earth 13   3 Punji Series
Punji Strike    36 Earth 24   5 Punji Series

Flare            1 Fire   4   3 Flare Series
Flare Wall       6 Fire   7   3 Flare Series
Flare Storm     18 Fire  12   3 Flare Series

Fire             4 Fire   6   3 Fire Series
Fireball        14 Fire  12   5 Fire Series
Inferno         36 Fire  23   5 Fire Series

Volcano          8 Fire   6   1 Volcano Series
Eruption        22 Fire  14   3 Volcano Series
Pyroclasm       48 Fire  29   5 Volcano Series

Lava Shower      8 Fire   4   1 Lava Shower Series (Similar to Volcano)
Molten Bath     22 Fire  12   1 Lava Shower Series
Magma Storm     48 Fire  27   1 Lava Shower Series

Blast            6 Fire   7   3 Blast(1) Series
Nova            16 Fire  13   5 Blast(1) Series
Supernova       40 Fire  31   7 Blast(1) Series

Fire Bomb        6 Fire   5   3 Fire Bomb Series (Similar to Blast(1))
Cluster Bomb    16 Fire  11   5 Fire Bomb Series
Carpet Bomb     40 Fire  29   7 Fire Bomb Series

Blast            2 Fire   5   3 Blast(2) Series
Mad Blast       10 Fire   9   3 Blast(2) Series
Fiery Blast     27 Fire  19   5 Blast(2) Series

Whirlwind        1 Wind   5   3 Whirlwind Series
Tornado         18 Wind  14   5 Whirlwind Series
Tempest         44 Wind  27   5 Whirlwind Series

Gale             1 Wind   3   3 Gale Series (Similar to Whirlwind)
Typhoon         18 Wind  12   5 Gale Series
Hurricane       44 Wind  25   5 Gale Series

Ray              1 Wind   6   3 Ray Series
Storm Ray       14 Wind  10   3 Ray Series
Destruct Ray    36 Wind  21   3 Ray Series

Plasma           8 Wind   8   3 Plasma Series  
Shine Plasma    26 Wind  18   5 Plasma Series
Spark Plasma    50 Wind  37   7 Plasma Series

Bolt             2 Wind   4   1 Bolt Series
Flash Bolt       6 Wind   7   3 Bolt Series
Blue Bolt       22 Wind  14   3 Bolt Series

Slash            1 Wind   4   1 Slash Series
Wind Slash      10 Wind   9   3 Slash Series
Sonic Slash     30 Wind  20   5 Slash Series

Thunderclap      8 Wind   9   3 Thunderclap Series (Similar to Plasma)
Thunderbolt     27 Wind  19   5 Thunderclap Series
Thunderstorm    50 Wind  39   7 Thunderclap Series

Frost          1/2 Water  5   3 Frost Series
Tundra         8/9 Water  8   3 Frost Series
Glacier      24/25 Water 15   3 Frost Series

Ice              4 Water  5   1 Ice Series
Ice Horn        17 Water 11   3 Ice Series
Ice Missle      41 Water 23   3 Ice Series

Froth            2 Water  5   3 Froth Series
Froth Sphere    14 Water 12   5 Froth Series
Froth Spiral    40 Water 31   7 Froth Series

Prism            6 Water  7   3 Prism Series
Hail Prism      22 Water 16   5 Prism Series
Freeze Prism    52 Water 31   5 Prism Series

Douse            1 Water  5   3 Douse Series
Drench          12 Water 10   3 Douse Series
Deluge          30 Water 20   5 Douse Series



---------------------------------------------------------------------------
9. Unleash Attacks
---------------------------------------------------------------------------

Name            Elem.  Effect and Other notes
--------------  -----  ----------------------------------------------------
Acid Bath       Fire   Drop ATK
Aqua Sock       Water  -
Asura           Wind   -
Bad Omen        Fire   Induce Haunt
Barrage         Fire   Induce Stun
Blinding Smog   Wind   Induce Delusion
Blizzard        Water  Drop ATK
Broil           Fire   -
Cyclone Attack  Wind   Drop Res.
Demon Fire      Fire   Induce Haunt
Drown           Water  Instant kill 
Frost Bite      Water  Induce Stun
Heat Mirage     Fire   Induce Delusion
Life Leech      Water  Drain HP
Life Nourish    Earth  Drain HP
Meltdown        Fire   Drop DEF
Mortal Danger   Earth  Instant Kill
Murk            Wind   Induce Sleep
Psynergy Leech  Water  Drain PP
Psyphon Seal    Wind   Seal Psynergy
Poison Cloud    Earth  Induce Poison
Poison Death    Earth  Induce Venom
Rapid Smash     Wind   Can do either 1x or 3x Damage
Shining Star    Wind   Induce Delusion
Sonic Smash     Wind   Can do either 1x or 3x Damage
Stun Voltage    Wind   Induce Stun
Terra Strike    Earth  -
Titan Sword     Earth  -
Vorpal Slash    Wind   -



---------------------------------------------------------------------------
10. Monster Compendium
---------------------------------------------------------------------------

This is the Monster Compendium and it has detailed data about all the 
monsters in this game. Most statistics speak for themselves, but some of 
tem are a bit harder to understand.

-Elemental properties are abbreviated:

      E = Earth   F = Fire    W = Wind    w = Water

-ICC stands for Item Chance Class, there are 9 classes ranging from 1 to 9. 
Each class has its own percentage with ICC1 = 100%. The next class (ICC2) 
has a drop chance of 50% and this gets halved each time. We get the 
following list:

     ICC1  = 100.0%
     ICC2  =  50.0%
     ICC3  =  25.0%
     ICC4  =  12.5%
     ICC5 ~=   6.3%
     ICC6 ~=   3.1%
     ICC7 ~=   1.6%
     ICC8 ~=   0.8%
     ICC9 ~=   0.4%

ICC9 is in this game only used for the Fenrir's Kikuichimonji. Other than 
that ICC2 is non-existent in this game. Most drops have a chance of ICC5 
and ICC6, but most of those items are just weak and regular items. If you 
manage to get a Djinn Kill / "Dark Panther Method" (see below in stuff 
section) this class is lowered by 2, meaning that the chance is quadrupled!

-Monsters are sorted in four lists, one for regular enemies, one for the 
bosses (and non-regular enemies), one for the Mimics and the last is for 
the Djinn. Also all monsters are listed by alphabetical order of their 
names.

-(WM) means that the monster is found mainly on the World Map.

---------------------------------------------------------------------------
I. Regular Enemies
---------------------------------------------------------------------------

Monster Name    HP    Att  Agl  Exp.  Weakness      Power: E    F    W    w 
                PP    Def  Luck Coin  Strong       Resist: E    F    W    w
                Dropped Item     ICC  Location
                Special Attacks
--------------- -----------------------------------------------------------
Acid Maggot      160  255   78    86   Fire               95   90   85   85
                   0   60    2   102   -                  48   25   48   48
                Sleep Bomb         6   Suhalla Desert
                Acid Bite, Escape

Amaze (Weak)      28   25   12     3   Wind              100   95   95   95
                   0    8    2     2   Water              48   72    7  100
                Oil Drop           5   Sol Sanctum
                Rumble

Amaze             39   36   18     5   Wind              100   95   95   95
                   0   10    2     6   Water              48   72    7  100
                Oil Drop           5   Vale (WM)
                Rumble

Ant Lion         400  160   58   168   Water              95  115   95   85
                   0   45   19   320   Fire              100  175  100   25
                Vial               4   Lamakan Desert
                Ultrasonic Waves, Flare Wall, Earthquake

Ape              290  128   49    96   Fire              100   70   80   80
                   0   29    2   160   Wind               48   25   72   48
                Vial               3   Mogall Forest
                Ransack

Armored Rat      147  193   60    77   Fire              100   70   80   80
                   0   79    1   100   Wind               48   25   72   48
                Herb               6   Altmiller Cave
                Defend

Bat (Weak)        17   21   13     1   Wind               95   95  110   95
                   0    6    3     1   Earth             127   48    7   72
                Herb               6   Sol Sanctum
                -

Bat               30   30   20     2   Wind               95   95  110   95
                   0    4    3     3   Earth             127   48    7   72
                Herb               5   Vale (WM)
                Ultrasonic Waves

Bone Fighter     122  131   52    51   Earth             100   80   80   95
                   0   35    3    63   Water              25   72   48  127
                Sleep Bomb         6   Fuchin Temple
                Undead Sword

Boulder Beast    211  327  140   278   Water              95  125   95   75
                  14  137    6   164   Fire              100  193  100   25
                Water of Life      8   Venus Lighthouse (Upper Level)
                Mad Blast, Dynamite (Kamikaze), Head butt

Brigand          421  251  104   162   All                80   80   80   80
                   0   69    5   190   -                  72   72   72   72
                Crystal Powder     6   Lunpa Fortress
                Uses 'Smoke bomb', Slice

Brutal Troll     291  273   76   150   Fire              100   70   80   80
                   0   63    6   190   Wind               48   25   72   48
                Nut                5   Suhalla (WM)
                Brute Force, 'Furious Rage', 'Regenerate 30 HP'

Calamar          104  130   46    59   Fire               95   75   95  125
                   0   34    1    79   Water              48    7   48  127
                Elixir             5   Altin Peak
                Electric Bite, 'Search for Allies'

Cannibal Ghoul   249  274   80   194   Fire              100   80   80   95
                   0   82    4   160   Water              25    7   48   72
                Antidote           6   Suhalla Gate
                Cannibal Fang, 'Search for Allies', 'Smell of Decay'

Cave Troll       212  199   44   106   Fire              100   70   80   80
                   0   45    3   134   Wind               48   25   72   48
                Nut                5   Vault Cave
                Brute Force, 'Regenerate 20 HP'

Chimera Mage     413  326  145   362   Water              95  115   95   85
                  28  119   16   300   Fire              100  175  100   25
                Spiked Armor       7   Venus Lighthouse (Upper Level)
                Eruption, Fire Blessing, Mad Dash, Rabid Fang,
                Recover 150 HP

Clay Gargoyle    209  210   84   100   Earth             100  100   95  100
                  24   90    7   147   Wind               48  100  127  100
                Nut                6   Altmiller Cave
                Guard, Spire, Ultrasonic Waves

Creeper           89   79   29    32   Wind              100   95   95   95
                   6   19    2    38   Water              48   72    7  100
                Weasel's Claw      6   Tret Tree
                Douse, Frost

Cuttle            80   96   36    27   Fire               95   75   95  125
                   0   22    1    49   Water              48    7   48  127
                Sleep Bomb         6   Mercury Lighthouse
                Poisonous Bite

Death Cap        117  159   90    48   Fire              105   80   70  100
                   0   19    5    56   Water              48    7   72  100
                Sleep Bomb         6   Vale Cave
                Sleep Star

Death Head       128  130   47    55   Earth             100   80   80   95
                  15   31    3    73   Water              25   72   48  127
                Nut                5   Mogall Forest
                Impair, Slash

Dirge             91  122   60    47   Wind               95   95  110   95
                   0   32    2    61   Earth             127   48    7   72
                Nut                5   Mogall Forest
                Flying Attack

Dirty Ape        230  236  132   114   Fire              100   70   80   80
                   0   57    2   149   Wind               72   25  127   72
                Antidote           5   Suhalla (WM)
                Freebite Rush, War Cry

Dread Hound      252  211   90   116   Water              95  115   95   85
                   0   56   13   176   Fire              100  175  100   25
                Prophet's Hat      7   Altmiller Cave
                Double Fang, Fire Blessing, Wicked Howl

Drone Bee         63   68   36    19   Wind               90   95  105   90
                   0   19    2    28   Earth             100   48    7   48
                Elixir             5   Bilibin Cave
                Numbing Sting

Earth Golem      298  299   70   218   Wind              120   95   80   95
                   0  114    5   183   Earth             193  100   25  100
                Giant Axe          8   Venus Lighthouse (Lower)
                Truncheon fist

Fenrir           406  357  141   402   Fire               95   85   95  115
                   0  125    9   212   Water             100   25  100  175
                 Kikuichimonji     9   Venus Lighthouse (Upper Level)
                 Double Fang, Ice Blessing, Wicked Howl

Fighter Bee      116  155   74    67   Wind               90   95  105   90
                   0   38    2    90   Earth             100   48    7   48
                 Elixir            6   Lamakan Desert
                 'Search for Allies', Numbing Sting

Foul Dirge       149  177  120    82   Wind               95   95  110   95
                   0   46    2   100   Earth             127   48    7   72
                Smoke Bomb         6   Altmiller Cave
                Swift Strike

Gargoyle         176  181   59    84   Earth             100  100   95  100
                  21   81    7   119   Wind               48  100  127  100
                Sleep bomb         6   Vault Cave
                Guard, Ice Blessing, Quake Sphere

Ghost             56   38   12     9   Wind              100   95   95   95
                   6   12    2     9   Water              48   72    7  100
                Oil Drop           5   Goma Cave         
                Impair, Rumble

Ghost Mage       161  168   86    80   Wind              100   95   95   95
                  19   43    9   110   Water              48   72    7  100
                Bramble Seed       5   Vale Cave
                Haunting, Spire, Whirlwind

Ghoul             99   93   16    34   Fire              100   80   80   95
                   0   20    1    42   Water              25    7   48   72
                Antidote           5   Bilibin Cave
                Cannibal Fang

Gnome             48   73   38    29   Earth              85   85  100   85
                   5   15    3    40   Wind               48   72  100   72
                Oil Drop           6   Imil (WM)
                Bolt, Flare, Guard, Escape

Gnome Mage       162  179  108    86   Earth              85   85  100   85
                  24   50    8   126   Wind               48   72  100   72
                Crystal Powder     5   Altmiller Cave
                Delude, Fire Ball, Flash Bolt

Gnome Wizard     215  257  122   219   Wind              100   85   85   85
                   0   74    8   176   Earth             100   72   48   72
                Crystal Powder     6   Suhalla Gate
                Impact, Mother Gaia, Sleep

Goblin           268  289   83   221   Jupiter           100   85   85   85
                   0   91    3   170   Venus             100   72   48   72
                Vial               6   Suhalla Gate
                -

Golem            266  217   40   105   Wind              120   95   80   95
                   0   57    2   161   Earth             193  100   25  100
                Vial               7   Altmiller Cave
                Forcible Arm

Grand Golem      476  367   80   412   Wind              120   95   80   95
                   0  149    5   208   Earth             193  100   25  100
                Zodiac Wand        8   Venus Lighthouse (Upper Level)
                Truncheon Fist

Grub             102  154   52    62   Fire               95   90   85   85
                   0   32    1    88   Earth              48   25   48   48
                Antidote           5   Lamakan Desert
                Escape

Harpy            105  104   46    36   Wind               95   95  110   95
                   0   25    4    53   Earth             127   48    7   72
                Elixir             5   Mercury Lighthouse
                Shriek

Harridan         231  261  118   150   Wind               95   95  110   95
                  29   66    8   164   Earth             175   72   25  100
                Nut                6   Suhalla Desert
                Banshee Howl, Crazy Voice, Wind Slash

Horned Ghost     236  268  116   166   Wind              100   95   95   95
                   0   78    5   199   Water              48   72    7  100
                Elixir             6   Suhalla Gate
                Ice Horn, Hail Prism, Haunting

Ice Gargoyle     304  319  100   307   Earth             100  100   95  100
                  21  150    7   170   Wind               48  100  127  100
                Potion             7   Venus Lighthouse (Upper)
                Guard, Ice Blessing, Mother Gaia

Kobold           220  230   75   107   Wind              100   85   85   85
                   0   62    4   154   Earth             100   72   48   72
                Sleep Bomb         5   Suhalla (WM)
                Use 'Herb'

Lizard Man       129  106   30    42   Fire               85   85   85  100
                   0   31    2    52   Water             100   72  100  127
                Nut                6   Mercury Lighthouse 
                Water Blessing

Mad Mole         156  197   62    71   Fire              100   70   80   80
                   0   23    1    88   Wind               48   25   72   48
                Bramble Seed       6   Tolbi (WM)
                Mad Spatter

Mad Vermin       131  164   67    55   Fire              100   70   80   80
                   0   22    2    80   Wind               48   25   72   48
                Herb               6   Lamakan Desert (WM)
                -

Magicore         321  253  109   169   Water              95  115   95   85
                  34   74   11   208   Fire              100  175  100   25
                Aura Gloves        8   Suhalla Desert
                Bind, Nova, Poisonous Tail, Sleep

Manticore King   348  317  134   342   Water              95  115   95   85
                  33  106   12   240   Fire              100  175  100   25
                Psy Crystal        7   Venus Lighthouse (Upper Level)
                Bind, Eruption, Lucid Prophecy, Poison Tail

Mauler           109   99   24    37   Fire              100   70   80   80
                   0   27    1    45   Wind               48   25   72   48
                Nut                6   Imil (WM)
                Bear claw

Mole              96  119   36    39   Fire              100   70   80   80
                   0   22    1    60   Wind               48   25   72   48
                Bramble Seed       5   Mogall Forest
                Mad Spatter, use 'Bramble Seed'

Mole Mage        199  265   74   191   Fire              100   70   80   80
                  14   47    4   132   Wind               48   25   72   48
                Antidote           6   Suhalla Gate
                Mad Growth, Mad Spatter

Nightmare        258  287  138   241   Earth              85   85  100   85
                  28   89   13   198   Wind               72  100  127  100
                Healing Ring       7   Venus Lighthouse (Lower Level)
                Bind, Shine Plasma, Fireball, Glowers Miserably

Ooze              72   72   30    26   Fire               95   75   95  125
                   0   19    1    40   Water              48    7   48  127
                Herb               5   Bilibin Cave
                Divide, Sticky Goo

Orc              148  156   54    68   Wind              100   85   85   85
                   0   41    3   113   Earth             100   72   48   72
                Nut                6   Lamakan Desert
                Spasm

Orc Captain      231  248   90   125   Wind              100   85   85   85
                   0   69    4   142   Earth             100   72   48   72
                Smoke Bomb         5   Suhalla Desert
                Spasm

Orc Lord         278  302   70   260   Wind              100   85   85   85
                  18   98    3   198   Earth             100   72   48   72
                Lucky Medal        8   Babi's Lighthouse
                Sleep, Spasm

Plated Rat       203  262   61   208   Fire              100   70   80   80
                   0  130    2   135   Wind               48   25   72   48
                Elixir             6   Tunnel Ruins 
                'Counter'

Rabid Bat        125  190   84    61   Wind               95   95  110   95
                   0   34    2    82   Earth             127   48    7   72
                Sleep Bomb         5   Tolbi-bound Ship
                Vampiric Fang, Ultrasonic Waves

Rat               49   52   15    14   Fire              100   70   80   80
                   0   27    1    17   Wind               48   25   72   48
                Herb               6   Kolima Forest
                Defend

Rat Fighter      143  146   58   126   Fire               85   85   85  100
                   0   39    3   166   Water              72   48   72  100
                Smoke Bomb         6   Altin Peak
                Uses 'Smoke Bomb', Escape

Rat Soldier       69   56   19    17   Fire               85   85   85  100
                   0   13    2    19   Water              72   48   72  100
                Smoke Bomb         5   Kolima Forest
                Escape

Rat Warrior      208  226  121   100   Fire               85   85   85  100
                   0   49    3   160   Water              72   48   72  100
                Bramble Seed       6   Suhalla (WM)
                Uses 'Smoke Bomb', Escape

Ravager          189  185   60    90   Fire              100   70   80   80
                   0   47    2    95   Wind               48   25   72   48
                Elixir             6   Vault Cave
                Bear Claw

Recluse          221  323  109   243   Fire               95   90   85   85
                   0  122    4   153   Earth              48   25   48   48
                Unicorn Ring       7   Venus Lighthouse (Upper Level)
                Rabid Fang, Spider Web

Roach            211  252   92   144   Water              95  115   95   85
                  27   72    4   120   Fire              100  175  100   25
                Bramble Seed       6   Suhalla Desert
                Flare Wall, Quake Sphere, Ultrasonic Waves

Salamander       212  158   50    84   Water              95  125   95   75
                  18   49    6   190   Fire              100  193  100   25
                Oil Drop           5   Lamakan Desert
                Blast, Fireball, Fire Blessing, Guard

Siren            116  107   54    45   Fire               85   85   85  100
                  12   27    9    56   Water             100   72  100  127
                Crystal Powder     5   Mercury Lighthouse
                Froth Sphere, Glowers Miserably, Sleep

Skeleton          60   46   18    10   Earth             100   80   80   95
                   0   14    1    11   Water              25   72   48  127
                Herb               5   Goma Cave
                Bone Charge

Skull Warrior    283  322  130   301   Earth             100   80   80   95
                  16  112    5   188   Water              25   72   48  127
                Vial               6   Venus Lighthouse (Upper)
                Bone Charge, Dull

Slime (Weak)      22   22    8     2   Fire               95   75   95  125
                   0    6    1     2   Water              48    7   48  127
                Herb               6   Sol Sanctum
                Escape

Slime             32   34   10     4   Fire               95   75   95  125
                   0    6    1     4   Water              48    7   48  127
                Herb               5   Vale (WM)
                Bone Chiller

Slime Beast       99  134   54    51   Fire               95   75   95  125
                   0   27    2    77   Water              48    7   48  127
                Herb               5   Altin Peak
                Sticky Poison, Divide

Spider            69   75   22    25   Fire               95   90   85   85
                   0   22    1    32   Earth              48   25   48   48
                Antidote           5   Tret Tree
                Spider Web

Spirit           116  114   48    49   Wind              100   95   95   95
                  11   30    6    67   Water              48   72    7  100
                Crystal Powder     6   Fuchin Temple
                Ice, Douse

Stone Soldier    179  241  104    98   Water              95  125   95   75
                   6  105    5    98   Fire               48  127   48    7
                Elixir             6   Suhalla Desert
                Blast, Dynamite (Kamikaze), Mad Blast, Head butt

Tarantula        108  144   52    58   Fire               95   90   85   85
                   0   30    5    81   Earth              48   25   48   48
                Antidote           5   Altin Peak
                Poison Fang

Tempest Lizard  3000  295  114  1360   Earth              90   95  110   95
                  45   94   26  6400   Wind               48  100  152  100
                Potion             1   Suhalla Desert
                'attack 2x', Impact, Storm Ray, Sonic Slash, Tempest, Ward,
                Wing Stroke

Thunder Lizard   456  347  134   422   Earth              80   95  120   95
                   0  133   10   221   Wind               25  100  193  100
                Blessed Mace       8   Venus Lighthouse (Upper Level)
                Storm Blessing

Tornado Lizard   530  267  104   620   Earth              90   95  110   95
                  37   74   18   477   Wind               48  100  152  100
                Weasel's Claw      4   Suhalla Desert
                Impact, Storm Ray, Tornado, Ward, Wind Slash, Wing Flutter

Troll            101   73   14    30   Fire              100   70   80   80
                   0   16    1    34   Wind               48   25   72   48
                Nut                6   Bilibin Cave
                Brute Force, 'Regenerate 10 HP'

Undead           165  180   58    74   Fire              100   80   80   95
                   0   27    1    90   Water              25    7   48   72
                Antidote           5   Lamakan (WM)
                'Search for Allies', Smell of Decay

Vermin (Weak)     20   23    7     2   Fire              100   70   80   80
                   0    7    2     2   Wind               48   25   72   48
                Herb               5   Sol Sanctum
                Defend

Vermin            36   32    9     4   Fire              100   70   80   80
                   0    7    2     4   Wind               48   25   72   48
                Herb               5   Vale (WM)
                Defend, Escape

Vile Dirge       173  228  120    75   Wind               95   95  110   95
                   0   56    2    98   Earth             127   48    7   72
                Weasel's Claw      5   Suhalla (WM)
                Flying Attack, Wing Beat

Virago           185  199   89    87   Wind               95   95  110   95
                   0   47    4   120   Earth             127   48    7   72
                Elixir             5   Tolbi-bound Ship & Crossbone Isle B1
                Banshee Howl

Warrior Bee      164  221  102    65   Wind               90   95  105   90
                   0   65    5   104   Earth             100   48    7   48
                Elixir             5   Gondowan Cave
                Numbing Sting, Mortal Blow, 'Search for Allies'

Wight            192  205   54    92   Fire              100   80   80   95
                   0   55    2   115   Water              25    7   48   72
                Elixir             5   Altmiller Cave
                Rotten Blood, Smell of Decay

Wild Gryphon     370  332  170   322   Wind               90   95  110   95
                   8  112   10   290   Earth             152   72   48  110
                Feathered Robe     8   Venus Lighthouse (Upper Level)
                Bind, Twin Beaks, Wind Stroke

Wild Mushroom     18   22   10     1   Fire              105   80   70  100
(Weak)             0    5    1     2   Water              48    7   72  100
                Smoke Bomb         6   Sol Sanctum
                Soothing Star


Wild Mushroom     34   31   15     3   Fire              105   80   70  100
                   0    5    1     3   Water              48    7   72  100
                Smoke Bomb         6   Vale (WM)
                Soothing Star

Will Head         54   42   10     9   Earth             100   80   80   95
                   0   10    1    10   Water              25   72   48  127
                Smoke Bomb         6   Goma Cave
                Mystic Flame

Willowisp        209  279  121   227   Earth             100   80   80   95
                  12   87    6   160   Water              25   72   48  127
                Nut                6   Venus Lighthouse (Upper Level)
                Blue Bolt, Drain, Haunting, Tundra

Worm             132  196   79    60   Fire               95   90   85   85
                   0   51    2    94   Earth              48   25   48   48
                Herb               6   Altmiller Cave
                'Search for Allies'

Zombie            55   41    5     7   Fire              100   80   80   95
                   0    9    1     8   Water              25    7   48   72
                Herb               5   Goma Cave



---------------------------------------------------------------------------
II. Boss List
---------------------------------------------------------------------------

Monster Name    HP    Att  Agl  Exp.  Weakness           E   F   W   w(Pow) 
                PP    Def  Luck Coin  Strong             E   F   W   w(Res)
                Dropped Item    ICC   Location
                Special Attacks
--------------- -----------------------------------------------------------
Azart            450  206   62     0   All                80   80   80   80
 (Weak)            0    2    9     0   -                  90   90   90   90
                -                      Colosso (1st Round)
                Defend

Azart            450  206   62     0   All                80   80   80   80
 (Strong)          0   20    9     0   -                  90   90   90   90
                -                      Colosso (1st Round)
                Defend

Bandit           244   46   20    36   All                80   80   80   80
                   0    8    3    46   -                  72   72   72   72
                Bandit's Sword     1   Vault Inn's Attic
                Uses 'Smoke Bomb', Glowers Ferociously

Cerebus         2200  369  151  1863   Fire               95   85   95  115
                  42  130   22  3200   Water             100   25  100  175
                Psy Crystal        1   Crossbone Isle B9
                Double Fang, Ice Blessing, Ice Missle, Restore, Wicked Howl

Chimera         1350  294  121   930   Water              95  115   95   85
                  48   90   18  1600   Fire              100  175  100   25
                Potion             1   Crossbone Isle B6
                Bind, Flare Storm, Fire Blessing, Guard, Impair, Mad Dash,
                Rabid Fang

Deadbeard       6000  468  180  8000   Earth             100  120  110  130
                 600  178   60  9000   Water              72  127  152  193
                Water of Life      1   Pirate Ship
                'Attack 2x', Break, Debilitate, Freeze Prism, Guard,
                Impact, Inferno, Spark Plasma, Ward

Earth Lizard    1550  278  102  1545   Wind              120   95   80   95
                  48   97   17   920   Earth             193  100   25  100
                Water of Life      1   Crossbone Isle B7
                Acid Blessing, Clay Spire, Cure Well, Mother Gaia,
                Quake Sphere

Fiendish Ghoul   609  199   69    87   Fire              100   80   80   95
                   0   45    3   109   Water              25    7   48   72
                Antidote           5   Crossbone Isle B3
                Bacteria Rush, Cannibal Fang

Fusion Dragon   5000  439  190     0   Water             100  110  100   95
                 500  150   50     0   Fire              127  175  127   72
                -                      Venus Lighthouse Aerie
                'Attack 2x', Break, Outer Space, Drain Fang, Dragon Diver,
                Evil Blessing, Deadly Gas, Severe Blow

Grisly           768  208   78   243   Fire              100   70   80   80
                   0   63   13   700   Wind               72   25  127   72
                Potion             1   Crossbone Isle B2
                Bear Claw, 'Furious Rage'

Gryphon         1100  213   98   303   Wind               90   95  110   95
                  36   56   19  1900   Earth             152   72   48  110
                Potion             1   Crossbone Isle B4
                Bind, Impact, Sonic Slash, Tornado, Wing Flutter,
                Twin Beaks, Ward

Hobgoblin        650  203   65   223   Wind              100   85   85   85
                   0   54    9   800   Earth             127  100   72  100
                Lucky Medal        1  Crossbone Isle B1
                Uses 'Crystal Powder' / 'Smoke Bomb' / 'Nut' / 'Sleep Bomb'

Hydros Statue   1300  156   62   496   Fire               95   75   95  125
                  80   53   30  2400   Water             100   25  100  193
                Lucky Medal        1   Altin Peak
                Drench, Froth Sphere, Ice Horn, Restore, Tundra,
                Water Blessing

Killer Ape      1000  156   94   460   Fire              100   70   80   80
                  45   49   26  1500   Wind               72   25  127   72
                Douse Drop         1   Mogall Forest
                Bind, Debilitate, Ransack, War Cry, Douse

Kraken          2400  216   80   711   Fire               95   85   95  115
                  46   60   21  5200   Water             100   25  100  175
                Water of Life      1   Tolbi-bound Ship
                'attack 2x', Dark Blessing, Drench, Ply, Poisonous Beating,
                Spinning Beat, Water Blessing, Froth Sphere

Lich             900  192  106   263   Wind              100   95   95   95
                  52   48   15  1200   Water              72  100   25  152
                Psy Crystal        1   Crossbone Isle B3
                Bind, Curse, Debilitate, Enfeeble, Glacier, Haunt, Revive

Living Statue    540  149   56   377   Fire               95   75   95  125
                  34   44   20   900   Water             100   25  100  193
                Vial               1   Altin Peak
                Tundra, Water Blessing

Lizard Fighter   212  204   60    89   Fire               85   85   85  100
                   0   61    2   124   Water             100   72  100  127
                Nut                5   Tolbi-bound Ship
                Water Blessing

Lizard King     2000  285   92   535   Fire               85   85   85  100
                  52   93   13  1200   Water             100   72  100  127
                Psy Crystal        1   Crossbone Isle B5
                Bind, Blunt, Debilitate, Hail Prism, High Impact,
                Ice Blessing

Man o' War       137  193   70    55   Fire               95   75   95  125
                   0   42    1    87   Water              48    7   48  127
                Antidote           6   Tolbi-bound Ship
                Poison Ink

Manticore       1700  168   61   590   Water              95  115   95   85
                  83   48   36  3400   Fire              100  175  100   25
                Psy crystal        1   Lamakan Desert
                'attack 2x', Curse, Delude, Impair, Mad Blast, Nova,
                Poison Tail         

Menardi         2600  389  220  3000   Water             100  105  100   95
                 300  134   50  4200   Fire              127  175  100   72
                -                      Venus Lighthouse Aerie
                Death Size, Fiery Blast, Flare Storm, Impact, Resist,
                Supernova, Wish

Mystery Man     3000   63    9     0   Water             100  110  100   90
                 260   22   40     0   Fire              100  175  127   72
                -                  -   Vale (Prologue)
                Eruption, Fireball, Heat Flash

Mystery Woman   2600   50   13     0   Water             100  105  100   95
                 300   20   40     0   Fire              127  175  100   72
                -                  -   Vale (Prologue)
                Death Size, Flare Wall, Mad Blast, Nova

Navampa          820  232   84     0   All                80   80   80   80
 (Weak)            0   54   16     0   -                  90   90   90   90
                -                      Tolbi Colosso (3rd round)
                Defend

Navampa          820  274   84     0   All                80   80   80   80
 (Strong)          0   54   16     0   -                  90   90   90   90
                -                      Tolbi Colosso (3rd round)
                Defend

Poison Toad     2250  363   93  1732   Fire               95   85   95  115
                   0   97   20  2200   Water             100   25  100  175
                Water of Life      1   Crossbone Isle B8
                Acid Blessing, Rabid Fang, Rotten Blood

Satrage          570  228   73     0   All                80   80   80   80
 (Weak)            0    6   12     0   -                  90   90   90   90
                -                  -   Colosso (2nd round)
                Defend

Satrage          570  228   73     0   All                80   80   80   80
 (Strong)          0   28   12     0   -                  90   90   90   90
                -                  -   Colosso (2nd round)
                Defend

Saturos         1200  113   51   331   Water             100  110  100   90
                 160   35   40   800   Fire              100  175  127   72
                Psy crystal        1   Mercury Lighthouse Aerie
                Eruption, Fireball, Heat Flash

Saturos         3000  409  160  3000   Water             100  110  100   90
                 260  140   50  3600   Fire              100  175  127   72
                -                      Venus Lighthouse Aerie
                Break, Haunt, Heat Flash, Inferno, Potent Cure, Protect,
                Pyroclasm

Storm Lizard    2900  291  112  1300   Earth              90   95  110   95
                  42   86   22  6100   Wind               48  100  152  100
                Psy crystal        1   Suhalla Desert
                'Attack 2x', Impact, Sonic Slash, Storm Ray, Tempest, Ward,
                Wing Stroke

Succubus         529  195  101   101   Fire               85   85   85  100
                  56   49   12   143   Water             100   72  100  127
                Crystal Powder     5  Crossbone Isle B2
                Glowers Miserably, Hail Prism, Wind Slash

Thief            110   42    9    16   All                80   80   80   80
                   0    5    1    20   -                  72   72   72   72
                -                  -   Vault Inn's Attic
                Uses 'Herb', Glowers Ferociously

Toadonpa        2800  266   82   999   Fire               95   85   95  115
                   0   52   18  3200   Water             100   25  100  175
                Psy crystal        1   Lunpa Fortress
                Dark Blessing, Rotten Blood, Sticky Poison, Trash,
                'Regenerate 80 HP'

Tret             710   89   30   226   Fire              105   80   70  100
                  36   27   28   700   Water              72   25  100  175
                Potion             1   Tret Tree
                Growth, Sleep Star, Thorn, Quake

Zombie            55   41    1     0   Fire              100   80   80   95
                   0    1    1     0   Water              25    7   48   72
                -                  -   Flint's Special Demonstration



---------------------------------------------------------------------------
III. Mimic List
---------------------------------------------------------------------------

Monster Name    HP    Att  Agl  Exp.  Weakness           E   F   W   w(Pow) 
                PP    Def  Luck Coin  Strong             E   F   W   w(Res)
                Dropped Item     ICC  Location
                Special Attacks
--------------- -----------------------------------------------------------
Mimic            468  120   51   164   Fire               95   75  105  100
                  24   33    8   178   Wind              100   25  152  127
                Water of Life      1   Mercury Lighthouse
                Debilitate, Psy Drain, Sleep, Wind Slash

Mimic            506  133   57   190   Fire               95   75  105  100
                  26   36   10   207   Wind              100   25  152  127
                Game Ticket        1   Fuchin Temple
                Debilitate, Psy Drain, Sleep, Briar

Mimic            579  160   51   241   Fire               95   75  105  100
                  32   44   12   267   Wind              100   25  152  127
                Game Ticket        1   Altin Peak
                Debilitate, Psy Drain, Sleep, Shine Plasma

Mimic            690  156   89   321   Fire               95   75  105  100
                  42   56   13   356   Wind              100   25  152  127
                Vial               1   Vault Cave
                Debilitate, Psy Drain, Sleep, Sonic Slash

Mimic            767  227  104   374   Fire               95   75  105  100
                  48   63   15   415   Wind              100   25  152  127
                Water of Life      1   Altmiller Cave
                Debilitate, Psy Drain, Sleep, Curse, Nettle

Mimic            997  303  139   669   Fire               95   75  105  100
                  60   94   17   547   Wind              100   25  152  127
                Water of Life      1   Suhalla Desert
                Debilitate, Psy Drain, Sleep, Curse, Condemn, Ice Missile

Mimic            729  214   97   347   Fire               95   75  105  100
                  44   59   14   386   Wind              100   25  152  127
                Potion             1   Crossbone Isle B1
                Debilitate, Psy Drain, Sleep, Curse, Sonic Slash

Mimic           1206  367  167  1009   Fire               95   75  105  100
                  68  126   18   643   Wind              100   25  152  127
                Potion             1   Pirate Ship
                Debilitate, Psy Drain, Sleep, Condemn, Curse, Spark Plasma



---------------------------------------------------------------------------
IV. Djinn List
---------------------------------------------------------------------------

Monster Name    HP    Att  Agl  Exp.  Weakness           E   F   W   w(Pow) 
                PP    Def  Luck Coin  Strong             E   F   W   w(Res)
                Dropped Item     ICC  Location
                Special Attacks
--------------- -----------------------------------------------------------
Jupiter Djinni   243   79   42    88   Earth              80   95  120   95
 (Breeze)         22   20    7   100   Wind               25  100  193  100
                -                  -   Tret Tree
                Flash Bolt, Ray, Plasma, Whirlwind, Wind Slash, Escape

Jupiter Djinni   314  115   68   150   Earth              80   95  120   95
 (Zephyr)         25   26    9   176   Wind               25  100  193  100
                -                  -   Fuchin Temple
                Flash Bolt, Plasma, Storm Ray, Wind Slash, Whirlwind,
                Escape

Jupiter Djinni   481  205  120   295   Earth              80   95  120   95
 (Squall)         40   45   14   352   Wind               25  100  193  100
                -                  -   Altmiller Cave
                Blue Bolt, Plasma, Storm Ray, Wind Slash, Tornado, Escape

Jupiter Djinni   688  302  177   677   Earth              80   95  120   95
 (Luff)           62   85   21   506   Wind               25  100  193  100
                -                  -   Babi's Tower
                Blue Bolt, Destruct Ray, Shine Plasma, Tornado, Wind Slash,
                Escape

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Mars Djinni      172   45   22    28   Water              95  125   95   75
 (Forge)          14    9    6    85   Fire              100  193  100   25
                -                  -   Goma Cave
                Flare, Blast, Escape

Mars Djinni      355  144   76   173   Water              95  125   95   75
 (Corona)         24   41    8   210   Fire              100  193  100   25
                -                  -   Xian (WM)
                Fireball, Flare Wall, Mad Blast, Nova, Volcano, Escape

Mars Djinni      592  253  151   460   Water              95  125   95   75
 (Flash)          52   65   17   445   Fire              100  193  100   25
                -                  -   Suhalla Desert
                Eruption, Fireball, Fiery Blast, Flare Storm, Nova, Escape

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Mercury Djinni   290  107   58   130   Fire               95   75   95  125
 (Sleet)          20   24    9   151   Water             100   25  100  193
                -                  -   Mercury Lighthouse
                Drench, Froth Sphere, Prism, Tundra, Escape

Mercury Djinni   361  140   84   190   Fire               95   75   95  125
 (Spritz)         27   32   10   226   Water             100   25  100  193
                -                  -   Altin Peak
                Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape

Mercury Djinni   466  207  116   279   Fire               95   75   95  125
 (Hail)           46   48   16   340   Water             100   25  100  193
                -                  -   Tolbi (WM)
                Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
                
Mercury Djinni   654  281  172   606   Fire               95   75   95  125
 (Dew)            59   77   19   484   Water             100   25  100  193
                -                  -   Suhalla Gate
                Deluge, Froth Sphere, Glacier, Ice Horn, Hail Prism, Escape

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Venus Djinni     349  127   76   172   Wind              120   95   80   95
 (Quartz)         25   28    9   201   Earth             193  100   25  100
                -                  -   Mogall Forest
                Briar, Earthquake, Gaia, Mad Growth, Spire, Earthquake,
                Escape

Venus Djinni     421  175   91   230   Wind              120   95   80   95
 (Vine)           30   45   10   277   Earth             193  100   25  100
                -                  -   Kalay (WM)
                Briar, Clay Spire, Gaia, Mad Growth, Quake Sphere, Escape







===========================================================================
Appendix C: Crossbone Isle
===========================================================================

 You can get yourself a ticket to the infamous Crossbone Isle on two 
occasions. On the first occasion you may however not be able to traverse 
anything farther than B3. This is so because you need the Cloak Psynergy to 
make it past B4, but it is nice anyway to collect some of the treasures on 
the first routine. Also you probably need to make 2 trips anyway since 
there are so many items to be found here and the inventory set-up doesn't 
allow you to carry more than 60 items (including the stuff you can't drop).

A. make the Tolbi bound ship dwell of course by selecting the people as 
oarsmen/women:

   1. Nearly bald brown haired man
   2. Bald old gray man
   3. Young man in the back of the room
   4. Woman with light brown hair and a light green dress


B. Don't fight the Tempest Lizard at the end of Suhalla Desert. If you 
let him carry you around you will net you free ride from Suhalla to 
Crossbone Isle and back. In any case after reaching this place you'll find 
a nice dungeon consisting of 10 layers with the dreaded Deadbeard at the 
bottom as boss. There are many interesting items to collect here so let's 
go.


--Crossbone Isle--
Hidden Items: 5 (5)
 Blue Key (4x) - on B3 use "Catch" to get these
 Red Key       - on B3 use "Reveal" and "Catch" near the top to get it
Chests: 38 (43)
 Outside -   1 Coin, Mint
      B1 - 111 Coins, Antidote, Nut, Hard Nut
      B2 - 222 Coins, Elixir, Lucky Pepper, Mystery Blade
      B3 - 333 Coins, Fairy Ring, Cookie, Smoke Bomb
      B4 - 444 Coins, Psy Crystal, Storm Gear, Sleep Bomb
      B5 - 555 Coins, Ninja Garb, Lucky Medal, Potion
      B6 - 666 Coins, Elixir, Demon Axe, Water of Life
      B7 - 777 Coins, Lucky Medal, Psy Crystal, Wicked Mace
      B8 - 888 Coins, Potion, Cleric's Ring
      B9 - 999 Coins, Water of Life, Sleep Bomb, Muramase
     B10 - Demon Mail
Monsters: Mimic (2x)
Djinn: Venus - Bane (B7)
Boss: Deadbeard

 From the start go left and use 'Growth' (equip Isaac with Mars Djinni) on 
the vegetation against the wall 3x times. The bush next to the third vine 
conceals nothing so you can leave that foliage. Use Catch to reach the Nut 
on the right tree. From here you can go down the slide from 3 different 
places. First take the middle slide and you can collect a chest with 1 
Coin. Fall down, climb up the wall again and pick the slide on the right, 
move the log and open the chest for Mint. Finally repeat the process again 
for the left slide and use Whirlwind to enter the dungeon of Crossbone 
Isle.

--Crossbone Isle Cave--

B1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Touch the door to start a battle against 2 Viragos and a Hobgoblin. These 
clowns aren't hard, beating them give you a Lucky Medal.
 Enter the door and walk around the main room at the end there is a chest 
with an Antidote. Next go back to the entrance, jump up the left square 
tile, move the pillar to the left and collect the Nut from the red chest.
 Next go back through the doorway, enter again (this to reset the pillar), 
this time move it to the right and collect 111 coins from the chest by 
jumping to the left. Move the pillar north of you to the right and collect 
the Hard Nut from the chest here.
 Reset the room again and move the same pillar to the right and collect 111 
coins from the chest by jumping to the left. Move the pillar north of you 
to the left, jump along the tiles until your reach the pillar on the most 
upper platform. Use move to pull in towards the middle section of that 
platform. Go back and use "Move" on the pillar just below the most upper 
one to the right. Jump onto the platform, go left, up and move the pillar 
you just placed in the middle to the far right. Jump over this and other 
platform and you can reach the exit.

 Push the pillar into it place so you don't have to do this all over when 
backtracking. Also take note of the Mimic Chest here, if you open it will 
fight you.
-----
Mimic
-----
 HP:  729    ATK: 214    AGL:   97    Weak:    Fire
 PP:   44    DEF:  59    LCK:   14    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Curse, Sonic Slash
 Exp:    347
 Coins:  386
 Item: Potion


B2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Open the door to commence a battle against 2 Grislies and a Succubus. Just 
like the previous floor these monster are easy, but don't get too 
overconfident for the monsters of the lower floors are no pushovers. 
Defeating them nets you a potion, afterwards enter the doorway for room #2. 
Walk up to the chests with an Elixir, 222 Coins and Lucky Pepper right 
away.
 Move the upper vertical pole, the two horizontal ones (starting with the 
upper one), the lower vertical one to the left and finally the left 
horizontal one up that was previously inaccessible. Open the chest and 
collect the Mystery Blade from it.



B3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Touch the door for a visit by 2 Fiendish Ghouls and Lich. Beating the 
goons gives you a Psy Crystal. Enter the third room and collect the first 
blue key by using Catch Psynergy. Move three platforms to the right and 
head up, here use Catch on the blue key above you in order to obtain it. Go 
to the far right using the lower route and pick up the third key from the 
platform two spaces to the right of it.
 Go back to the start and take the left route this time, follow the left 
wall and from the 'two square sized' platform go right, up, continue right 
and pick up the fourth blue key with "Catch" on the platform below. Open 
the four blue doors with the keys and step down from the fourth door, use 
Reveal to make the concealed red key visible and pick this one up with 
"Catch" as well. The chests contain from left to right: 333 Coins, Fairy 
Ring, Cookie and a Smoke Bomb. Go a few steps back and jump to left towards 
a red door. Use the red key on it and proceed to B4.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: People who came here via the Tolbi Bound ship will get stuck in the 
next room, since they have yet a few more Psynergies to learn. They can 
however fight the Gryphons for the Experience and the money. Use Retreat to 
make the returning journey a lot quicker!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


B4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Inside door #4 are two Gryphons. These guys are pretty strong so be 
careful. Try to focus your attacks on 1 Gryphon so you can eliminate one 
right away. Victory on them will give you yet another Potion. Enter the 
door, go right use Halt on the two statues, when they are on either side, 
the left one defends a chest with a Sleep bomb. Behind the second statue 
use "Cloak" Psynergy and walk by the statue in the shadows, to the north 
you can find a chest with 444 Coins. Walk past the right statue from the 
left side and collect the Storm Gear from the chest. This is one great 
armor!
 Go back to the entrance, then go left and use cloak whilst making sure 
that Isaac's body is entirely in the shadow. Walk past the Pushing Statue 
and collect the Psy Crystal near the exit.
 

B5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Two Stone Soldiers + Harridan + Lizard King appear here, with the 
exception of the Lizard King these are just regular enemies from Suhalla so 
they shouldn't be too hard to beat. Only the Lizard King may provide any 
resistance, but not that much (Beating them gives you a Psy Crystal). Once 
inside the room you can instantly collect 555 Coins from the chest at the 
top of the screen. Here are directions to get all the items and reach the 
exit:

   Move the upper left horizontal log down
   Move the lowest vertical log left
   Move the horizontal log just above the vertical one down 
   Push the vertical back into position
   Push the upper horizontal one back into position
   Hit the switch
   Collect Ninja Garb from chest

From the previous end setting:
   Drain the water
   Push the vertical logs to the left
   Push the lower horizontal log upwards
   Push the upper vertical back into position
   Push the horizontal log just to the right of the vertical one down
   Push the other vertical log back into position
   Push the horizontal log back into position
   Hit the switch
   Collect the Lucky Medal

From the last setting: 
   Drain the water
   Push the upper vertical log down
   Hit the switch
   Collect the Potion
   Exit the room


B6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Hit the door for 2 Chimeras to pop up. These guys are getting stronger 
than the average enemies so don't rush (their weakness is water and HP = 
1350 each). As with most of these longer battles focus on 1 enemy, before 
taken on the other and you'll get a potion at the end. After they're 
disposed of go inside the next room.

 Push the pillar with the chest up in the back of the room and the two 
pillars at the start to the left so you can jump over them to the path that 
is behind them. Go over the new path and pick the Elixir up from the chest. 
To the left you can see Bane; the final Venus Djinni. He gets scared flees 
to a safer place, we'll get him soon enough. Go around the room and push 
the pillar down, fall down as well, then freeze the puddle so an Icy Pillar 
is created. Climb the ladder on the left, jump on the pillars and go up to 
collect 666 coins from the chest, go up even further and Bane gets scared 
again.

 Move the pillar that is next to his former location to the right twice and 
climb up and down the ladders to collect the Demon Axe, but don't equip it 
yet. You need the Cleric's ring to prevent the curse from taking your 
character over. Now move the lower pillar so that you are north of it, when 
you get it in its final place (Use Move Psynergy over the small stone to 
get this job done). Walk all over the place and collect the chest some 
Water of Life.

 Go back to the upper right corner and meet up with Bane again. He flees 
for the final time to the other side of the room. Follow him and use Halt 
to prevent him from escaping again. Touch him and he turns to your side, 
now you can use his poisoning abilities (This is very handy in longer 
battles). Time to head for the exit of this room.


B7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Only two enemies here which are both Earth Lizard (HP = 1550 each and 
weakness = Wind), they're quite strong so don't underestimate them. Use 
your newly acquired Djinni Bane right away and hope that he inflicts 
"Deadly Poison"; if he does this battle will be easily finished in 3 
rounds. You get some Water of Life for your effort.

 The next room is a bit more complicated to explain. The easiest way of 
collecting all the chests is used the square block in combination with 
Carry to get one item each time. The go back and reset the room, because 
you won't be able to get all items in one go. 
  -A Lucky Medal is hidden in the chest on the right
    Be sure to Carry the block on the upper space near the gap
  -A Psy Crystal in the upper left corner
    Be sure to Carry the block on the right space!
  -The chest in the middle has a Wicked Mace (cursed)
    Place the block between the smallest part of the left gap
Also near the exit is a chest with 777 Coins. Go outside and push the 
pillar in the pit again. 

B8
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 And what behind door number 8? What's gonna' come out? We'll soon find 
out! First you have to beat two Thunder Lizards and a Poison Toad. This 
battle can be quite hard if you haven't been to the Venus Lighthouse's 
upper level yet, but it can be done. The Thunder Lizards are exactly the 
same as the ones in the Lighthouse only the Poison Toad (HP = 2250 and 
Weakness = Fire) is new, once again unleashing Bane on him is a good idea. 
Water of Life is your reward for beating him.

 The next puzzle is a real jinx so be careful about the moves you make. 
Inside jump over the first puddle, turn around, freeze it and use it to 
reach a chest with 888 Coins. Go left, jump over another puddle, move the 
small block to the right, jump back over the puddle, freeze it and use that 
to reach a chest with a potion. Go back to the dragon statue, slide down 
near it and raise the platform with Frost. This also melts the pillar 
giving you an extra chance to go the left again. Don't forget to push the 
log down before going back to the left again. Jump over the puddle after 
pushing the log and freeze it a second time. Climb the stairs, collect a 
smoke bomb from the chest on the right if you like, go left, slide down one 
of the slides and push the upper log down.

 Finally you can collect the Cleric's Ring, be very careful with this ring 
because it is the only way to negate the cursed item effects. This one is 
very special again since you are going to get this One in BOTH Golden Sun 
Games so make sure to transfer this one. Currently the ring goes best to 
Garet with a Wicked Mace and Thunder Crown. I prefer the Wicked Mace over 
the Demon Axe, because the difference in Attack Power is little and the 
Wicked Maces' Unleash causes Venom Status which is soooooo much more 
effective. 


B9
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The final door challenge; two Cerebuses. As you might suspect these guys 
are no pushovers (HP = 2200 each, Weakness = Fire). Mia probably has to do 
some healing here, for their attacks are very strong. Use the Wicked Maces' 
Unleash and Bane to make this battle a short one; Venom Status does about 
450 Damage per turn on them!

 Behind them is the last puzzle room, walk over the left log towards the 
back then take the vertical log to the right. Take the horizontal log on 
the right, go up again, jump over to the other log and move to the right. 
Switch over to the lower log and go to the right shore. You can collect 999 
Coins by taking the lower log to left. Switch back to the log you just and 
go to the left. Use the horizontal log above you and go upwards to another 
chest with a sleep bomb inside. Go back, go ashore on the left side and 
collect some Water of Life here. 

 From here you can already reach the exit or solve another puzzle:

    -First move all three horizontal logs upward
    -Move the lowest vertical log to the left
    -Move the center horizontal log down
    -Move the center vertical log to the left
    -Move the right horizontal log down
    -Finally move the upper vertical log to the left

This should allow you to reach the chest with the Muramase. An item that is 
not that strong, but you may argue differently. Go outside and push the 
final pillar in its place. You can go down another level here, but the 
dreaded Deadbeard lurks down there on the haunted Pirate ship. If you feel 
like you can take on the world go down there. Deadbeard is absolutely the 
strongest adversary you'll encounter in this game.


B10
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

--Pirate Ship--
 After nine layers of beating demons and solving puzzles you reach the 
bottom of the pit where a Pirate Ship is located. The first chest you come 
across is the last Mimic of the game and it's a bit stronger than the 
others.
-----
Mimic
-----
 HP: 1206    ATK: 367    AGL:  167    Weak:    Fire
 PP:   68    DEF: 126    LCK:   18    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Condemn, Curse, Spark Plasma
 Exp:   1009
 Coins:  643
 Item: Potion

 Once again try to unleash Bane and the Unleash of the Wicked Mace. The 
"Venom" Status just helps so much in battles like these. Although this 
battle isn't that hard, the Cerebuses were harder IMO.

 If you walk up to the front of the ship you automatically have to fight 
Deadbeard; THE strongest adversary in this game. You may want to "Retreat" 
if you feel weak at this moment. You can always come back later to beat 
him. First off try to raise all (or at least some) Party members AGL over 
180 (Take note that there has to be some room for Djinn unleashes). This 
way you should be able to outrun Deadbeard and get the first turn.

---------------------------------------------------------------------------
Big Boss: Deadbeard
-------------------
 HP: 6000    ATK: 468    AGL:  180    Weak:   Earth
 PP:  600    DEF: 178    LCK:   60    Strong: Water
 Special: 'Attack 2x', Break, Debilitate, Freeze Prism, Guard,
           Impact, Inferno, Spark Plasma, Ward
 Exp:   8000
 Coins: 9000
 Item: Water of Life

 To start of with this analysis: Statistically speaking Deadbeard is 
stronger than the Fusion Dragon. So if you can beat him you can beat every 
monster. As you can see he has top level Attack Psynergies of all elements, 
Break (to undo your power ups), Impact + Guard + Ward to protect himself 
and he may strike 2x per round.

 Of course any enemy can be beaten so start of with Unleashing Bane 
(Venom), Luff (Block his Psynergy), Scorch (stun Deadbeard) and such. From 
my own experience I can tell that Mia will probably be healing each round, 
so don't waste too many Djinn with her for Wish Well / Pure Wish is very 
handy in this battle. Get Isaac to use Judgment as soon as possible, since 
Deadbeard is weak to Earth. Although I say that you should use Bane I do 
have to admit that Deadbeard's extremely high amount of Luck makes him 
nearly invulnerable to ailments.

 Another possible tactic is interchanging Granite and Flash each round; 1 
turn unleash Granite and set Flash, then the next turn you can do the 
opposite. This however leaves you with only 2 members to attack, but your 
defense will be very strong and Deadbeard will hardly be able to hit you.
---------------------------------------------------------------------------

 After beating him you can get a Demon Mail from the chest behind him. This 
armor looks strong, but actually lowers your wind resistance. So it isn't 
that good all the same, too bad I was expecting something better.
 
 That's it you completed the entire Crossbone Isle Side-Quest. If you link 
your game to GS:TLA some people will tell you about the great Isaac who 
bested Deadbeard, this doesn't give you any items or rewards, so this is 
more a matter of honor.





===========================================================================
Appendix D: The Battle Arena
===========================================================================

 The Battle Arena is a special feature in the game that you can play just 
for fun. There are no treasures to be won here (actually you can't earn 
anything other than a new high score), but this is a nice additional 
section that can be good especially if you have some friends to compete 
against. The main thing the Battle Arena consists of is the Monster Battle 
and the Linked Battle as described below.

 In order to do battle you will have to collect your first Djinn (Venus 
Djinni: Flint) if you which to participate in the Battle Arena. I guess 
don't know the main reason behind this, but that is all that is needed. To 
get to the Battle Arena select the "Battle" option from the Main Selection 
screen after you start up your GBA. Then you will have to choose one of the 
save file. Pick the data file which you want to use; all your Characters, 
Djinn and Statistics will be used from that data file. After doing so Isaac 
will enter the Arena Waiting Lobby. Check the map below for all the 
interesting parts (Looks more like a boat, if you don't see the perspective 
of this picture...):

    _______________________________________________
   |   P                                    P      |
   |   _                                           |
   | P|_|                                     G    |
   |   P                                    I|�|M  |
   |       P                                  �    |
   |     P|_|P                                     |
   |       P ____________________________ 4        |
   |        |                  _____     |         |
   |        |              _  |9|9|9|    |         |
   |        |             /D\  �����     |         |
   |      __|____________/DDD\___________|__       |
   |      \      1  |          3 |  2      /       |
   |______ \---------      o     ---------/ _______|
   |      \ \                            / /       |
   |_______\                              /________|
   |     P              P                     P    |
   | P          __________   __________            |
   |___________|          |E|          |___________|


   Legend
   ------------------------------------------------------------
   1. Receptionist    - Start Battle
   2. Man             - Counts consecutive Linked Battles
   3. Old Man         - Counts consecutive Monster Battles
   4. Sanctuary Guy   - Same as in the regular game 

   o.   Central tile; Gladiator's Circle
   D.   Passageway to the arena
   999. Consecutive Linked Battle Counter 
   P.   Various people who make some comments about the arena.
   G.   Garet
   I.   Ivan (only if Ivan is in your team)
   M.   Mia (only if Mia is in your team)


Monster Battle
---------------------------------------------------------------------------
 Talk to the lady (1. on the map) behind the counter and the lady will ask 
if you want to battle a monster right away, when you don't have a second 
GBA connected to your GBA. If you do have a second GBA attached you will 
have to opt for the single player battle if you want to battle a monster. 
She'll tell you stand on the central circle (marked with o ) to start the 
battle. If you do so you'll enter the arena where you have to fight any 
monster that you have defeated in battle. This includes the bosses and so 
on, which means that even Fusion Dragon and Deadbeard may pop up if you 
have defeated them in that particular save file.

 I noticed that you'll only battle the strongest monsters you have 
defeated, which usually means many Deadbeards and other bosses if you 
bested them. After checking out the statistics of the monsters I found out 
that the monster in the Battle Arena are a lot stronger than the ones in 
during regular game play. Just take a look at this example:


 Statistics Comparison for 3 enemies: Regular game VS. Battle Arena
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

               Amaze         Deadbeard     Chimera Mage 
                                        
   Statistic | Reg. Arena  | Reg. Arena  | Reg. Arena  
   --------- | ---- -----  | ---- -----  | ---- -----  
   HP        |   39   464  | 6000  6543  |  413  1101
   PP        |    0    67  |  600   684  |   28   134
   Attack    |   36   578  |  468   999  |  326   999
   Defense   |   10   156  |  178   362  |  119   353
   Agility   |   18   241  |  180   465  |  145   507
   Luck      |    2     2  |   60    60  |   16    16
             |             |             | 
   Pow - Ven |  100   200  |  100   200  |   95   200
   Pow - Mar |   95   200  |  120   200  |  115   200
   Pow - Jup |   95   200  |  110   200  |   95   200
   Pow - Mer |   95   200  |  130   200  |   85   200
             |             |             |
   Res - Ven |   48    48  |   72    72  |  100   100
   Res - Mar |   72    72  |  127   127  |  175   175
   Res - Jup |    7     7  |  152   152  |  100   100
   Res - Mer |  100   100  |  193   193  |   25    25

   All Hero Characters are on level 99 upon testing
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

 As you can see in the above table even a weak enemy like an Amaze can 
become a fierce opponent if your levels are really high. I am not entirely 
sure if only the levels alone determine the strength of your opponent, but 
it is certain that they become stronger when you are strong too. Therefore 
the monsters in the battle arena are a lot harder to defeat than during 
regular game play. Only the Elemental Resistances and Luck remain the same 
for each monster.

 There are some other differences with the regular battles too. For one 
thing you don't receive any item drops, experience and coins from the 
enemies you defeat in the battle arena. Secondly, if you party dies this 
has no further consequences other than that your consecutive Battle counter 
gets a reset. Third thing is that all items you use aren't removed from 
your inventory if you play the regular story again. If you manage to beat a 
monster and you return to the main lobby you are asked to battle another 
random monster or quit. If you quit all your characters' HP and PP gets 
restored to the original values.



Linked Battle
---------------------------------------------------------------------------
 When two GBAs who are both equipped with a Link Cable and they both have a 
game pack of Golden Sun(1; no mixes with "the Lost Age" are allowed) of the 
same language you can do a Linked battle against your friend (Watch out 
when connecting European Versions of the game). An important rule in the 
Linked battle is that there can only be three allies in the same group in a 
Linked battle. Therefore Mia will fall out by default, if you wish to 
change this you need to move the characters in the statistics screen (press 
select, select the Statistics option and use L and R to move the characters 
from left to right here). Second Rule is that again you can't earn any Exp. 
and coins with these battles. Third and most important rule is that after 
the other player has inserted all of his commands you only have 15 seconds 
to set your characters attacks or else the will become "Defend" by default.

 Talk to the receptionist again and if the GBAs are connected properly you 
will get an extra option that allows you to challenge your opponent; if 
your opponent accepts this challenge you both have to step to the center 
circle for the battle to start. I myself didn't have much experience with 
the linked battles, but what I did remember from the few battles is that 
trying to Summon Rush (using all Summons at the same time) doesn't work 
well if you have an opponent that is not incredibly weak. Therefore you'll 
need to create good tactics to beat him, since with all the Djinn and 
healing/reviving spells it sometimes may take a very long time for the two 
of you to complete one battle.

 Most tactics you may have used against bosses in the regular game may 
prove ineffective, but you may find other weaknesses and exploit these. A 
very effective tactic is entering your attacks very quickly; leaving the 
other player only 15 seconds to think. This may seem a lot, but many people 
usually need more than that to come up with a good strategy so playing fast 
may be a possible tactic to win. Of course you need to bear in mind that 
playing fast can cause you to make errors all the same.





===========================================================================
Appendix E: Golden Sun: The Lost Age Linkage
===========================================================================

Introduction
---------------------------------------------------------------------------
 So what's the deal with this linkage system you may have heard about 
already? Well, basically it allows you to transfer your data from GS 1 to 
GS2: the Lost Age so you can continue on where you left off in GS. This is 
a very nice idea and works fine although if you don't have a link cable & a 
second GBA you will have to do some very tedious and error-prone work 
first. To make things a little easier there are three levels of passwords 
which allows you to choose what you do want to transfer and what doesn't 
get transferred.

What gets Transferred
---------------------------------------------------------------------------
 As I said in the introduction you can choose 3 levels of password you wish 
to transfer data. They are Bronze, Silver and Gold Medal passwords.

   Bronze                Silver                Gold
   -------------------   -------------------   -------------------
   Character Levels      Character Levels      Character Levels
   Djinn                 Djinn                 Djinn
   Psynergy Items        Psynergy Items        Psynergy Items
   Quest Data(*)         Quest data(*)         Quest data(*)
   -                     Character Stats       Character Stats
   -                     Coins                 Coins
   -                     -                     Items in Inventory

(*) = This data doesn't appear on the list, but it is in the password. 
Basically there are six different events that the password memorizes and 
sends to the Lost Age. Each event will give you something in Golden Sun: 
The Lost age.

1  Event: Talk to the Mayor of Vault after the bandits escape
   GS2:   The bandits come across again, you also get the Golden Boots

2  Event: Beat the Colosso Event in Tolbi
   GS2:   the Gladiators return, you also get the Golden Shirt

3  Event: Save Hsu at the Alpine Crossing before Hama does
   GS2:   You receive the Golden Ring

4  Event: Beat Deadbeard
   GS2:   Some folks in Alhafra tell you that Deadbeard was defeated.

5  Event: Save Master Hammet from Lunpa Fortress
   GS2:   You receive a chest with Orihalcon, when your ship gets wings.

6. GS1:   Talk to Dora in Vale after she gets ill (after reaching Altin)
   Event: ? (not known)


How to transfer data
---------------------------------------------------------------------------
 Actually this is described in detail in the Golden Sun: the Lost Age 
manual, so you should read that. It is possible however to look at the data 
right away using the "Send" option in the Game Selection Menu. In order to 
make this appear you need to have at least one "Clear Data" file. If you 
have one or more do the following:

   Start up your GBA with GS
   Press 'start' to get to the main file selection menu
   Press and hold left on the D-pad
   Press and hold the R shoulder button at the top of your GBA
   Press 'B'

 A new option should appear on the far right of the selection menu: Send. 
Select it and you will have to choose which data file you which to 
transfer, you can only select the "Clear Data" files; e.g. the files that 
have been saved after finishing the game.

 Select one of those files and you get another option: Password or Cable. 
If you choose "Password" you can choose which level you want, before the 
game shows you the password. You have to write it down or (memorize it) and 
enter this in GS:TLA. This password is not that long for Bronze and Silver 
Medals, but Gold is lengthy 6 pages * 50 characters per page = 300 
Characters. So I recommend you write it down carefully, since you don't 
want to receive an error after filling in all those characters in GS:TLA.

 The Cable Option will automatically transfer the Golden Password to the 
Lost Age using 2 GBAs and 1 GBA Game Link Cable. This is a lot easier than 
writing down, but not everybody has 2 GBAs around.

 Furthermore Chris Maka found out that using GBA SP with wireless linking
doesn't work. You really need two GBAs with a wired link, in order to
transmit the password over to the other cartridge. Apparently Nintendo
didn't design their hardware to be backwards compatible. If your uplink
doesn't work because of this, then you still have to use the manual
password.



Passwords
---------------------------------------------------------------------------
 Here are some of the most interesting patches you may want to use. There 
are three prefabricated passwords:

    -Maximum
    -Realistic
    -Collector

The first one has everything maxed out to get the strongest characters 
available. The second is game file played by me with normal items and 
statistics at the end. Finally the third password has about nearly every 
single artifact so you can get a complete inventory in the Lost Age.

 Take note that all passwords have been verified with the Password 
Generator made by Paulygon. I did this to prevent typographical errors in 
the password codes (I know how irritating an error can be if you just 
entered 260 characters). In other words:

            = = = = = = = = = = = = = = = = = = = = = = =
              ALL PASSWORDS ARE VERIFIED AND ERROR FREE!
            = = = = = = = = = = = = = = = = = = = = = = =

 There is however one thing I do wish to point out. On www.neoseekers.com
some of the characters are misinterpreted into HTML codes (e.g. "&" sign
becomes "&"). I cannot resolve this problem as the error lies at
Neoseeker's servers not mine. Please interpret the aformentioned html code
with the ampersand sign. See this picture for an example:
               http://i17.tinypic.com/6g2ergj.jpg




Maximum - a hacked password for THE strongest setup
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 This password was generated with the objective of making the game as 
simple as possible (from the perspective of the battles). Initially I used 
Paulygon's Password Generator to create this password, but I noticed that 
it is possible to get ANY item from GS2 transferred to GS2. So, I made up 
my own password that features all of these Uber-items. The statistics are 
raised to the highest possible levels, but the actual effects may vary due 
to Djinn or Class properties. I deliberately put the characters on level 54 
so all the Psynergies are available and yet you can train them even 
stronger by leveling up.

 I also included four of those pretty Ninja Sandals (dummied out... 
normally), because they seem to be more effective than Hyper Boots. At 
first I tried to include "Orihalcon *30", but that didn't work out properly 
and the same goes for the others like Mist Potion and Mythril Silver. You 
only get 1 of them once the password is read in GS2. I know the problem 
lies in the GS2 cart, because the password itself did store it as 
"Orihalcon *30".

The main features of the password are:

  999999 Coins
  All Djinn
  60x each Statistic Increasing Item
  All Psynergy Items
  All Side-Quest completed
  All Characters Level 54
  All Statistics maxed out (as far as possible, that is) 

Inventory:

Isaac              Garet              Ivan               Mia
----------------   ----------------   ----------------   ----------------  
Sol Blade          Clotho's Distaff   Cleric's Ring      Catch Beads
Lure Cap           Atropos' Rod       Cleric's Ring      Carry Stone
Warrior's Helm     Lachesis' Rule     Lucky Medal *30    Lifting Gem
Big Bang Gloves    Tisiphone Edge     Game Ticket *30    Orb of Force
Big Bang Gloves    Huge Sword         Ninja Sandals      Mars Star
Riot Gloves        Levatine           Ninja Sandals      Black Orb
Berserker Band     Stellar Axe        Ninja Sandals      Frost Jewel
Storm Gear         Tungsten Mace      Ninja Sandals      Douse Drop
Mythril Helm       Valkyrie Mail      Cloak Ball         Halt Gem
Leda's Bracelet    Triton's Ward      Power Bread *30    Power Bread *30
Leda's Bracelet    Triton's Ward      Cookie *30         Cookie *30
Planet Armor       Ardagh Robe        Apple *30          Apple *30
Excalibur          Feathered Robe     Hard Nut *30       Hard Nut *30
Excalibur          Feathered Robe     Mint *30           Mint *30
Excalibur          Cosmos Shield      Lucky Pepper *30   Lucky Pepper *30
-------------------------------------------------------------------------

 Bronze
 -----------
 ?Fgcv Z#wVy
 iR?e& Z
 -----------

 Silver
 -----------
 9qSJP Ae+xq
 B?D?j nF+Fi
 unF+z sJW#d
 7N&%P R=C5Q
 X6JC5 WPG8A

 mTvcT VdZQU
 6
 ------------

 Gold
 -----------
 uHYyi XLJJB
 g=VPk 5TteF
 27Gp6 gcmA$
 b9?Xj dAthh
 J&qv6 Du$!Q

 CZzxR qyzz&
 5jADY eWb94
 Wr?Lv !Zz#q
 F!eB? =B8Nk
 FQyzB iw52f

 w2KJd rVfS$
 Ap=Jj T%i%F
 s7utc HFRP9
 Vrm3m j%$Ai
 QgBTr CJVMc

 Fxb2i EMtn$
 9S7bd Wbfhy
 3gkn7 kqsbs
 rvxgv z?kzG
 $+r$A CvAEV

 H!FKM $KPBS
 eV7fX U7eK=
 Z57Q5 9bU9q
 9J#jv C5ind
 rapts Sj!zk

 jy#$p #TAcE
---------------------------------------------------------------------------

Realistic - an Actual Game Password
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
This is an actual game file played through to the end, that's why this 
password is realistic. This is for everybody who wishes to be able to get 
every feature in GS2, but who doesn't have the original GS or doesn't need 
to be a god and ruin the game play. To be even more specific it is the game 
file I used for the creation of the GS1 walkthrough. The main features of 
the password are:

  813168 Coins
  All Djinn
  4x each Statistic Increasing Item (except 5x Hard Nut)
  All Psynergy Items
  All Side-Quests completed
  All rare item drops that can only be found in GS1
  Characters: Isaac - Level 47
              Garet, Ivan & Mia - Level 46

 Bronze
 -----------
 kCDR# Nh=gx
 X6Edg m
 -----------

 Silver
 -----------
 ju=G? $d+fA
 F!DyC #68MN
 E2ncG BE&k9
 hSc9n MWPgm
 vuTrk ?ZK5i

 k$Pc! PFFC&
 6
 -----------

 Gold
 -----------
 whk?n fQKJV
 yG86K wUMjQ
 nCKER !zLQY
 RxRa! C5#=y
 dws!5 9pKpB

 egxKF 4xzRz
 6keKZ =uKKU
 EZ+Z% ?3Kmi
 RsKEq s=yqu
 ?NHD? 4CQCK

 VdeqQ F%#h+
 CtPbt uP2Fd
 9ND4T Nw#d5
 B#BEg k=$7%
 BLB?b +ixpv

 +hrS& L&W5J
 9A3ad E7ehN
 Kcjjf gpsTM
 muxYr y?ZpR
 r8q2= Cd$Dm

 HiBJM nFNRw
 tLTWx QX2?8
 V47+Z 8bC5A
 dgHah kMex4
 rSjss QNEzC

 3u?$7 v2AUR
---------------------------------------------------------------------------

Collector - Nearly Complete Inventory
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
This password mainly focuses on getting a complete inventory so you have 
ALL artifacts this game provides. There are more than 60 Artifacts not 
attainable in GS2, therefore I had to drop some of them. This is so because 
the party members can only carry 15 * 4 = 60 Items at most. I chose to drop 
the following items/artifacts: 

   -Frost Jewel      Mia & Piers have it already
   -Douse Drop       Mia & Piers have it already
   -Cloak Ball       "Cloak" isn't required in GS2
   -Halt Gem         "Halt" isn't required in GS2
   -Hermes Water     Just a Potion with a different name
   -Empty Bottle     Useless in this game
   -Cell Key         Useless in this game
   -Machete          I had to drop 1 more item to get all the others in
   -Fur Coat         It is not enlisted as a Rare Item, but it can only be
                     found in this game.

 If you can find a way to drop even more artifacts (i.e. that can be found 
in GS: the Lost Age) it might be possible to transfer these items as well.


Password Features: 

  513000 Coins
  All Djinn
  All Side-Quests completed
  Includes the dummied out Rings, Under Shirts & Boots
  Only Psynergy Items that are unique are included (see inventory below)
  Characters: Isaac - Level 35
              Garet - Level 35
              Ivan  - Level 34
              Mia   - Level 36
Inventory:

Isaac              Garet              Ivan               Mia
----------------   ----------------   ----------------   ----------------  
Arctic Blade       Oracle Robe        Vambrace           Catch Beads
Gaia Blade         Cocktail Dress     Spirit Gloves      Carry Stone
Muramasa           China Dress        Battle Gloves      Lifting Gem
Elven Rapier       Ninja Garb         Virtuous Armlet    Orb of Force
Assassin Blade     Kimono             Guardian Armlet    Mars Star
Mystery Blade      Storm Gear         Warrior's Helm     Black Orb
Kikuichimonji      Water Jacket       Adept's Helm       Divine Camisole
Bandit's Sword     Elven Shirt        Ninja Hood         Herbed Shirt
Vulcan Axe         Spiked Armor       Lucky Cap          Casual Shirt
Burning Axe        Asura's Armor      Thunder Crown      Knight's Greave
Demon Axe          Demon Mail         Lure Cap           Silver Greave
Grievous Mace      Dragon Scales      Mythril Circlet    Ninja Sandals
Wicked Mace        Spirit Armor       Glittering Tiara   Aroma Ring
Zodiac Wand        Dragon Shield      Fairy Ring         Rainbow Ring
Fur Coat           Earth Shield       Cleric's Ring      Soul Ring
--------------------------------------------------------------------------

 Bronze
 -----------
 x=3=U %wUks
 +jK9x 9
 -----------

 Silver
 -----------
 ikENZ wBFH9
 pYW8W ZWXVt
 EaUnq kg6ab
 Q5#fj tqpM%
 8LRy! D!A&A

 Gfw5P =$FLg
 A
 -----------

 Gold
 -----------
 x9bBU 7nSks
 89=Uf 6zmKR
 G58Ft av=#G
 eWHct 2?rV4
 DN5tt MHK+L

 tUcyP EqXbf
 NwDs5 RHhXf
 BG=W8 SMhN&
 PyB%c W3ntU
 3fUv$ d6XX%

 zWxW? weBEr
 n&Xcx PZnG8
 Sam8X M4bJB
 %X5Dq HP9Jq
 ega&q =wCwB

 zpDRk $#5Ek
 %J&3B N=7Fn
 TEcLX JgQ3A
 PmV8T rZcX$
 w6h4! am8$d

 fsdBj whFpW
 ?nLu% sQyBi
 xV&G? Z=L%e
 6ERCa JVGeM
 P2MjS RNXXV

 bWu4f 278cs
---------------------------------------------------------------------------





===========================================================================
Appendix F: Bugs, Glitches and Stuff
===========================================================================

---------------------------------------------------------------------------
Bugs
---------------------------------------------------------------------------

 I haven't found any bugs in this game that can seriously block your 
progress, so far.



---------------------------------------------------------------------------
Glitches
---------------------------------------------------------------------------

 Here I will describe some of the mistakes in the game that may seem odd, 
but don't influence game play too much.


Stone soldier can't use his "Mad Blast" Psynergy Attack
---------------------------------------------------------------------------
 Up to this moment this is the only enemy script glitch I could find in the 
entire game. The Stone Soldier you come across in Suhalla Desert has 6 PP, 
but in order to cast Mad Blast (a spell this creature has) he needs 10 PP. 
So this means that this creature has to skip a turn, if he tries to use 
this Psynergy. I guess the programmers didn't take into account to give him 
at least 10 PP.



---------------------------------------------------------------------------
Stuff
---------------------------------------------------------------------------

Rename all main characters
---------------------------------------------------------------------------
 When you get to rename Isaac at the beginning of a New Game press 'Select' 
3 times to rename Garet, Ivan and Mia.

When you are renaming Mia press the following button combination:

   Up,    Down,   Up,    Down,
   Left,  Right,  Left,  Right,
   Up,    Right,  Down,  Left  and Up.
 
Now press 'Select' and you can also give Jenna, Felix and Sheba a new name.


Put all your Djinn on Set / Standby in one go
---------------------------------------------------------------------------
 A little trick that may be very handy before entering a boss battle to 
save yourself from doing tedious work is pressing and holding the 'R' 
button and then press 'select' to set or free all Djinn with a single 
command. Handy if you do not wish handle each one separately.



Warp back to the last Sanctum
---------------------------------------------------------------------------
Whenever you continue a saved game you can start in the sanctum you last
visited by pressing: Shoulder L, Shoulder R & Start buttons.



The hidden GS2 items and enemies
---------------------------------------------------------------------------
 After going through the ROM I found out that there are three dummied out 
weapons in it that are used in Golden Sun: The Lost Age, these are Sol 
Blade, Kunasagi, Masamune and Mysterious Robe. Also something that is less 
known is that enemies like Wise Gryphon and Doodle Bug are in the GS ROM, 
which are (if you played GS2) enemies from the second game. Although I 
haven't been able to fight them their names do appear in the internal list!


Infinite supply of Game Tickets
---------------------------------------------------------------------------
 If you run out of Game Tickets you can sell or buy some equipment, but the
more Game Tickets you obtain the higher the value of your purchase needs to
be in order to get a game ticket. You can however get Game Tickets for
a relatively cheap price by doing the following. Note that this tactic
doens't work 100% of the time, but it should get you tickets with 2-out-3
chance.

 1. Go to any item shop
 2. Buy 30 Nuts from the item selling clerc for a Game Ticket
 3. Return to the main menu (where you choose between Buy/Sell/Repair)
 4. Repeat step 2. & 3. and sell them if your inventory is full.

 The crux of this strategy is that you return to the main menu
(Buy/Sell/Repair) before buying any more Nuts. If you don't do this the 
trick won't work. KrrA_InAgOtAbLe who found this interesting method made a 
video about this on Youtube:
              http://www.youtube.com/watch?v=Ynt3X5KK2z4


Crossbone Isle's Location
---------------------------------------------------------------------------
 There is something weird going on with the location of Crossbone Isle. If 
you try to access the World Map, while you are on Crossbone Isle you will 
receive a message that it is not on the map. So this means it is somewhere 
of limits. But as we all know we can reach Crossbone Isle with the Ship 
Trip over the Karagol 'Sea' (also see App. B for that) from Kalay to Tolbi. 
The Karagol Sea which is technically a huge lake since it is enclosed by 
land from all sides, would prevent any ship to pass through bounds of the 
lake to a place that is not on the map.
 We can come to the conclusion that either Crossbone Isle is hidden 
somewhere in the Karagol Sea or the Programmers allowed to pass this small 
glitch, so you could enjoy a part of CI a lot earlier.



Statistic Boosting Item List
---------------------------------------------------------------------------
 This is not so important that I want to spend an entire section on, but 
here is a list of where you can find all the Statistic Boosting Items in 
this game. I listed these because they are very rare and also, because this 
is the only way to increase your character's stats manually.

= = = = = = = = = = = =
Apple (Increase HP +5)
= = = = = = = = = = = =

---------
1. Kolima
---------
  Check the upper left barrel of the six in the right corner.
----------------
2. Mogall Forest
----------------
  Take the right exit after you reach a screen with 2 Tree Trunk next
  to each other. On the next field you'll see a lone chest containing
  the apple within sight right away.
----------------
3. Gondowan Cave
----------------
  From the left entrance keep heading up, until you reach a room with
  two chests. The upper chest contains the Apple.
---------------
4. Kalay Tunnel
---------------
  After saving Lord Hammet, you can enter the Kalay Tunnel from
  within Hammet's Palace. Just follow the path to the exit and you'll
  automatically come across the chest in the last part of the cavern.


= = = = = = = = = = = =
Cookie (Increase PP +5)
= = = = = = = = = = = =

-------------
1. Altin Peak
-------------
  You can use "Lift" Psynergy on the brown sphere rock in the room where 
you fought the second Living Statue (Take the middle level entrance inside 
the mine).

-----------------
2. Altmiller Cave
-----------------
  The second chest you come across in this cave has it (Not counting the 
Mimic). It can be found very near to where you meet up with Squall; the 
Jupiter Djinni.

-----------------
3. Suhalla Desert
-----------------
  Near the part where the path splits up in three smaller paths leading 
north (one screen after the Mimic) you'll have to take the left branch. 
Beat the Storm Lizard and collect the delicious cookie from the chest.

--------------------
4. Crossbone Isle B3
--------------------
  You can reach this part of Crossbone Isle using the Boat trip. In the 
third layer of this dungeon you can get it by opening the second right door 
with a Blue Key.


= = = = = = = = = = = = = = = = =
Power Bread (Increase Attack +3)
= = = = = = = = = = = = = = = = =

-------
1. Vale
-------
  After Ivan joins, use "Whirlwind" on the bush behind Vale Shop.

------------------
2. Alpine Crossing
------------------
  Freeze puddle south of the right entrance to this area and use "Growth" 
on the plant to reach the chest.

--------
3. Tolbi
--------
  Use Reveal on the Gravestones on the western part of town for a chest 
with the item inside.

-----------------
4. Lunpa Fortress
-----------------  
  The only chest you can find in this fortress. It can be found near the 
end, just before the part with where you have to push the big box.


= = = = = = = = = = = = = = = =
Hard Nut (Increases Defense +3)
= = = = = = = = = = = = = = = =

----------
1. Bilibin
----------
  In one of the barrels inside the home next tot the Yellow statue in the 
center of town.

-------------------------------------------------------
2. Bilibin Barricade (Only if you save the little tree)
-------------------------------------------------------
  It is easy to miss this one, if you don't save the small tree from the 
river after you collect the Hermes' Water. Jump in the water from the right 
and you can use "Move" on the tree to save the soul, which happens to be a 
young girl. She'll give a Hard Nut after the Tree Curse is released. This 
can not be done be done anymore after you used the Hermes' Water on Tret.

--------
3. Tolbi
--------
  Inside Babi's Palace you can go down stairs several times, until you 
reach a room filled with scholars and alchemists. In one of the Jars at the 
bottom of the screen you can collect the Nut for free. 

----------
4. Suhalla
----------
  In this little village jump over the water, while standing next to the 
building that is supposed to be a Sanctum. Walk to the far left and collect 
it from the chest.

--------------------
5. Crossbone Isle B1
--------------------
  Hmmm... It seems to be possible to collect five of these in this game!
In the very first puzzle room of Crossbone Isle you can collect it from the 
chest by jumping on the first tile, pushing the pillar to the right, going 
past the 111 Coin Chest and pushing the next pillar to the right as well. 
After this you can reach it.


= = = = = = = = = = = = = =
Mint (Increases Agility +3)
= = = = = = = = = = = = = =

--------
1. Vault
--------
  On the main floor of the Inn check the box on the left side of the 
screen.

-----------------
2. Lamakan Desert
-----------------
  After the big field where you could find the Jupiter Djinni Smog, you can 
find a Mint leaf in a chest on the far left side of the screen. In order to 
get there go down the stairs and use Reveal on the upper stone circle ring. 

---------------
3. Suhalla Gate
---------------
  In the only chest around here, fall down the very first slide you can 
find here.

---------------------------
4. Crossbone Isle (outside)
---------------------------
  This one is easy for the grabbing; Go up the vines 3 times using "Growth" 
and fall down the slide on the far right side of the screen, you'll 
automatically reach the desired destination.


= = = = = = = = = = = = = = = = =
Lucky Pepper (Increases Luck +2)
= = = = = = = = = = = = = = = = =

-------
1. Imil
-------
  Check the oven inside the inn.

-----------------
2. Lamakan Desert
-----------------
  On the big field (I drew an ASCII picture of it, see Chapter 7.) you'll 
have to open the hidden chest in the far north west corner of the screen. 
Use Reveal on the rock formation here to make it visible.

----------------------------
3. Road to Babi's Lighthouse
----------------------------
  When you exit Lalivero from the north exit you can go to the right, right 
away. Use Carry on the grey block and use it to create a path to the lonely 
chest containing the Pepper.

--------------------
4. Crossbone Isle B2
--------------------
  It seems to be that about every Statistic Boosting Item is present on 
CBI. Go to the second level and push the fallen pillars away to collect it 
from the third chest you can nab. Easy...
---------------------------------------------------------------------------
 That's it for all the statistic boosting items in this game. You'll have 
to play Golden Sun: The Lost Age to get other boosters if you really must.



How to find out your enemies' Elemental Weakness
---------------------------------------------------------------------------
 If you don't know which to which element an enemy is weak you can easily 
check it by looking at the end of the line, when you perform an attack.

  'Damage here' !!! = Enemy is weak to this element
  'Damage here' !   = Enemy is not weak nor strong (normal) to this element
  'Damage here' .   = Enemy is strong against this element

 It can be quite convenient to find out which type of element you need to 
use on your opponent. Of course there are more uses for knowing your 
opponent's weaknesses and strength see the sections below here for 
additional data on those.



Special Djinn Kill Bonuses ("Dark Panther Method" for enlightened people)
---------------------------------------------------------------------------
 Many people know this common and nifty trick already, but if you don't 
read on. If you can kill an enemy with a Djinn Attack of which the element 
is the weakness of that enemy you will see that the enemy will make a 
second Growl and changes color several times before it dies. Next to that 
you receive 133.3% of the regular Experience and Coins, on top of that the 
chance for an Item drop get Quadrupled too (ICC lowers by 2). This method 
is handy if you wish to gain more experience or if you want to increase 
your chances for one of those Rare Item Drops like the Kikuichimonji.

For example take the Fenrir, which is weak to Fire and has ICC 9 for 
dropping a Kikuichimonji:

 Regular Kill                  Djinn Kill (Mars Djinni in this case)
 ------------------------      ------------------------
 Exp. :  402                   Exp. :  536
 Coins:  212                   Coins:  283
 Kikuichimonji Drop: 0.4%      Kikuichimonji Drop: 1.6%

As you can see the numbers can increase quite a lot if you are fighting a 
strong enemy. 1.6% is still not much chance for an Item Drop, but there is 
a way to increase this to 100% by exploiting a little programming glitch. 
This makes use of so-called RNG methods (see below for some setup that 
allow you to get a dropped item guaranteed) that provide information about 
these strategies.

 Luckily for you these kills only work in your advantage; if you kill an 
enemy with a Djinn against which the enemy is strong you still receive 
normal Experience and Coins.

 There is however one small drawback to this method that may cause this 
method to fail sometimes. The elemental power of the attacker must be at 
least 41 points higher than the elemental resistance of an enemy. For 
example a Tempest Lizard is weak to earth (Earth resistance = 48). So the 
attacker must have at least 48 + 38 = 86 Venus Power the moment he/she 
unleashes the lethal Venus Djinni, if it is less the Tempest Lizard will 
not flash and does not drop more Exp. & Coins then usual.

 As a final remark I would like to say that this method for getting more 
Rare Items is by some people also referred to as the "Dark Panther Method" 
for he was the first person to find out about these properties.



Abusing RNGs (Random Number Generators) for your benefit
---------------------------------------------------------------------------
 This game (as well as GS:tLA) uses 2 RNGs (random number generators) to 
determine everything that should happen with a 'random' chance. Computers 
however are actually not suitable to generate true random numbers, because 
they behave deterministically (i.e. applying the EXACT same input from the 
same starting state always yields the same results). This leads some people 
to find strategies that abuse these RNGs so they can force specific 
outcomes, which should normally be determined by pure chance.

 Golden Sun actually has a pretty simple RNG function that can be abused 
very easily to get the specifically required result time after time. The 
first RNG is used in battle and determines the whether weapons use their 
unleash, attacks cause a status or a monster drops his item. The other RNG 
is there to determine randomness of effects in the field. Examples of these 
are your chances of success in the Lucky Dice / Slot Machine games at 
Tolbi. Below I've listed several exploits that allow you to get certain 
things done (100% of the time), which are normally near impossible to 
attain in one single attempt.

Field RNG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Like mentioned in the section above the second RNG determines your chance 
of in the chance games at Tolbi.

Lucy Dice - Get 5x Perfect Bonus
--------------------------------
Here is an example of abusing the RNG to get a 5x Perfect Bonus in the 
Lucky Dice game in Tolbi. The strategy is created by PPK (Eric Hokenson) 
and allows you to get the grand prize of 5x Perfect Bonus by following 
these steps:

Step 1 - Save in the lucky dice hut. I prefer saving right in front of the
         NPC who gives you the dice.

Step 2 - Soft OR hard reset the game. For those who don't know a soft reset
         in holding down A+B+Select+Start and a hard reset is simply
         turning off the system then turning it back on.

Step 3 - Load your file and get your dice.

Step 4 - The lucky dice game should start with the perfect bonuses as x3 as 
         a 2 and the x5 as a 1. Move the hands all the way up till they
         won't go any higher then toss them. You should get a "Two Pair!"
         of 3,3,2,2.

Step 5 - The perfect bonuses should be x3 a 2 and x5 a 3. Throw the dice
         straight that means DON'T move the hands leave the D-Pad alone
         just toss. You should now get a "One Pair!" of 3,6,3,5.

Step 6 - The perfect bonuses should now be x3 a 6 and x5 a 4. Move the
         hands all the way down this time and toss. You'll get a
         "One Pair!" of 4,2,1,4.

Step 7 - Perfect bonuses should be x3 a 4 and x5 a 3. Move the hands all
         the way down again and toss the dice. You'll now get a
         "Perfect!!!" of 3,3,3,3 which you see is the x5 perfect bonus.



Battle RNG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Force Item Drops
----------------
 This random number generator can be abused in such a way that you can 
always get the required item drop from an enemy. This can be very handy if 
you wish to get an item that is extremely rare like the Kikuichimonji from 
the Fenrir. It has normal drop rate of 0.4%, and even with a Djinn Kill it 
is only a mere 1.6% chance (see above in the stuff section).

 You can get the item guaranteed if you manage to kill the required enemy 
when the RNG has used exactly 28 numbers. To be honest the number turns out 
to be 31 deploying the Djinn and killing the enemy consumes 3 more random 
numbers. So to keep things simple I will stick to 28. Furthermore, there 
are other magic numbers too, but they won't work on enemies with extremely 
rare item drops. The question is how do you know at which number the RNG 
is? You can't see it and even if you could you wouldn't know at which 
random number it is. The solution to this problem is using the following 
method in general:

   -Restart your game with a Hard Reset by turning the power switch Off
    and On. When you reload your game the battle RNG resets and it will be
    on the first number; this is your reference point.

   -Enter the battle with the enemy that has your item of choice. This has
    to be the very first battle you come across, at least for the strategy
    I am going to describe below.

   -Use exactly 27 random numbers before killing the specific enemy that
    holds the item with a Djinn Kill. The death of the enemy will use
    another random number, hence it will be on 28 (your magic number) when
    it is downed.

   -If the monster had the flashy colored death with a double growl AND the
    RNG was on number 28 THEN you will automatically receive the item you
    desired.

 In case there are any other monsters left in the battle you can finish 
them off any way you like, just make sure you complete the battle. The item 
is going to appear no matter what in the battle end messages if these first 
four steps are completed. This sounds complicated, but it not too hard. 
Below I will provide a short list of all the RN eating battle methods. If 
you don't want to spend time on creating your own RNG methods just look at 
the examples below.

Type of event in battle     | RN usage     | Example
----------------------------|--------------|-------------------------------
Start of Battle             | 1            |   -
Enemy's Turn (per action)   | 1            |   -
Enemy's Death               | 1            |   -
                            |              |
Attack (w/o Unleash)        | 1            |   -
Defend                      | 0            |   -
                            |              |
Psynergy: Attack            | 2 per target | "Briar" on 3 targets = 6 RN 
Psynergy: Heal              | 2 per target | "Wish" on 4 allies   = 8 RN
Psynergy: Additional        | 1 per target | "Resist" on 4 allies = 4 RN
Psynergy: Ailment Status    | 1 per target | "Bind" on 1 target   = 1 RN
---------------------------------------------------------------------------

 There are some initial requirements that have to be met or else the 
following strategies will NOT work. 

 First point: Make sure that the Djinn Kill will cause the double growl and 
colored death of the enemy, because if the elemental power of the character 
that unleashes the Djinni is too weak the Djinn Kill itself will fail 
rendering the entire strategy to be doomed (see Djinn Kill Bonuses for more 
information on this topic). Therefore you should stick to the Djinn setup 
with Isaac having all Venus Djinn and Mia getting all the Mercury Djinn and 
so on for the others. Just make sure the power of their natural elemental 
type is as high as possible. The elemental power of the adept who delivers
the final blow with the Djinni needs to have at least 38 more elemental
attack poewr than the enemy's corresponding elemental defense when (s)he
unleashes the Djinni.

 Second point: As you can see in the methods below there is one initial 
attack in the second turn for most of the strategies. This means that the 
Djinn unleashing character has to be slower than the fastest member. This 
could give rise to a problem if you need Ivan to unleash his Jupiter Djinn, 
because he is by far the fastest member. In order to overcome this give 
somebody an Elven Shirt, Running Shirt and/or Running Boots to boost the 
agility to a level that he/she can outrun Ivan.

 Third point of interest: you have to make sure the statistics of your 
characters are not too weak/strong, because prematurely killing on of the 
enemies in the group will consume an additional RN and thus screws up the 
entire strategy once again. If this happens, just use a weaker version of 
the Psynergy that is mentioned (e.g. use "Flare" instead of "Flare Storm"). 
Now without further ado here are some strategies I came up with for 
collecting those pesky ultra rare item drops. There are strategies here for 
the following enemy / item combinations:

  Dropped Item           Linked Enemy
  ---------------        ---------------
  Prophet's Hat    <->   Dread Hound
  Aura Gloves      <->   Magicore
  Giant Axe        <->   Earth Golem
  Unicorn Ring     <->   Recluse
  Healing Ring     <->   Nightmare
  Lucky Medal      <->   Orc Lord
  Feathered Robe   <->   Wise Gryphon
  Spiked Armor     <->   Chimera Mage
  Kikuichimonji    <->   Fenrir
  Blessed Mace     <->   Thunder Lizard
  Zodiac Wand      <->   Grand Golem

 Fourth point: you canNOT wear any cursed equipment on any of your 
characters. This because cursed items eat up additional RN, causing any of
the strategies to fail. Using the Cleric's ring won't make any difference,
if you are stuck with such an item you must unequip it at a Sanctuary.

 Last note: I will leave out the Battle Start, 'Enemy' attacks and 'Enemy' 
dies after the first strategy. Also note that the enemy will NEVER attack 
the very first turn, when you load a new game. This makes this kind of 
strategy even better to use, because your opponents won't do anything the 
first turn (but they do use up 1 RN per enemy though).


Prophet's Hat
---------------------------------------------------------------------------
Dropped by:    Dread Hound
Weakness:      Water
Save Location: Altmiller Cave - Room with fallen logs & Squall
Battle Entry:  After hard reset load game in this room, walk around this 
               area and 2 Dread Hounds appear

RN Action                     Target
-- -------------------------- -----------------
 1 Battle Start               -

 5 Ivan  -> "Storm Ray"       DreadHound1
 9 Isaac -> "Earthquake"      DreadHound1
13 Garet -> "Flare Wall"      DreadHound1
21 Mia   -> "Wish"            all Allies

23 DreadHound1 & 2 attack     - (no attack, because this is the
                                            first battle)
27 Ivan  -> "Storm Ray"       DreadHound1
27 Isaac -> Defend            -
27 Garet -> Defend            -
27 Mia   -> Unleash Hail      DreadHound1

28 DreadHound1 dies!!!        Prophet's Hat
---------------------------------------------------------------------------


Aura Gloves
---------------------------------------------------------------------------
Dropped by:    Magicore
Weakness:      Water
Save Location: Suhalla Desert - In the first field; in front of exit to
                                the second area
Battle Entry:  After hard reset load game in this field, then walk to the
               left to the second area and 1 Magicore appears.

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Ivan  -> "Resist"          all Allies
    7 Isaac -> "Spire"           Magicore
   11 Garet -> "Protect"         all Allies
   19 Mia   -> "Wish"            all Allies

1+ 20 Ivan  -> "Impact"          Mia
   23 Isaac -> "Spire"           Magicore
   27 Garet -> "Protect"         all Allies
   27 Mia   -> Unleash Hail      Magicore

   28 Magicore dies!!!           Aura Gloves
---------------------------------------------------------------------------


Giant Axe
---------------------------------------------------------------------------
Dropped by:    Earth Golem
Weakness:      Wind
Save Location: Suhalla Gate - Second screen at the entrance
Battle Entry:  After hard reset load game walk back and forth between the
               first two areas. Here an Earth Golem and two Nightmares
               appear.
Notes:         Give Ivan the Turtle Boots, so he becomes slower than the
               rest (alternatively use Ninja Garb, Elven Shirt to speed the
               others up).
               
RN    Action                     Target
----- -------------------------- -----------------
1+  6 Isaac -> "Mother Gaia"     Earth Golem
   10 Garet -> "Debilitate"      all enemies
   18 Mia   -> "Wish"            all Allies
   24 Ivan  -> "Shine Plasma"    Earth Golem

3+ 24 Isaac -> Defend            -
   27 Garet -> Defend            -
   27 Mia   -> Defend            -
   27 Ivan  -> Unleash Squall    Earth Golem

   28 Earth Golem dies!!!        Giant Axe
---------------------------------------------------------------------------


Unicorn Ring
---------------------------------------------------------------------------
Dropped by:    Recluse
Weakness:      Fire
Save Location: Venus Lighthouse - Lower level; enter the Electricity room
               from the Upper level and save just in front of the entrance
               back up.
Battle Entry:  After hard reset load go to the Upper level again, walk
               around in this room and a Willowisp & Recluse appear

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Ivan  -> "Ray"             Willowisp
    9 Isaac -> "Quake"           Willowisp
   13 Garet -> "Flare"           Willowisp
   21 Mia   -> "Wish"            all Allies

2+ 25 Ivan  -> Defend            -
   27 Isaac -> "Quake"           Willowisp
   27 Garet -> Unleash Torch     Recluse
   27 Mia   -> Defend            -

   28 Recluse dies!!!            Unicorn Ring
---------------------------------------------------------------------------


Healing Ring
---------------------------------------------------------------------------
Dropped by:    Nightmare
Weakness:      Earth
Save Location: Venus Lighthouse - Lower level first interior room
Battle Entry:  After hard reset walk around and 2 Nightmares appear

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Ivan  -> "Storm Ray"       Nightmare1
    9 Isaac -> "Earthquake"      Nightmare1
   13 Garet -> "Flare Wall"      Nightmare1
   21 Mia   -> "Wish"            all Allies

2+ 25 Ivan  -> "Storm Ray"       Nightmare1
   27 Isaac -> Unleash Flint     Nightmare1   
   27 Garet -> Defend            -
   27 Mia   -> Defend            -

   28 Nightmare1 dies!!!         Healing Ring
---------------------------------------------------------------------------


Lucky Medal
---------------------------------------------------------------------------
Dropped by:    Orc Lord
Weakness:      Wind
Save Location: Babi's Lighthouse F2 - Enter via the "Growth" vine on the
               left, then save inside the tower.
Battle Entry:  After hard reset load game in this field and 1 Wild Gryphon
               & 1 Orc Lord appear.
Notes:         Give Ivan the Turtle Boots, so he becomes slower than the
               rest (alternatively use Ninja Garb, Elven Shirt to speed the
               others up).

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Isaac -> "Earthquake"      Wild Gryphon
    9 Garet -> "Flare Wall"      Wild Gryphon
   17 Mia   -> "Wish"            all Allies
   21 Ivan  -> "Storm Ray"       Wild Gryphon

2+ 25 Isaac -> "Earthquake"      Wild Gryphon
   27 Garet -> Defend            -
   27 Mia   -> Defend            -
   27 Ivan  -> Unleash Squall    Orc Lord

   28 Orc Lord dies!!!           Lucky Medal
---------------------------------------------------------------------------


Feathered Robe
---------------------------------------------------------------------------
Dropped by:    Wild Gryphon
Weakness:      Wind
Save Location: Babi's Lighthouse F2 - Enter via the "Growth" vine on the
               left, then save inside the tower.
Battle Entry:  ... (there was a mistake in the old description: I still
               need to fix this).
Notes:         Give Ivan the Turtle Boots, so he becomes slower than the
               rest (alternatively use Ninja Garb, Elven Shirt to speed the
               others up).

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Isaac -> "Earthquake"      Wild Gryphon
    9 Garet -> "Flare Wall"      Wild Gryphon
   17 Mia   -> "Wish"            all Allies
   21 Ivan  -> "Storm Ray"       Wild Gryphon

2+ 25 Isaac -> "Earthquake"      Wild Gryphon
   27 Garet -> Defend            -
   27 Mia   -> Defend            -
   27 Ivan  -> Unleash Squall    Wild Gryphon

   28 Wild Gryphon dies!!!       Feathered Robe
---------------------------------------------------------------------------


Spiked Armor
---------------------------------------------------------------------------
Dropped by:    Chimera Mage
Weakness:      Water
Save Location: Babi's Lighthouse F1 - Enter via main entrance and save
Battle Entry:  After hard reset load game walk around and Chimera Mage &
               Ice Gargoyle appear

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Ivan  -> "Storm Ray"       Chimera Mage 
    9 Isaac -> "Earthquake"      Chimera Mage
   13 Garet -> "Flare Wall"      Chimera Mage
   21 Mia   -> "Wish"            all Allies

2+ 25 Ivan  -> Defend            -
   27 Isaac -> "Earthquake"      Chimera Mage
   27 Garet -> Defend            -
   27 Mia   -> Unleash Hail      Chimera Mage

   28 Chimera Mage dies!!!       Spiked Armor
---------------------------------------------------------------------------


Kikuichimonji
---------------------------------------------------------------------------
Dropped by:    Fenrir
Weakness:      Fire
Save Location: Venus Lighthouse - Upper level in the first room
               (right after completing the 5 colored statues puzzle)
Battle Entry:  After hard reset load game walk around and Fenrir &
               Ice Gargoyle appear

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Ivan  -> "Storm Ray"       Fenrir
    9 Isaac -> "Earthquake"      Fenrir
   13 Garet -> "Flare Wall"      Fenrir
   21 Mia   -> "Wish"            all Allies

2+ 25 Ivan  -> Defend            -
   27 Isaac -> "Earthquake"      Fenrir
   27 Garet -> Unleash Torch     Fenrir
   27 Mia   -> Defend            -

   28 Fenrir dies!!!             Kikuichimonji
---------------------------------------------------------------------------


Blessed Mace
---------------------------------------------------------------------------
Dropped by:    Thunder Lizard
Weakness:      Earth
Save Location: Venus Lighthouse - Upper level in the first room
Battle Entry:  After hard reset load game do the following:
               1. Take left stairs back to the Tunnel Ruins
               2. Go back up to the Upper level
               3. Take right stairs back to the electricity room
               4. Go back up to the Upper level
               A Thunder Lizard and Boulder Beast should appear here
              

RN    Action                     Target
----- -------------------------- -----------------
1+  4 Ivan  -> "Ray"             Thunder Lizard
    9 Isaac -> "Mother Gaia"     Thunder Lizard
   13 Garet -> "Flare"           Thunder Lizard
   21 Mia   -> "Wish"            all Allies

2+ 21 Ivan  -> "Ray"             Thunder Lizard
   27 Isaac -> Unleash Flint     Thunder Lizard
   27 Garet -> Defend            -
   27 Mia   -> Defend            -

   28 Thunder Lizard dies!!!     Blessed Mace
---------------------------------------------------------------------------


Zodiac Wand
---------------------------------------------------------------------------
Dropped by:    Grand Golem
Weakness:      Wind
Save Location: Venus Lighthouse - Upper level in the first room
Battle Entry:  After hard reset load game do the following:
               1. Take left stairs back to the Tunnel Ruins
               2. Go back up to the Upper level
               3. Take right stairs back to the electricity room
               4. Go back up to the Upper level
               5. Take the center entrance
               6. Go back to the first room
               Four Boulder Beasts and a Grand Golem should appear here.

RN    Action                     Target
----- -------------------------- -----------------
1+  8 Ivan  -> "Shine Plasma"    Boulder Beast 4 ( <- only 4 targets )
   11 Isaac -> "Ragnarok"        Grand Golem
   14 Garet -> "Debilitate"      Boulder Beast 4
   22 Mia   -> "Wish"            all Allies

5+ 22 Ivan  -> Unleash Squall    Grand Golem
   27 Isaac -> Defend            -
   27 Garet -> Defend            -
   27 Mia   -> Defend            -

   28 Grand Golem dies!!!        Zodiac Wand
---------------------------------------------------------------------------


Perfect Leveling Up
-------------------
 Furthermore the battle RNG can also be forced to yield perfect leveling 
up. This term is coined quite some time ago and results in your characters 
having the highest stats available. Usually at a level up each person gets 
upgraded stats, but the amount by which a statistic increases seems to be 
variable per level up. Hence if you wish to get the best possible 
statistics you need a special strategy for obtaining the most proficient 
level ups. First of all a perfect level up for a character should look 
similar to this:

                  | Isaac   Garet    Ivan     Mia
            ----- | -----   -----   -----   -----
            HP    |     8       8       7       8
            PP    |     3       3       3       3
            ATK   |     4       4       4       4 
            DEF   |     2       2       2       2
            AGL   |     4       4       5       4

To get such statistic boosts every time you need to do the following for 
each character. These leveling up strategies are very tedious and 
cumbersome, but unfortunately not better solution seems to be apparent... 
There are different strategies for all four characters:

Isaac
-----
 Save in Suhalla Desert's first area, but make sure that the sand isn't 
blowing. Hard reset to encounter a Harridan as the first battle on this 
screen. First Isaac attacks him with Flint, then Ivan kills him with 
Squall.

Garet
-----
 Save in Suhalla Desert's first area, but make sure that the sand isn't 
blowing. Hard reset to encounter a Harridan as the first battle on this 
screen. Ivan attacks with Smog, then Isaac kills him with Flint.

Ivan
-----
 Save outside the desert on the world map. Soft reset and encounter a 
Kobold paired with a Warrior Bee. Have Isaac kill the Warrior Bee with 
Flint, and then have Ivan kill the Kobold with Gust.

Mia
-----
Save in Suhalla Desert's first area, but make sure that the sand isn't 
blowing. Hard reset to encounter a Harridan as the first battle on this 
screen. Isaac attacks with Flint, and then Ivan kills with Smog.





===========================================================================
Credits
===========================================================================

The credits go to:

 Camelot Software Planning:
  For creating this brilliant 2-part RPG game.

 Gamefaqs:
  For putting this up the website.

 You:
  For reading this FAQ.

 Me:
  As I enjoyed making this FAQ.

 Lord Torrent: 
  He gave me additional information about the monsters, such as a complete
  attack list and some of the statistics that I was missing like the ICCs.

 Jason Westbrook:
  Telling me that I did not clear up on holding the B button for running
  near the sand stream section in the Venus Lighthouse (I only mentioned it
  in the beginning near the button tutorial).

 Aqua Cadet Dabura:
  Fixed my error about the buy/sell ratio. I thought selling was 66 2/3% of
  the original price, but it is actually 75% of the buying price!

 Paulygon:
  His Password Editor is the only and the best one of its kind. It allows 
  you to create as many custom passwords for GS:TLA. See the link below to
  get the editor.

 A True Gamer:
  Located an error in my Ultimate transfer password; I missed the Lifting
  Gem.

 Jeff Leyden:
  For correcting the mix up between the effects of Power bread and Apple.

 Bob Kars:
  Cleared the Mint/Power Bread mix up in the Vale's hidden cavern.

 Shadow Revnyx:
  Found Arctic Blade Fuchin Falls Temple and a Nut in Kolima Forest that I
  missed in the Walkthrough. Now there are 191 items (I wonder if we will
  ever reach 200).
 
 Tim Assman:
  Used similar type of lay-out for the class Psynergies, which looks much
  better than the original lay-out that I used.

 Justin Hilton:
  Corrected the amount of Exp and Coins Deadbeard gives. I originally used
  Saturos' stats for that by mistake.

 Taren Long:
  For informing me that the Dark Panther Method will only work if the
  Elemental Power of the attacker is higher in some degree than the
  resistance of the enemy. 

 Emperor:
  Found out that I missed the "Revive" Psynergy in the list of cures for
  the Downed Status.

 PPK (Eric Hokenson):
  Creator of Lucky Dice 5x Perfect Bonus strategy. He discovered a method
  to get the maximal bonus time after time, and it works like a charm!

 James Simpson:
  Told me about the little fact that casting "Reveal" on the rocks in the
  Altmiller cave will also unveil the corresponding matching colors.

 Quaenorde:
  She informed me about the missing Vial hidden item in Kalay's graveyard

 Jeffrey Ng:
  -Hinted me about missing Warrior's helm in the hidden item list, even
   though I mentioned it in the walkthrough I didn't enlist it
  -Explained me the perfect leveling up strategy
  -31 turns out to be the magic RNG number, but this doesn't affect my
   strats as you require to use 28 RNs just _before_ unleashing the fatal
   Djinn.
  -Explained about the secret of setting all Djinn in one go; saves you
   much time!

 Nis Pat:
  -Found a missed secret treasure in Tolbi; 9 Coins in the barrel near Babi
   Palace entrance.

 Chris Maka:
  Located the problem of the GBA SP linking problem. The game link only
  works on original GBAs with an old fashioned wired link.

 KrrA_InAgOtAbLe:
  Reminded me that I missed to spell out that cursed items can screw up 
 the RNG methods for item drops. He also found a method to gain an
 infinite amount of Game Tickets.

 BetaWax:
  Located my oversight of not including the Fur Coat into the Collector's
 password, as this item cannot be collected in GS:tLA.

 gamexpert007:
  Found several typos in the section about the Tolbi-bound ship section.

 bdragonboy36:
  Found an error in Appendix F regarding the renaming of the main 
  characters. I forgot the last "Up" direction at the end.

 soulflame / Brian Smith:
  Fixed the messed up description of Game Ticket and Lucky Medal.

 Babydrinks:
  Mentioned my contradicting texts about getting a free ride to Cross-
  bone Isle by (not) beating the Tempest Lizard.

 ElementalSkaterSMC:
  Noticed my error in unlocking "Send" option.

 John Cows:
  Observed that the Psynergy lock has no effect on Fusion Dragon.

 SaxxonPike:
  Found a directional goof-up in the Kolima log section.

 Wolf Link:
  Corrected the minimal amount of elemental attack power that is required
  to get a double growl for a successful Djinn Kill.





===========================================================================
Copyrights
===========================================================================

Iron Knuckle 2004 - 2009 (c)
 Nothing out of this walkthrough may be copied for use on own websites, or 
own profit. The following link is the only website on which my FAQ / 
walkthrough is available, if you wish to upload the FAQ to your own website 
please notify me before doing so. If I am interested enough I will grant 
permission for an additional upload.



-----------------
Website locations
-----------------
 http://www.gamefaqs.com
 http://www.neoseekers.com
 http://www.mycheats.com
 http://www.ign.com



-----------------------
Other Interesting Links
-----------------------
 http://home.earthlink.net/~paul3/
   This is the home Directory of Paulygon; you can get the Password Hacker
   here too.

 http://www.youtube.com/watch?v=Ynt3X5KK2z4
   KrrA_InAgOtAbLe's video for an infinite amount of Game Tickets.

 http://www.youtube.com/profile_videos?user=Zuqkeo
   My vid page, there are some interesting videos such as glitches about
   several video games on display here.



-------------------------
Total GameFAQ productions
-------------------------
 Donkey Kong Country                       Speed Guide
 Donkey Kong Country: 2 Diddy's Kong Quest Speed Guide
 Dungeon Keeper                            FAQ/Walkthrough
 Golden Sun                                FAQ/Walkthrough
 Golden Sun: the Lost Age                  FAQ/Walkthrough
 Jet Force Gemini                          In-depth; Capacity Crates 
 Lufia 2: Rise of the Sinistrals           FAQ/Walkthrough
 Lufia 2: Rise of the Sinistrals           World Map 
 Monkey Island 3: Curse of Monkey Island   FAQ/Walkthrough
 Paper Mario                               FAQ/Walkthrough
 Secret of Evermore                        FAQ/Walkthrough
 Terranigma                                FAQ/Walkthrough





===========================================================================
E-mail, Questions and Contributions
===========================================================================

If you want to ask / contribute / correct anything about this Walkthrough / 
FAQ about Golden Sun, mail to knuckle_iron(at)hotmail(dot)com . Only send 
mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't 
mean to be rude, but this is a Gamefaq. Do wish to add that under normal 
circumstances a reply will be given within 24 hours, if you mail is 
considered relevant. I almost forgot; don't submit anything that has been 
done already in this FAQ. In the section below this you can see a list with 
examples of things that are incomplete.





===========================================================================
Unfinished business
===========================================================================

  - More information about the spells like the individual base strengths
  - Any Items / Chests that I missed
  - Any interesting passwords (e.g. ones with nice features)
  - Any other special things that I missed
  - A good entry spot for the Wild Gryphon battle for the RNG method of
    the Feathered robe




                                     -
                                    -=-
                               - --=====-- -
                          - ---== | END | ==--- -
                               - --=====-- -