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Walkthrough

by Shotgunnova

                                                 /�\
                                                /  /
         ____                              __  /  /    ____
        /  _ \    __  /�/                 \  (/  /    /  _ \
       (  /�)_)  (  |( (____ __________    \     \_  (  /�\/ 
       | |    _,._| | \____ \  __,     \    )   ___/  \ (/���|/��|����\
       | | /�|  _   |  /)  )   _\| /��) )  /   /       \ \�) |�|    /\ ) 
       ( (_) ) (_)  |_( (_/ / (_ | ) / /  /   /    /\___) )| |_) , / / )
        \___ |\___/___/\___/\___/|/ {_/  /   /    /______/ |____/_/ {_/
         ���\) ��� ���  ���  ���     �  /   /    (/������   ���� �   �
                                       /   /
    Spoiler-free FAQ & Walkthrough    /   /  Email: shotgunnova [a+] gmail.c0m
    -by- Shotgunnova (P. Summers)    /   /
____________________________________/   /______________________________________
������������������������������������\  /�����������������������������| INDEX |�
                                     \/                               �������
    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Story .......................................................... STRY
       Elemental Relationship ......................................... ELMT
       Status Effects ................................................. STTS
       Stat Overview .................................................. STTO
       Send Option .................................................... SNDO
       Djinn Usage .................................................... DJNU
       Tips N' Tricks ................................................. TPST

  III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Vale ....................................................... WK01
       02) Sol Sanctum ................................................ WK02
       03) Vault ...................................................... WK03
       04) Gome Cave .................................................. WK04
       05) Bilibin .................................................... WK05
       06) Kolima ..................................................... WK06
       07) Kolima Forest .............................................. WK07
       08) Tret Tree .................................................. WK08
       09) Bilibin Cave ............................................... WK09
       10) Imil ....................................................... WK10
       11) Mercury Lighthouse ......................................... WK11
       12) Kolima Forest [II] ......................................... WK12
       13) Fuchin Temple / Fuchin Falls Cave .......................... WK13
       14) Mogall Forest .............................................. WK14
       15) Xian ........................................ [OPTIONAL] ... WK15
       16) Altin / Altin Mine ......................................... WK16
       17) Lama Temple ................................................ WK17
       18) Lamakan Desert ............................................. WK18
       19) Kalay ...................................................... WK19
       20) Vault / Vale ................................ [OPTIONAL] ... WK20
       21) Tolbi-Bound Ship ........................................... WK21
       22) Tolbi ...................................................... WK22
       23) Altmiller Cave ............................................. WK23
       24) Tolbi [II] ................................................. WK24
       25) Lunpa / Lunpa Fortress ...................... [OPTIONAL] ... WK25
       26) Suhalla / Suhalla Desert ................................... WK26
       27) Venus Lighthouse [Part 1: Lower] ........................... WK27
       28) Lalivero ................................................... WK28
       29) Babi Lighthouse ............................................ WK29
       30) Tunnel Ruins ............................................... WK30
       31) Venus Lighthouse [Part 2: Upper] ........................... WK31

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

       Crossbone Isle ................................................. CRSB
       Psynergy List .................................................. PSNR
       Class Overview ................................................. CLSS
       Djinn List ..................................................... DJNN
       Shop List ...................................................... SHPL
       Equipment List ................................................. EQPT
       Transferring File to Golden Sun TLA ............................ GSTR
       Minigames ...................................................... MNGM

    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Naturally, being a GBA game, there is no option to change the controls. For a
 great tip, harness the psynergy shortcuts as they'll make field use much, much
 easier.
  ___________ _______________________________________________________________
 | BUTTON    | FUNCTION                                                      |
 |�����������|���������������������������������������������������������������|
 | D-Pad     | Controls character movement                                   |
 | Start     | Un/pause game                                                 |
 | Select    | Displays field commands                                       |
 | A-Button  | 'Examine/Confirm' button                                      |
 | B-Button  | Run (hold down) / Make dialogue appear faster                 |
 | L-Button  | Use psynergy shortcut / Zoom-out when on map                  |
 | R-Button  | Use psynergy shortcut / Display world map (when on map)       |
 |___________|_______________________________________________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
STORY                  [STRY]
�����������������������������
 From manual:

 "Nestled 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
 mountains' 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 hearts 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 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!"

ELEMENTAL RELATIONSHIP [ELMT]
�����������������������������
 Like 99.9% of RPGs, Golden Sun's abilities & characters are elemental-based,
 so they have inheret strengths and weaknesses. Fire/Water and Earth/Wind are
 paired together, each one good against the other while neutral to any not
 aligned with it. For instance, Fire is super-effective against water-type
 enemies but does normal damage to Earth/Wind. Djinn and equipment will help
 mold players' resistances, so always check to see the fine print on their
 effects (for equipment, the 'Detail' option).

STATUS EFFECTS         [STTS]
�����������������������������
 Golden Sun introduces a couple seldom-seen effects here: Curse and Haunt.
 The former is caused by equipment that, once on, can't be removed unless a
 village healer is paid to; the latter is caused by Haunt-type enemy spells
 and also requires a healer's aid. The rest of the statuses are normal fare.
 Most self-alleviate after 'x' amount of time in-battle or by ending battle,
 although some (Curse, Downed, Haunt, Poison, Venom) require special action.
  ________________ __________________________________________________________
 | Status         | Effect                                                   |
 |����������������|����������������������������������������������������������|
 | Curse          | Caused by equipment; may paralyze character during round |
 | Deluded        | Causes decreased physical accuracy                       |
 | Downed         | User is defeated (0 HP) and can't participate in battle  |
 | Haunted        | Caused by spell; user takes damage at end of each turn   |
 | Paralyzed      | Paralyzed and can't take action or evade                 |
 | Poison         | After taking an action, user's HP decreases a minor bit  |
 | Predict Downed | User is cursed by enemy spell, and dies after 7 turns    |
 | Seal           | Can't use psynergy                                       |
 | Sleep          | User cannot take action for a random number of turns     |
 | Venom          | After taking an action, user's HP decreases a crapload!  |
 |________________|__________________________________________________________|

STAT OVERVIEW          [STTO]
�����������������������������
 Like any good RPG, Golden Sun has some stats to learn. These can be viewed
 in their non-abbreviated form by checking the Status menu.

 HP  - Health Points. When they reach 0, the user can't participate in battle
 PP  - Psynergy Points. When they reach 0, the user can't use psynergy
 LV  - Person's level. Determines stats and class psynergy.
 EXP - Experience level. As it goes up, the person gains a level
 ATK - Attack. Determines strength of weapon strikes and some psynergies.
 DEF - Defense. The higher it is, the lower enemy physical attacks do.
 AGL - Agility. As it grows, unit acts quicker and evades phys attacks more
 LCK - Luck! Influences enemy drops and critical hits, mainly.

SEND OPTION            [SNDO]
�����������������������������
 What's the Send option? It's a special method of transferring saved data to
 Golden Sun: The Lost Age, the game's sequel (also on GBA). There's a few
 steps to opening it up though!

 1) Beat the game entirely and save a cleared file after the credits
 2) Go to game's main menu
 3) Hold Left on D-Pad and R-Button
 4) Press B-button
 5) Send option appears!

 Now, there are two options for transferring data: password or link cables.
 The former is annoying to type in but an option anyone can do, since it
 doesn't require extra accessories; the latter requires link cables (sold
 seperately) to instantly transfer data.

 The password option has three levels (in descending order of usefulness):
 gold, silver, bronze. Gold saves will transfer more things than Bronze, but
 will be longer passwords, expectedly. So what transfers over on each tier?

 - Gold ---> Levels, Djinn, Stats, Items, Coins
 - Silver -> Levels, Djinn, Stats
 - Bronze -> Levels, Djinn

 The essentials will always be carried over, but for people who want "perfect
 saves" for The Lost Age, they'll want to carry over their inventories. After
 all, some items in Golden Sun CANNOT be found in the 2nd game! Check out the
 Appendices section to see what you will want to or should carry over.

 NOTE: Passwords are case sensitive, so if even one letter is screwed up, the
 entire thing is screwed up! For gold passwords with 6 pages of stuff to write
 down, this can be very annoying, so be meticulous!

DJINN USAGE            [DJNU]
�����������������������������
 Djinn not only determine which class a person is (and by that extension, the
 current psynergy), but also a character's stat boosts and general power level!
 They can also be used in-battle to aid the allies. There are three modes to
 djinn:

 #1) SET     : A set djinn is simply on the person, ready to be used. In this
     stage, it can either (1) be manually put on standby, if in the djinn
     menu (2) used in-battle and then automatically put on standby. Set Djinn
     will give stat boosts as long as they're not in recovery or standby mode.

 #2) STANDBY : These djinn have been used, or manually put in this mode, and
     can be readily summoned in battle. Standby djinn do not give stat boosts
     until they're put back in Set mode!

 #3) RECOVERY: After being used as a summon in-battle, each djinn has a 1-turn
     downtime _per each. This means a 4-djinn summon will take four turns 'til
     all can be used again. The stat boosts, abilities, and classes lost when
     a djinn is used will be automatically be regained. If you finish battle
     while a djinn's recovering, simply walking around will suffice as their
     "turns" -- a little chime plays as each becomes set again.

 So the flow is Set -> Standby -> Recovery -> Set again. Each element has four
 summons, using 1-4 djinn, and increasing damage. As more djinn are found, the
 better summons can be used. Manually putting a djinn in standby lets a player
 pop off a summon at the start of battle! The summons are:

 Earth: Venus -> Ramses -> Cybele -> Judgment
 Fire : Mars -> Kirin -> Tiamat -> Meteor
 Water: Mercury -> Nereid -> Neptune -> Boreas
 Wind : Jupiter -> Atalanta -> Procne -> Thor

TIPS N' TRICKS         [TPST]
�����������������������������
 Here's the depository for game tips! Like most of my latter-day guides, if
 a reader has a doozie to put here, drop me a line and I'll put it here (as
 long as it's up to snuff).

 � ENEMY DROPS: they're often hard to get. Some of the rare equipment pieces
   found toward the endgame have such low chances of dropping, a person could
   pass them by completely! However, there is a way to even the score a bit
   and that's by defeating enemy with psynergy/djinn that plays off their
   elemental weakness. If done right, an enemy will blink polychromatically
   before they disappear from the field -- this is the telltale sign they
   were killed by their elemental weakness. Now, this doesn't boost the drop
   rate of items up to 100% but it'll help you find rare items like the
   infamous K-Sword (Kikuichimonji) a lot easier.

 � RNG: a.k.a the Random Number Generator. This governs random events in the
   game, such as monster encounters, drop rates, enemy formations, and so
   forth. If you know how to use it in your favor, you can save lots of time
   in getting enemy drops! Check out this FAQ for more information on the
   subject: www.gamefaqs.com/portable/gbadvance/file/468548/19312 

 � INVENTORY MANAGEMENT: it's crucial! Everyone can hold fifteen (15) items,
   so that makes sixty maximum. Consumable items are combined into one group,
   but equipment won't be. In places like Crossbone Isle, where a bunch of
   items are obtained at once, it pays to have an inventory reasonably clear
   of clutter. One good way to do this is to use all stat-boosting items and
   dump any junk like herbs, antidotes, elixirs (since psynergy can take care
   of those). NOTE: If you have an artifact you need to get rid of but aren't
   near any shops, drop it as a last-ditch effort. It _WILL_ magically appear
   in shops thereafter for some reason. I only found this out by accident,
   m'self...

 � SHORTCUTS! Not battle-wise, but psynergy-wise. Since it's such a large part
   of field work, use the L- and R-buttons as shorcuts to pick some of the
   more common psynergies. To make a shortcut, go into the psynergy list and
   press L/R Shoulder, then pick which spell to match with it. It helps a
   crapload.                                        _________________________
___________________________________________________/ III. Walkthrough [WLKT] |_
�������������������������������������������������������������������������������
01) VALE                                                                 [WK01]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 To start a new game, select "New Game" on the options screen after the main
 title. At this point, you can name the hero (Default: Isaac) of the game. If
 you want to harness a hidden feature that lets you name the other allies,
 press the select button thrice on the options screen. You'll hear a "ping!" 
 that lets you know you've done it correctly. You can now name the other three
 members of the party (Default: Garet, Ivan, Mia). 

 If you feel like naming three of the game's incidental NPCs (mostly), while
 on the "Mia" naming screen, press Up, Down, Up, Down, Left, Right, Left,  
 Right, Up, Right, Down, Left, Up, then Select. Now you can name Felix, Jenna,
 and Sheba, too!

  |����|�������������|                    To Mt. Aleph
  | 01 | 1 Coin      |                           |        Sanctum
  | 02 | Herb        |                          |�|      /
  | 03 | Smoke Bomb  |                        __| |_|����|_
  | 04 | 3 Coins     |                       |____  |_  _| |
  | 05 | Antidote    |        Kraden's            |     ___|
  | 06 | 6 Coins     |        ___\____             ��| |
  | 07 | Elixir      |    _  |  ____  |  |�|_________| |__/�������\
  | 08 | 5 Coins     |  _| |_|7|  8 | |__|   ___________    |����| )
  | 09 | Nut         | |     | |_  _| |  _  |           \ _ |_  _| |-Garet's
  | 10 | 123 Coins   | |_   _|____   _| |_  |            | |_      |  House
  | 11 | Vial        | |  ___   ____|   |  _|        ____)    /����
  | 12 | Power Bread | | |___\__________|   |      _| 6  |  �������|
  |____|_____________| |________________    |     | |_  _|  |����| |-Isaac's
                                        \   |     |_   ___  |_  _| |  House
 The first level is split in 2 parts:    )  |_______| |___|  ______|
 past and present. They gotta be done    |  _________    ___|
 in that order, too...                   |_ 9|   _|___  |
                               Jenna's   |  _|  | ___ | |
VALE (PAST)                     House  \_|_  |  ||_5_|| |    _______________
�����������                            |  ___|  | ___ | |   |  ____   ____  |
 After some events, Dora will leave    | |___   ||_ _|| |   | | 4  | |10  | |
 Isaac outside during the storm. You   |___  |  |  ___| |   | |_  _| |_11_| |
 will notice that boulders block the      _|_|__|_|___| |___|         ______|_ 
 stairways if Isaac deviates from a      /  _________   ____  |����| |  ____  |
 set path, so locate Garet near his     (  |^|  |^     /    | |_  _| | |  3 | |
 northern house, then go west across     \___|   ������     (   _____| |_  _| |
 the bridge to Kraden's. The object is               Shops  /\____________   _|
 to arc southwest and locate Jenna's house, down by       \/    12  (   ____/
 the waterfall's base. The titular girl is sent to        /   |����| \____  )
 the town entrance, so follow her there and she'll       /    |_  _|     __/
 join the party. At this point, return to Jenna's       (  ___       ____  |
 house for a scene, then leave as Isaac back toward     | | 2 |     |INN | |
 the lower residential area (where he just was). An     ( |_ _|     |_ 1_| |
 eavesdropping scene later, do the unwinnable fight      \_______   _______)
 and end this sequence. [No items in this portion!]              |_|
                                                                  |
VALE (PRESENT)                                             To World Map
��������������
 Back in reality, the three kids are now spry teenagers. Finish the roofing
 scenes at Isaac's house and Garet/Jenna join the party. The objective is to
 find Kraden's house, still in the same place as before, although he'll be
 there this time! Get past the two obstacles en route and talk with Kraden,
 who suggests going to Mt. Aleph to corroborate some travellers' stories.
 At this point, Isaac and the gang can explore the town and loot it for the
 meager items. Some of the booty (#10-12) can't be found yet -- only later
 can we pocket 'em. Also, there are no enemies to fight intown like before.

 To get to Mt. Aleph, there's a single priest guarding the path. When he's on
 the side of the building opposite the road up, sneak by. [Consider outfitting
 most of the party with Long Swords and Travel Vests -- if you sell the old
 stuff, two characters can be geared up properly.]

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Sol Sanctum                                                          [WK02]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Bat, Wild Mushroom, Vermin, Slime, Amaze

 The enemies here are all weak versions of counterparts that appear later, for
 reference. Also, you may find that Garet always defends in battle even though
 you chose him to attack. This is because, if his target is defeated by a
 faster character, he (and anyone else in this situation) auto-defends rather
 than choosing another target. Kind of annoying! Pick a target different than
 Isaac's to make the most out of early battles.

                                       To Alchemic Chamber [4567]
                                                  |
                |�����|�����|                    |�|  
                |           |                  |�   �|�����|
                |_____|_   _|                  |           |
       _ _ _            |  B|_    _____       _|_   _|_   _|
      | | |A|           | |�  |  |  _  |     |3|_| |_  | |B|
      | | | |           | |  _|  | |_| |_    |_  __  | |___|
      |_   _|  _  |�|   |___|    |_____  |___|  _____|
        | |   |1|_| |                |___   ___|
        | |___| |  _|_________          _| |
        |___  | | | |  ___   _|    ___ |  _|�����|
            |     | | |  _| |_    |  2|| |  _|�| |
            |     | | | |     |   | |� |_  |   | | |����|���������������|
            |_   _|_| | |     |   | |____| |___| | | 01 | Small Jewel   |
              |_______| |_   _|   |______   _____| | 02 | Small Jewel   |
                         _| |_        ___| |       | 03 | Herb          |
                        /     \   ___|  _  |       | 04 | Mythril Bag   |
                       (_  ____) |  ___| | |       | 05 | Mythril Bag   |
                        ( (      | |  _  | |       | 06 | Mythril Bag   |
                         \ \     | |_|A|_| |       | 07 | Mythril Bag   |
                        START    |_________|       |____|_______________|

 Enter the sanctum after the ascent and proceed to the water room, which has
 stepping stones here. Isaac can only jump in the cardinal directions, so work
 from the right side, to the middle, then out. The corridor beyond leads to a
 2nd water room which has three exits, the leftmost being a dead end. Take
 the [Small Jewel] from the middle and put it in the rightmost's minotaur
 relief when the item menu appears -- this reveals the dead end's secret door!

 The large chamber opened up supposedly has two secret entrances, and Kraden
 talks about how he thought the place looked strange. So where are these
 alleged hidden paths? Why, just look behind the statues with the dots on the
 floor! These will be telltale signs (throughout the game) that something can
 be moved within the dotted border. The left of the two is a dead end, but the
 other leads to a stairway.

 On 2F, continue until coming to a 4-way intersection. Take the left path to
 find another [Small Jewel], then head up and out of the maze. There'll be
 more movable statues except only "Move" psynergy can reach them -- there's
 a relief behind the leftmost, and an exit alongside it. Put the Small Jewel
 we just obtained in the relief, then leave through the new entrance behind
 the rightmost statue. The small maze beyond has an [Herb], while the other
 entrance leads to...

 ...The Sun Relief! Watch Kraden yak about the two rooms, then go upstairs
 (3F) and find more movable statues. Try to push one of the nearest ones and
 Kraden will talk about how it's a trap! Instead of doing the moon relief
 puzzle first, do the one adjacent: the sun relief. Push the two statues onto
 the floor tiles to make a hole in front of the larger statue, then use Move
 psynergy to pull the clunky thing into the hole. Now the four moon relief
 statues can be safely placed.

 Back downstairs (2F), visit the sun room and inspect the wall where the beam
 of light appears -- a warp should open. This leads into the heart of the
 mountain, the alchemic chamber! After some dialogue, agree to help Kraden
 collect the stones and get the four [Mythril Bag]s. Start in the southeast
 corner, then hit the northeast and southwest statues, respectively. Looking
 at each statue makes rock pillars appear from the water.

 When the 3rd Statue is inspected, there'll be some events and the squad'll
 have to get the remaining stone from the NW (Mars) statue. Eventually Garet
 and Isaac will be teleported out of the alchemic chamber and back to the
 sun relief. There'll be no enemies to sort with here, but it's a lot easier
 to just use Isaac's "Retreat" ability to leave Mt. Aleph.

AFTERMATH: VALE
���������������
 Following some more scenes in the village sanctum, the Great Healer asks if
 the duo will own up to their responsibility and go on a quest to save the
 land. Of course, choose yes -- choosing no actually ENDS the game completely.
 At the town entrance, Isaac gets the [Catch Beads] and an [Herb] before being
 sent on his way.

 If you return to Vale, you can get two more [Herbs] from the item seller and
 -- using Catch -- get the [Nut] from the tree near Jenna's house. There's
 nothing more to do, though, so hit the road, Jack.

WORLD MAP
���������
 Locate the weird thing running around to find the first djinni of the game,
 Flint. He's an earth-type like Isaac and joins without any rigamarole. This
 opens up the 'Djinn' option in the menu. Setting a djinn on someone will
 increase the powers of that djinn's type, and may even change their class &
 psynergy abilities. A mandatory tutorial on this is given, so...

 The next stop is Vault, the town in the southeast.

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Vault                                                                [WK03]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Unlike Vale, Vault is rather small and not confusing at all. First things
 first, time to steal valuables.

 � Sleep Bomb - item shop barrel
 � 7 Coins ---- jar in house nearest entrance
 � 4 Coins ---- barrel in middlemost house
 � Mint ------- inn's barrel (1F)
 � Nut -------- crate near mayor's house
 �

 If you climb the rim of town and ring the watchtower's bell, you'll notice
 there's another earth djinni that can be obtained. Unfortunately, we won't
 be able to snatch it until the "Reveal" synergy is found. So, with that
 said, let's do the mandatory stuff.

 At the Mayor's house, talk with Ivan, the kid Hammet dropped off before he
 left. This new guy will be searching for his master's stolen rod, and after
 some talk, he'll join the party. His "Mind Read" powers can be used to help
 solve the stolen goods mystery -- it's useful to set it to one of the
 shoulder buttons.

 ############################################################################
 OPTIONAL: Vale
 If you return to there at this time, Ivan's Whirlwind can be used on the
 bush behind the weapons shop to get a [Power Bread] chest!
 ############################################################################

 Mind Read can be used on anyone, person or animal. There are three shady
 people hanging around town, and two of 'em are in the inn. They'll try to
 avoid being near Ivan, so try to leave the quarters and a plan will be
 devised: corner 'em and read the minds! It's rather simple, and Garet will
 prevent them from leaving.

 After the event, Ivan finds out the stolen goods are being kept in the inn.
 Outside, the person guarding the ladder will have left and the team can climb
 inside. "Move" the large crate out of the way and find the stolen goods in
 a hidden attic. This will start a boss fight!
  ___________ _____ ____ _____________ ________________ _______
 | BOSS      | HP  | XP | WEAK        | DROPS          | COINS |
 |�����������|�����|����|�������������|����������������|�������|
 | Bandit    | 240 | 36 | Fi Wt Wn Er | Bandit's Sword |   123 |
 | Thief [2] | 120 | 15 | Fi Wt Wn Er | -------------- | Total |
 |___________|_____|____|_____________|________________|_______|

  The first real boss fight in the game can be kinda hard if y'slacked off
  in training. The best way to tackle this fight is to go after the Bandit,
  particularly with offensive synergy that can attack his cohorts as well.
  The thieves can use Herbs to heal themselves so the blitzkreig strategy
  works well: hit hard every turn unless healing is required, and then have
  Ivan do it since he's fastest.

 After the fiends are arrested and Ivan leaves with the [Shaman's Rod], it'll
 be time to leave as well. Make sure to visit the mayor to receive an ample
 reward, a [Water of Life] for reviving fallen comrades.

WORLD MAP
���������
 The options now are to go north to Lunpa in the north, or Goma Cave west of
 Vault. The former is locked down now and there's a single [Nut] to take;
 we'll return here later. The latter is the real place to go.

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Goma Cave                                                            [WK04]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Will Head, Skeleton, Ghost, Zombie
                                          _
                           |�����������| |C|____
                           | |�����|�  | |      |_____
                        ___| |___  | |�  |  /�|      D|
                       |  _   _  | |_|   | (__ �������
                       | | |_| | |   \   |__  |__/����|
                       | |___  |E|  EXIT    |_____/�) |_
                       |  _  |  �                   |  B|
                       | | | |      Lucky Medal      ���
                    ___| | | |          _    \_   _
                   |A    | | |_       _|C|___/ ) |E|___
                    �����  |   \___  |A|__   _/ _|D _  |
                        _  |�|___  | | |__|_|__|___| | |-Djinn:
                       | |_|  _____| |______  ___  __|�  Forge
                       |  _  |_             \_   _/
                       |_| \___|              | |____
                      ENTER                   |     B|
                                               ������
 At the cave entrance, do the easy stump-moving portions until ascending the
 cliff. There'll be an overgrown log in the way, and after trying to "Move"
 it with psynergy, the team will be nonplussed as how to continue. Luckily,
 Ivan shows up to join the party -- his Whirlwind tech will get rid of that
 leafy nonsense. Move the stump, blow the leaves off the cave entrance, and
 head on in, folks!

 Inside, the quick way to the exit is blocked -- there's no stepping stone!
 Instead, go down the "A" stairway to the B1 floor and head across the room
 to where a djinni is sitting on a ledge. Push the stump so it can be used as
 a stepping stone once y'get higher; then, exit down the "B" stairway. Across
 this room is the "C" stairway, which leads to two movable stumps, one of
 which can be thrown into the cavern below. A [Lucky Medal] is the reward to
 get here.

 Back down stairs, the stump thrown overboard gives access to the "D" stair.
 This leads back up near the djinn (Forge), a fire-type. Save and heal before
 attacking him, because if he flees, the room must be re-entered to make him
 appear again. He uses Blast psynergy typically, so keep Ivan healed and
 using Ray -- should take about three turns to whittle his 170ish HP down.

 From there, head upstairs, push the stump into the river -- connecting the
 cut-across path -- and go north, eventually exiting onto the world map by
 Bilibin.

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Bilibin                                                              [WK05]
_______________________________________________________________________________
�������������������������������������������������������������������������������
                               To McCoy's Palace [678]
                                          |
                              _    ______|�|_______
       |����|��������������| |B|__|  ____    ____  |���|-Sanctum
       | 01 | Hard Nut     | |    | | 1  |  |    | |  _|
       | 02 | Antidote     | | |��| |_  _|  |_  _|_|4|  _________
       | 03 | 5 Coins      | | | _|                  | |  _   _ 5|
       | 04 | Herb         | | |  ___   ___ A _____| | |B| | | |_|
       | 05 | Djinni: Gust | | | |   | | 2 | | INN | |  �  | |  _
       | 06 | Nut          | | | |_ _|3|_ _| |_   _| |     | |_|A|
       | 07 | Smoke Bomb   | | |___________________| |     |_____|
       | 08 | Elixir       | |              _        |
       |____|______________|  �������������|^|�������
                                          START

 The real reason to come here is to get Ivan a wind djinni, hidden underneath
 the town in a secret warehouse. If you push the town statue out of the way,
 you gain entrance to it...but can't get anywhere. So where's the alternate
 path? Go up near the sanctum and walk OVER the smooth-top palisade, which
 will go around to the other end of town. Use Whirlwind on the overgrowth,
 enter the secret path, and use Move to push the statue out of the way. This
 djinni (Gust) will join without a fight, luckily. Time to visit the man in
 charge of town, north of the square.

 Guards are posted outside the mansion but talking to them gives entrance.
 McCoy's Palace has a few items as well. A [Nut] is hanging in a tree out
 front, the interior southwest tower has a [Smoke Bomb], and the 1F kitchen
 has an [Elixir]. Talk with McCoy and agree to help lift Kolima's curse, but
 he eventually refuses. The guard drops the hint that the barricade blocking
 the road was shabbily built and may not require McCoy's key (Mind Reading
 gives a further hint).

PATH DECISION
�������������
 There are now two options on where to go, although both will have to be
 tackled eventually: Mercury Lighthouse or Kolima Forest. Taking the latter
 will give some extra djinn and items early, but after finishing the former,
 the player will have to backtrack through the forest. It's not hard or
 anything, but that can be annoying for some people. Taking Mercury Lighthouse
 first may be the "expected" path, as you'll have a 4th and final character to
 fight the Kolima Forest boss with.

 Which do I suggest? Kolima, of course! Getting djinn early and such gives a
 leg up for later, and that's always good. The backtracking is minimal and
 will be easier later, too.

BILIBIN BARRICADE
�����������������
 This is east of Bilibin and a mandatory stop en route to Kolima. There'll be
 a blocked path here, but you'll notice there is a dotted line on the ground,
 so something can be moved -- the left part of the barricade! Use psynergy to
 get it out of the way, and y'can pass through unimpeded! [NOTE: As soon as
 you cross the bridge past the barricade, go west onto the "peninsula" and
 search the ground for Turtle Boots. These raise DEF at the expense of AGL,
 but beware: sell these and they're gone permanently!]

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) Kolima                                                               [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������
       |�����������������|                   |����|�����������������|
       | |����|   ____  4|       ____/���\   | 01 | Lucky Medal     |
      _| |_ 1_|  |    |  |      / ____/�) )  | 02 | Herb            |
     |_          |_3 _|  |     ( (_   _/ /   | 03 | 7 Coins         |
       | |����|       _  |_    | |A| |B /    | 04 | Apple           |
       | |_  _| |����|B|  _|   |_  |  ��     | 05 | Djinni: Granite |
       |       2|_ A_|5| |       |_|         |______________________|
       |              �  |
        �����������������
 There's very little to do here, as you can see: everyone is turned into a
 tree by the forest curse. That means no shops are open and no one to talk to
 (although you can still Mind Read folks). The main reason to come here is to
 collect another djinn, seen standing inside a fence in plain sight. There's
 no obvious way to get to him...but there is a way. The hint is told by the
 tree-people in the house alongside the djinn; apparently the dad has a
 "secret treasure"! To find it, enter the house's backdoor (blindspot) to find
 a ladder! The small screen below has enemies (Skeleton/Ghost/Bat) but leads
 to the second earth djinni, Granite. It joins without a hassle, too.

 That's all there is to do here. Next stop is Kolima Forest, although you'll
 probably want to return to Bilibin and heal up, as well as get better gear.

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Kolima Forest                                                        [WK07]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Rat, Rat Soldier, Drone Bee, Skeleton, Will Head, Troll

            To Tret Tree
                      |
               ______|�|
              |__   ___|
                 | |___
              |��  |   |-Fur Coat
              |  ����  |
              |_|      |  In the first screen, you'll find a dungeon mainstay
     _________| | POND |  for the rest of the game: log-rolling puzzle. Logs
    |  _______         |  will block paths and can roll in two directions,
    |  _      | |______|  opening some paths and maybe closing others. The
    |_| |     |________|  first one's rather easy, and just involved going
     ___|     |           around the right side of the screen. The 2nd screen
    |_____   _|           has another easy puzzle and a [Nut], although the
     _____| |_            player should know it doesn't appear until after
    |  _______|____       Mercury Lightouse is cleared.
    |       _      |___
    |______| |_|�   _  |  In the third screen, there'll be another log puzzle.
        /    |_   _| | |  The objective is to push the parallel piece into the
      Nut     _| |___| |  creek, but there's two horizontal ones blocking its
             |_____   _|  advance. The order is: parallel -> upper -> parallel
                  _| |    -> lower -> upper -> parallel. This gives access to
           Start-|___|    the cliff exit.

 Fourth screen has a floodgate pond, and the cliff path is blocked by -- you
 guessed it -- a log. The floodgate switch will drain the pond to give Isaac
 a chance at moving the logs, and hitting it again floods the pit to let him
 walk on the floating ones. Walk along the floating logs (without moving any
 first) and you'll notice to get to the exit, only one log needs to be moved.
 Drain the pit and move that one, opening the cliff path all the while. 

 |�������������������|  With the exit open, it's time to get the NE chest, a
 | |�|               |  [Fur Coat]. The logs should currently look like the
 | |1|  ____   ____  |  diagram at the left, having moved only #1 to get to
 | |_| | 2  | |  3 | |  the exit. Do the following to reach the Fur Coat:
 |      ����   ����  |
 |      |�|          |  1) Log 2 & 3 upwards
 |      |4|          |  2) Log 1 eastwards
 |      |_|     N    |  3) Log 4 eastwards
 |   _____     W+E   |  4) Log 3 southward
 |  |  5  |     S    |  5) Log 4 westward
 |   �����           |  6) Log 2 southward
  �������������������
                        With that out of the way, and the exit already open,
 there's no need to reset the logs. Head north to find Laurel and Tret, the
 latter of whom has vines on his trunk and can be climbed into. Gives new
 meaning to "getting into your head," huh? [Laurel's Mind Read quote talks
 about how Mercury Lighthouse's cleaning waters can cure Tret. Interesting.]

_______________________________________________________________________________
�������������������������������������������������������������������������������
08) Tret Tree                                                            [WK08]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Spider, Drone Bee, Rat, Troll, Gnome, Creeper
            _____   _____      ____ ________________
      _____|   __|_|    2|    |    |                |
     |___    C|3  _   �|�     | 01 | Healing Ring   |
     |  ___|__|__| |_ � �|    | 02 | Djinni: Breeze |
     | |___|    B|   | |�     | 03 | Nut            |
     | |_        |___| |      |____|________________|
     |_____|_   _|  _| |
             |_________|       This place can be a little confusing, as the
            _____              exterior boughs are blocked by foliage and this
           | |1 B|__________   obscured the path. First things first, climb to
         __| | |� ________  |  2F and exit out the right side. Thiere'll be a
   ___  |________|  ___   | |  vine connecting to the 3F branches here, which
  |_  |____|A    |_| __|__| |  can be taken on into the interior again. The
  |_____  _       ____   ___|  chest in the center has a [Healing Ring], but
     |___| |_____|    |___|    the leaf stepping stone Isaac takes breaks after
            _____   _____      one try, and he'll fall down to 2F again -- it's
           |A    | | BOSS|     worth the backtracking!
           |  D  | |  D  |
           |_   _| |  C  |     Climb up to 4F when ready. The two paths here
             |_|    �����      both lead to 5F, but the right path leads to a
            START              [Nut] and Jupiter djinni (Breeze) who must be
                               fought to be tamed; the left path is the real
 way to go though. Go across the middle leaf until it's cracked, then jump back
 onto it to fall all the way to B1 where the boss is. ["Retreat" psynergy can
 be used if you're not sure about winning here.]
  ___________ _____ _____ ______ ________________ _______ ___________________
 | BOSS      | HP  | XP  | WEAK | DROPS          | COINS | USES: Sleep Star, |
 |�����������|�����|�����|������|����������������|�������| Growth, Quake,    |
 | Tret      | 710 | 226 | Fire | Potion         |  700  | Thorn             |
 |___________|_____|_____|______|________________|_______|___________________|

  Each character should use his best single-target psynergy here, and one
  character should have the Healing Ring for extra support (Ivan's fastest).
  If Ivan has two Jupiter djinn, he will have the "Impact" spell and can use
  that to increase the other boys' ATK -- this helps since Tret's strong vs.
  wind attacks. This would be a standard battle if not for Sleep Star, which
  can put multiple targets to sleep.

 When the battle's won, a vine upwards appears and the Kolima segment will be
 done. Now it's time to visit Bilibin Cave, northwest of the titular city and
 near the frozen wastes. 

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) Bilibin Cave                                                         [WK09]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Ooze, Gnome, Ghoul

 Later on we can backtrack here to find some hidden items, but for now, it's
 just a couple (1 & 2) marked on the map.
                                       ______    ____ _______________
                      _         ______(2___  |  |    |               |
            ___|���|_)B)       |4 ___  |  ___|  | 01 | Elven Rapier  |
           |  ___|____/�/  |�|_| |___| | |      | 02 | Vial          |
           |  ___| |A  /   |  ___( 13\  _|      | 03 | Psy Crystal   |
           ( (___   ���    | |____)�) ) )       | 04 | Water of Life |
            ) ___|         |__   __/ /|_|-Exit  |____|_______________|
           / /                | |  _/
         START                |A|B|
                               � �
 NOTE: The first time you visit the next city, no shops will be available, so
 make sure to get equipment in Bilibin before going!

 At the cave entrance, spy the tiny vine sapling at the base of a cliff. The
 psynergy "Growth" is needed to make it spring upwards, but most classes do
 not learn this naturally. The easiest way is to just give Garet a venus
 djinni, use the field spell, then switch back. Along the cliff, jump down
 to the middle cliff entrance and take it to the [Elven Rapier] chest, which
 is a great sword that outclasses everything thus far. Slide down from there
 and continue into the next screen, which has no puzzles except moving a
 torch next to an ice pillar, which gives access to a [Vial]. The exit to
 the wastelands is south of there.

_______________________________________________________________________________
�������������������������������������������������������������������������������
10) Imil                                                                 [WK10]
_______________________________________________________________________________
�������������������������������������������������������������������������������
         _____
        |_ 7 _|  ____        This sleepy northern town, as you'll soon find
  |�����| | |   | 5  |       out, has townsfolk feeling under the weather.
  |_   _|_|I|___|_  _|       Unlike Kolima's problems, however, the town is
    |  1   C ____  |         still basically functional. The flu's hit all
    |  ���|E|____  |����|    the shops except the item-seller, so there'll be
  |�����| |I|  6 | |_  _|_   no updating equipment -- told y'to fill up back
  |_   _| |C ____|  ______|  in Bilibin!
    |___  |E|  3 | |  4 |
      | 2 | |_  _| |_  _|    A frozen creek runs through town, and at its
      |_____   _______|      cave up the way is a Mars djinni (Fever). Getting
            |_|-Enter        to it can be found by doing another RPG staple,
                             the sliding ice puzzle! Before attempting, locate
   |����|���������������|    the snowman near the town bridge and push it onto
   | 01 | 9 Coins       |    the creek.
   | 02 | Lucky Medal   |
   | 03 | Empty Bottle  |    Now, stand by the sanctum and slide "east" onto
   | 04 | Lucky Pepper  |    the river. To reach the mars djinni, go this way:
   | 05 | Sleep Bomb    |    U,L,U,L,U,R,U,L,U,R,U. The letters stand for the
   | 06 | Vial          |    directions, like [U]p, [L]eft, and so forth. The
   | 07 | Djinni: Fever |    djinni will join without putting up a fight, so
   |____|_______________|    that should make two of each type except Mercury.

 To continue with the storyline, nothing happens until Isaac talks with the
 girl in the sanctum, learning that Mia was headed to the old folks' house by
 the entrance. Visit there to meet the locally renowned healer, who runs out
 after something happens at the Lighthouse -- that's the player's pursuit cue.
 Before leaving, think about picking up some first.

 #############################################################################
 TIP: As a rule of thumb for taking on Mercury Lighthouse, I recommend having
 Isaac and Garet be at least Lv13 and Lv12, respectively. If they stick with
 djinn of the same type, they'll know Ragnarok and Heat Wave, both really good
 single-target attacks. This is really the only time the guide will recommend
 you grind a little, and it'll pay off with huge dividends later!
 #############################################################################

_______________________________________________________________________________
�������������������������������������������������������������������������������
11) Mercury Lighthouse                                                   [WK11]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Lizard Man, Siren, Ghoul, Harpy, Mauler, Ooze, Cuttle, Gnome, Mimic

                                                       _          _
                         _      _   |�����|_      ____|4|___    _|G|_
                        |D|____|E|  |     |F|   _|  ____   _|  |  ___|     _
                        |________|  |_______|  |G|_  |_     |  |___  |   _|H|_
     ___                       _________       |_____|3|__  |  |_   _|__|_   _|
    |   |________________   _ |_   ___  |___   _ _|  ___  | |    |__________|
   _|   |   2            | |A|  |B|   |     | |E|     |F| | |            _
  |D|_  |       A        | | |  | |   |   1 | |_________|___|          _|H|_
  |     |  ____   _______| | |  | |   |     |                         |  ___|
  |_   _|  __   _   _  |6| | |__| |_  |_   _| |����|����������������| |___  |
  |_______|  | |_| | | | | |________|  _| |   | 01 | Psy Crystal    | |_   _|
   _     _   |  C  | |  5|   _|C|_    |   |   | 02 | Sleep Bomb     | |     |
  |D|___|E|  |_   _|  ���   |     |_ _| | |   | 03 | Nut            |  ��|��
  |_______|    | |          |      _|___| |   | 04 | Djinni: Sleet  |    To
               | |          |_____________|   | 05 | Water of Life  |  Bosses
              _| |_                           | 06 | Psynergy Armor |
             /  _  \                          |____|________________|
            (  ( )  )
             \_   _/
        Enter--|_|

 Find Mia at the base, and she'll need help getting inside. "Move" the statue
 out of the way and she'll use her special ability (Ply) to break the weird
 barrier. Inside, defeat the Lizard Man blocking her way -- it's so weak it
 ain't worthy of miniboss status. Proceed north two screens to a watery pond,
 and jump to the isolated stairway. Up there, Mia will need another statue
 removed from her path -- once it's done, she joins the party permamently!
 She comes with the 7th djinn (Fizz) already equipped, and since her type is
 the same as the lighthouse, she'll gain +4 PP after battle free!

 Further on, there'll be a room with pipes, i.e. metal log-rolling puzzle!
 Luckily, this one is very simple: push the first out of the way, go around
 the room until getting back to it, push it the other way. This stops the
 water flow, and lets one get the [Psy Crystal] chest and exit in the
 south. This leads to a tiered walkway portion, where a statue must be moved
 onto a floor tile to open the next door -- easy! Jump down the chute to
 land by a statue in 1F again. Jump to the statue and use Ply, which lets
 the team walk on water for three jumps.

 From this statue room, exit right and jump across the pond there, which'll
 lead to a dead end area with a mimic chest (fight it for Water of Life) and
 a behind-waterfall chamber containing the super-awesome [Psynergy Armor]!
 Return to the lighthouse's stairway to 2F (pond room) and some of the tiles
 will be glowing with the water-walking power. Go counterclockwise around the
 room, picking up the [Sleep Bomb] along the way, and exit in the SW. This'll
 lead to a room with three waterfalls, only this one has a secret entrance
 behind the middle. Connect the pipe puzzle beyond and jump across the new
 pond to find the next stair ("D" on map).

 Go up three floors to find yet another pipe puzzle. The object here is to
 make the streams hit the statue, pushing it into the hole. A horizontal pipe
 is in the open, but the "vertical" one is already connected to the conduit.
 After three pushes, the statue falls through to the floor below, and can be
 used to depress the switch. The corridor beyond has movable statues and two
 exits: both lead to the same room, but only one gives access to the [Nut].
 Complete the water conduit to push part of the wall back. Behind one of the
 next waterfalls is a mercury djinni (Sleet), the 8th so far. This should make
 two of each kind for each ally, if you've been thorough. The doorway nearby
 leads up another floor.

 Follow this one to its end, with more doors-behind-waterfalls trickery. The
 next corridor is the lighthouse's last, and it leads to a dead end room with
 a rainbow and statue. [NOTE: If you didn't make Garet and Isaac learn Heat
 Wave and Ragnarok, respectively, do that now!] Cast Ply on the statue to make
 the waterfall reverse, carrying the party up to the aerie. Proceed a bit to
 start the boss fight, after taking the psynergy stone, of course!
  ___________ ______ _____ ______ _____________ _______ _____________________
 | BOSS      | HP   | XP  | WEAK | DROPS       | COINS | USES: Heat Flash,   |
 |�����������|������|�����|������|�������������|�������| Fireball, Eruption  |
 | Saturos   | 1200 | 331 | Watr | Psy Crystal |  800  |                     |
 |___________|______|_____|______|_____________|_______|_____________________|

  Saturos can be formidable for an under-levelled party, particularly the
  Fireball and Eruption psynergies which attack the entire party for 50+.
  Use Breeze to boost the party's RES as soon as possible, and Granite to
  create a damage shield -- these should be used as much as possible. However,
  if you learned Ragnarok & Heat Wave, having Ivan item-heal and Mia use Ply
  all the time can suffice to get through. Our wind adept is probably the
  weak link here, able to die within two hits usually, so baby him a bit!

 Finishing battle ends the lighthouse events...but it's not truly over yet!
 With the place lit up, the healing waters at its base will now flow again.
 If you took the Empty Bottle from the house in Imil, fill it up here to get
 the [Hermes Water]. This is MANDATORY, and the item that will save Tret and
 Kolima. Buy some stuff in Imil now that the equipment stores are open, and
 head back to Kolima Forest!

 NOTE: The Fur Coat will be outclassed slightly now, but IT IS NOT AN ARTIFACT
 and cannot be rebought if sold. This is only pertinent if you want to transfer
 all Golden Sun-only items to its sequel game (Fur Coat exists only in this
 one!).

_______________________________________________________________________________
�������������������������������������������������������������������������������
12) Kolima Forest [II]                                                   [WK12]
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 If you followed this walkthrough, you already put Tret in his place and just
 need to revisit to lift the curse. However, if you put it off, then you need
 to do all the Kolima, Kolima Forest, and Tret Tree events: WK06, WK07, WK08.
 Do those first, then we'll talk.

BILIBIN BARRICADE [OPTIONAL]
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 One of the easiest missable events in the game takes place after defeating
 Tret, but before the curse is lifted. This means if you put it off, you'll
 have to backtrack all the way out! Anyway, one of the trees that dammed the
 river has gotten lose and is in danger of being swept away. "Move" it out
 of the current and, after the curse is lifted, the ex-tree woman will give
 Isaac a [Hard Nut].

KOLIMA FOREST [MANDATORY]
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 Once Tret's beaten, inspect his outer face and give him the Hermes Water from
 Mercury Lighthouse. This will rejuvenate him completely and he'll lift the
 town's curse, no questions asked.

BILIBIN [OPTIONAL]
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 Visit McCoy's Palace and he'll offer a reward for breaking the curse. Isaac
 can choose one of four treasure chests (stingy!) and he can't see what's in
 each until he picks. The options are a: Vial, Potion, Psy Crystal, or Water
 of Life. 

LUNPA [OPTIONAL]
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 You can now sneak into the town (north of Vault) by entering the cave nearby
 and using Frost on the puddle beneath a gate. The fortress is off-limits,
 and shops are off-limits, and most of the good stuff is too. This is just a
 head's-up -- we'll return here much later.

WORLD MAP [MANDATORY]
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 To finally put all these minor things behind and start the storyline-related
 stuff again, exit Kolima and go east, finding Kolima Bridge. The gatekeeper
 will open the way now (before, when he was a tree, it stayed close!) and the
 team can now access Fuchin Temple in the south, which is right by Mogall
 Forest. Do the former first.

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13) Fuchin Temple / Fuchin Falls Cave                                    [WK13]
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 Enter the temple at the top of the place and see Nyunpa. He won't give any
 responses unless his meditative state is broken with Mind Read, however.
 He'll agree to help the team if they undergo the grotto's trials, so agree
 and enter the cave behind the waterfall.

FUCHIN FALLS CAVE
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             |����|       |����|����������������|   ENEMIES
         ____| 5  |       | 01 | Game Ticket    |   �������
        |    |  __|_      | 02 | Arctic Blade   |   � Skeleton
        | |  | |    |     | 03 | Djinni: Zephyr |   � Ooze
        | |__   __| |     | 04 | Dragon's Eye   |   � Mole
        |__  |_|  __|     | 05 | Orb of Force   |   � Dirge
          _| | | |_       |____|________________|   � Mimic
      ___| |     | |
    _|     |_   _| |      NOTE: Map levels are combined to show paths easier.
   |2|  �|_  | |  _|
   |       | | | |___     The mimic in the first screen drops a [Game Ticket]
   |_   ___| [ ]  _  |_   after defeat, so pick that up and go north. Here,
     | |  ___| | |4    |  hop to the "west" exit which leads to a cliff
    _| |_  |    ���|   |  flanking a lower central path. Continue to the room
   |     |_      | | | |  that's nearly pitch-dark, and exit "west" again, down
   | | |   |_   _|   | |  some stairs. One of the logs in this 1F portion leads
   |   | | |    1|_   _|  to an [Arctic Blade], so eqip that before continuing.
   |_____|_            |  South, avoid some spikes, roll a log eastward, and
           |START|   3 |  end up in the entrance screen. This time, Isaac can
            �|_|�|_____|  go the west/east route that he couldn't take prior.
                          East leads to the cave with a jupiter djinni.

 To claim this sucker, roll south, put the vertical log against the wall, and
 ride back north, using the stepping stone to ride the vertical eastward. Now
 fight the djinni (Zephyr) and he'll join up! Ride the log north, do the next
 little log puzzle, and find the side-entrance ("4") that leads down to B1
 where the [Dragon's Eye] is. Go back upstairs, go north to the next stairs,
 and continue along the right cliff into the dark room. This side has a
 dragon statue and, when its eyes are inserted, it lights up the room. There
 will be a shadow on the ground that denotes an invisible path, accessible
 from the other side! [Actually, you could have walked on it when the room
 was dark, but that requires foreknowledge that a newcomer wouldn't have!]

 Continue along, drop down to a room with the [Orb of Force], then "Retreat"
 out unless you wanna take the scenic route. Talk with Nyunpa when finished
 he tells the secret of progressing through the forest: use "Force" to bely
 monsters' hiding spots, who will then run and show the way through the maze-
 -like jungle.

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14) Mogall Forest                                                        [WK14]
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 #############################################################################
 WARNING: Once you go through Mogall Forest, you can't return to any previous
 location until reaching Kalay. There should be nine (9) djinni found so far,
 so have those and make sure to get the Orb of Force!        
 #############################################################################

         START                      |����|����������������|  ENEMIES
   _____ _| |_ _____                | X  | Looping Path   |  �������
 _|     |     |     |_   _          | 01 | Nut            |  � Bone Fighter
|X                   X| |X|_        | 02 | Apple          |  � Mole
 �|_____|_   _|_____|�|�    |       | 03 | Djinni: Quartz |  � Dirge
        |  ___|  X|   |     |       | 04 | Psynergy Stone |  � Spirit
        |_   _| |�    |     |_____  | 05 | Elven Shirt    |  � Death Head
        |        �����|�   �|     | |____|________________|
        |  1    |              2  |
        |_______|_____|_   _|_____|
         _|X|_        |  ___|
        |  4  |      _|_   _|  If you talked to NPCs earlier, you'll know that
  |�����|�   �|�����|       |  Mogall Forest has a reputation as a bewildering
  |  5                    3 |  maze, with looping paths easily making one lose
  |_____|_   _|_____|_   ___|  his/her bearings. The trick for proceeding, as
      |       |   |_|     |    mentioned previously, is using Force psynergy
      |            X|     |    to hit giant stumps; this scares monsters off,
      |___   _|___|�|_   _|    and they'll flee down the correct path to take.
        |     |       |X|      Try it in the first screen and go south with
        |BOSS |        �       the monster!
        |_   _|
     Exit-|_|    The first pond area has a simple log puzzle, and probably a
                 [Nut] as well. These things seem to not be there all the
 time, I guess. From here, go east three screens to an crunchy [Apple]! Double
 back one screen, go south twice to reach the 2nd pond area. After another
 simple log puzzle, it's possible to fight a venus djinni (Quartz) and tame him
 like the others. If you don't get him now, he can't be gotten for a long time,
 remember!

 West twice: another crossroads! North leads to a psynergy stone if y'need it,
 but west goes to an awesome [Elven Shirt], which is better than most current
 armor and it gives a hefty speed boost. Naturally, slowpokes like Garet or
 Mia should get it (latter moreso, for quick healing?). South of the crossroad
 leads to another crappy log puzzle, then the south exit. The final screen of
 this place has the boss emerge from a stump, so heal up before approaching!
  ____________ ______ _____ ______ _____________ _______ ____________________
 | BOSS       | HP   | XP  | WEAK | DROPS       | COINS | USES: Debilitate,  |
 |������������|������|�����|������|�������������|�������| War Cry, Ransack,  |
 | Killer Ape | 1000 | 460 | Fire | Douse Drop  |  1500 | Douse, Bind        |
 |____________|______|_____|______|_____________|_______|____________________|

  This guy has a little less HP than Saturos but can still put up a good fight,
  what with Debilitate (lower targets' DEF), War Cry (inflict: paralysis), and
  Bind (can't use psynergy). It definitely spells trouble if you're unprepared,
  but there are some ways to make this easier: (1) Sleep magic puts this beast
  into beddy-bye land (2) Arctic Blade's Blizzard unleash will lower a foe's
  ATK, which comes into play with his damage. Isaac and Garet should spam
  Ragnarok and Heat Wave, respectively, while Mia heals and Ivan pulls double
  duty as Sleep-meister or with offensive psynergy.

 The Douse Drop obtained is a special item that teaches Douse psynergy. It
 can be used to put out fires, and when we can backtrack again, some items can
 be obtained with this spell! On the world map, there's a town nearby...

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15) Xian                                                     [OPTIONAL]  [WK15]
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 This sleepy town may be optional but there's still reason to come here! Like
 usual, first we loot the town like ancient marauders!

 � Lucky Medal -- pot in the orchard
 � Elixir ------- barrel in house NW of inn
 � Sleep Bomb --- barrel by bedside, house underneath training dojo
 � Antidote ----- training dojo barrel

 With the looting out of the way, it's time to get the mercury djinni on the
 ledge. There's no obvious way up there, but you'll notice that the girl
 carrying water to and from the pond can be startled, making a puddle on the
 ground. Make the puddle, cast Frost on it, and stand in front of the dojo --
 it can be used as a stepping stone! Naturally it has to be placed just so;
 re-enter the screen if y'mess up. The djinni (Mist) comes without a fight!

 The other thing to do in Xian is an optional event that has basically no
 consequence now, but by doing it, can result in an item later (In Golden Sun:
 The Lost Age) once the chain's completed. Enter the dojo, hit the wooden
 block with Force, and do some events where Fei wants to see it again. Perform
 the cool feat once more.

WORLD MAP
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 Northwest of Xian is the "Silk Road" pass, which is basically a stopgap
 crossroads that connects Lama Temple and Altin to the region. However, before
 going there, go directly north of Xian, finding a small bridge to an island.
 There is a wild mars djinni (Corona) who can be fought there. He may flee
 battle so try to put him to sleep -- that's easiest.

ALPINE CROSSING
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 The aforementioned crossroads. Feizhi will be here but can't continue; Isaac
 and his crew can't either, so the only way to go is toward Altin. Before
 going, there's a [Power Bread] to take. Use Frost on the puddle, Growth on
 the vine, and use the cliffs to find the chest. Badabing! North to Altin,
 folks.

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16) Altin / Altin Peak                                                   [WK16]
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 ENEMIES: Dirge, Bone Fighter, Slime Beast, Ape, Rat Fighter, Tarantula,
          Calamar, Living Statue
                                      _____
                                     |  7  |                _______
                __________   |���������   �|               |  _   _|
       ________|2   __   _|  |  X      |_| |              _|_  | |_____
      |  _____  �| |      |  |_____   _____|             | |  _|_____  |
      |       | X| | |����(MIDDLE) | |      _            | | | |       |
      |_ _3  _|__| | |___________  | |_____| |  _____   _| | | |5      |
        |__________|  _   ___   _| |___   ___| |  _  |_|  ___|_|_  |___|
                   | |_| |_ _| |_ _____| |     |_|8| | | |  _  |_____  |
                   |_______|_   _|__   __|     / | | | |  6  |  _  |  _|
                _____        |  __  | |    EXIT  |_   _|_   _| |_| |_  |
               |1X   |_      | |__| | |          |_   _  | |4          |
                ���|_  |     |__  |___|          |  _| | | |�����������
          (UPPER)    |_|        |_|              |_|   |___| (LOWEST)
                      |          |                |
                      '----------+----------------'
                                 |
                             TO ALTIN

 |����|����������������|  Altin's got a bit of a drinking problem, and by that
 |  X | Living Statue  |  I mean they've become a coastal town! The flooding's
 | 01 | Frost Jewel    |  so bad that everything's submerged, and it's all due
 | 02 | Game Ticket    |  to some pesky statue monsters with an endless supply
 | 03 | Dragon Shield  |  of H20. Isaac's crew will have to fight 'em in three
 | 04 | Lucky Medal    |  levels of Altin Peak: upper, middle, lowest. Killing
 | 05 | Djinni: Spritz |  one will make the waterline recede, giving access to
 | 06 | Lifting Gem    |  the other parts of the mine. Easy to understand, no?
 | 07 | Cookie         |
 | 08 | Vial           |  Shops open innately: inn, sanctum
 |____|________________|

ALTIN PEAK (UPPER)
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 The smallest of them all, and the first accessible, this one's near the
 water's edge. The Living Statue will flee a bit but will eventually be
 cornered and can die a cruel and unusual death! It knows Water Blessing,
 but that's its own useful attack. It has about 650 HP and leaves the [Frost
 Jewel] upon defeat. [NOTE: Other statues will leave Vials 100% of the time,
 but these aren't listed on the map.]

 Shops now open: item

ALTIN PEAK (MIDDLE)
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 This one has the other two living statues, and they have to be done in a
 certain order, unfortunately. Luckily, to find the first, just follow the
 cart tracks two screens until the large pond is revealed. Flip the track
 switch and ride the cart to the Living Statue, who will soon be in the
 monster morgue, I hope. This lets the water recede again!

 (Shops now open: Armor)

 Retreat back to the entrance and follow the tracks until a doorway comes
 into view. Before, it was flooded; now, it leads towards the 3rd and final
 statue. There's a simple track-switch puzzle here (hit it once), leading to
 a corridor connected to the pond room. Water puddles can be frozen to give
 access to the mine cart, and the track switch will change where the cart
 goes: towards the [Dragon Shield] chest (by default) or towards the miniboss
 near a pool. Killing it should make Altin completely water-free, just like
 the good old days.

 (Shops now open: Weapons)

 Various items can now be collected around town, if y'wanna do that now.

 � Psy Crystal --- Behind upper town statue
 � Nut ----------- rightmost house, third-lowest tier (barrel)
 � 9 Coins ------- weapon shop barrel

ALTIN PEAK (LOWER)
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 The final stretch! Continue ahead two screens, ignoring the suspicious rock
 along the way, to find a tiny "maze for dummies," i.e. something very simple
 and not confusing. A [Lucky Medal] chest is in one of the corners. This room
 is adjacent to yet another cart puzzle, although this one is simplistic by
 design, too. Flip the cart switch, then go to ground level and move the
 stump/freeze the puddle; this gives access to the cart. Ride it twice to
 find a mercury djinni (Spritz), who has to be fought before it joins. This
 one has some high-level magic like Hail Prism, so hit it fast and hard, use
 Sleep if you have to, and save beforehand! When it joins, give it to Mia so
 she has four (I hope!) -- she should be a Cleric with the Wish spell, which
 heals everyone! To leave the room, freeze the two upper puddles and go along
 the cliff.

 Follow the next path to revisit a previous room, only on the upper cliff.
 Go up the long path to where a sign says to be quiet in case boulders fall.
 Use Force to topple the wood piece; or, if you somehow forgot to get that
 psynergy at Fuchin Temple, Garet will do the honors. Either way, a giant
 boulder will blow a hole in the mine track, and it leads down to the cave
 boss. 
  _______________ ______ _____ ______ _____________ _______ _________________
 | BOSS          | HP   | XP  | WEAK | DROPS       | COINS | USES: Tundra,   |
 |���������������|������|�����|������|�������������|�������| Water Blessing, |
 | Hydros Statue | 1200 | 496 | Fire | Lucky Medal | 2400  | Froth Sphere,   |
 |_______________|______|_____|______|_____________|_______| Ice Horn, Drench|
                                                            �����������������
  This mother of all evil statues is like its tiny denominations, using a lot
  of -- you guessed it -- water-based attacks. If Mia has 4 Mercury Djinn,
  this fight will be easy-peasy: just use whatever attacks and let her cast
  Wish each turn, keeping everyone in good spirits! Naturally this is easier
  if her AGL is boosted, such as by the Elven Shirt. If Mia doesn't know
  Wish, have the Ragnarok/Heat Wave combo served up, while she uses Ply and
  Ivan attacks/heals when possible. Hydros' attacks do about 50-60 damage
  before any RES-boosting djinn are used...heck, y'don't even have to summon
  any djinn, really.

 Afterwards, collect the [Lifting Gem] -- this gives Lift psynergy that can
 temporarily raise those tiny brown boulders we've seen twice: (1) in the
 2nd Living Statue's room, which leads to a [Cookie] (2) lowest mine portion,
 near the start. The latter is where we're headed! Beyond, a path with a stump
 blocks a [Vial] chamber, while the middle route needs Lift once again -- it
 leads to the world map!

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17) Lama Temple                                                          [WK17]
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 This temple is right outside of Altin Peak. Visit Master Hama and Ivan will
 learn the Reveal spell, essential for seeing past mirages and image trickery
 to find the truth. In fact, use it outside near the temple waterfall to find
 a [Water of Life] chest disguised as a rock. Check one of Hama's pots for
 [6 Coins] before leaving.

 NOTE: Reveal can also be used to show where items are in barrels, pots, etc.
 Use it in their proximity and if a shiny gold sparkle appears, something is
 definitely there!

ALPINE CROSSING [OPTIONAL]
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 This is the conclusion of that little sidequest I talked about, which will
 impact the save in The Lost Age if you choose to convert your file. That fat
 goofball Hsu will be trapped in the Alpine Crossing and will require Isaac's
 team to "Lift" the stone off of him (after using Reveal to get close enough).
 If you don't rescue Hsu, he dies and you can't get a special item in TLA!
 Afterwards, the crossing will be cleared and save passage to and from is
 given.

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18) Lamakan Desert                                                       [WK18]
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 ENEMIES: Rat Fighter, Grub, Orc, Antlion, Fighter Bee
      ______                                              ___   __ 
     |  __  |                                 ___________/ ! \_/  |
     |_|  | |         _____                  ( 7                  |
     /   _| |_ ______|  _  |_     _____       )      /�)          |
  Exit  |BOSS |      | |     |   |  _  |_    |        �     5 _  4|
        |____   |__| | |_   _|_ _| |  _  |___|    !          (_)  |
        |    |       |_  | |   |    _|_______    6   _            |
        | !8 |__  _   ___| | | | | |         |  (�) (_)         ! |
        |____________|   |___|___|_|         |!  �                |
                                             |_____(�\!  3____/�) |
                   ____ ________________              \__/ _    | |
                  | 01 | Psynergy Stone |                 |2|  _|!|
                  | 02 | Vulcan Axe     |                 | |_/ __| 
                  | 03 | Potion         |                 |  __/
                  | 04 | Psynergy Stone |                 | |_       _______
                  | 05 | Djinni: Smog   |                 |_  |___  |  ___  |
                  | 06 | 777 Coins      |                   | !_  |_| |_ _| |
                  | 07 | Lucky Pepper   |                   | |_| |_ ! _|_  |_
                  | 08 | Mint           |                   (  1      |   |___|
                   ���� ����������������                     \____/���   ENTER

 Oh, no, an evil desert! I'm so scared! Well, you should be 'cause it's hotter
 than sunfront property there. Reveal psynergy is essential to getting through,
 as it reveals oases necessary to maintain body temperature. Y'see, walking
 around will gradually fill a temperature gauge, and when it hits the top --
 BOOM! -- everyone takes damage. It then resets and refills; an oasis depletes
 the temperature gauge. Remember that circular rock formations will denote the
 spot to use Reveal: it'll either be a treasure, nothing, oasis, or antlion!

 Use the map to find the locations of the treasures, the best of which are
 the [Vulcan Axe], [Lucky Pepper], and the ready-to-join djinni (Smog) near
 an antlion pit. Mia's Wish spell will be invaluable here, because you're not
 going to be able to make it to an oasis 100% of the time; and, with enemies
 attacking and often not letting the team run away, health can be whittled
 down quickly. Save every so often, and use Retreat if you can't take the heat
 (figuratively).

 Past the desert, there's more cliff areas, and those are easier to get past
 than the dunes before -- you may have noticed the temperature gauge doesn't
 fill unless the team's on sand. In the 2nd cliff area, the lower area will
 have the final treasure, a [Mint], plus an oasis. Find the large waterfall
 at mid level and use Reveal to find the boss. Come into battle fully-healed,
 natch!
  ___________ ______ _____ ______ _____________ _______ _____________________
 | BOSS      | HP   | XP  | WEAK | DROPS       | COINS | USES: Nova, Impair, |
 |�����������|������|�����|������|�������������|�������| Mad Blast, Curse,   |
 | Manticore | 1700 | 590 | Watr | Psy Crystal |  3400 | Delude, Poison Tail |
 |___________|______|_____|______|_____________|_______|_____________________|

  The most dangerous part of this battle is that the boss gets two attacks per
  turn, either for skills, psynergy, or regular attacks. Poison Tail will hit
  a character with deadly poison, so cure it immediately before things turn
  south! Besides that, the most-damaging is Nova, which can do upwards of 70
  at its epicenter; the rest do 50-60 typically. With Mia's Wish (4 Mercury
  Djinn on her) this battle is very manageable, with only minor hiccups if
  she has to cure her own poison, etc. The Ragnarok/Heat Wave strategy will
  work best here since she needs to focus on healing; Ivan should use his best
  attack (Storm Ray?). Now, offensive mercury djinn can do about 100 damage
  here but resist the urge because Mia can't use Wish then.

 The cave the boss guarded leads to the world map.

WORLD MAP
���������
 Before heading west to Kalay, there's another optional part where the team
 can tame a wild djinni, this one being a venus type. Go north to a bridge-
 -connected island and it should show up, hopefully! Since it can flee, try
 to defeat it (Vine) quickly.

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19) Kalay                                                                [WK19]
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�������������������������������������������������������������������������������
                     __________           |����|����������������|
                    | 1 2      |    9     | 01 | Water Jacket   |
                    |          |    |     | 02 | Nut            |
                 ___|___   ____|  _|�|_   | 03 | Sleep Bomb     |
                |   |3     ____|_|     |  | 04 | Nut            |
                |_  |���| | INN| |���| |  | 05 | Vial           |
                 _| |_ _| |_ 8_| |_7_| |  | 06 | 11 Coins       |
                |_ 4                  _|  | 07 | Smoke Bomb     |
                  |_|���| |����| |���|    | 08 | Elixir         |
                  |5|_ _| |_  _| |_6_|    | 09 | Djinni: Scorch |
                  |    START         |    |____|________________|
                   �����|_|����������

 Ah, glorious Kalay! Before doing anything, it's easiest to get the story crap
 out of the way: visit Lady Layana (Hammet's wife) in the mansion north of
 town. Search the meager rooms for a [Water Jacket] and [Nut] before heading
 back into town. Another good reason to search town is for the secret entrance
 to "Kalay Tunnel," which is behind a statue aft of the NE house. Use Move to
 get it out of the way and head on inside! A Mars Djinni (Scorch) will be in
 plain sight, and accessible after the nearby statue is pushed in front of the
 water pipe. The rest of the tunnel can't be fully explored until later, so
 we'll come back another time.

KALAY [MANDATORY]
�����������������
 One thing many people can't figure out is why the warriors in Kalay won't
 have went down to the Tolbi-bound ship. The reason is simple: you need to
 talk to the tour guide in Kalay's inn, then try to leave town. Everyone'll
 then migrate out and you can continue with the rest of the storyline.

 However, before leaving, there's a little backtracking we can do that will
 be very useful! If you're a partypooper and don't want fancy things, skip
 the next section.

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20) Vault / Vale                                                         [WK20]
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 There are two main backtrack quests that can be done right now, and it's two
 sleepy little villages we've already been to. [NOTE: You can do more stuff in
 Lunpa than was possible previously but that's its own sidequest and will be
 in that section.]

VAULT
�����
 Two things worth doing here.

 � Talk with the mayor to learn the bandits first seen in town escaped! This
   has no importance now but does carry significance if you transfer your GS
   save to GS: The Lost Age! 
 
 � Ring the town's watchtower bell to scare the venus djinn off its perch,
   then use Reveal at the graveyard to find a secret entrance leading into
   Vault Cave. It's not that hard but does have some treasures: Vial, 

   ENEMIES: Ghost Mage, Ravager, Death Cap, Undead, Cave Troll, Gargoyle
              _    _
             |D|__|C|  [1 - Vial / 2 - Vambrace / 3 - Djinni: Sap ]
             |__    |
    _ _   _  |  __| |         _     This is kind of an easy dungeon, although
   | |E| |D|_|__ A| |   _    |C|    there are lots of stairs. A mimic chest
   | 3 | | |E|__B_| |__|2| |�   �|  by the entrance has a Vial; after, follow
   |___| | | | A| |      | |     |  to a room with lots of water puddles.
         |    ��  |      | |_   _|  Whirlwind the leaves here to find the
         |�������������| |  _| |    hidden [Vambrace], then jump across the
         | |���������| | | |B  |    frozen puddles to reach the next cavern.
         | |  _ (�\  | | |  ���     Take the lower route (path "A") to find
         ( (_| |_)1) |___|          a changes the water drainage, then take
          \ START /        path "B" to a torch puzzle. The water droplets'll
           �������         douse the flames, so save and be careful how one
 proceeds (it needs to go from NW corner to switch). Afterwards, take the "D"
 path to arrive at the first pond, now drained. From here, take the lower
 door ("E") up to the djinni (Sap) who joins without a fuss. Whew! Everyone
 should have four djinn except Isaac, who'll have 5...if you've been thorough.
 Enjoy the hike out, haha!

VALE CAVE
���������
 Remember the boulder near Kraden's house? "Lift" it up and enter the cave
 it blocked.

 ENEMIES: Death Cap, Undead, Fighter Bee, Mad Vermin, Ghost Mage
        _________
       |  _____  | [1 - Halt Gem / 2 - Djinni: Kite / 3 - Nut]
       |_   ___| |
  _______| |___| | Pretty tiny dungeon overall. At the start, use Reveal to
 |    _____|     | show the pond's hidden stepping stone and exit that way.
 |    3|12  _| |_| The next pond has some movable crates that can be pushed
 |_  |�| |_|_   _| into the water to make new stepping stones -- the rightmost
   | |_| |___| |   leads to a [Nut] and the uppermost leads to the real exit.
   |___   _____|   Follow this path to a cliff with two logs; push 'em into
       |_|         the water! Then, use the 3rd lower log to roll across the
      START        pond and get near the jupiter djinni (Kite). Grab the cool
                   [Halt Gem], use it on the djinni, and claim him! Then leave!

 Vale has other items, if you didn't get 'em earlier: (1) the Power Bread in
 the overgrown cave behind the weapon shop (2) some coins and a Vial in the
 lower district's warehouse. Stop by and say hi to the families, too!

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21) Tolbi-Bound Ship                                                     [WK21]
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 ### WARNING ###
 Once you get on the ship, you'll be self-contained and not have access to
 the world map until it's finished -- this means no leveling, getting extra
 items, etc. You may want to make an onshore save in case things go south!

KALAY DOCKS
�����������
 The docks are southwest of Kalay, as said previously. The ship carrying all
 the tourists to Colosso in Tolbi is almost set to depart, but Isaac's group
 can't board without buying a [Boat Ticket] in the shack (600 coins). Show it
 to the guy guarding the gangplank and get on in! [You may have noticed a
 Venus djinni north of the shack -- we'll get it on the round trip!]

TOLBI-BOUND SHIP
����������������
 I'll just list all the ship's items to get 'em out of the way:

 � Lucky Medal --- barrel in belowdeck area
 � 23 Coins ------ barrel in passenger area
 � Nut ----------- barrel in captain's cabin

 Okay, to start the pre-launch preparations, overhear the captain talk about
 his precious anchor charm, then listen to Ouranos' conversation in the
 passenger area. Visit the captain's cabin afterwards to learn the anchor
 charm has vanished! Of course, that foolish shipmate before stole it, so
 Isaac's team will have to find it. Mindreading the blue-bandanna thief will
 tell where the trinket is: on top of the mast! Climb the crow's-nest, fetch
 the thing (inspect mast), and deliver it. Finally, visit the oarsmen in the
 subdeck to finally get a move-on!

KARAGOL SEA
�����������
 Naturally, smooth sailing ain't an option. As soon as the ship casts off,
 monsters attack an oarsman, Isaac's team will have to fight them, then pick
 a replacement.

 � Fight 1: Man o' War [x3]
 � Fight 2: Lizard Fighter, Rabid Bat [x2]
 � Fight 3: Man o' War [x2], Virago
 � Fight 4: Kraken

 Before, the tip was given that the replacements have to be balanced in order
 to make progress rowing; an imbalance will actually end up making the vessel
 land at Crossbone Isle, a sidequest dungeon accessible later in the game. The
 permutations for rowing are huge, so here's just one example of how to get
 to where you wanna go (in order of selection, not location in oar room): 

 To Colosso  : Longhair Warrior > Strongman > Young Man > Green/Purple Guide
 To Crossbone: Cook > Bald Man > Longhair Warrior > Old Man

 After three oarsman are taken out, the 4th encounter will be with...
  ________ ______ _____ ______ _______________ _______ ______________________
 | BOSS   | HP   | XP  | WEAK | DROPS         | COINS | USES: Spinning Beat, |
 |��������|������|�����|������|���������������|�������| Water Blessing, Dark |
 | Kraken | 2400 | 711 | Fire | Water of Life |  5200 | Blessing, Froth, Ply |
 |________|______|_____|______|_______________|_______| Drench, Froth Sphere |
                                                       ����������������������
  Kraken can be a nuisance since he gets in two attacks per turn, although the
  difficulty can be mitigated if Mia knows Wish (4 Mercury Djinn). He uses a
  lot of wide-target psynergy, so healing will be of utmost importance. Isaac
  and Garet should use the Ragnarok/Heat Wave combo like before, while Mia
  heals each turn and Ivan either heals or attacks. Funny enough, Kraken can
  be put to sleep, letting the team take potshots. Doing a 4-Mars-Djinn summon
  at the start of the battle can help even the odds a bit, since Garet will be
  a one-trick pony here. If you put the boss on the defensive, sometimes he'll
  use his 2nd turn to heal a minor amount (usually about 110). If you need to
  buy some time, use Granite or Corona to hold the line.

 Pick a fourth oarsman afterwards. The ship will land in either Tolbi Docks
 or Crossbone Isle, depending on the how good/bad the fill-ins do.

TOLBI DOCKS
�����������
 � 35 Coins --- dock box
 � Potion ----- in NW corner (use movable crates to get to it)

 Nothin' to do here really except get the hidden Potion. By now, movable
 boxes should be a big tipoff that something is stashed around, and it's easy
 to figure out.

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22) Tolbi                                                                [WK22]
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                       To Colosso
                         Site
             [78]          |
          To Babi         |�|
           Palace  )������| |   |���|
              |   (4|���| | |___|_ _|   _  |����|���������������|
             |�|   )|_ _| ) |_3_|  |���|6| | 01 | Lucky Medal   |
             | |___| ____/______   |_ _| | | 02 | Lucky Medal   |
             |_____     FOUNT   _________| | 03 | Vial          |
             |  ___            |_ _| |     | 04 | 9 Coins       |
             | |   |  / ___   ___  | |     | 05 | Power Bread   |
             | |_ _| ( | 1 | |   |2| |     | 06 | Djinni: Ember |
             |___5  _| |_ _| |_ _| | |     | 07 | Hard Nut      |
                 \_________   _____| |     | 08 | Lucky Medal   |
                           |  _______|     |____|_______________|
                           |_|
                         ENTER

 There's not a lot going on around town, surprisingly, because entries for
 Colosso have closed. Approach Babi Palace to see some soldiers looking for
 a missing person, and once inside said palace, visit 2F for a scene with
 Iodem -- which is the real storyline-related portion to do here at
 the moment. There's a bunch of crap to find around town, plus a fountain to
 use those Lucky Medals at (getting rare items!). There is no inn open within
 town, but you can sleep for free at Babi's palace. Downstairs is a [Hard Nut]
 in the magician's workshop, and a [Lucky Medal] in the SW corner on 3F.
 Anyway, Iodem's conversation hinted that Babi went to Altmiller Cave, so
 that is the next destination.

 Before that though, there is a mars djinni (Ember) to get in town. At the
 entrance, go right to find a "Growth" vine, which leads up to a puddle. Use
 Frost, then go back around to the inn's exterior, jump across, and get the
 djinni sandwiched between the cliff wall.

 Also, the Tolbi Fountain and Slots (unmarked room above inn) are a great way
 to obtain rare items! The best ones so far are probably the Assassin Blade
 (can instantly kill foes) and the slots' prizes (Hyper Boots, Quick Boots,
 Running Shirt, Silk Shirt). The shirts can be equipped underneath armor, and
 the boots are just another category of accessory everyone can have one of.
 Hyper Boots increase critical hits while Quick Boots increase AGL -- useful
 for Mia and Garet. Just remember to save beforehand!!!

WORLD MAP [OPTIONAL]
��������������������
 Altmiller Cave is north of Tolbi (across some bridges), but there's two other
 djinni to get before then!

 � West of Tolbi, cross the bridge going north; look for a NW bridge leading
   to a dead end area. A mercury djinni (Hail) can be encountered here.

 � By the bridge that leads to Altmiller Cave, go east instead, which takes
   the team along the northern rim of the Karagol Sea (i.e. the Silk Road).
   Continue until getting back to the Kalay Docks, where the Venus djinni
   (Ground) can be obtained with no hassle.

 You can also go south and visit Suhalla but there's little reason to go
 there -- although the item shop does sell a rare Potion/Psy Crystal. 

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23) Altmiller Cave                                                       [WK23]
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 ENEMIES: Wight, Gnome Mage, Mad Mole, Worm, Clay Gargoyle, Golem, Dread Hound,
          Armored Rat, Foul Dirge

          _____       _    _  Babi    __________
         / ___ \    _|B|_ \C\  |     |  _______ \
        / / _ \ \  |     | \ \_/\    | |   _ _ \2\
       ( (_|A| ) ) |    _|  ) __/    | |__)C)D\ ��      |����|_
        \____| |_|  �|A|   / / _     |  ___/\_ ������) _|  3 |E|
              START   �   ( (_|B|__  | |  ( ( __/�/ / |  ______|
                           \      1| | |__/ (__  � /  | |__
              ___           �������  |______ \_/  /   |  D |
           |�|4  \          _               \____/     ����
       _   | |_|_ \________)E)     _ _____       |����|����������������|
      |F|__|   _ \_______   (     |F|_ 5 _|      | 01 | Water of Life  |
      |  ___ _)_) )( (   ) _ \_   | |_   _|_     | 02 | Vial           |
      | |   |  __/\ \ \ / / \ _|  | |_____  |    | 03 | Djinni: Squall |
      |�|___| |__  \_) �  �� /   _|__     | |    | 04 | Cookie         |
      |___    ________/��\__/   |  _______| |    | 05 | Mystic Draught |
          \__/                  |___________|    |____|________________|

 This place isn't too hard once it's mapped, since the main impediment here
 is the darkness. Some paths are stuffed up with rocks and it's always the
 long way 'round that is the correct one. Anyway, in the third screen, talk
 to the silhouette on the ground (Babi) and he'll bid the party to recover
 his draught hidden deep within the cave. The clue to getting it is the five
 rocks in the room before: rotate the leftmost and rightmost to make five
 colors appear. Then, turn the rocks in accordance with those colors. Seems
 simple...

 In the 5th screen, there's a pseudolog puzzle, this time using pillars! To
 get the jupiter djinni (Squall), do the following: (1) push both of the "logs"
 out of their initial places (2) freeze the puddle (3) push both logs back
 the way they came (4) push 3rd log out of the way. The trick is mostly with
 the imagery here -- Isaac can move behind the erect pillar to get access to
 the horizontal pillar, which seems to have no way around it! The djinni must
 be fought but he's kind of a pushover, especially if you got awesome equips
 back in town. Exit past the movable log, after.
 
 Eventually, the team will reach the penultimate room with five rocks. Twist
 the left and rightmost rocks to make the colors appear. Don't remember the
 order to turn 'em in? Use Reveal to see the stones' colors. Do the next two
 colors to open the door to the [Mystic Draught]. It's easier to get to Babi
 if you just Retreat at this point and go to the 3rd screen again.

 Babi promises a reward after the Colosso finals have ended, once he's had
 a swig of his crunk juice. That's that for this dungeon, although you may
 wanna stick around and see if the Dread Hounds drop a Prophet's Hat.

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24) Tolbi [II]                                                           [WK24]
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 Although the team had not signed up for Colosso, Isaac is put into the finals
 by the ruler himself! There won't be any way to train once it's started, so
 perhaps make an extra save before this. [NOTE: The reward for winning Colosso
 is a rare item, the only one in the game, and if you want to transfer it to
 Golden Sun: TLA, it'll be wise to attempt a win here.] Head to the colosseum
 when ready.

 Finals battles will consist of Isaac and his opponent rushing through an
 obstacle course toward the center stage, where two pieces of armor are. Since
 Isaac is stripped of his best gear (don't worry, he'll get it back later on)
 he can pick the best and give the crap to his enemy. The courses themselves
 are very simple so I won't give a strict play-by-play, although the cool part
 is that his teammates can "cheat" with psynergy while spectating! Before each
 match, check the course carefully and make sure to match allies psynergy with
 the correct obstacle. For instance, if someone can move a stump to help Isaac
 along, put Garet there...and so on.

 Remember: equipment carries over through the matches, so it's very helpful to
 be quick-footed and claim the best. Chests along the way give other items,
 but feel free to skip 'em if they're mundane.

 NOTE: Isaac starts Colosso with a Short Sword, and Catch Beads/Orb of Force
       if he had them previously.

ROUND 1
�������
 Box 1: Garet (Move)
 Box 2: Someone with Douse
 Box 3: Someone with Growth
 Items: Nut, Oil Drop, Nut -> Iron Shield/Padded Gloves
 Fight: Azart [450 HP]

 Easy course, although the third chest (a Nut) should be skipped, as it's
 really out of the way and Isaac will probably just blow his lead. The fight
 with Azart is pretty easy, since he just attacks for about 65 damage, or
 uses an Oil Drop (~88) when he's almost defeated. Not much worth talking
 about on his behalf.

ROUND 2
�������
 Box 1: Garet (Move)
 Box 2: Ivan (Halt)
 Box 3: Mia (Frost)
 Box 4: ---
 Box 5: Whoever has Force
 Items: Nut, Smoke Bomb, Nut -> Cotton Shirt/Chain Mail
 Fight: Satrage [570 HP]

 This one has five possible help spots instead of three, but that's alright.
 Another pathetically easy course, although it's worth noting that, if you
 use Halt in the 2nd box, Isaac will be unable to get the Nut! The Smoke
 Bomb chest is a piece of crap and should be skipped (it's the one by the
 movable log). At the cliff portion, make sure to go down the middle groove
 to avoid a long walk back. Satrage is basically the same strategy as before,
 except he will can use a Smoke Bomb/Nut, plus can defend to halve damage.
 His attacks may actually be weaker than the previous foe (by about 10).

ROUND 3
�������
 Box 1: Someone with Frost
 Box 2: Garet (Move)
 Box 3: Someone with Halt
 Box 4: ---
 Box 5: Someone with Force
 Box 6: ---
 Items: Smoke Bomb, Nut, Sleep Bomb -> Claymore/Hunter's Sword
 Fight: Navampa [820 HP]
 
 If you have to choose with Ivan here, pick Box 3 over Box 5. Also, in the
 last puzzle (log rolling), you can push stumps over the wall to save time;
 however, you won't be able to get the third treasure, which sucks anyway.
 If you want to get the Claymore at the end, ignore the Smoke Bomb and go
 for the Nut (assuming allies helped out). Without help, Isaac probably won't
 get the best treasure.

 Navampa is the final opponent, and he's the toughest of them all. If you're
 planning to OHKO him with Judgment, think again! Like the previous opponent,
 he can defend, as well as using both types of bombs (Smoke/Sleep), plus Nuts
 to refill health. He'll do about 60 damage with each attack, which isn't
 that good overall. If you need to, use Sap to get health. REMEMBER: If you
 don't win, you don't get the great rare item, nor can you get the rare item
 based off of it (in Golden Sun: The Lost Age).

TOLBI
�����
 So what is the great item reward? See Babi to get the [Lure Cap] headgear,
 which increases the frequency of monster attacks. This is a great item for
 grinding levels, although it gets more useful in the other Golden Sun game.
 After some long-winded scenes, visit Babi's room and inspect the [Cloak Ball],
 at which time Babi will let the team "borrow" it for the rest of the game.
 Before leaving, talk with the town mayor to get some [Corn]!

 Now, the real destination is the Suhalla Desert, southwest of Tolbi; however,
 the Cloak ability lets us finish a sidequest in Lunpa, which we previously
 skipped entirely. But how to get past over the sea again without a ship? Why,
 Gondowan Cave tunnels underneath! It's located on the south rim of the sea,
 so you can find it SE of Tolbi. [It has a Lucky Medal and Apple within, but
 is very straightforward so I'm not going to waste a section on it.]

 If you just want to get on with the game, skip to section [WK27].

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25) Lunpa / Lunpa Fortress                                   [OPTIONAL]  [WK25]
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      To West     To Lunpa        |����|����������������|
     Lunpa Cave   Fortress        | 01 | Sleep Bomb     |
            \       |             | 02 | Lucky Medal    |
            |�|____|�|______      | 03 | Vial           |
        |���|  _        ___ \     | 04 | Psynergy Stone |
        |_ _| |   ____ (_ _\ \    | 05 | 44 Coins       |
        |1 ___|  |    |  ___\ \   | 06 | Elixir         |
       _|_|_ _|  |_  _| |_2 _\ \  | 07 | Lucky Medal    |
      |567|                  / /  | 08 | Antidote       |
      |89X| |����| |����|   / /   | 09 | Water of Life  |
       �| |4|_ 3_| |_  _|  / /    | 10 | Smoke Bomb     |
        | |_______________/ /     |____|________________|
        |__________________/
       Nut-'     |^|           Lunpa is essentially under martial law -- no
                  �            one goes in or out without Dodonpa's say-so. As
 such, no shops are open except the item one, but there's plenty of items to
 find around town. The largest cache is hidden in a cliff vault, so how does
 one get up there? Near the north part of town, use Reveal to find a puddle
 disguised as a rock. Cast Frost, scramble up the ladder, and jump across to
 the cliff before Reveal disappears. At the cliff dead-end, use Reveal again
 and inspect the shimmering knob, which will open up into the rest of the
 items. Most suck, but the Water of Life is a nice bonus.

 Now, to get into the northern fortress, use Cloak psynergy while in the
 shadows and sneak in. [One of the soldiers actually hints at this if you try
 to get in earlier.]

LUNPA FORTRESS
��������������
 Enemies: Brigand, Vile Dirge, Kobold, Rat Warrior
           ______
          |  3456|_____                 ___          _ _____
          | |___ |   1 |   |���|���|���| 8_|        | |  7  |
          |_    |��  ��)   |_  | | ! | |  _|   _    | |  _  |�|
           _| |   ���  |     |  _|���|  !|    |D|_  |  ___| | |  _  Hammet
          |  _|����|�  )_    | |_|���| | |_   |__ \_| |   ____| | |  /
          |   |_  _|  / B|   |_  |_  |  _|B|  |_ \_____  _____| |  ���|
          | |__   _  (C _|   |_  |_| |_2! _|    \__   __/       |BOSS |
          | A|START| |_|      _| |_ !  | |        _| |_      ___|  ___|
           �� �|_|�|___|     |A      |   |       |    C|    |D      |
                              ������� ���         �����      �������
 |����|�����������������| To sneak around like a pro, Isaac will have to be
 | 01 | Vial            | Cloak-ed most of the time, since the passages are
 | 02 | Cell Key        | usually guarded. Guards are either static or moving,
 | 03 | Elixir          | the latter type requiring Isaac to dodge their path.
 | 04 | 100 Coins       | 
 | 05 | Lucky Medal     | The first floor is the easiest, with most guards
 | 06 | Mythril Circlet | just standing around. Isaac'll have to progress by
 | 07 | Power Bread     | going counterclockwise, with a northern room having
 | 08 | Djinni: Tonic   | a hidden [Vial]. Eventually, the path should lead
 |____|_________________| to the "A" stairway as listed on the map.

 On 2F, the nearest door will lead to a mandatory fight with a single Brigand,
 which is basically a slightly more powerful version of the thieves fought in
 Vault. However, this area is a dead-end for the most part, so Isaac will have
 to get past the two fast-moving guards near the stairwell. Time the advance
 past the first, hide in the wall cranny, then get to the door north of there.
 The path leads toward three Brigands, one of which who can be mind-read after
 a beating to learn there's a secret switch hidden on a cave wall near Hammet.
 The next passage has another brigand guarding Donpa's bedchamber, although
 there's nothing in there just yet. South of there, find the locked jail area
 and use Catch to steal the guard's [Cell Key], which opens all those locked
 doors in the fortress. The door near the brigand is the "B" stairway.

 NOTE: You can now open the door on 1F's northwest corner, which leads to a
 few treasures, the best of which is a [Mythril Circlet]!

 Down the "C" stairway, use Whirlwind on the suspicious bush, then Reveal to
 show the hidden switch. In the waterway area beyond, locate the next bush
 masking a passageway. Get the [Power Bread] in a cell beyond, and after
 exiting, go north to find a box that can be pushed off the southern cliff,
 making a path. Take the highroad to another Bush- and Reveal-masked switch,
 which opens the path down to Hammet's cell. After some scenes, a boss will
 be sicced on the party.
  __________ ______ _____ ______ _____________ _______ ______________________
 | BOSS     | HP   | XP  | WEAK | DROPS       | COINS | USES: Dark Blessing, |
 |����������|������|�����|������|�������������|�������| Rotten Blood, Sticky |
 | Toadonpa | 2800 | 999 | Fire | Psy Crystal |  3200 | Poison, Thrash       |
 |__________|______|_____|______|_____________|_______|______________________|
                                                       
  Toadonpa doesn't get two attacks each turn like some previous bosses, so
  it's already taken down a peg on that end (plus he can be put to sleep!).
  Dark Blessing is a common multi-target attack, mimicking other Blessing-type
  attacks; Rotten Blood will greatly lower a target's DEF; Sticky Poison does
  what its name implies. Thrash is just trash, mere damage! If you want to get
  this stupid battle over with, you can bombard him with 4-Djinn summons at the
  start and take off over 70% of his health. The most the boss can do is about
  80dmg, maybe a little more if combined with Rotten Blood.

 Isaac automatically leaves the fortress afterwards. Enter West Lunpa Cave
 and one of Hammet's acolytes will return him to Kalay; without the extra
 baggage, everyone can re-enter the fortress to get what was missed before:
 a mercury djinni (Tonic)! Visit Dodonpa in his 2F bedchamber following all
 the commotion and he'll open up his backroom to the party.

 NOTE: Lunpa's shops are now completely open, too. They have some upgraded
       artifacts, although the Demonic Staff is cursed, so watch out!

KALAY [OPTIONAL]
����������������
 If you rode the wagon back to Kalay, this part's easier; if not, you'll have
 a long walk ahead. Either way, see Hammet for a scene and go into the tunnel
 underground, which is now completely open. There are some items near the
 stairwell (Sleep Bomb, Lucky Medal, Potion, 200 Coins) plus another awesome
 one (Spirit Gloves) by moving the statue in front of the water spout and
 freezing the puddle. Additionally, there's an Apple and a Nut if you choose
 to backtrack toward the Kalay Tunnel entrance (the guarded one).

 [You get back across the Karagol the same way y'came last time, obviously.]

_______________________________________________________________________________
�������������������������������������������������������������������������������
26) Suhalla / Suhalla Desert                                             [WK26] 
_______________________________________________________________________________
�������������������������������������������������������������������������������
 South of Tolbi is Gondowan Passage, where Iodem will travel with the party in
 a guest capacity. East of there, near the desert, is the sleepy town of
 Suhalla. One house has a scene with wounded soldiers, but besides that, there
 is only an item shop (which has some good item artifacts). Item-wise:

 � 5 Coins ------ jar near entrance
 � Hard Nut ----- northwestern chest
 � Lucky Medal -- jar near sanctum
 � Smoke Bomb --- house oven

 Suhalla Desert is south of town.

SUHALLA DESERT
��������������
 ENEMIES: Tornado Lizard, Harridan, Roach, Mimic, Vile Dirge, Magicore, Storm
          Lizard, Acid Maggot, Brutal Troll, Tempest Lizard

                                   START    
                                    )�|_
                                   / __ \
                                __/ /  \ \
    ___   ____                 | !_/    )!)    |����|�����������������|
   / _ \_/ _  |                |___ \   |1|    |  ! | Tornado         |
  ( ( \___/ | |                    ) )   �     | 01 | Virtuous Armlet |
  | |  _____) )                 __/ /____      | 02 | Water of Life   |
  |A|  \_____/     _______ _   /     __  |     | 03 | Lucky Medal     |
           |      |  ___  |3| (!(��)!) |!|     | 04 | Cookie          |
 Tornado Lizard   | |4  | | |  \ ��2/  | |     | 05 | Djinni: Flash   |
           _      | |�|!|!|!|   ����   | |     | 06 | Psynergy Stone  |
          |A|__   | | |      ����������  |     |____|_________________|
          ( 5  \__| |  ������������������
           \__\__X   ��\
           /  ___|_   _/\     If you talked with the soldiers, you got a tip
           \ \___/       )    that water (read: Douse) could stop the weird
            \   (       /     tornados from sending everyone back to the world
             )         (      map. Dousing a tornado gives a mandatory fight
             \______   /      with a Tornado Lizard, which can be semi-tough
                  __| |       if you're not being studiously collecting djinn.
                 / 6  |       Tip: inflict Seal on the lizards.
               _/ /���____    
              \  (   )EXIT|   After getting the [Virtuous Armlet] in a dead
               \  \_/ /���    end, continue southward to find the #2 chest
                \____/        [Water of Life] inside the mimic. In the 2nd
                              screen, three tornado-infested passages can be
 found. The leftmost has a [Cookie], rightmost a [Lucky Medal], and the exit
 down the middle. This eventually leads to a huge desert area -- you can see
 a pink tornado enclosed somewhere nearby, probably. To get the djinni (Flash)
 here, use Reveal (where "X" is on map) to find a hidden stump, which lets one
 get to him easily. He has to be fought, though, and runs away a lot -- use
 sleep [etc.] to tame this doofus! [Troy Rogers suggests summon-rushing the
 critter, by having preset djinn coming into battle and attempting a heavy
 blitzkreig attack. Save beforehand!]

 NOTE: The "A" entrance on the map leads to the pink tornado, the entrance to
 Crossbone Island legitimately. Just don't use Douse on it and the team will
 end up there. This will be covered in its own section later on, though.

 The way to the exit is clear, but a persistant bunch of storm lizards (in a
 tornado coating, naturally) will try to wear the team down. As they run, it
 will keep respawning and following them! The final item, a [Psynergy Stone],
 can be revealed in the typical desert rock circle en route.

SUHALLA GATE
������������
 A tiny stopgap mountain pass area, it wouldn't even be worth mentioning if
 it didn't have something useful: a djinni! In the 3rd screen, drop down the
 third cliff groove (from left) to land right near the mercury djinni. Defeat
 the sucker and it (Dew) is yours! It does have a propensity to flee though,
 so putting it to sleep is often the easiest way to ensure victory! This is
 the final mercury djinni in the game, too! Other items include a [Mint]...OK,
 just one.

 There are two exits to this place: the highroad, which leads towards town,
 and the lowroad which leads to the alchemic vessel. The latter isn't used
 right now so don't bother going there.


_______________________________________________________________________________
�������������������������������������������������������������������������������
27) Venus Lighthouse [Part 1: Lower]                                     [WK27]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Horned Ghost, Earth Golem, Nightmare, Gnome Wizard
               _   _____   _
              |F| |  _  |_|E|    _   _____      _     _____
              |B| |_ B|_____|___|C| |     |  __| |  _|     |
               �    |_____   _____| |     | |  __| |F|     |
                        |  A  |E|   |_   _| | |__  |_|_   _|
                        |_   _| |   |A| |E| |  EG|     | |_
                          | |  �)   | |   |  ����      |  G|
                    Start-|_| Lucky  �\���              ���
                              Cap   Carry Stone

 The main reason to come here is to get a new psynergy, necessary for certain
 kinds of lifting. Feel free to visit Lalivero first for updated equipment (if
 y'want) but it's not mandatory. The first interior room with a mural has a
 secret path revealed by...well, Reveal. Find the [Carry Stone], bestowing the
 titular psynergy, and backtrack, going north. Going down the "C" route leads
 to a [Lucky Cap], while going toward the "E" stairway -- which requires Carry
 to proceed -- leads toward the top floor. Just make sure to find the "G"
 stairway by using Reveal again. At the top, there is a statue like the one
 in Mercury Lighthouse. 

 Now, inspecting it affects which path from the next dungeon the player takes
 to reach the 2nd part of the lighthouse. Inspect it once to make one path,
 again to switch to the other. [You can come back and get treasures on the
 other path later, if you choose.] Retreat out once a path is set -- time to
 head north!

_______________________________________________________________________________
�������������������������������������������������������������������������������
28) Lalivero                                                             [WK28]
_______________________________________________________________________________
�������������������������������������������������������������������������������
               __________|  |____________  
              |___   ____    ____   ___  | |����|����������������|
              |   |_| 67 |  | 45 | |   | | | 01 | Warrior's Helm |
              |  _| |_  _|  |_  _| |_ _| | | 02 | Psy Crystal    |
              |______                    | | 03 | Lucky Medal    |
               ______|   _____           | | 04 | Water of Life  |
              |  ____   |  _  |  |�����| | | 05 | Antidote       |
              | |    |  |_|2|_|  |  ___| | | 06 | Lucky Medal    |
              | |_  _|   _   _     |_3_| | | 07 | Djinni: Torch  |
              |_________|ENTER|___   ____| |____|________________|
                        |     |   |1|
                                   �
 Lalivero is a tiny coastal town, the last one in the game. Many items are
 available in houses, but some require Isaac to walk on the town walls. The
 SWmost house has access to the roof and from there, one can jump to it; this
 same thing can be repeated in the weapon shop. This is the only way to get
 the final mars djinni (Torch) on the inn roof.

_______________________________________________________________________________
�������������������������������������������������������������������������������
29) Babi Lighthouse                                                      [WK29]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 FOES: Ice Gargoyle, Chimera Mage, Gnome Wizard, Wild Gryphon, Manticore King,
       Skull Warrior, Orc Lord, Plated Rat, Willowisp

                                          To Tunnel Ruins
                                                  _|_
                  __ ____   _   _   ___ ___      |   |   |����|��������������|
                _|FD|C   | |D| |C| |F  |   |_   _|�   �| | 01 | Lucky Pepper |
               | |�� ��| | | |_| | | |� �|I|G| | |     | | 02 | Djinni: Luff |
          _    | | I 2 | | |  ___| | |_ _| | | |  _____| |____|______________|
        _|G|   |  �����  | |  E |  |___|   |H| |  E|
       |  _|   |���   ���|  ����        �|___|  ���
    ___| |_    | A     B |
   |A     B|   |___   ___|    At the lighthouse approach, look for the [Lucky
    �������        | |_____   Pepper] chest isolated on a cliff. To reach it,
                   | |    1|  move the block against the cliff, then "Carry"
                   |  _| | |  it onto its holder, creating a stepping stone.
                   | | |___|  Should be pretty obvious once y'see it.
                   |_|
                              To save time, it's easier to do the optional
 stuff first. Outside the lighthouse, the "A" stairway is already uncovered.
 Down below, move the pillar left and exit; then, using the hidden "B" path,
 move the other pillar left, gaining access to the "G" stairway. This leads
 up to the lighthouse scaffolding where Growth will open a path to 2F. Drop
 down the only groove here to land right by a jupiter djinni (Luff), the
 final one! It's quick, uses great psynergy and has a penchant for running
 on the 2nd turn, so save beforehand!

 After getting the djinni, drop down (to B1) and take the "D" stairway series
 up to 2F again, this time on the room's other side. Drop down the groove
 nearest the door to land near Faran and his allies, trying to get through a
 door Saturos' party went in. After a scene, Isaac's team will have to prove
 their worth by opening said door -- use Reveal to show the hidden switch by
 the plaque. The way now leads to the Tunnel Ruins.

_______________________________________________________________________________
�������������������������������������������������������������������������������
30) Tunnel Ruins                                                         [WK30]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Chimera Mage, Gnome Wizard, Manticore King, Willowisp, Wild Gryphon
          Skull Warrior

            START            NOTE: If you haven't been to Venus Lighthouse
              |              [Part 1: Lower] yet, you will not be able to get
             |�|����|        through here!!
             | |    |
             | |    |        When you first enter the ruins, there will be a
             |__   _|        replica of the statue seen in the lower section
              |     |        of Venus Lighthouse, displaying which path the
 West Path    |___| |        ruins are set up to give. The floor circles'll
 Start   \   _|_   _|        represent the accessible rooms, so any not
         _\_|  _  |  East    connected by the line cannot be accessed yet.
        |     |_| |_/ Path   Isaac's team will have to go through twice to
        |     |     | Start  get both of the treasures here, for reference.
       _|  ___|     |
      |   |   |  ___|_____   Past the first puzzle room, which has a crappy
      |   |   |  _  |ASURA|  pillar "conundrum" (move it one tile lower than
      |_____| | |_|_      |  NE corner), the paths will split up according to
        |     |     |ARMOR|  the layout.
        |     |     |�����
       _|_   _|___  |_   PATH 1 (WEST)
     _|  _____   ___| |  �������������
    |ORACL| |     |  _|  Another pillar puzzle! Notice that one part of the
    |     | |      _|    ledge sticks out? Put a pillar two south of there,
    | ROBE| |_____|      and the other two tiles south of that one -- this
     �����               completes the chain to the highroad. Adjacent to this
 room is a chamber with a bunch of overgrowth and two mini-pillars. Move them
 so Isaac can jump to the largest foliage portion, then Whirlwind it away to
 find a 3rd pillar. Push it against the west wall and off the cliff, then along
 its route; one of the other pillars can be pushed east to make a stepping
 stone series. Use Whirlwind on the final leafy stuff.

 The 3rd room has a Carry/Weight puzzle. Put the blocks on the rightmost scale
 to raise the leftmost -- yawn! Past there, the path splits. Go left and use
 Reveal on the statue to find Mia's ultimate armor, the [Oracle's Robe]!
 Go into the remaining room after.

PATH 2 (EAST)
�������������
 The first puzzle here involves a water pillar. Push the first onto its floor
 tile; do the same with the next after filling it with Douse. At the next
 corridor, go east and use Reveal on the statue to find [Asura's Armor], a
 good one for Isaac and Garet. The final puzzle on this path involves more
 water pillars. Fill the one in the room, push it the length of its treads,
 then cast Frost to allow one to leave from the top level. There'll be no
 alternative room to access on this path, except the south (mandatory) one.

PATHS REJOINED
��������������
 This one has a colored statue puzzle that seems impossible, until you figure
 out the statues can be "Mind Read" for some reason. This gives clues to the
 location! The exit to Venus Lighthouse opens when they're correctly placed,
 however. Their locations should be:

 NW : Red
 NE : Blue
 Mid: Yellow
 SW : Green
 SE : Violet

 ############################################################################
 Troy Rogers writes: when in Babi's Lighthouse and you go down the west side,
 if you go up to the top and head into Venus Lighthouse, switching the paths,
 the path back does get blocked; but, if you use retreat you get warped back
 to the door on the north side, therefore bypassing the energy field, and can
 back track up the west path much easier to claim the asura armor and only
 have to do the third room again to get back to the 5 statues.
 ############################################################################

_______________________________________________________________________________
�������������������������������������������������������������������������������
31) Venus Lighthouse [Part 2: Upper]                                     [WK31]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ENEMIES: Fenrir, Recluse, Boulder Beast, Thunder Lizard, Grand Golem, Wild
          Gryphon, Skull Warrior, Horned Ghost, Nightmare, Willowisp, Manticore
          King

 NOTE: If you leave the Lighthouse entirely, you'll have to do all the puzzles
 over again (unlike some dungeons like Crossbone Isle)!
                       _                           _ _    _   _____
                   _  |J|    _                    |J|L|__|K| |M 5 L|
             _ _  |G|_| |___|K|    _____ _        |M|______| |_____|
           _|H|3|_|        ___|  _|  _  |G|       |__  |______
          |_________|     |     |H| |_| | |        _ |____   _|
                 _  |     |     |_____  | |  _ ___| |___|     |
                |I|_|     |_ ___      |___| |I|   |  _  |     |
                |_________  |F _|           |___| | |_|_______|
               _          |     |             |   4   |
         _____|D|         |_____|             |_______|
        |  ___  |           _
  _ __  | |_  | |___   ____|E|_            _______  |����|����������������|
 |C|  | | |C| |2|_  |_|  _     |    _ ____|  _    | | 01 | Psynergy Stone |
 |____| |_  |  �|A|    ___|    |   |D|        |_| | | 02 | Thunder Crown  |
          |  ���| |_   ___|____|   |__________|E| | | 03 | Dragon Scales  |
           ���|_____   ___|          _|     |    _| | 04 | Gaia Blade     |
                    | |             |A|  _  |   |F| | 05 | Psynergy Stone |
      To Lower -|�|_| |_|�|-Enter   |___| | |  ___| |____|________________|
    Lighthouse  |    1    |               |___|
                 ���������
 When you first enter Venus Lighthouse, there'll be a psynergy stone -- it
 respawns as well, making it a good training spot if you want to turn the
 party into murder machines (with Beefcake psynergy...NOT). The passage
 with the psynergy stone also has a left stairway that leads back to the
 lower portions of the lighthouse, although this will be ONE-WAY as the
 electric trap resets when the room is entered again.

 In the lighthouse's first room, ignore the doors near the sandfalls and
 take the lower-left room to a "the World's Dumbest Carry Puzzle". Beyond,
 ignore the "C" door and find the sandfall entry point -- run "right" across
 it and hopefully end up at the other side, instead of down at the bottom of
 a pit (connects to "C"). Here, the lower room has a [Thunder Crown] headgear,
 which is great for Garet if he already got his Muramasa and the Cleric's
 Ring from Deadbone Isle (the latter prevents curse effects, which applies to
 the Thunder Crown as well). Take the "D" stairway upwards after. Through a
 hidden sandfall door, follow the passage to a button that changes the sand
 flow in the first room we visited here.

 Visit there and see that the "B" door is now accessible. Hold B and press
 diagonally (NE) on the d-pad to get across -- many people have trouble with
 this, actually! Do the crappy pillar puzzle beyond and take the "E" stairway
 up, which leads to "F" after. There'll be another put-block-in-hole puzzle,
 and there's a couple ways to do it...luckily it's a cinch! In the ensuing
 room, cross the sandflow and locate the nearby room with two sandfalls in it.
 One has a [Dragon Scales] armor behind it, the other the "H" stairway. Do a
 Carryblock-on-Scales puzzle and reach another button that opens a sandflow
 in the chamber below, giving access to the "I" stairway.

 The first puzzle is kind of annoying, and it's the moving sand puzzle (be
 glad it's not a sliding tile puzzle, folks!). The sand flows in a certain
 direction and Isaac has to navigate it to find the exit. However, the real
 reason to linger here is Isaac's best weapon, the [Gaia Blade], which has a
 great and frequent unleash ability, not to mention being the most damaging in
 the game. Past there, another block-in-conduit puzzle. This one's the largest
 but is still pretty easy -- work from the SE corner to the NW. Since I'm so
 nice, though, here's a pic of the completed solution:

       http://img.photobucket.com/albums/v242/Shotgunnova/Solution.png

 Out of the room, step on the 3rd button to make another sandflow appear below.
 Take the "J" path downward to locate appear there, then go to the "K"
 stairway. This leads up to a final psynergy stone! There's no ultimate setup
 for characters, but here's my decked-out party setup:

ISAAC               GARET               IVAN               MIA
�����               �����               ����               ���
 � Gaia Blade        � Muramasa          � Kikuichimonji    � Righteous Mace
 � Warrior's Helm    � Thunder Crown     � Ninja Hood       � Lucky Cap
 � Dragon Scales     � Demon Mail        � Storm Gear       � Ninja Garb
 � Spirit Gloves     � Mirrored Shield   � War Gloves       � Virtuous Armlet
 � Running Shirt     � Running Shirt     � Running Shirt    � Silk Shirt
 � Hyper Boots       � Quick Boots       � Hyper Boots      � Quick Boots
                     � Cleric's Ring
 ### NOTE ###
 This is the "point of no return" in terms of doing everything. Make a save
 here if you still want to do things later, because there won't be time after
 all the hubbub is over!

 Drop down the slot to be taken to the aerie, where the final battles play!
 _________ ______ ______ ______ _____________ _______ ________________________
| BOSS    | HP   |  XP  | WEAK | DROPS       | COINS | USES: Death Size, Heat |
|���������|������|������|������|�������������|�������| Flash, Eruption, Flare |
| Saturos | 3000 | 3000 | Watr | ----------- |  3600 | Wall, Eruption, Nova,  |
| Menardi | 2600 | 3000 | Watr | ----------- |  4200 | Fireball, Pyroclasm,   |
|_________|______|______|______|_____________|_______| Break, Impact          |
                                                      ������������������������
  Finally, we get to see Menardi in battle! She's faster than her cohort and
  can do some mean damage with Death Size, so target her first (she has least
  HP, too). Like before, these fire adepts are weak to water, so after one is
  gone, you could probably pull a Boreas and take out the other, right? DON'T!
  The reason being, all djinn recharges and such carry over to the next fight,
  and who wants to start off with a disadvantage? This battle should seem easy
  if you already beat Deadbeard, and the same strategies can be employed: use
  and abuse Ground, Corona, Flash, Granite, Luff, etc.
 _________ ______ ______ ______ _____________ _______ ________________________
| BOSS    | HP   |  XP  | WEAK | DROPS       | COINS | USES: Evil Blessing,   |
|���������|������|������|������|�������������|�������| Dragon Driver, Outer   |
| Fusion  | 5000 | ---- | Watr | ----------- | ----- | Space, Severe Blow,    |
| Dragon  |      |      |      |             |       | Deadly Gas, Drain Fang |
|_________|______|______|______|_____________|_______| Break                  |
                                                      ������������������������
  The final FINAL boss -- some people find this easier to fight since there's
  only one target. All HP, psynergy, and djinn values from before will have
  carried over, so that's why it was recommended to not summon-rush the two
  bosses previously. The same strategy to winning works here: abuse the djinn
  that prevent damage (Granite/Flash) or make it lose a turn (Ground). There's
  no reason to use Luff here since it only has techs, not psynergy. At its
  best, it can do about 200 damage to everyone, so Mia will be working full-
  -time as Wishologist! Keep her PP up with Psy Crystals if required, because
  the enemy will get two turns (it does have two heads, so...) and getting hit
  with consecutive Outer Spaces sucks! Even moreso if Mia can't use Wish.
  Overall, pretty easy if you have good djinn management -- just be sure to
  cure deadly poison (from Deadly Gas) if multiple people get hit with it!

 After all the fighting, everyone escapes to Lalivero, and Iodem gives Isaac
 the [Black Orb] to sail Babi's ship! It's in the guarded NW house! Stand on
 the pier and use said orb (manually) to make the submerged vessel float, then
 it's all over!
          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
 
 ...but actually, this isn't the end! After the credits, you can save your
 adventure as a clear file (NOTE: You won't be able to play this game save
 again if you do this, so pick a new save!). At the title screen, you can
 then use the "Send" option to put the data in Golden Sun: The Lost Age! See
 "Th' Basics" section for information on getting the Send option opened.

                                                      _______________________
_____________________________________________________/ IV. APPENDICES [APPN] |_
�������������������������������������������������������������������������������
CROSSBONE ISLE                                                           [CRSB]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Crossbone Isle is the game's optional dungeon, located isolated out at sea.
 There are two ways to get to it: (1) during the Tolbi-Bound Ship portion,
 imbalance the rowing to make the vessel beach here (2) in Suhalla Desert,
 enter the pink tornado but don't use Douse. Here's the lowdown on this
 place:

 � There's a special fight to enter a puzzle, but no random encounters inside
 � If team leaves island, dungeon/fights do not reset

APPROACH
��������
 Use Growth a few times to get up the cliff, get a [Nut] at the top, and
 slide down to the [1 Coin] chest; the [Mint] chest by the waterfall can be
 obtained by sliding down the groove nearest there. To find the entrance to
 the long cave dungeon, after climbing the Growth vines, drop down the nearest
 groove and Whirlwind the way open.

FLOOR B1
��������
 Fight: Hobgoblin, Virago x2 [Win: Lucky Medal]
 Items: 111 Coins, Nut, Hard Nut, Antidote, Potion

 There's a fight before entering but it's rather simple, especially if you
 come here after visiting Lalivero. The first puzzle is stepping stones, and
 it's easy innately. Moving the stumps left or right will let Isaac claim the
 different chests (111 Coins, Nut, Hard Nut, Antidote). The team will have to
 reenter the room a few times to get all the chests, and for the last stump,
 Isaac will have to pull it right once, go back around, and do the same thing
 again. After exiting, there's a Mimic who drops the final item (Potion).

FLOOR B2
��������
 Fight: Sucubus, Grisly x2 [WIN: Potion]
 Items: Elixir, 222 Coins, Lucky Pepper, Mystery Blade

 This one revisits the pillar-rolling puzzles of yore. Most chests are in the
 open but the [Mystery Blade] is toward the end. Luckily, this is a very, very
 easy puzzle: start from the right (work left), pushing every pillar seen in
 its direction.

FLOOR B3
��������
 Fight: Lich, Fiendish Ghoul x2 [WIN: Psy Crystal]
 Items: Blue Key x4, Red Key, 333 Coins, Fairy Ring, Cookie, Smoke Bomb
 
 This is another stepping stone puzzle, except "Catch" psynergy is required.
 Use it to snatch the various Blue Keys from their tiles -- these unlock the
 treasure doors north of there. The Red Key is in the NE corner in the odd
 "pillar ring" -- stand on the tile near the rightmost treasure door and use
 Reveal, then Catch the item to leave. The keys disappear from the inventory
 when used, thankfully...we don't need any extra weight.

 NOTE: If you beached during the Tolbi-Bound Ship event, you won't be able to
 get past the next level, so turn back now and return later!

FLOOR B4
��������
 Fight: Gryphon x2 [WIN: Potion]
 Items: Psy Crystal, Sleep Bomb, 444 Coins, Storm Gear

 This level has statues that guard spots on the floor, and when Isaac tries to
 bypass them, they push him back. The only way to continue is using the Cloak
 psynergy gotten from Babi. To get the chests, however, use Halt when they're
 not blocking a doorway and proceed that way.

FLOOR B5
��������
 Fight: Lizard King, Harridan, Stone Soldier x2 [WIN: Psy Crystal]
 Items: 555 Coins, Ninja Garb, Lucky Medal, Potion

 This is an upgraded floodgate/log-moving puzzle, last seen in Kolima Forest!
 There are six logs, although #6 (on map) is immovable. Here's how to get the
 items and exit (if you don't want to work backwards to reset puzzle, just
 re-enter room).

 The notation is pretty simple. Something like "5W" means Log 5 goes West,
 and so on.      __________________________
                |           _____   _____  | 
                |        |�|  2  | |  1  | |
                |        |3|�����   �����  | NINJA GARB : 5W, 4S, 2S, 5E, 2N
                |     ___|_|               |
                |    |  4  |               | LUCKY MEDAL: 3W, 4N, 3E
                |     ���|�|               |
                |        |5|               | POTION/EXIT: 3W, 4N, 3E, 4S
                |  _____ |_|               | 
                | |  6  |                  |
                |  �����                   |
FLOOR B6         ��������������������������
��������
 Fight: Chimera x2 [WIN: Potion]
 Items: Elixir, 666 Coins, Water of Life, Demon Axe

 This is just simple log-and-puddle puzzles to get some rather meager items.
 The real prize here is the final venus djinni (Bane) who constantly flees
 from Isaac. Eventually he can be led toward the ladder series near the start
 where Halt allows him to fought. [The Demon Axe is also cursed, so don't
 equip it without knowing this!]

FLOOR B7
��������
 Fight: Earth Lizard x2 [WIN: Water of Life]
 Items: Psy Crystal, Lucky Medal, Wicked Mace, 777 Coins

 This is a Carry-based puzzle series, so if you didn't get the Carry Stone
 from the base of Venus Lighthouse, y'can't proceed through here. It's very
 simple really: push the Carry-able stones so they complete parts of the upper
 cliffs, then get the chests. To get the Wicked Mace in the middle of the room,
 use the Carry tactic to bypass the pit (put it on ledge, push it over other
 side of ledge) and use it as a stepping stone. Y'might have to re-enter the
 room a few times to get all the items. The final chest is near the exit and
 can be jumped to, although it looks like that's not possible (eye trickery!).

FLOOR B8
��������
 Fight: Poison Toad, Thunder Lizard x2 [WIN: Water of Life]
 Items: Smoke Bomb, 888 Coins, Potion, Cleric's Ring

 This might be the most annoying fight so far, as two Thunder Blessings will
 probably kill Mia (save beforehand!). However, if you bumrush the enemies w/
 everyone using 4-Djinn summons, it can be a one-turn battle...nearly. Anyway,
 the puzzle itself isn't that hard, and getting most chests are easy. However,
 to get the awesome [Cleric's Ring] -- which prevents Curse effects -- there
 is a certain order that has to be done, so it pays to get all the rest of
 the chests first.

 Frost the puddle left of the dragon statue, and use it to get to the left
 side of the logs. Push the rock right, then go back to the logs right side
 and push the 1st log south. Frosting the scale-covered puddle will make the
 statue melt the other puddle. Just repeat the steps to get back to the logs'
 left side, push the 2nd log south, and claim the prize!

FLOOR B9
��������
 Fight: Cerebus x2 [WIN: Psy Crystal]
 Items: Sleep Bomb, 999 Coins, Water of Life, Muramasa

 The Cerebus duo uses high-powered ice moves, and can do about 200 damage
 with the Double Fang attack, so Mia should spam Wish Well to avoid any bad
 outcomes. Tagteam one of them to make it easier; summon rushing here may not
 be a good idea. The puzzle beyond is one of the more annoying, personally...
 well, if you don't know what to do.
       _         ____
   _ _|D|_ _   _| A  |_
 _| |   12| |_|6      5|�|
|  _|   11|  C         | | A: Sleep Bomb    - 5W
| |     10|  _       4 | | B: 999 Coins     - 1N, 6E, 2N, 3W
| |  789  | | |   B    | | C: Water of Life - 1N, 6E, 2N, 6W, 4W
|  �������  | | 1  2  3| | D: Muramasa      - 7N, 8N, 9N, 10W, 8S, 11W, 9S, 12W
 ����| |���� |���������  |
     EXIT    |_|���������  The Muramasa is the best weapon for Garet, although
            START          it's cursed. Give him the Cleric's Ring to avoid
                           any side effects!
FLOOR B10
���������
 Items: Potion, Demon Mail

 There are no puzzles on this final floor, just a stronger-than-average mimic
 who wants to play dirty with Spark Plasma. Approach the bow to fight the
 boss of this dungeon...
 ___________ ______ ______ ______ _____________ _______ ______________________
| BOSS      | HP   | XP   | WEAK | DROPS       | COINS | USES: Debilitate,    |
|�����������|������|������|������|�������������|�������| Spark Plasma, Break, |
| Deadbeard | 6000 | 8000 | Erth | W. Of Life  |  9000 | Freeze Prism, Guard, |
|___________|______|______|______|_____________|_______| Inferno, Ward, Impact|
                                                        ����������������������
  Deadbeard is the hardest enemy in the game, having high resistance to status
  effects, access to all the best psynergy of each element, and he can attack
  twice per turn! The easiest way to get through the battle is to abuse the
  Flash/Granite djinni, which protect the party from most damage per turn.
  Just alternate their usage, and if you need to, use Luff to seal the boss'
  psynergy temporarily. This may be a slow, uneventful method but it'll get a
  player through pretty easily. If Mia knows Wish Well (or better), then it's
  possible to slog your way through, having everyone attack and just spamming
  Wish Well each turn. Toss her a Psy Crystal when necessary and that'll work
  too. If possible, try to get off a high-level Venus djinni summon which can
  perforate Deadbeard easily -- he's very weak to it! [You can also make use
  of the Ground djinni, making the boss lose a turn.]

  Additionally, the "Break" ability will remove any protective statuses from
  the team (stat-ups), and having someone use that can draw his fire away
  from pure offense. Deadbeard can be rather tough as the battle goes on, as
  his power-ups will stack! Usually about Lv30, Mia (Paragon) can use Break on
  HIM, robbing him of any goodies. Naturally it's best to do that when there's
  some kind of djinni barrier up.
 
 With the boss dead, get the [Demon Mail] and leave!

_______________________________________________________________________________
�������������������������������������������������������������������������������
PSYNERGY LIST                                                            [PSNR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Psynergy is the "magic" of this game, and comes in a few categories: Field,
 Attack, Status, and Medicinal. 

______________
��������������
FIELD PSYNERGY
______________
��������������
  _______________ ____ ___ _________________________________ ________________
 | PSYNERGY      | PP | R | EFFECT                          | ITEM USED...   |
 |���������������|����|���|���������������������������������|����������������|
 | Avoid         | 05 | - | Enemy encounters will decrease  | ---------------|
 | Carry         | 02 | - | Levitate & move special blocks  | Carry Stone    |
 | Catch         | 01 | - | Retrieve out-of-range items     | Catch Beads    |
 | Cloak         | 01 | - | Become invisible in the shadows | Cloak Ball     |
 | Douse         | 05 | - | Use water to fill/douse objects | Douse Drop     |
 | Force         | 02 | - | Knock over out-of-range objects | Orb of Force   |
 | Frost         | 05 | - | Create ice pillars from puddles | Frost Jewel    |
 | Gale          | 03 | - | Removes overgrowth from objects | -------------- |
 | Growth        | 04 | - | Grow vines to scale cliffsides  | -------------- |
 | Halt          | 02 | - | Temporarily stop moving objects | Halt Gem       |
 | Lift          | 02 | - | Levitates certain tiny boulders | Lifting Gem    |
 | Mind Read     | 01 | - | Read NPCs' innermost thoughts   | -------------- |
 | Move          | 02 | - | Push/pull/move certain objects  | -------------- |
 | Retreat       | 06 | - | Warp back to dungeon's entrance | -------------- |
 | Reveal        | 01 | - | Find things hidden by illusions | -------------- |
 | Whirlwind     | 05 | - | Removes overgrowth from objects | -------------- |
 |_______________|____|___|_________________________________|________________|

 This category deals with special abilities that can be used on the field,
 i.e. walking around towns and dungeons. They're often used for puzzle-solving
 of some sort, although a few kinds (Gale, Douse, Frost, Growth,
 Whirlwind) can be used in battle as well. Most of these special abilities are
 learned through unique accessories that give the effect when equipped, but a
 few are inherent on the allies. The only duplicate psynergy is "Gale," which
 is the Ninja class' version of Whirlwind, just for a cheaper PP cost.

_______________
���������������
ATTACK PSYNERGY
_______________
���������������
 Attack psynergy is, as its name suggests, used to deal damage to targets (and
 maybe add a status effect all the while). These come in elemental "series"
 of three for the most part, and that's how they'll be listed.
 _______________ ____ ___ ____________   _______________ ____ ___ ____________
| SERIES        | PP | R | EFFECT     | | SERIES        | PP | R | EFFECT     |
|���������������|����|���|������������| |���������������|����|���|������������|
| Quake         | 02 | 3 | Earth DMG  | | Spire         | 05 | 1 | Earth DMG  |
| Earthquake    | 04 | 5 | Earth DMG  | | Clay Spire    | 13 | 3 | Earth DMG  |
| Quake Sphere  | 14 | 7 | Earth DMG  | | Stone Spire   | 22 | 3 | Earth DMG  |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Gaia          | 07 | 3 | Earth DMG  | | Rockfall      | 05 | 3 | Earth DMG  |
| Mother Gaia   | 17 | 5 | Earth DMG  | | Rockslide     | 15 | 5 | Earth DMG  |
| Grand Gaia    | 32 | 5 | Earth DMG  | | Avalanche     | 30 | 5 | Earth DMG  |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Growth        | 04 | 1 | Earth DMG  | | Thorn         | 06 | 3 | Earth DMG  |
| Mad Growth    | 10 | 3 | Earth DMG  | | Briar         | 11 | 3 | Earth DMG  |
| Wild Growth   | 19 | 5 | Earth DMG  | | Nettle        | 23 | 5 | Earth DMG  |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������|
| Punji         | 07 | 3 | Earth DMG  |
| Punji Pit     | 13 | 3 | Earth DMG  |
| Punji Strike  | 24 | 5 | Earth DMG  |
|_______________|____|___|____________|

 _______________ ____ ___ ____________   _______________ ____ ___ ____________
| SERIES        | PP | R | EFFECT     | | SERIES        | PP | R | EFFECT     |
|���������������|����|���|������������| |���������������|����|���|������������|
| Flare         | 04 | 3 | Fire DMG   | | Fire          | 06 | 3 | Fire DMG   |
| Flare Wall    | 07 | 3 | Fire DMG   | | Fireball      | 12 | 5 | Fire DMG   |
| Flare Storm   | 12 | 3 | Fire DMG   | | Inferno       | 23 | 5 | Fire DMG   |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Volcano       | 06 | 1 | Fire DMG   | | Blast         | 07 | 3 | Fire DMG   |
| Eruption      | 14 | 3 | Fire DMG   | | Nova          | 13 | 5 | Fire DMG   |
| Pyroclasm     | 29 | 5 | Fire DMG   | | Supernova     | 31 | 7 | Fire DMG   |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Blast         | 05 | 3 | Fire DMG   | | Fire Bomb     | 05 | 3 | Fire DMG   |
| Mad Blast     | 09 | 5 | Fire DMG   | | Cluster Bomb  | 11 | 5 | Fire DMG   |
| Fiery Blast   | 19 | 7 | Fire DMG   | | Carpet Bomb   | 29 | 7 | Fire DMG   |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������|
| Lava Shower   | 04 | 1 | Fire DMG   |
| Molten Bath   | 12 | 3 | Fire DMG   |
| Magma Storm   | 27 | 5 | Fire DMG   |
|_______________|____|___|____________|

 _______________ ____ ___ ____________   _______________ ____ ___ ____________
| SERIES        | PP | R | EFFECT     | | SERIES        | PP | R | EFFECT     |
|���������������|����|���|������������| |���������������|����|���|������������|
| Whirlwind     | 05 | 3 | Wind DMG   | | Ray           | 06 | 3 | Wind DMG   |
| Tornado       | 14 | 5 | Wind DMG   | | Storm Ray     | 10 | 3 | Wind DMG   |
| Tempest       | 27 | 5 | Wind DMG   | | Destruct Ray  | 21 | 3 | Wind DMG   |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Plasma        | 08 | 3 | Wind DMG   | | Bolt          | 04 | 1 | Wind DMG   |
| Shine Plasma  | 18 | 5 | Wind DMG   | | Flash Bolt    | 07 | 3 | Wind DMG   |
| Spark Plasma  | 37 | 7 | Wind DMG   | | Blue Bolt     | 14 | 3 | Wind DMG   |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Slash         | 04 | 1 | Wind DMG   | | Gale          | 03 | 3 | Wind DMG   |
| Wind Slash    | 09 | 3 | Wind DMG   | | Typhoon       | 12 | 5 | Wind DMG   |
| Sonic Slash   | 20 | 5 | Wind DMG   | | Hurricane     | 25 | 5 | Wind DMG   |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������|
| Thunderclap   | 09 | 3 | Wind DMG   |
| Thunderbolt   | 19 | 5 | Wind DMG   |
| Thunderstorm  | 39 | 7 | Wind DMG   |
|_______________|____|___|____________|

 _______________ ____ ___ ____________   _______________ ____ ___ ____________
| SERIES        | PP | R | EFFECT     | | SERIES        | PP | R | EFFECT     |
|���������������|����|���|������������| |���������������|����|���|������������|
| Frost         | 05 | 3 | Water DMG  | | Ice           | 05 | 1 | Water DMG  |
| Tundra        | 08 | 3 | Water DMG  | | Ice Horn      | 11 | 3 | Water DMG  |
| Glacier       | 15 | 3 | Water DMG  | | Ice Missile   | 23 | 3 | Water DMG  |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Douse         | 05 | 3 | Water DMG  | | Prism         | 07 | 3 | Water DMG  |
| Drench        | 10 | 3 | Water DMG  | | Hail Prism    | 16 | 5 | Water DMG  |
| Deluge        | 20 | 5 | Water DMG  | | Freeze Prism  | 31 | 5 | Water DMG  |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������|
| Froth         | 05 | 3 | Water DMG  |
| Froth Sphere  | 12 | 5 | Water DMG  |
| Froth Spiral  | 31 | 7 | Water DMG  |
|_______________|____|___|____________|

 Some attack psynergy is unique to a class, and those are listed below. They
 don't typicall come in a series, so I'll just pair them by elements.
         _______________ ____ ___ ______ ___________________________ 
        | PSYNERGY      | PP | R | ELEM | EFFECT                    |
        |���������������|����|���|������|���������������������������|
        | Ragnarok      | 07 | 1 | Erth | Earth damage              |
        | Helm Splitter | 08 | 1 | Erth | Earth damage + %Paralysis |
        | Demon Night   | 12 | 3 | Erth | Earth damage + %Haunted   |
        | Heat Wave     | 06 | 1 | Fire | Fire damage               |
        | Dragon Cloud  | 06 | 1 | Fire | Fire damage               |
        | Planet Diver  | 07 | 1 | Fire | Fire damage               |
        | Astral Blast  | 05 | 1 | Wind | Wind damage               |
        | Shuriken      | 08 | 3 | Wind | Wind damage               |
        | Quick Strike  | 12 | 1 | Wind | Wind damage               |
        | Death Plunge  | 14 | 1 | Wind | Wind damage               |
        | Cutting Edge  | 05 | 1 | Watr | Water damage              |
        |_______________|____|___|______|___________________________|

_______________
���������������
STATUS PSYNERGY
_______________
���������������
 Status psynergy is meant to bolster the allied ranks by augmenting stats, or
 inflict abnormalities on the enemy to even the odds of winning. They come in
 "families" of two generally, but some classes have different abilities that
 do the same thing, so they'll be paired together. [A '9' in the range column
 signifies that the attack targets "all" of one group.]
 _______________ ____ ___ ____________   _______________ ____ ___ ____________
| SERIES        | PP | R | EFFECT     | | SERIES        | PP | R | EFFECT     |
|���������������|����|���|������������| |���������������|����|���|������������|
| Impact        | 07 | 1 | ATK Raised | | Guard         | 03 | 1 | DEF Raised |
| Demon Spear   | 07 | 1 | ATK Raised | | Guardian      | 03 | 1 | DEF Raised |
| High Impact   | 12 | 9 | ATK Raised | | Protect       | 05 | 1 | DEF Raised |
| Angel Spear   | 12 | 9 | ATK Raised | | Protector     | 05 | 1 | DEF Raised |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Ward          | 03 | 1 | RES Raised | | Sleep         | 05 | 3 | %Sleep     |
| Magic Shell   | 03 | 1 | RES Raised | | Bind          | 04 | 1 | %Seal      |
| Resist        | 05 | 9 | RES Raised | | Haunt         | 05 | 3 | %Haunt     |
| Magic Shield  | 05 | 9 | RES Raised | | Curse         | 06 | 1 | %Curse     |
|_______________|____|___|____________| | Condemn       | 08 | 1 | %P. Downed |
|���������������|����|���|������������| | Annihilation  | 18 | 1 | %Downed    |
| Dull          | 06 | 1 | ATK Lowerd | | Delude        | 04 | 3 | %Delused   |
| Blunt         | 11 | 3 | ATK Lowerd | | Mist          | 04 | 3 | %Deluded   |
| Weaken        | 04 | 1 | RES Lowerd | |_______________|____|___|____________|
| Enfeeble      | 06 | 3 | RES Lowerd | |���������������|����|���|������������|
| Impair        | 04 | 1 | DEF Lowerd | | HP Drain      | 03 | 1 | Drains HP  |
| Debilitate    | 06 | 3 | DEF Lowerd | | Psy Drain     | -- | 1 | Drains PP  |
|_______________|____|___|____________| |_______________|____|___|____________|

__________________
������������������
MEDICINAL PSYNERGY
__________________
������������������
 This category specializes in party wellness, particularly the HP side of
 things. It also can alleviate bad statuses from allies or, in the case of
 Break, any stat augmentations from enemies.
 _______________ ____ ___ ____________   _______________ ____ ___ ____________
| SERIES        | PP | R | EFFECT     | | SERIES        | PP | R | EFFECT     |
|���������������|����|���|������������| |���������������|����|���|������������|
| Cure          | 03 | 1 | Restore HP | | Ply           | 04 | 1 | Restore HP |
| Cure Well     | 07 | 1 | Restore HP | | Ply Well      | 08 | 1 | Restore HP |
| Potent Cure   | 10 | 1 | Restore HP | | Pure Ply      | 12 | 1 | Restore HP |
|_______________|____|___|____________| |_______________|____|___|____________|
|���������������|����|���|������������| |���������������|����|���|������������|
| Wish          | 09 | 9 | Restore HP | | Revive        | 15 | 1 | Cure KO    |
| Wish Well     | 13 | 9 | Restore HP | | Cure Poison   | 02 | 1 | Cure Ps/Vn |
| Pure Wish     | 20 | 9 | Restore HP | | Restore       | 03 | 1 | Cure S/S/D |
|_______________|____|___|____________| | Break         | 05 | A | See above  |
                                        |_______________|____|___|____________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
CLASS OVERVIEW                                                           [CLSS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Each character can have their class changed by different djinn combinations,
 and this changes their psynergy. Additionally, leveling up will learn new
 psynergy -- this applies to any class, even after changing.

 The following table will tell everyone's class, the minimum amount of djinn
 they need to be that class, and the stat augmentations (%) the class gives.
 The class "families" are organized by pure djinn amounts (or lack thereof),
 typically.

       _____________ _________________ _______________________________
      | ISAAC CLASS | ERT FIR WIN WAT |  HP   PP  ATK  DEF  AGL  LCK  |
      |�������������|�����������������|�������������������������������|
      | Squire      |  0  --- --- --- | 110%  80% 110% 100% 110% 100% |
      | Knight      |  2  --- --- --- | 130%  90% 120% 110% 120% 100% |
      | Gallant     |  4  --- --- --- | 150% 100% 130% 120% 130% 100% |
      | Lord        |  6  --- --- --- | 170% 110% 140% 130% 140% 100% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Brute       | ---  1  --- --- | 100%  70% 120%  90% 110%  70% |
      | Ruffian     | ---  2  --- --- | 120%  80% 130% 100% 120%  70% |
      | Savage      | ---  4  --- --- | 140%  90% 140% 110% 130%  70% |
      | Barbarian   | ---  5  --- --- | 160% 100% 150% 120% 140%  70% |
      | Berserker   |  1   6  --- --- | 180% 110% 160% 130% 150%  70% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Apprentice  | --- ---  1  --- | 100% 120% 110% 100% 120%  90% |
      | Illusionist | --- ---  2  --- | 120% 130% 120% 110% 130%  90% |
      | Enchanter   | --- ---  4  --- | 140% 140% 130% 120% 140%  90% |
      | Conjurer    |  1  ---  6  --- | 170% 160% 140% 130% 160%  90% |
      | Shaman      | --- ---  7  --- | 120% 150% 110% 110% 130% 100% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Swordsman   | --- --- ---  1  | 100%  90% 110% 110%  90% 120% |
      | Defender    | --- --- ---  2  | 120% 100% 120% 120% 100% 120% |
      | Cavalier    | --- --- ---  4  | 140% 110% 130% 130% 100% 120% |
      | Guardian    |  1  --- ---  6  | 170% 130% 140% 140% 130% 120% |
      | Shaman      | --- --- ---  6  | 120% 150% 110% 110% 130% 100% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Dragoon     | ---  3  ---  3  | 160% 130% 140% 140% 110% 130% |
      | Ninja       | ---  3   3  --- | 160% 140% 150% 120% 170%  80% |
      | Samurai     | ---  4   3  --- | 190% 130% 150% 140% 140%  90% |
      |_____________|_________________|_______________________________|

       _____________ _________________ _______________________________
      | GARET CLASS | ERT FIR WIN WAT |  HP   PP  ATK  DEF  AGL  LCK  |
      |�������������|�����������������|�������������������������������|
      | Guard       | ---  0  --- --- | 110%  80% 100% 110%  70% 100% |
      | Soldier     | ---  2  --- --- | 130%  90% 110% 120%  80% 100% |
      | Warrior     | ---  4  --- --- | 150% 100% 120% 130%  90% 100% |
      | Champion    | ---  6  --- --- | 170% 120% 130% 140% 100% 100% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Brute       |  1  --- --- --- | 100%  70% 120%  90% 110%  70% |
      | Ruffian     |  2  --- --- --- | 120%  80% 130% 100% 120%  70% |
      | Savage      |  4  --- --- --- | 140%  90% 140% 110% 130%  70% |
      | Barbarian   |  5  --- --- --- | 160% 100% 150% 120% 140%  70% |
      | Berserker   |  6   1  --- --- | 180% 160% 110% 130% 150%  70% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Page        | --- ---  1  --- | 100% 120% 110% 100% 120%  90% |
      | Illusionist | --- ---  2  --- | 120% 130% 120% 110% 130%  90% |
      | Enchanter   | --- ---  4  --- | 140% 140% 130% 120% 140%  90% |
      | Conjurer    | ---  1   6  --- | 170% 160% 140% 130% 160%  90% |
      | Ascetic     | --- ---  7  --- | 120% 140% 110% 120% 140% 120% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Swordsman   | --- --- ---  1  | 100%  90% 110% 110%  90% 120% |
      | Defender    | --- --- ---  2  | 120% 100% 120% 120% 100% 120% |
      | Cavalier    | --- --- ---  4  | 140% 110% 130% 130% 110% 120% |
      | Luminier    | ---  1  ---  6  | 170% 130% 140% 140% 130% 120% |
      | Ascetic     | --- --- ---  7  | 120% 140% 110% 120% 140% 120% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Dragoon     |  3  --- ---  3  | 160% 130% 140% 140% 110% 130% |
      | Ninja       |  3  ---  3  --- | 160% 140% 150% 120% 170%  80% |
      | Samurai     |  4  ---  3  --- | 190% 130% 150% 140% 140%  90% |
      |_____________|_________________|_______________________________|

       _____________ _________________ _______________________________
      | IVAN CLASS  | ERT FIR WIN WAT |  HP   PP  ATK  DEF  AGL  LCK  |
      |�������������|�����������������|�������������������������������|
      | Wind Seer   | --- ---  0  --- |  80% 140%  80%  90% 130% 110% |
      | Magician    | --- ---  2  --- |  90% 150%  90% 100% 140% 110% |
      | Mage        | --- ---  4  --- | 110% 160% 100% 110% 140% 110% |
      | Magister    | --- ---  6  --- | 130% 170% 100% 120% 160% 110% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Seer        |  1  --- --- --- |  90% 130%  90%  90% 110% 100% |
      | Diviner     |  2  --- --- --- | 110% 140% 100% 100% 120% 100% |
      | Shaman      |  4  --- --- --- | 120% 150% 110% 110% 130% 100% |
      | Druid       |  6  ---  1  --- | 150% 170% 130% 130% 150% 100% |
      | Enchanter   |  7  --- --- --- | 140% 140% 130% 120% 140%  90% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Pilgrim     | ---  1  --- --- |  90% 120%  90% 100% 120% 120% |
      | Wanderer    | ---  2  --- --- | 110% 130% 100% 110% 130% 120% |
      | Ascetic     | ---  4  --- --- | 120% 140% 110% 120% 140% 120% |
      | Fire Monk   | ---  6   1  --- | 150% 160% 130% 140% 160% 120% |
      | Enchanter   | ---  7  --- --- | 140% 140% 130% 120% 140%  90% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Hermit      | --- --- ---  1  |  80% 140%  80%  90% 130% 120% |
      | Elder       | --- --- ---  2  |  90% 150%  90% 100% 140% 120% |
      | Scholar     | --- --- ---  4  | 110% 160% 100% 110% 150% 120% |
      | Savant      | --- --- ---  5  | 130% 170% 110% 120% 160% 120% |
      | Sage        | --- ---  1   6  | 150% 180% 120% 130% 170% 120% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Medium      |  3  --- ---  3  | 130% 170% 120% 120% 150%  90% |
      | Ranger      | ---  3  ---  3  | 130% 160% 120% 120% 160% 120% |
      | White Mage  |  3  --- ---  4  | 150% 180% 130% 130% 150% 130% |
      |_____________|_________________|_______________________________|

       _____________ _________________ _______________________________
      | MIA CLASSES | ERT FIR WIN WAT |  HP   PP  ATK  DEF  AGL  LCK  |
      |�������������|�����������������|�������������������������������|
      | Water Seer  | --- --- ---  0  |  90% 130%  90% 100%  80% 130% |
      | Scribe      | --- --- ---  2  | 100% 140% 100% 110%  90% 130% |
      | Cleric      | --- --- ---  4  | 120% 150% 110% 120% 100% 130% |
      | Paragon     | --- --- ---  6  | 140% 160% 120% 130% 110% 130% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Seer        |  1  --- --- --- |  90% 130%  90%  90% 110% 100% |
      | Diviner     |  2  --- --- --- | 110% 140% 100% 100% 120% 100% |
      | Shaman      |  4  --- --- --- | 120% 150% 110% 110% 120% 100% |
      | Druid       |  6  --- ---  1  | 150% 170% 130% 130% 150% 100% |
      | Cavalier    |  7  --- --- --- | 140% 110% 130% 130% 110% 120% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Pilgrim     | ---  1  --- --- |  90% 120%  90% 100% 120% 120% |
      | Wanderer    | ---  2  --- --- | 110% 130% 100% 110% 130% 120% |
      | Ascetic     | ---  4  --- --- | 120% 140% 110% 120% 140% 120% |
      | Water Monk  | ---  6  ---  1  | 150% 160% 130% 140% 160% 120% |
      | Cavalier    | ---  7  --- --- | 140% 110% 130% 130% 110% 120% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Hermit      | --- ---  1  --- |  80% 140%  80%  90% 130% 120% |
      | Elder       | --- ---  2  --- |  90% 150%  90% 110% 140% 120% |
      | Scholar     | --- ---  4  --- | 110% 160% 100% 110% 150% 120% |
      | Savant      | --- ---  5  --- | 130% 170% 110% 120% 160% 120% |
      | Sage        | --- ---  6   1  | 150% 180% 120% 130% 170% 120% |
      |_____________|_________________|_______________________________|
      |�������������|�����������������|�������������������������������|
      | Medium      |  3  ---  3  --- | 130% 170% 120% 120% 160% 120% |
      | Ranger      | ---  3   3  --- | 130% 160% 120% 120% 160% 120% |
      | White Mage  |  3  ---  4  --- | 150% 180% 130% 130% 150% 130% |
      |_____________|_________________|_______________________________|

###############################################################################
   ____ _______________ _________________________________________________ 
  | LV | PSYNERGY      | Squ Kni Gal Lor Bru Ruf Sav Bar Ber Dra Nin Sam |
  |����|���������������|�������������������������������������������������|
  | 01 | Blahblah      |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 05 | BlahBlah II   |  -   -   X -->   -   -   -   -   -   -   X   -  |
  |____|_______________|_________________________________________________|

 X = Learned in this class
 > = Inherited by a lower class when class is available

 In this example, the Blahblah psynergy would be learned initially in the
 "Squ"ire class, and every other one in the series would benefit from that
 (Kni, Gal, Lor). The "BlahBlah II" psynergy would be learned as low as the
 "Gal"lant class, inaccessible to any classes lower than that (Squ, Kni).
 Also, The "Nin"ja, which has no series besides itself, would learn that!
 Hopefully this is pretty clear.
 
__________________
������������������
ISAAC CLASSES
__________________
������������������
 EARTH: Squire -> Knight -> Gallant -> Lord
 FIRE : Brute -> Ruffian -> Savage -> Barbarian -> Berserker
 WIND : Apprentice -> Illusionist -> Enchanter -> Shaman -> Conjurer
 WATER: Swordsman -> Defender -> Cavalier -> Shaman -> Guardian
 OTHER: Dragoon, Ninja, Samurai

[EARTH/FIRE/OTHER PSYNERGY LIST]
   ____ _______________ _________________________________________________ 
  | LV | PSYNERGY      | Squ Kni Gal Lor Bru Ruf Sav Bar Ber Dra Nin Sam |
  |����|���������������|�������������������������������������������������|
  | 01 | Cure          |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Gale          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Growth        |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 02 | Quake         |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Blast         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 03 | Guardian      |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 04 | Earthquake    |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Thorn         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Punji         |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 05 | Demon Spear   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Cure Poison   |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 06 | Spire         |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Fire Bomb     |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Avoid         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Rockfall      |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Blast         |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 07 | Gaia          |  -   -   X   X   -   -   -   -   -   -   -   -  |
  |    | Mist          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Spire         |  -   -   -   -   -   -   X   X   -   -   -   -  |
  | 08 | Thunderclap   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Lava Shower   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Wish          |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 09 | Impair        |  -   -   -   -   -   -   X   X   -   -   -   -  |
  | 10 | Cure Well     |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Magic Shell   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Mad Blast     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 11 | Cutting Edge  |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 12 | Death Plunge  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Dragon Cloud  |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Mad Growth    |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 13 | Ragnarok      |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Planet Diver  |  -   -   -   -   X   X --> -->   -   -   -   -  |
  |    | Restore       |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 14 | Quake Sphere  |  X   X --> -->   -   -   -   -   -   -   -   -  |
  | 15 | Punji Trap    |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Protector     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 16 | Cluster Bomb  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Ply Well      |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Nova          |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 17 | Briar         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Haunt         |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 18 | Typhoon       |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Demon Night   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 19 | Revive        |  -   -   X   X   -   -   -   X   -   -   -   -  |
  | 20 | Clay Spire    |  X   X --> -->   -   -   -   X   -   -   -   -  |
  | 21 | Shuriken      |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Angel Spear   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 22 | Molten Bath   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Wish Well     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 23 | Debilitate    |  -   -   -   -   -   -   X   X   -   -   -   -  |
  | 24 | Mother Gaia   |  -   -   X   X   -   -   -   -   -   -   -   -  |
  |    | Curse         |  -   -   -   -   X   X --> -->   -   -   -   -  |
  |    | Rock Slide    |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 26 | Potent Cure   |  X   X --> -->   -   -   -   -   -   -   -   -  |
  |    | Thunderbolt   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 27 | Magic Shield  |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Fiery Blast   |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 28 | Wild Growth   |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 29 | Condemn       |  -   -   -   -   X   X --> -->   -   -   -   -  |
  | 31 | Annihilation  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 33 | Helm Splitter |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 34 | Pure Ply      |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 36 | Punji Strike  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Nettle        |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 40 | Carpet Bomb   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Supernova     |  -   -   -   -   X   X --> -->   -   -   -   -  |
  |    | Quick Strike  |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 42 | Stone Spire   |  X   X --> -->   -   -   -   X   -   -   -   -  |
  | 44 | Hurricane     |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 46 | Pure Wish     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 48 | Magma Storm   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 50 | Thunderhead   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 54 | Grand Gaia    |  -   -   X   X   -   -   -   -   -   -   -   -  |
  |    | Avalanche     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |____|_______________|_________________________________________________|

[WIND/WATER PSYNERGY LIST]

 WIND : Apprentice -> Illusionist -> Enchanter -> Shaman -> Conjurer
 WATER: Swordsman -> Defender -> Cavalier -> Shaman -> Guardian
   ____ _______________ _________________________________________ 
  | LV | PSYNERGY      | App Ill Enc Con Sha Swo Def Cav Gua Sha |
  |����|���������������|�����������������������������������������|
  | -- | Delude        |  X --> --> -->   -   -   -   -   -   -  |
  |    | Cure          |  -   -   -   -   X   -   -   -   -   X  |
  |    | Ply           |  -   -   -   -   -   -   X --> -->   -  |
  | 02 | Bolt          |  -   -   -   -   X   -   -   -   -   -  |
  |    | Froth         |  -   -   -   -   -   -   -   -   -   X  |
  | 03 | Growth        |  -   -   -   -   X   -   -   -   -   X  |
  | 04 | Thorn         |  -   -   -   -   -   X --> --> -->   -  |
  | 05 | Impact        |  -   -   X -->   -   -   -   -   -   -  |
  |    | Ward          |  -   -   -   -   X   -   -   -   -   -  |
  |    | Cure Poison   |  -   -   -   -   -   X --> --> -->   X  |
  | 06 | Ward          |  -   -   X -->   -   -   -   -   -   -  |
  |    | Gaia          |  X --> --> -->   -   -   -   -   -   -  |
  |    | Flash Bolt    |  -   -   -   -   X   -   -   -   -   -  |
  |    | Avoid         |  -   -   -   -   -   -   X --> -->   -  |
  | 07 | Ward          |  -   -   -   -   X   -   -   -   -   -  |
  | 08 | Wish          |  -   -   -   -   -   -   -   X -->   X  |
  | 09 | Weaken        |  X --> --> -->   -   -   -   -   -   -  |
  | 10 | Cure Well     |  -   -   -   -   X   -   -   -   -   X  |
  |    | Mad Blast     |  -   -   -   -   -   X --> --> -->   -  |
  | 11 | Astral Blast  |  X --> --> -->   -   -   -   -   -   -  |
  |    | Cutting Edge  |  -   -   -   -   -   X --> --> -->   -  |
  | 12 | Mad Growth    |  -   -   -   -   X   -   -   -   -   X  |
  | 13 | Restore       |  -   -   -   -   -   X --> --> -->   X  |
  | 14 | Sleep         |  X --> --> -->   -   -   -   -   -   -  |
  |    | Briar         |  -   -   -   -   -   X --> --> -->   -  |
  |    | Froth Sphere  |  -   -   -   -   -   -   -   -   -   X  |
  | 16 | Ply Well      |  -   -   -   -   -   -   X --> -->   -  |
  | 17 | Haunt         |  X --> --> -->   -   -   -   -   -   -  |
  | 18 | Bind          |  -   -   -   -   X   -   -   -   -   -  |
  | 19 | Revive        |  -   -   -   -   X   X --> --> -->   X  |
  | 21 | High Impact   |  -   -   X -->   -   -   -   -   -   -  |
  | 22 | Resist        |  -   -   X -->   -   -   -   -   -   -  |
  |    | Blue Bolt     |  -   -   -   -   X   -   -   -   -   -  |
  |    | Wish Well     |  -   -   -   -   -   -   -   X -->   X  |
  | 23 | Resist        |  -   -   -   -   X   -   -   -   -   -  |
  | 24 | Mother Gaia   |  X --> --> -->   -   -   -   -   -   -  |
  | 25 | Enfeeble      |  X --> --> -->   -   -   -   -   -   -  |
  | 26 | Potent Cure   |  -   -   -   -   X   -   -   -   -   X  |
  | 29 | Wild Growth   |  -   -   -   -   X   -   -   -   -   X  |
  | 30 | Break         |  -   -   -   -   -   X --> --> -->   X  |
  | 31 | Drain         |  X --> --> -->   X   -   -   -   -   -  |
  | 34 | Pure Ply      |  -   -   -   -   -   -   X --> -->   -  |
  | 36 | Nettle        |  -   -   -   -   -   X --> --> -->   -  |
  | 39 | Psy Drain     |  X --> --> -->   X   -   -   -   -   -  |
  | 40 | Froth Spiral  |  -   -   -   -   -   -   -   -   -   X  |
  | 46 | Pure Wish     |  -   -   -   -   -   -   -   X -->   X  |
  | 54 | Grand Gaia    |  X --> --> -->   -   -   -   -   -   -  |
  |____|_______________|_________________________________________|

_____________
�������������
GARET CLASSES
_____________
�������������
 FIRE : Guard -> Soldier -> Warrior -> Champion
 EARTH: Brute -> Ruffian -> Savage -> Barbarian -> Berserker
 WIND : Page -> Illusionist -> Enchanter -> Ascetic -> Conjurer
 WATER: Swordsman -> Defender -> Cavalier -> Ascetic -> Luminier
 OTHER: Dragoon, Ninja, Samurai

[FIRE/EARTH/OTHER PSYNERGY LIST]
   ____ _______________ _________________________________________________ 
  | LV | PSYNERGY      | Gua Sol War Cha Bru Ruf Sav Bar Ber Dra Nin Sam |
  |����|���������������|�������������������������������������������������|
  | -- | Flare         |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Growth        |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Ply           |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Gale          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 02 | Blast         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 03 | Guard         |  -   -   X -->   -   -   -   -   -   -   -   -  |
  |    | Guardian      |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 04 | Fire          |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Thorn         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Punji         |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 05 | Cure Poison   |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Demon Spear   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 06 | Flare Wall    |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Blast         |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Avoid         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Fire Bomb     |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Rockfall      |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 07 | Spire         |  -   -   -   -   -   -   X --> -->   -   -   -  |
  |    | Mist          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 08 | Volcano       |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Wish          |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Thunderclap   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Lava Shower   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 09 | Impair        |  -   -   X -->   -   -   X --> -->   -   -   -  |
  | 10 | Mad Blast     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Magic Shell   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 11 | Cutting Edge  |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 12 | Heat Wave     |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Mad Growth    |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Death Plunge  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Dragon Cloud  |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 13 | Planet Diver  |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Restore       |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 14 | Fireball      |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 15 | Protect       |  -   -   X -->   -   -   -   -   -   -   -   -  |
  |    | Punji Trap    |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Protector     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 16 | Nova          |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Ply Well      |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Cluster Bomb  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 17 | Haunt         |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Briar         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 18 | Flare Storm   |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Typhoon       |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Demon Night   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 19 | Revive        |  -   -   -   -   -   -   X --> -->   -   -   -  |
  | 20 | Clay Spire    |  -   -   -   -   -   -   X --> -->   -   -   -  |
  | 21 | Shuriken      |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Angel Spear   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 22 | Eruption      |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Wish Well     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Molten Bath   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 23 | Debilitate    |  -   -   -   -   -   -   X --> -->   -   -   -  |
  | 24 | Curse         |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Rockslide     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 26 | Debilitate    |  -   -   X -->   -   -   -   -   -   -   -   -  |
  |    | Thunderbolt   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 27 | Fiery Blast   |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Magic Shield  |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 28 | Wild Growth   |  -   -   -   -   X   X --> --> -->   -   -   -  |
  | 29 | Condemn       |  -   -   -   -   X   X --> --> -->   -   -   -  |
  | 31 | Annihilation  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 33 | Helm Splitter |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 34 | Pure Ply      |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 36 | Inferno       |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Nettle        |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Punji Strike  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 40 | Supernova     |  -   -   -   -   X   X --> --> -->   -   -   -  |
  |    | Carpet Bomb   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Quick Strike  |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 42 | Stone Spire   |  -   -   -   -   -   -   X --> -->   -   -   -  |
  | 44 | Hurricane     |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 46 | Pure Wish     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 48 | Pyroclasm     |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Magma Storm   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 50 | Thunderstorm  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 54 | Avalanche     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |____|_______________|_________________________________________________|

[WIND/WATER PSYNERGY LIST]

 WIND : Page -> Illusionist -> Enchanter -> Conjurer -> Ascetic
 WATER: Swordsman -> Defender -> Cavalier -> Luminier -> Ascetic
   ____ _______________ _________________________________________ 
  | LV | PSYNERGY      | Pag Ill Enc Con Asc Swo Def Cav Lum Asc |
  |����|���������������|�����������������������������������������|
  | -- | Delude        |  X --> --> -->   -   -   -   -   -   -  |
  |    | Slash         |  -   -   -   -   X   -   -   -   -   -  |
  |    | Ply           |  -   -   -   -   -   -   X --> -->   -  |
  |    | Douse         |  -   -   -   -   -   -   -   -   -   X  |
  | 02 | Blast         |  -   -   -   -   -   X --> --> -->   -  |
  | 03 | Guard         |  -   -   X -->   -   X --> --> -->   -  |
  | 05 | Impact        |  -   -   X -->   -   -   -   -   -   -  |
  |    | Cure Poison   |  -   -   -   -   -   X --> --> -->   X  |
  | 06 | Ward          |  X --> --> -->   X   -   -   -   -   -  |
  |    | Avoid         |  -   -   -   -   -   -   X --> -->   -  |
  |    | Prism         |  -   -   -   -   -   -   -   -   -   X  |
  | 08 | Volcano       |  X --> --> -->   X   -   -   -   -   X  |
  |    | Wish          |  -   -   -   -   -   -   -   X   X   -  |
  | 09 | Weaken        |  X --> --> -->   -   -   -   -   -   -  |
  |    | Plasma        |  -   -   -   -   X   -   -   -   -   -  |
  |    | Wish          |  -   -   -   -   -   -   -   -   -   X  |
  | 10 | Wind Slash    |  -   -   -   -   X   -   -   -   -   -  |
  |    | Mad Blast     |  -   -   -   -   -   X --> --> -->   -  |
  | 11 | Astral Blast  |  X --> --> -->   -   -   -   -   -   -  |
  |    | Cutting Edge  |  -   -   -   -   -   X --> --> -->   -  |
  | 12 | Drench        |  -   -   -   -   -   -   -   -   -   X  |
  | 13 | Restore       |  -   -   -   -   -   X --> --> -->   X  |
  | 14 | Sleep         |  X --> --> -->   -   -   -   -   -   -  |
  | 15 | Protect       |  -   -   X -->   -   X --> --> -->   -  |
  | 16 | Ply Well      |  -   -   -   -   -   -   X --> -->   -  |
  | 18 | Bind          |  -   -   -   -   X   -   -   -   -   -  |
  | 20 | Hail Prism    |  -   -   -   -   -   -   -   -   -   X  |
  | 21 | High Impact   |  -   -   X -->   -   -   -   -   -   -  |
  | 22 | Eruption      |  -   -   -   -   X   -   -   -   -   X  |
  |    | Wish Well     |  -   -   -   -   -   -   -   X   X   -  |
  | 23 | Eruption      |  X --> --> -->   -   -   -   -   -   -  |
  | 24 | Resist        |  -   -   -   -   X   -   -   -   -   -  |
  |    | Wish Well     |  -   -   -   -   -   -   -   -   -   X  |
  | 25 | Enfeeble      |  X --> --> -->   -   -   -   -   -   -  |
  | 26 | Shine Plasma  |  -   -   -   -   X   -   -   -   -   -  |
  | 28 | Fiery Blast   |  -   -   -   -   -   X --> --> -->   -  |
  | 30 | Sonic Slash   |  -   -   -   -   X   -   -   -   -   -  |
  |    | Break         |  -   -   -   -   -   X --> --> -->   -  |
  |    | Deluge        |  -   -   -   -   -   -   -   -   -   X  |
  | 31 | Drain         |  X --> --> -->   -   -   -   -   -   -  |
  | 33 | Drain         |  -   -   -   -   X   -   -   -   -   -  |
  | 34 | Pure Ply      |  -   -   -   -   -   -   X --> -->   -  |
  |    | Break         |  -   -   -   -   -   -   -   -   -   X  |
  | 39 | Psy Drain     |  X --> --> -->   -   -   -   -   -   -  |
  | 41 | Psy Drain     |  -   -   -   -   X   -   -   -   -   -  |
  | 46 | Pure Wish     |  -   -   -   -   -   -   -   X   X   X  |
  | 48 | Pyroclasm     |  X --> --> -->   X   -   -   -   -   X  |
  | 50 | Spark Plasma  |  -   -   -   -   X   -   -   -   -   -  |
  | 52 | Freeze Prism  |  -   -   -   -   -   -   -   -   -   X  |
  |____|_______________|_________________________________________|

____________
������������
IVAN CLASSES
____________
������������
 WIND : Wind Seer -> Magician -> Mage -> Magister
 FIRE : Pilgrim -> Wanderer -> Ascetic -> Fire Monk -> Enchanter
 EARTH: Seer -> Diviner -> Shaman -> Enchanter -> Druid
 WATER: Hermit -> Elder -> Scholar -> Savant -> Sage
 OTHER: Medium, White Mage, Ranger

[WIND/FIRE/OTHER PSYNERGY LIST]
   ____ _______________ _________________________________________________
  | LV | PSYNERGY      | Win Mgi Mge Mgs Pil Wan Asc Fir Enc Med Whi Ran |
  |����|���������������|�������������������������������������������������|
  | -- | Whirlwind     |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Slash         |  -   -   -   -   X --> --> -->   -   -   -   X  |
  |    | Delude        |  -   -   -   -   -   -   -   -   X   -   -   -  |
  |    | Cure          |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Douse         |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 02 | Froth         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Prism         |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 03 | Guard         |  -   -   -   -   -   -   -   -   X   -   -   -  |
  |    | Cure          |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 04 | Ray           |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 05 | Impact        |  -   X --> -->   -   -   -   -   X   -   -   -  |
  |    | Cure Poison   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 06 | Ward          |  -   -   X -->   -   -   X -->   X   -   X   X  |
  |    | Flash Bolt    |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 08 | Plasma        |  X --> --> -->   -   -   -   -   -   -   X   -  |
  |    | Volcano       |  -   -   -   -   -   -   X -->   X   -   -   X  |
  | 09 | Plasma        |  -   -   -   -   X --> --> -->   -   -   -   -  |
  |    | Weaken        |  -   -   -   -   -   -   -   -   X   -   -   -  |
  | 10 | Wind Slash    |  -   -   -   -   X --> --> -->   -   -   -   X  |
  |    | Cure Well     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 11 | Astral Blast  |  -   -   -   -   -   -   -   -   X   -   -   -  |
  |    | Dull          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 12 | Sleep         |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Wish          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Drench        |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 13 | Restore       |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 14 | Storm Ray     |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Sleep         |  -   -   -   -   -   -   -   -   X   -   -   -  |
  |    | Froth Sphere  |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 15 | Protect       |  -   -   -   -   -   -   -   -   X   -   -   -  |
  | 17 | Bind          |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Haunt         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Revive        |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 18 | Tornado       |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Bind          |  -   -   -   -   X --> --> -->   -   -   -   X  |
  | 19 | Revive        |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 20 | Curse         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Hail Prism    |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 21 | High Impact   |  -   X --> -->   -   -   -   -   -   -   -   -  |
  | 22 | Resist        |  -   -   X -->   -   -   -   -   -   -   -   -  |
  |    | Eruption      |  -   -   -   -   -   -   X -->   -   -   -   X  |
  |    | Blue Bolt     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 23 | Eruption      |  -   -   -   -   -   -   -   -   X   -   -   -  |
  | 24 | Resist        |  -   -   -   -   -   -   X -->   -   -   -   X  |
  |    | Wish Well     |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 25 | Enfeeble      |  -   -   -   -   -   -   -   -   X   -   -   -  |
  | 26 | Shine Plasma  |  X --> --> -->   -   -   -   -   -   -   X   -  |
  |    | Potent Cure   |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 29 | Condemn       |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 30 | Sonic Slash   |  -   -   -   -   X --> --> -->   -   -   -   X  |
  |    | Deluge        |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 31 | Drain         |  -   -   -   -   -   -   -   -   X   X   -   -  |
  |    | Resist        |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 33 | Drain         |  -   -   -   -   X --> --> -->   -   -   -   X  |
  | 34 | Break         |  -   -   -   -   X --> --> -->   -   -   -   X  |
  | 36 | Destruct Ray  |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Psy Drain     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 37 | Blunt         |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 39 | Psy Drain     |  -   -   -   -   -   -   -   -   X   -   -   -  |
  | 40 | Froth Spiral  |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 41 | Psy Drain     |  -   -   -   -   X --> --> -->   -   -   -   X  |
  | 44 | Tempest       |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 46 | Spark Plasma  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Pure Wish     |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 48 | Pyroclasm     |  -   -   -   -   -   -   X -->   X   -   -   X  |
  | 50 | Spark Plasma  |  X --> --> -->   X --> --> -->   -   -   -   -  |
  | 52 | Freeze Prism  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |____|_______________|_________________________________________________|

[EARTH/WATER PSYNERGY LIST]

 EARTH: Seer -> Diviner -> Shaman -> Druid -> Enchanter
 WATER: Hermit -> Elder -> Scholar -> Savant -> Sage
   ____ _______________ _________________________________________ 
  | LV | PSYNERGY      | See Div Sha Dru Enc Her Eld Sch Sav Sag |
  |����|���������������|�����������������������������������������|
  | -- | Cure          |  X --> --> -->   -   -   -   -   -   -  |
  |    | Delude        |  -   -   -   -   X   -   -   -   -   -  |
  |    | Impact        |  -   -   -   -   -   X --> --> --> -->  |
  | 02 | Bolt          |  X --> --> -->   -   -   -   -   -   -  |
  | 03 | Growth        |  X --> --> -->   -   -   -   -   -   -  |
  | 05 | Ward          |  -   -   X -->   -   -   -   -   -   -  |
  |    | Impact        |  -   -   -   -   X   -   -   -   -   -  |
  | 06 | Flash Bolt    |  X --> --> -->   -   -   -   -   -   -  |
  |    | Gaia          |  -   -   -   -   X   -   -   -   -   -  |
  |    | Prism         |  -   -   -   -   -   X --> --> --> -->  |
  | 08 | Plasma        |  -   -   -   -   -   X --> --> --> -->  |
  | 09 | Weaken        |  -   -   -   -   X   -   -   -   -   -  |
  | 10 | Cure Well     |  X --> --> -->   -   -   -   -   -   -  |
  | 11 | Astral Blast  |  -   -   -   -   X   -   -   -   -   -  |
  | 12 | Mad Growth    |  X --> --> -->   -   -   -   -   -   -  |
  |    | Wish          |  -   -   -   -   -   -   -   X --> -->  |
  | 14 | Sleep         |  -   -   -   -   X   -   -   -   -   -  |
  | 17 | Haunt         |  -   -   -   -   X   -   -   -   -   -  |
  | 18 | Bind          |  X --> --> -->   -   X --> --> --> -->  |
  | 19 | Revive        |  -   -   X -->   -   -   -   -   -   -  |
  | 20 | Curse         |  -   -   -   -   X   -   -   -   -   -  |
  | 21 | High Impact   |  -   -   -   -   X   X --> --> --> -->  |
  | 22 | Blue Bolt     |  X --> --> -->   -   -   -   -   -   -  |
  |    | Resist        |  -   -   -   -   X   -   -   -   -   -  |
  |    | Hail Prism    |  -   -   -   -   -   X --> --> --> -->  |
  | 23 | Resist        |  -   -   X -->   -   -   -   -   -   -  |
  | 24 | Mother Gaia   |  -   -   -   -   X   -   -   -   -   -  |
  |    | Wish Well     |  -   -   -   -   -   -   -   X --> -->  |
  | 25 | Enfeeble      |  -   -   -   -   X   -   -   -   -   -  |
  | 26 | Potent Cure   |  X --> --> -->   -   -   -   -   -   -  |
  |    | Shine Plasma  |  -   -   -   -   -   X --> --> --> -->  |
  | 29 | Wild Growth   |  X --> --> -->   -   -   -   -   -   -  |
  | 30 | Break         |  -   -   -   -   -   X --> --> --> -->  |
  | 31 | Drain         |  X --> --> -->   X   X --> --> --> -->  |
  | 39 | Psy Drain     |  X --> --> -->   X   X --> --> --> -->  |
  | 46 | Pure Wish     |  -   -   -   -   -   -   -   X --> -->  |
  | 50 | Spark Plasma  |  -   -   -   -   -   X --> --> --> -->  |
  | 52 | Freeze Prism  |  -   -   -   -   -   X --> --> --> -->  |
  | 54 | Grand Gaia    |  -   -   -   -   X   -   -   -   -   -  |
  |____|_______________|_________________________________________|

___________
�����������
MIA CLASSES
___________
�����������
 WATER: Water Seer -> Scribe -> Cleric -> Paragon 
 WIND : Hermet -> Elder -> Scholar -> Savant -> Sage
 FIRE : Pilgrim -> Wanderer -> Ascetic -> Water Monk -> Cavalier
 EARTH: Seer -> Diviner -> Shaman -> Druid -> Cavalier
 OTHER: Medium, White Mage, Ranger

[WATER/WIND/OTHER PSYNERGY LIST]
   ____ _______________ _________________________________________________
  | LV | PSYNERGY      | Wat Scr Cle Par Her Eld Sch Sav Sag Med Whi Ran |
  |����|���������������|�������������������������������������������������|
  | -- | Ply           |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Impact        |  -   -   -   -   X --> --> --> -->   -   -   -  |
  |    | Bolt          |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Cure Poison   |  -   -   -   -   -   -   -   -   -   -   X   -  |
  |    | Slash         |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 02 | Frost         |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Froth         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Douse         |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 03 | Cure          |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 04 | Ice           |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 05 | Cure Poison   |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 06 | Prism         |  -   -   -   -   X --> --> --> -->   -   X   -  |
  |    | Flash Bolt    |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Ward          |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 08 | Wish          |  -   -   X -->   -   -   -   -   -   -   -   -  |
  |    | Plasma        |  -   -   -   -   X --> --> --> -->   -   X   -  |
  |    | Volcano       |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 09 | Tundra        |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Ward          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 10 | Cure Well     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Wind Slash    |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 11 | Dull          |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 12 | Wish          |  -   -   -   -   -   -   X --> -->   -   X   -  |
  |    | Drench        |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 13 | Restore       |  X --> --> -->   -   -   -   -   -   -   X   -  |
  | 14 | Froth Sphere  |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 16 | Ply Well      |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 17 | Ice Horn      |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Haunt         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Revive        |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 18 | Bind          |  -   -   -   -   X --> --> --> -->   -   -   X  |
  | 19 | Revive        |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 20 | Curse         |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 21 | High Impact   |  -   -   -   -   X --> --> --> -->   -   -   -  |
  | 22 | Wish Well     |  -   -   X -->   -   -   -   -   -   -   -   -  |
  |    | Hail Prism    |  -   -   -   -   X --> --> --> -->   -   X   -  |
  |    | Blue Bolt     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  |    | Eruption      |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 24 | Glacier       |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Wish Well     |  -   -   -   -   -   -   X --> -->   -   X   -  |
  |    | Resist        |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 26 | Shine Plasma  |  -   -   -   -   X --> --> --> -->   -   X   -  |
  |    | Potent Cure   |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 29 | Condemn       |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 30 | Break         |  X --> --> -->   X --> --> --> -->   -   -   -  |
  |    | Deluge        |  -   -   -   -   -   -   -   -   -   -   -   X  |
  |    | Sonic Slash   |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 31 | Drain         |  -   -   -   -   X --> --> --> -->   X   -   -  |
  |    | Resist        |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 34 | Pure Ply      |  X --> --> -->   -   -   -   -   -   -   -   -  |
  |    | Break         |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 36 | Psy Drain     |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 37 | Blunt         |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 39 | Psy Drain     |  -   -   -   -   X --> --> --> -->   -   -   -  |
  | 40 | Froth Spiral  |  -   -   -   -   -   -   -   -   -   X   -   -  |
  | 41 | Psy Drain     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 42 | Ice Missile   |  X --> --> -->   -   -   -   -   -   -   -   -  |
  | 46 | Pure Wish     |  -   -   X -->   -   -   X --> -->   -   X   -  |
  |    | Spark Plasma  |  -   -   -   -   -   -   -   -   -   -   X   -  |
  | 48 | Pyroclasm     |  -   -   -   -   -   -   -   -   -   -   -   X  |
  | 50 | Spark Plasma  |  -   -   -   -   X --> --> --> -->   -   -   -  |
  | 52 | Freeze Prism  |  -   -   -   -   X --> --> --> -->   -   X   -  |
  |____|_______________|_________________________________________________|

[EARTH/FIRE PSYNERGY LIST]

 FIRE : Pilgrim -> Wanderer -> Ascetic -> Water Monk -> Cavalier
 EARTH: Seer -> Diviner -> Shaman -> Druid -> Cavalier
   ____ _______________ _________________________________________ 
  | LV | PSYNERGY      | Pil Wan Asc Wat Cav See Div Sha Dru Cav |
  |����|���������������|�����������������������������������������|
  | 01 | Douse         |  X --> --> -->   -   -   -   -   -   -  |
  |    | Ply           |  -   -   -   -   X   -   -   -   -   X  |
  |    | Cure          |  -   -   -   -   -   X --> --> -->   -  |
  | 02 | Blast         |  -   -   -   -   X   -   -   -   -   -  |
  |    | Froth         |  -   -   -   -   -   X --> --> -->   -  |
  | 03 | Guard         |  -   -   -   -   X   -   -   -   -   -  |
  |    | Growth        |  -   -   -   -   -   X --> --> -->   -  |
  | 04 | Thorn         |  -   -   -   -   -   -   -   -   -   X  |
  | 05 | Cure Poison   |  X --> --> -->   X   X --> --> -->   X  |
  | 06 | Prism         |  X --> --> -->   -   -   -   -   -   -  |
  |    | Avoid         |  -   -   -   -   X   -   -   -   -   X  |
  | 08 | Volcano       |  -   -   X -->   -   -   -   -   -   -  |
  |    | Wish          |  -   -   -   -   X   -   -   X -->   X  |
  | 09 | Wish          |  -   -   X -->   -   -   -   -   -   -  |
  | 10 | Mad Blast     |  -   -   -   -   X   -   -   -   -   -  |
  |    | Cure Well     |  -   -   -   -   -   X --> --> -->   -  |
  | 11 | Cutting Edge  |  -   -   -   -   X   -   -   -   -   X  |
  | 12 | Drench        |  X --> --> -->   -   -   -   -   -   -  |
  |    | Mad Growth    |  -   -   -   -   -   X --> --> -->   -  |
  | 13 | Restore       |  X --> --> -->   X   X --> --> -->   X  |
  | 14 | Froth Sphere  |  -   -   -   -   -   X --> --> -->   -  |
  |    | Briar         |  -   -   -   -   -   -   -   -   -   X  |
  | 15 | Protect       |  -   -   -   -   X   -   -   -   -   -  |
  | 16 | Ply Well      |  -   -   -   -   X   -   -   -   -   X  |
  | 19 | Revive        |  -   -   -   -   -   -   -   X -->   X  |
  | 20 | Hail Prism    |  X --> --> -->   -   -   -   -   -   -  |
  | 22 | Eruption      |  -   -   X -->   -   -   -   -   -   -  |
  |    | Wish Well     |  -   -   -   -   X   -   -   X -->   X  |
  | 24 | Wish Well     |  -   -   X -->   -   -   -   -   -   -  |
  | 26 | Potent Cure   |  -   -   -   -   -   X --> --> -->   -  |
  | 28 | Fiery Blast   |  -   -   -   -   X   -   -   -   -   -  |
  | 29 | Wild Growth   |  -   -   -   -   -   X --> --> -->   -  |
  | 30 | Deluge        |  X --> --> -->   -   -   -   -   -   -  |
  |    | Break         |  -   -   -   -   X   X --> --> -->   X  |
  | 34 | Break         |  X --> --> -->   -   -   -   -   -   -  |
  |    | Pure Ply      |  -   -   -   -   X   -   -   -   -   X  |
  | 36 | Nettle        |  -   -   -   -   -   -   -   -   -   X  |
  | 40 | Froth Spiral  |  -   -   -   -   -   X --> --> -->   -  |
  | 46 | Pure Wish     |  -   -   X -->   X   -   -   X -->   X  |
  | 48 | Pyroclasm     |  -   -   X -->   -   -   -   -   -   -  |
  | 52 | Freeze Prism  |  X --> --> -->   -   -   -   -   -   -  |
  |____|_______________|_________________________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
DJINN LIST                                                               [DJNN]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Djinni, these elemental-type creatures, escape after Mt. Aleph erupts and the
 team is told to seek them out and combine powers. And that's a great idea, as
 they will allow the users to change class depending on what combination is
 equipped, not to mention new psynergy is gained/lost with their influence.
 They appear all over the world, some putting up a fight and some not. There
 are twenty-eight (28) in all, making 7 of each element. They're listed in
 the order they can first be obtained!

 NOTE: If you plan on transferring the data here to Golden Sun: The Lost Age,
 this game's sequel, collecting all the djinn will unlock a secret dungeon.
  ____ _________ _________ __________________________ _____________________
 | ## | NAME    | TYPE    | LOCATION                 | IN-BATTLE FUNCTION  |
 |����|���������|���������|��������������������������|���������������������|
 | 01 | Flint   | Venus   | World map outside Vale   | Physical damage     |
 | 02 | Forge   | Mars    | Goma Cave                | Raise party's ATK   |
 | 03 | Gust    | Jupiter | Bilibin                  | Wind-elem damage    |
 | 04 | Granite | Venus   | Kolima                   | Lower next turn DMG |
 | 05 | Breeze  | Jupiter | Tret Tree                | Raise party's RES   |
 | 06 | Fever   | Mars    | Imil Falls Cave          | Damage + Delusion   |
 | 07 | Fizz    | Mercury | Mia (Mercury Lighthouse) | Heal HP             |
 | 08 | Sleet   | Mercury | Mercury Lighthouse       | Lower foe's ATK     |
 | 09 | Zephyr  | Jupiter | Fuchin Falls Cave        | Raise party's AGL   |
 | 10 | Quartz  | Venus   | Mogall Forest            | Revive fallen ally  |
 | 11 | Mist    | Mercury | Xian                     | Puts foe to sleep   |
 | 12 | Corona  | Mars    | North of Xian (Island)   | Raise party's DEF   |
 | 13 | Spritz  | Mercury | Altin Peak (lowest mine) | Heal HP to party    |
 | 14 | Smog    | Jupiter | Lamakan Desert           | Deludes foe         |
 | 15 | Vine    | Venus   | World map (NE of Kalay)  | Drops foes' AGL     |
 | 16 | Scorch  | Mars    | Kalay Tunnel             | Damage + %Stunned   |
 | 17 | Sap     | Venus   | Vault Cave               | Damage + HP Drain   |
 | 18 | Kite    | Jupiter | Vale Cave                | 2 attks next round! |
 | 19 | Ember   | Mars    | Tolbi                    | Restore allies' PP  |
 | 20 | Hail    | Mercury | NW of Tolbi (by bridge)  | Damage + lower DEF  |
 | 21 | Ground  | Venus   | Kalay Docks              | Foe loses its turn! |
 | 22 | Squall  | Jupiter | Altmiller Cave           | Damage + %Paralyze  |
 | 23 | Tonic   | Mercury | Lunpa Fortress           | Cure all statuses   |
 | 24 | Flash   | Mars    | Suhalla Desert           | Blocks most damage  |
 | 25 | Dew     | Mercury | Suhalla Gate             | Revive downed ally  |
 | 26 | Torch   | Mars    | Lalivero                 | Damage (Ignore DEF) |
 | 27 | Luff    | Jupiter | Babi Lighthouse          | Seals foe psynergy  |
 | 28 | Bane    | Venus   | Crossbone Isle [B6]      | Damage + %Venom     |
 |____|_________|_________|__________________________|_____________________|

 Additionally, each djinni will give certain stat boosts on whomever they're
 equipped to. Depending on which class a person is, the stat boosts may differ
 slightly since percentages are involved. [All djinni give +5 Power/RES of
 the element.] ____ _________ _________ ________________________
              | ## | NAME    | TYPE    | HP  PP ATK DEF AGL LCK |
              |����|���������|���������|������������������������|
              | 01 | Flint   | Venus   | 08  04  03  --  --  -- |
              | 02 | Forge   | Mars    | 10  --  02  --  02  02 |
              | 03 | Gust    | Jupiter | 09  --  02  --  02  -- |
              | 04 | Granite | Venus   | 09  --  --  02  02  01 |
              | 05 | Breeze  | Jupiter | 12  05  --  02  --  01 |
              | 06 | Fever   | Mars    | 12  --  03  --  01  -- |
              | 07 | Fizz    | Mercury | 09  04  --  03  --  -- |
              | 08 | Sleet   | Mercury | 12  --  03  --  --  01 |
              | 09 | Zephyr  | Jupiter | 11  03  --  --  02  01 |
              | 10 | Quartz  | Venus   | 10  03  --  --  03  -- |
              | 11 | Mist    | Mercury | 11  --  04  --  --  -- |
              | 12 | Corona  | Mars    | 12  03  --  03  --  01 |
              | 13 | Spritz  | Mercury | 08  04  --  --  03  -- |
              | 14 | Smog    | Jupiter | 09  --  03  --  --  -- |
              | 15 | Vine    | Venus   | 12  04  --  03  --  01 |
              | 16 | Scorch  | Mars    | 08  --  03  --  --  -- |
              | 17 | Sap     | Venus   | 10  --  03  --  --  01 |
              | 18 | Kite    | Jupiter | 08  03  --  --  03  -- |
              | 19 | Ember   | Mars    | 09  04  --  02  02  -- |
              | 20 | Hail    | Mercury | 09  --  04  --  --  01 |
              | 21 | Ground  | Venus   | 09  03  --  --  03  -- |
              | 22 | Squall  | Jupiter | 10  --  05  --  --  -- |
              | 23 | Tonic   | Mercury | 10  03  --  02  --  02 |
              | 24 | Flash   | Mars    | 14  03  --  02  --  -- |
              | 25 | Dew     | Mercury | 13  04  --  --  04  -- |
              | 26 | Torch   | Mars    | 09  --  03  --  --  01 |
              | 27 | Luff    | Jupiter | 11  05  --  02  --  01 |
              | 28 | Bane    | Venus   | 12  --  04  --  --  -- |
              |____|_________|_________|________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
SHOP LIST                                                                [SHPL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Shops around the world carry a stock of items, weapons, and armor. Some of
 these will also carry "artifacts," special equipment (of various type) that
 often give great effects. Once bought, artifacts can be sold and will appear
 in every shop's list. [NOTE: The Turtle Boots are the only artifact that'll
 permanently disappear if sold.] Asterisks (*) denote artifacts.

VALE
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Short Sword     | IG   |  08 | --- | --- | --- | -------------- |    120 |
 | Long Sword      | IG   |  14 | --- | --- | --- | -------------- |    200 |
 | Wooden Stick    |   IM |  04 | --- | --- | --- | -------------- |     60 |
 | Mace            | IG M |  06 | --- | --- | --- | -------------- |     80 |
 | Cotton Shirt    | IG   | --- |  03 | --- | --- | -------------- |     20 |
 | One-Piece Dress |    M | --- |  04 | --- | --- | -------------- |     25 |
 | Travel Vest     | IG   | --- |  07 | --- | --- | -------------- |     50 |
 | Padded Gloves   | IG   | --- |  02 | --- | --- | -------------- |     10 |
 | Wooden Shield   | IG   | --- |  06 | --- | --- | -------------- |     40 |
 | Leather Cap     | IG   | --- |  03 | --- | --- | -------------- |     30 |
 |_________________|______|_____|_____|_____|_____|________________|________|

VAULT
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Short Sword     | IG   |  08 | --- | --- | --- | -------------- |    120 |
 | Long Sword      | IG   |  14 | --- | --- | --- | -------------- |    200 |
 | Battle Axe      | IG   |  24 | --- | --- | --- | -------------- |    280 |
*| Magic Rod       |   IM |  16 | --- | --- | --- | Murk           |    380 |
 | Mace            | IG M |  06 | --- | --- | --- | -------------- |     80 |
 | Travel Vest     | IG   | --- |  07 | --- | --- | -------------- |     50 |
 | Wooden Shield   | IG   | --- |  06 | --- | --- | -------------- |     40 |
 | Padded Gloves   | IG   | --- |  02 | --- | --- | -------------- |     10 |
 | Leather Armlet  |   IM | --- |  07 | --- | --- | -------------- |    180 |
 | Leather Cap     | IG   | --- |  03 | --- | --- | -------------- |     30 |
 | Circlet         |   IM | --- |  06 | --- | --- | -------------- |    130 |
 |_________________|______|_____|_____|_____|_____|________________|________|

BILIBIN
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Long Sword      | IG   |  14 | --- | --- | --- | -------------- |    200 |
 | Broad Sword     | IG   |  40 | --- | --- | --- | -------------- |   1000 |
 | Heavy Mace      | IG M |  26 | --- | --- | --- | -------------- |    500 |
 | Hunter's Sword  | IG   |  28 | --- | --- | --- | -------------- |    520 |
*| Witch's Wand    |   IM |  32 | --- | --- | --- | Stun           |    860 |
 | Travel Robe     |   IM | --- |  10 | --- | --- | -------------- |    200 |
 | Travel Vest     | IG   | --- |  07 | --- | --- | -------------- |     50 |
 | Leather Armor   | IG   | --- |  12 | --- | --- | -------------- |    240 |
 | Leather Gloves  | IG   | --- |  10 | --- | --- | -------------- |    220 |
 | Bronze Shield   | IG   | --- |  14 | --- | --- | -------------- |    500 |
 | Leather Armlet  |   IM | --- |  07 | --- | --- | -------------- |    180 |
 | Open Helm       | IG   | --- |  09 | --- | --- | -------------- |    180 |
 | Wooden Cap      | IG   | --- |  10 | --- | --- | -------------- |    400 |
 | Circlet         |   IM | --- |  06 | --- | --- | -------------- |    130 |
 |_________________|______|_____|_____|_____|_____|________________|________|

IMIL   [NOTE: Until Mercury Lighthouse is beaten, only the item shop's open.]
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
 | Long Sword      | IG   |  14 | --- | --- | --- | -------------- |    200 |
 | Broad Sword     | IG   |  40 | --- | --- | --- | -------------- |   1000 |
 | Hunter's Sword  | IG   |  28 | --- | --- | --- | -------------- |    520 |
 | Battle Axe      | IG   |  24 | --- | --- | --- | -------------- |    280 |
 | Heavy Mace      | IG M |  26 | --- | --- | --- | -------------- |    500 |
*| Blessed Ankh    |   IM |  46 | --- | --- | --- | Psyphon Seal   |   1600 |
 | Leather Armor   | IG   | --- |  12 | --- | --- | -------------- |    240 |
 | Adept's Clothes | IGIM | --- |  18 | --- | --- | PP +8          |    850 |
 | Leather Gloves  | IG   | --- |  10 | --- | --- | -------------- |    220 |
 | Bronze Shield   | IG   | --- |  14 | --- | --- | -------------- |    500 |
 | Leather Armlet  |   IM | --- |  07 | --- | --- | -------------- |    180 |
 | Open Helm       | IG   | --- |  09 | --- | --- | -------------- |    180 |
 | Wooden Cap      | IG   | --- |  10 | --- | --- | -------------- |    400 |
 | Circlet         |   IM | --- |  06 | --- | --- | -------------- |    130 |
 |_________________|______|_____|_____|_____|_____|________________|________|

KOLIMA                 [NOTE: Shops are closed until Tret's curse is lifted.]
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
 | Long Sword      | IG   |  14 | --- | --- | --- | -------------- |    200 |
 | Broad Sword     | IG   |  40 | --- | --- | --- | -------------- |   1000 |
 | Hunter's Sword  | IG   |  28 | --- | --- | --- | -------------- |    520 |
 | Battle Axe      | IG   |  24 | --- | --- | --- | -------------- |    280 |
 | Heavy Mace      | IG M |  26 | --- | --- | --- | -------------- |    500 |
 | Leather Armor   | IG   | --- |  12 | --- | --- | -------------- |    240 |
 | Adept's Clothes | IGIM | --- |  18 | --- | --- | PP +8          |    850 |
 | Bronze Shield   | IG   | --- |  14 | --- | --- | -------------- |    500 |
 | Leather Gloves  | IG   | --- |  10 | --- | --- | -------------- |    220 |
 | Armlet          |   IM | --- |  17 | --- | --- | -------------- |    900 |
 | Bronze Helm     | IG   | --- |  14 | --- | --- | -------------- |    600 |
 | Wooden Cap      | IG   | --- |  10 | --- | --- | -------------- |    400 |
 |_________________|______|_____|_____|_____|_____|________________|________|

XIAN
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
 | Broad Sword     | IG   |  40 | --- | --- | --- | -------------- |   1000 |
 | Battle Rapier   | IGI  |  58 | --- | --- | --- | -------------- |   2800 |
 | Broad Axe       | IG   |  50 | --- | --- | --- | -------------- |   1400 |
 | Battle Mace     | IG M |  56 | --- | --- | --- | -------------- |   2600 |
 | Adept's Clothes | IGIM | --- |  18 | --- | --- | PP +8          |    850 |
 | Silk Robe       |   IM | --- |  20 | --- | --- | -------------- |   1400 |
 | Iron Shield     | IG   | --- |  20 | --- | --- | -------------- |   1200 |
 | Armlet          |   IM | --- |  17 | --- | --- | -------------- |    900 |
 | Bronze Helm     | IG   | --- |  14 | --- | --- | -------------- |    600 |
 | Wooden Cap      | IG   | --- |  10 | --- | --- | -------------- |    400 |
 | Silver Circlet  |   IM | --- |  16 | --- | --- | -------------- |   1300 |
*| China Dress     |    M | --- |  19 | --- | --- | Lower foe ATK  |   1600 |
 |_________________|______|_____|_____|_____|_____|________________|________|

ALTIN
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Nut             | ---- | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
 | Claymore        | ---- |  70 | --- | --- | --- | -------------- |   4000 |
 | Battle Rapier   | IGI  |  58 | --- | --- | --- | -------------- |   2800 |
 | Broad Axe       | IG   |  50 | --- | --- | --- | -------------- |   1400 |
 | Battle Mace     | IG M |  56 | --- | --- | --- | -------------- |   2600 |
*| Psynergy Rod    |   IM |  64 | --- | --- | --- | Psynergy Leech |   3800 |
 | Chain Mail      | IG   | --- |  25 | --- | --- | -------------- |   2000 |
 | Adept's Clothes | IGIM | --- |  18 | --- | --- | PP +8          |    850 |
 | Silk Robe       |   IM | --- |  20 | --- | --- | -------------- |   1400 |
 | Iron Shield     | IG   | --- |  20 | --- | --- | -------------- |   1200 |
 | Gauntlets       | IGIM | --- |  23 | --- | --- | -------------- |   1600 |
 | Armlet          |   IM | --- |  17 | --- | --- | -------------- |    900 |
 | Iron Helm       | IG   | --- |  20 | --- | --- | -------------- |   1600 |
 | Silver Circlet  |   IM | --- |  16 | --- | --- | -------------- |   1300 |
 |_________________|______|_____|_____|_____|_____|________________|________|

KALAY
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Nut             | ---- | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
 | Claymore        | ---- |  70 | --- | --- | --- | -------------- |   4000 |
 | Battle Rapier   | IGI  |  58 | --- | --- | --- | -------------- |   2800 |
 | Great Axe       | IG   |  80 | --- | --- | --- | -------------- |   5200 |
 | Battle Mace     | IG M |  56 | --- | --- | --- | -------------- |   2600 |
*| Frost Wand      |   IM |  76 | --- | --- | --- | Frost Bite     |   5400 |
 | Chain Mail      | IG   | --- |  25 | --- | --- | -------------- |   2000 |
 | Jerkin          |   IM | --- |  26 | --- | --- | -------------- |   2400 |
 | Iron Shield     | IG   | --- |  20 | --- | --- | -------------- |   1200 |
 | Gauntlets       | IGIM | --- |  23 | --- | --- | -------------- |   1600 |
 | Heavy Armlet    |   IM | --- |  25 | --- | --- | -------------- |   2000 |
 | Iron Helm       | IG   | --- |  20 | --- | --- | -------------- |   1600 |
 | Mail Cap        | IGIM | --- |  23 | --- | --- | -------------- |   2000 |
 | Silver Circlet  |   IM | --- |  16 | --- | --- | -------------- |   1300 |
 |_________________|______|_____|_____|_____|_____|________________|________|

TOLBI
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Nut             | ---- | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
*| Water of Life   | ---- | --- | --- | --- | --- | Cure KO'd ally |   3000 |
 | Great Sword     | IG   |  90 | --- | --- | --- | -------------- |   7000 |
 | Master Rapier   | IGI  |  86 | --- | --- | --- | -------------- |   6800 |
 | Great Axe       | IG   |  80 | --- | --- | --- | -------------- |   5200 |
 | War Mace        | IG M |  84 | --- | --- | --- | -------------- |   6200 |
*| Angelic Ankh    |   IM |  83 | --- | --- | --- | Life Leech     |   6400 |
 | Armored Shell   | IG   | --- |  30 | --- | --- | -------------- |   3600 |
 | Silver Vest     | IGIM | --- |  28 | --- | --- | -------------- |   3200 |
 | Jerkin          |   IM | --- |  26 | --- | --- | -------------- |   2400 |
 | Knight's Shield | IG   | --- |  28 | --- | --- | -------------- |   3000 |
 | Gauntlets       | IGIM | --- |  23 | --- | --- | -------------- |   1600 |
 | Heavy Armlet    |   IM | --- |  25 | --- | --- | -------------- |   2000 |
 | Steel Helm      | IG   | --- |  27 | --- | --- | -------------- |   3100 |
 | Mail Cap        | IGIM | --- |  23 | --- | --- | -------------- |   2000 |
 | Guardian Circlet|   IM | --- |  25 | --- | --- | -------------- |   3400 |
 |_________________|______|_____|_____|_____|_____|________________|________|

LUNPA           [Weapon/Armor Shop opens up only after Lunpa Fortress events]
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Nut             | ---- | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
 | Great Sword     | IG   |  90 | --- | --- | --- | -------------- |   7000 |
 | Master Rapier   | IGI  |  86 | --- | --- | --- | -------------- |   6800 |
 | Great Axe       | IG   |  80 | --- | --- | --- | -------------- |   5200 |
 | War Mace        | IG M |  84 | --- | --- | --- | -------------- |   6200 |
*| Shamshir        | IG   |  99 | --- | --- | --- | Acid Bath      |  10000 |
*| Ninja Sword     | IGI  |  94 | --- | --- | --- | Cyclone Attack |   8800 |
*| Dragon Axe      | IG   | 100 | --- | --- | --- | Heat Mirage    |  10300 |
*| Demonic Staff   |   IM |  92 | --- | --- | --- | Bad Omen       |  10000 |
 | Plate Mail      | IG   | --- |  33 | --- | --- | -------------- |   4400 |
 | Silver Armlet   |   IM | --- |  30 | --- | --- | -------------- |   4000 |
 | Silver Helm     | IG   | --- |  30 | --- | --- | -------------- |   3900 |
 | Platinum Circlet|   IM | --- |  29 | --- | --- | -------------- |   4200 |
*| Blessed Robe    |   IM | --- |  36 | --- | --- | HP Recovery +5 |   7000 |
*| War Gloves      | IGIM |  10 |  35 | --- | --- | -------------- |   4000 |
 |_________________|______|_____|_____|_____|_____|________________|________|

SUHALLA
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Nut             | ---- | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
*| Water of Life   | ---- | --- | --- | --- | --- | Revive from KO |   3000 |
*| Psy Crystal     | ---- | --- | --- | --- | --- | Recover all PP |   1500 |
*| Potion          | ---- | --- | --- | --- | --- | Recover all HP |   1000 |
 |_________________|______|_____|_____|_____|_____|________________|________|

LALIVERO
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Herb            | ---- | --- | --- | --- | --- | Heal 50 HP     |     10 |
 | Nut             | ---- | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Antidote        | ---- | --- | --- | --- | --- | Cure Poison    |     20 |
 | Elixir          | ---- | --- | --- | --- | --- | Cure Del/St/Sl |     30 |
 | Sacred Feather  | ---- | --- | --- | --- | --- | Less foes attk |     70 |
*| Water of Life   | ---- | --- | --- | --- | --- | Revive from KO |   3000 |
*| Psy Crystal     | ---- | --- | --- | --- | --- | Recover all PP |   1500 |
*| Potion          | ---- | --- | --- | --- | --- | Recover all HP |   1000 |
 | Great Sword     | IG   |  90 | --- | --- | --- | -------------- |   7000 |
 | Master Rapier   | IGI  |  86 | --- | --- | --- | -------------- |   6800 |
 | Great Axe       | IG   |  80 | --- | --- | --- | -------------- |   5200 |
 | War Mace        | IG M |  84 | --- | --- | --- | -------------- |   6200 |
*| Silver Blade    | IG   | 108 | --- | --- | --- | Aqua Sock      |  12000 |
*| Swift Sword     | IGI  | 104 | --- | --- | --- | Sonic Smash    |   9400 |
*| Righteous Mace  | IG M | 112 | --- | --- | --- | Smog           |   8400 |
*| Crystal Rod     |   IM | 106 | --- | --- | --- | Drown          |  13400 |
 | Steel Armor     | IG   | --- |  36 | --- | --- | -------------- |   4900 |
 | Knight's Helm   | IG   | --- |  33 | --- | --- | -------------- |   4600 |
 | Platinum Circlet|   IM | --- |  29 | --- | --- | -------------- |   4200 |
*| Magical Cassock |   IM | --- |  39 | --- | --- | PP Recovery +2 |   9000 |
*| Mirrored Shield | IG   | --- |  39 | --- | --- | Deludes foes   |   5200 |
*| Spirit Armlet   |   IM | --- |  38 | --- | --- | Er/Wt Powr +10 |   9000 |
*| Jeweled Crown   | IG   | --- |  35 | --- |  05 | -------------- |   4000 |
 |_________________|______|_____|_____|_____|_____|________________|________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
EQUIPMENT LIST                                                           [EQPT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Items with an asterisk (*) in front denotes artifacts, which, if resold, can
 be rebought at the appropriate shop again. If you see a little |C| next to
 the price, it means the item is CURSED! It can only be removed by going to a
 sanctum and having the healer force it off. Artifacts also have a special
 property where, if they're discarded to clear space, they can show back up
 in stores!

 As for equipment, everyone has a certain bunch of categories they can use.
 Everyone can equip boots, rings, caps and undershirts for reference.

 ISAAC: Light Blade, Longsword, Axe, Shield, Gloves, Heavy Armor, Jackets
 GARET: Light Blade, Longsword, Axe, Shield, Gloves, Heavy Armor, Jackets
 IVAN : Light Blade, Stave, Robes, Gloves, Armlets
 MIA  : Light Blade, Stave, Mace, Robes, Gloves, Armlets
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | WEAPON          | USE? | ATK | DEF | AGL | LCK | UNLEASH        | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Wooden Stick    |   IM |  04 | --- | --- | --- | -------------- |     60 |
 | Machete         | IG   |  06 | --- | --- | --- | -------------- | ------ |
 | Mace            | IG   |  06 | --- | --- | --- | -------------- |     80 |
 | Short Sword     | IG   |  08 | --- | --- | --- | -------------- |    120 |
 | Shaman's Rod    |   IM |  10 | --- | --- | --- | -------------- | ------ |
 | Bandit's Sword  | IG   |  12 | --- | --- | --- | Rapid Smash    | ------ |
 | Long Sword      | IG   |  14 | --- | --- | --- | -------------- |    200 |
*| Magic Rod       |   IM |  16 | --- | --- | --- | Murk           |    380 |
 | Heavy Mace      | IG   |  26 | --- | --- | --- | -------------- |    500 |
*| Witch's Wand    |   IM |  32 | --- | --- | --- | Stun           |    860 |
 | Broad Sword     | IG   |  40 | --- | --- | --- | -------------- |   1000 |
*| Elven Rapier    | IGI  |  44 | --- | --- | --- | Vorpal Slash   | ------ |
*| Blessed Ankh    |   IM |  46 | --- | --- | --- | Psyphon Seal   |   1600 |
 | Broad Axe       | IG   |  50 | --- | --- | --- | -------------- |   1400 |
*| Arctic Blade    | IG   |  55 | --- | --- | --- | Blizzard       | ------ |
 | Battle Mace     | IG M |  56 | --- | --- | --- | -------------- |   2600 |
 | Battle Rapier   | IGI  |  58 | --- | --- | --- | -------------- |   2800 |
*| Psynergy Rod    |   IM |  64 | --- | --- | --- | Psynergy Leech |   3800 |
 | Claymore        | IG   |  70 | --- | --- | --- | -------------- |   4000 |
*| Vulcan Axe      | IG   |  76 | --- | --- | --- | Barrage        | ------ |
*| Frost Wand      |   IM |  76 | --- | --- | --- | Frost Bite     |   5400 |
 | Great Axe       | IG   |  80 | --- | --- | --- | -------------- |   5200 |
*| Angelic Ankh    |   IM |  83 | --- | --- | --- | Life Leech     |   6400 |
 | War Mace        | IG M |  84 | --- | --- | --- | -------------- |   6200 |
*| Burning Axe     | IG   |  84 | --- | --- | --- | Broil          | ------ |
*| Mystery Blade   | IGI  |  84 | --- | --- | --- | Life Nourish   | ------ |
 | Master Rapier   | IGI  |  86 | --- | --- | --- | -------------- |   6800 |
*| Grievous Mace   | IG M |  88 | --- | --- | --- | Terra Strike   | ------ |
 | Great Sword     | IG   |  90 | --- | --- | --- | -------------- |   7000 |
*| Assassin Blade  | IGI  |  90 | --- | --- | --- | Mortal Danger  | ------ |_
*| Demonic Staff   |   IM |  92 | --- | --- | --- | Bad Omen       |  10000 |C|
*| Ninja Sword     | IGI  |  94 | --- | --- | --- | Cyclone Attack |   8800 |�
*| Shamshir        | IG   |  99 | --- | --- | --- | Acid Bath      |  10000 |
*| Dragon Axe      | IG   | 100 | --- | --- | --- | Heat Mirage    |  10300 |
*| Zodiac Wand     |   IM | 102 | --- | --- | --- | Shining Star   | ------ |
*| Swift Sword     | IGI  | 104 | --- | --- | --- | Sonic Smash    |   9400 |
*| Crystal Rod     |   IM | 106 | --- | --- | --- | Drown          |  13400 |
*| Silver Blade    | IG   | 108 | --- | --- | --- | Aqua Sock      |  12000 |
*| Giant Axe       | IG   | 114 | --- | --- | --- | Meltdown       | ------ |
*| Kikuichimonji   | IGI  | 128 | --- | --- | --- | Asura          | ------ |_
*| Wicked Mace     | IG M | 130 | --- | --- | --- | Poison Death   | ------ |C|
*| Demon Axe       | IG   | 132 | --- | --- | --- | Poison Cloud   | ------ |C|
*| Gaia Blade      | IG   | 135 | --- | --- | --- | Titan Blade    | ------ |�
 |_________________|______|_____|_____|_____|_____|________________|________|

  - Swift Sword also gives +5 Wind Power
  - Righteous Mace gives 5HP/turn recovery
  - Gaia Blade gives +20 Earth Resist & Power
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | ARMOR           | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Cotton Shirt    | IGIM | --- |  03 | --- | --- | -------------- |     20 |
 | One-Piece Dress |    M | --- |  04 | --- | --- | -------------- |     25 |
 | Travel Vest     | IGIM | --- |  07 | --- | --- | -------------- |     50 |
 | Travel Robe     |   IM | --- |  10 | --- | --- | -------------- |    200 |
 | Leather Armor   | IG   | --- |  12 | --- | --- | -------------- |    240 |
*| Fur Coat        | IGIM | --- |  16 | --- | --- | Water DEF +20  | ------ |
 | Adept's Clothes | IGIM | --- |  18 | --- | --- | PP +8          |    850 |
 | Silk Robe       |   IM | --- |  20 | --- | --- | -------------- |   1400 |
*| Psynergy Armor  | IG   | --- |  21 | --- | --- | PP +20         | ------ |
*| Elven Shirt     | IGIM | --- |  22 | --- | --- | AGL x1.5       | ------ |
*| Kimono          |    M | --- |  25 |  10 | --- | Fire RES +10   |   2800 |
 | Chain Mail      | IG   | --- |  25 | --- | --- | -------------- |   2000 |
 | Jerkin          |   IM | --- |  26 | --- | --- | -------------- |   2400 |
 | Silver Vest     | IGIM | --- |  28 | --- | --- | -------------- |   3200 |
*| Cocktail Dress  |    M | --- |  29 | --- | --- | PP +15         | ------ |
*| Water Jacket    | IGIM | --- |  30 | --- | --- | Wa/F RES 30/20 | ------ |
 | Armored Shell   | IG   | --- |  30 | --- | --- | -------------- |   3600 |
*| Spirit Armor    | IG   | --- |  32 | --- | --- | All RES +15    | ------ |
 | Plate Mail      | IG   | --- |  33 | --- | --- | -------------- |   4400 |
*| Spiked Armor    | IG   |  10 |  34 | --- | --- | Crit Hit% UP   | ------ |
 | Steel Armor     | IG   | --- |  36 | --- | --- | -------------- |   4900 |
*| Blessed Robe    |   IM | --- |  36 | --- | --- | HP Recovery +5 |   7000 |
*| Ninja Garb      | IGIM | --- |  36 |  30 | --- | Wind RES +10   | ------ |
*| Magical Cassock |   IM | --- |  39 | --- | --- | PP Recovery +2 |   9000 |
*| Asura's Armor   | IG   |  05 |  42 | --- | --- | HP Recovery +8 | ------ |
*| Storm Gear      | IGIM | --- |  42 | --- | --- | W/F/Wi RES +40 | ------ |
*| Oracle's Robe   |    M | --- |  43 | --- | --- | HP Recovry +10 | ------ |
*| Dragon Scales   | IG   | --- |  44 | --- | --- | F/Wa RES +40   | ------ |
*| Feathered Robe  |   IM | --- |  45 |  30 | --- | Wi/W PWR 20/30 | ------ |
*| Demon Mail      | IG   | --- |  50 | --- | --- | Wind RES -10   | ------ |C|
 |_________________|______|_____|_____|_____|_____|________________|________|�

  - Oracle's Robe also gives +40 Water RES

  _________________ ______ _____ _____ _____ _____ ________________ ________
 | HEADGEAR        | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Leather Cap     | IG   | --- |  03 | --- | --- | -------------- |     30 |
 | Circlet         |   IM | --- |  06 | --- | --- | -------------- |    130 |
 | Open Helm       | IG   | --- |  09 | --- | --- | -------------- |    180 |
 | Wooden Cap      | IG   | --- |  10 | --- | --- | -------------- |    400 |
 | Bronze Helm     | IG   | --- |  14 | --- | --- | -------------- |    600 |
 | Silver Circlet  |   IM | --- |  16 | --- | --- | -------------- |   1300 |
 | Iron Helm       | IG   | --- |  20 | --- | --- | -------------- |   1600 |
 | Lure Cap        | IGIM | --- |  20 | --- | --- | In more battls | ------ |
 | Mail Cap        | IGIM | --- |  23 | --- | --- | -------------- |   2000 |
 | Guardian Circlet|   IM | --- |  25 | --- | --- | -------------- |   3400 |
 | Steel Helm      | IG   | --- |  27 | --- | --- | -------------- |   3100 |
*| Glittering Tiara|    M | --- |  27 | --- | --- | Prevent Delusn | ------ |
*| Ninja Hood      | IGIM | --- |  28 |  20 | --- | -------------- | ------ |
*| Adept's Helm    | IG   | --- |  29 | --- | --- | Max PP x1.2    | ------ |
 | Platinum Circlet|   IM | --- |  29 | --- | --- | -------------- |   4200 |
 | Silver Helm     | IG   | --- |  30 | --- | --- | -------------- |   3900 |
*| Prophet's Hat   | IGIM | --- |  30 | --- | --- | Curses enemy   | ------ |
 | Knight's Helm   | IG   | --- |  33 | --- | --- | -------------- |   4600 |
*| Lucky Cap       | IGIM | --- |  33 | --- | --- | PP Recovery +2 | ------ |
*| Mythril Circlet |   IM | --- |  34 | --- | --- | PP Recovery +3 | ------ |
*| Warrior's Helm  | IG   | --- |  35 | --- | --- | Earth PWR +10* | ------ |
*| Jeweled Crown   | IG   | --- |  35 | --- |  05 | -------------- |   4000 |_
*| Thunder Crown   | IGIM | --- |  40 | --- | --- | PP Recovery +4 | ------ |C|
 |_________________|______|_____|_____|_____|_____|________________|________|�

  - Warrior's Helm & Lucky Cap also increase frequency of critical hits
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | ACCESSORIES     | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Padded Gloves   | IGIM | --- |  02 | --- | --- | -------------- |     10 |
 | Wooden Shield   | IGIM | --- |  06 | --- | --- | -------------- |     40 |
 | Leather Armlet  |   IM | --- |  07 | --- | --- | -------------- |    180 |
 | Leather Gloves  | IG   | --- |  10 | --- | --- | -------------- |    220 |
 | Bronze Shield   | IG   | --- |  14 | --- | --- | -------------- |    500 |
 | Armlet          |   IM | --- |  17 | --- | --- | -------------- |    900 |
 | Iron Shield     | IG   | --- |  20 | --- | --- | -------------- |   1200 |
 | Gauntlets       | IGIM | --- |  23 | --- | --- | -------------- |   1600 |
 | Heavy Armlet    |   IM | --- |  25 | --- | --- | -------------- |   2000 |
*| Dragon Shield   | IG   | --- |  26 | --- | --- | Fire RES +30   | ------ |
*| Battle Gloves   | IG   |  05 |  26 | --- | --- | -------------- | ------ |
*| Vambrace        | IGIM |  05 |  27 | --- | --- | -------------- | ------ |
*| Guardian Armlet |   IM | --- |  27 | --- | --- | -------------- | ------ |
 | Knight's Shield | IG   | --- |  28 | --- | --- | -------------- |   3000 |
 | Silver Armlet   |   IM | --- |  30 | --- | --- | -------------- |   4000 |
*| Earth Shield    | IG   | --- |  31 | --- | --- | Earth RES +20* | ------ |
*| Spirit Gloves   | IGIM | --- |  34 | --- | --- | Elem Power +5  | ------ |
*| War Gloves      | IGIM |  10 |  35 | --- | --- | -------------- |   4000 |
*| Virtuous Armlet |   IM | --- |  35 | --- | --- | Er/Wi Powr +10 | ------ |
*| Aura Gloves     | IGIM | --- |  36 | --- | --- | -------------- | ------ |
*| Spirit Armlet   |   IM | --- |  38 | --- | --- | Er/Wt Powr +10 |   9000 |
*| Mirrored Shield | IG   | --- |  39 | --- | --- | Deludes foes   |   5200 |
 |_________________|______|_____|_____|_____|_____|________________|________|

  [Breakable] Earth Shield: used to cure 150 HP in-battle
  [Breakable] Guardian Armlet: raises DEF in-battle
  [Breakable] Spirit Armlet: used to cure ailments in-battle
  [Breakable] Aura Gloves: used to raise RES in-battle

  _________________ ______ _____ _____ _____ _____ ________________ ________
 | BOOTS           | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
*| Running Shirt   | IGIM | --- |  01 |  15 | --- | -------------- | ------ |
*| Silk Shirt      |    M | --- |  06 | --- |  01 | -------------- | ------ |
*| Mythril Shirt   | IGIM | --- |  10 | --- | --- | HP +5          | ------ |
 |_________________|______|_____|_____|_____|_____|________________|________|
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | BOOTS           | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
*| Fur Boots       | IGIM | --- |  02 | --- | --- | Water RES +15  | ------ |
*| Quick Boots     | IGIM | --- |  03 |  20 | --- | -------------- | ------ |
*| Turtle Boots    | IGIM | --- |  03 | x.5 | --- | -------------- | ------ |
*| Hyper Boots     | IGIM | --- |  04 | --- | --- | Crit Hit% UP   | ------ |
 |_________________|______|_____|_____|_____|_____|________________|________|
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | RINGS           | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
*| Adept Ring      | IGIM | --- | --- | --- | --- | Restores 7 PP  | ------ |
*| Cleric's Ring   | IGIM | --- | --- | --- | --- | Curse-Immune   | ------ |
*| Fairy Ring      | IGIM | --- | --- | --- | --- | Like an Elixir | ------ |
*| Healing Ring    | IGIM | --- | --- | --- | --- | Heal ~70 HP    | ------ |
*| Sleep Ring      | IGIM | --- | --- | --- | --- | Sleep on foes  | ------ |
*| War Ring        | IGIM | --- | --- | --- | --- | ATK+ In-battle | ------ |
 |_________________|______|_____|_____|_____|_____|________________|________|
  _________________ ______ _____ _____ _____ _____ ________________ ________
 | ITEMS           | USE? | ATK | DEF | AGL | LCK | EFFECT         | COST   |
 |�����������������|������|�����|�����|�����|�����|����������������|��������|
 | Antidote        | IGIM | --- | --- | --- | --- | Cures Poison   |     20 |
*| Apple           | IGIM | --- | --- | --- | --- | +5 HP          | ------ |
 | Bramble Seed    | IGIM | --- | --- | --- | --- | Damages enemy  | ------ |
*| Cookie          | IGIM | --- | --- | --- | --- | +5 PP          | ------ |
 | Corn            | IGIM | --- | --- | --- | --- | Heal 200 HP    | ------ |
 | Crystal Powder  | IGIM | --- | --- | --- | --- | Damages enemy  | ------ |
 | Elixir          | IGIM | --- | --- | --- | --- | Cures statuses |     30 |
*| Empty Bottle    | IGIM | --- | --- | --- | --- | For Hermes Wtr | ------ |
*| Hard Nut        | IGIM | --- | --- | --- | --- | +3 DEF         | ------ |
 | Herb            | IGIM | --- | --- | --- | --- | Heal 50 HP     |     10 |
*| Hermes Water    | IGIM | --- | --- | --- | --- | Heals all HP   | ------ |
*| Lucky Pepper    | IGIM | --- | --- | --- | --- | +2 LCK         | ------ |
*| Mint            | IGIM | --- | --- | --- | --- | +3 AGL         | ------ |
 | Nut             | IGIM | --- | --- | --- | --- | Heal 200 HP    |    200 |
 | Oil Drop        | IGIM | --- | --- | --- | --- | Damages foe    | ------ |
*| Potion          | IGIM | --- | --- | --- | --- | Heal 1000 HP   |   1000 |
*| Power Bread     | IGIM | --- | --- | --- | --- | +3 ATK         | ------ |
*| Psy Crystal     | IGIM | --- | --- | --- | --- | Heals all PP   |   1500 |
 | Sacred Feather  | IGIM | --- | --- | --- | --- | Less encountrs |     70 |
 | Sleep Bomb      | IGIM | --- | --- | --- | --- | Sleeps enemy   | ------ |
 | Smoke Bomb      | IGIM | --- | --- | --- | --- | Deludes enemy  | ------ |
 | Vial            | IGIM | --- | --- | --- | --- | Heal 500 HP    | ------ |
*| Water of Life   | IGIM | --- | --- | --- | --- | Revive from KO |   3000 |
 | Weasel Claw     | IGIM | --- | --- | --- | --- | Damages enemy  | ------ |
 |_________________|______|_____|_____|_____|_____|________________|________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
TRANSFERRING FILE TO GOLDEN SUN TLA                                      [GSTR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Here's a list of the items that are NOT found in Golden Sun TLA, which you
 may want to take along for one reason or another. 

 WEAPONS           ARMOR              HEADGEAR            ARMGEAR/ITEMS
 �������           �����              ��������            �������������
 � Arctic Blade     � Asura's Armor    � Adept's Helm      � Dragon Shield
 � Assassin Blade   � China Dress      � Glittering Tiara  � Earth Shield
 � Bandit's Sword   � Cocktail Dress   � Jeweled Crown     � Guardian Armlet
 � Burning Axe      � Demon Mail       � Lucky Cap         � Virtuous Armlet
 � Demon Axe        � Dragon Scales    � Lure Cap          � Vambrace
 � Elven Rapier     � Elven Shirt      � Mythril Circlet   � Battle Gloves
 � Gaia Blade       � Fur Coat         � Ninja Hood        � Spirit Gloves
 � Grievous Mace    � Kimono           � Thunder Crown     � Catch Beads
 � Muramasa         � Ninja Garb       � Warrior's Helm    � Carry Stone
 � Mystery Blade    � Oracle's Robe                        � Halt Gem
 � Kikuichimonji    � Spiked Armor     RINGS/BOOTS         � Cloak Ball
 � Vulcan Axe       � Spirit Armor     �����������         � Frost Jewel
 � Wicked Mace      � Storm Gear       � Cleric's Ring     � Lifting Gem
 � Zodiac Wand      � Water Jacket     � Fairy Ring        � Orb of Force
                                       � Turtle Boots      � Douse Drop

 So, you may be wondering: which ones should I take with? There's limited
 space, so it'll be wise to take the best stuff and leave the obsolete/unused
 junk behind, right? Take the best three weapons from the list (Gaia Blade,
 Kikuichimonji, Muramasa), the Demon Mail, the Thunder Crown, and the
 ever-useful Cleric's Ring to null cursed equipment's effects. Also take the
 Lure Cap since it helps for fighting monsters faster.

 Feel free to leave behind anything else, including some psynergy-granting
 items like the Cloak Ball or Halt Gem, neither of which are used in TLA.
 You can still bring 'em if you want, though.

 ############################################################################

 If you read the walkthrough, you'll know that there are a few events here
 that impact the save in Golden Sun: The Lost Age (TLA), should you choose to
 carry over your cleared data. Most of these are minor but for a completionist,
 you'll want to know these -- some are seemingly stupid and easily missable!
 I'll list 'em in the order they appear and, no, there won't be spoilers.

01: ALPINE CROSSING
�������������������
 Access: After Lama Temple
 Reward: Golden Ring (from Feizhi)

 After learning Reveal, Hama leaves to the Alpine Crossing. Follow her and
 help rescue Hsu from being trapped underneath a boulder. This has to be done
 immediately or else the event is missed! In fact, this is the only event
 that has a small window of opportunity to do.

02: VAULT
���������
 Access: After getting access to Kalay (post-Lamakan Desert)
 Reward: Golden Boots (from thieves)

 Return to Vault later and talk to the mayor, learning that the three thieves
 who pillaged the town escaped! This allows them to be fought in the next
 game, where a special reward can be given afterwards.

03: VALE
��������
 Access: After getting access to Kalay (post-Lamakan Desert)
 Reward: ---

 Talk to Isaac's mother to learn she's sick. This doesn't give any useful
 reward in the 2nd game, but does change a bit of dialogue (which does count
 for some people's completion).

04: COLOSSO
�����������
 Access: Mandatory
 Reward: Golden Shirt (from Colosso opponents)

 Colosso may be a story pitstop for some, but to get the TLA event, Isaac must
 win the tournament. In the next game, this allows the disgruntled opponents
 a rematch, where the reward can be given.

05: LUNPA FORTRESS
������������������
 Access: After getting Cloak Orb (Tolbi)
 Reward: Orihalcon (from Hammet)

 Hammet got captured by Dodonpa early in the game, and saving him from a fate
 of extortion earns a rare element reward in the 2nd game!

06: CROSSBONE ISLE
������������������
 Access: Lamakan Desert
 Reward: ---

 Crossbone Isle is the game's optional dungeon, as you may know, and defeating
 the boss at the bottom (Deadbeard) will change some dialogue in one of the
 towns. No tangible reward but it's still interesting.

07: OBTAIN ALL DJINN
��������������������
 Access: Entire game
 Reward: Entrance to Anemos Sanctum

 If you obtain all djinn in the first Golden Sun and carry them over, then
 collect all of them in the 2nd game, a special dungeon can be accessed!
_______________________________________________________________________________
�������������������������������������������������������������������������������
MINIGAMES                                                                [MNGM]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 There are a few minigames to play and all are located in that wonderful city
 of Tolbi!

TOLBI SPRING
������������
 Prizes: Kimono, Grievous Mace, Earth Shield, Burning Axe, Battle Gloves,
         Ninja Hood, Assassin Blade, Water of Life, Potion, Cocktail Dress,
         Spirit Armor, Glittering Tiara, Guardian Armlet, Adept's Helm, Psy
         Crystal

 Near the entrance to Tolbi is a spring with some crabs and turtles walking
 around inside. Isaac can throw regular coins (and only win more coins if
 he hits the critters) or throw rare Lucky Medals, which will win him various
 artifacts. Save beforehand to ensure you don't get a bunch of obsolete or
 duplicate equipment!

LUCKY DICE
����������
 Prizes: $$$

 The Lucky Dice Hut is near the inn. Unlike the spring, the only thing to be
 won here is extra cash. Four dice are thrown on the table, and Isaac wins
 more cash based on how many pairs there are. There is a foolproof way to get
 a Perfect Bonus every time in this game (devised by PPK):

 1) Save in the Lucky Dice Hut, then hard/soft reset.
 2) Pay to play the game.
 3) Move the hands as high as they'll go, then roll.
 4) Roll again, but this time don't move the hands' position whatsoever.
 5) Move the hands as low as they'll go, then roll.
 6) Repeat Step 5.

 You should now win 8000 coins! Repeat these steps as necessary.

LUCKY WHEELS
������������
 Prizes: Quick Boots, Hyper Boots, Running Shirt, Mythril Shirt, Silk Shirt,
         Fur Boots, Adept Ring, Sleep Ring, War Ring, Water of Life, Potion,
         Psy Crystal

 This minigame is found in an unmarked room above the inn, and it's basically
 a slotmachine that runs on Game Tickets (which are dropped by monsters or
 given to the party by shopkeepers after something's been bought). It's not
 that hard to understand: match up 4-5 of the icons and hit the jackpot,
 then obtain an artifact.

 Shirt -> Shirts
 Ring --> Rings
 Heart -> Items
 Stars -> Items
 Moon --> Anything!

 Moons can be used as wild cards to make jackpots with other icons, remember.
 The shirts and boots are great items (latter in particular), but the rings
 are pointless and I wouldn't recommend having them wasting space. Leave that
 to useful rings, like the Cleric's Ring!

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 [Q] - I can't use Reveal on the gravesite hole in Vault!
 [A] - Laughably, this occurs when you leave the Lamakan Desert and go to said
       town without first visiting Kalay. Enter Kalay first and return -- it
       will work then.

 [Q] - How come Mia gets PP back? Secret armor effect?
 [A] - No, this only takes place in Mercury Lighthouse. Since that place is a
       font of power for Mercury Clansmen, she gets a tiny PP boost after each
       battle.

 [Q] - How do I get across the sandflows in Venus Lighthouse?
 [A] - Simply walking across at a diagonal angle won't cut it! You need to
       run and hold diagonal!

 [Q] - Why can't I get Hyper Boots?
 [A] - It's mostly luck trying to get through Lucky Wheels. However, you'll
       never win the Hyper Boots the first time you get a jackpot in the
       category -- this also goes for the Mythril Shirt.

 [Q] - What's the Wheat Sword/Sword of Wheat?
 [A] - It's an internet meme and doesn't exist! ...sadly.

 [Q] - How do I get to Crossbone Isle?
 [A] - There are two ways: (1) during the Tolbi-Bound Ship portion, crash at
       said isle (2) in Suhalla Desert, locate the pink tornado and let it
       carry the team away, rather than using Douse to fight the tempest
       lizard. NOTE: You can only proceed all the way through the dungeon
       via the 2nd option!

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTORS                                               [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 04-16-09 -----------------------+ Started walkthrough
 04-27-09 -----------------------+ Finished walkthrough

THANKS TO...
������������
 � Sailor/Ceej, for pinning my guides on the GameFAQs fridge (haha!)
 � The GS messageboard, for being awesome guys to hang around with <3
 � PPK, for figuring out the RNG method for getting perfects in Lucky Dice
 � Golden Sun wiki for some early psynergy-learning levels & class bonuses
 � Nic Holte, the guy I bummed my first GS experiences off of. Thanks, bro!
 � Psycho_Penguin, for sharing my GS hate. =p
 � Troy Rogers, for a boatload of corrections/tips -- muchos gracias, dude!

THINGS I NEED
�������������
 � RNG tricks for Tolbi Springs

RECOMMENDED READING
�������������������
 � WOODENSTICK's Random Number Generator FAQ
 � TFergusson's Djinn/Class Mechanics Guide

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

  � Gametalk.com                       � cheatcc.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Honestgamers.com
  � Chaptercheats.com
  � Cavesofnarshe.com
                  
                  E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
KISS ME OUT OF                Document � Shotgunnova, 1997-2009 (and countin'!)
DESIRE, BABY, NOT                       Golden Sun namesake � respective owners
CONSOLATION                                       E N D   O F   D O C U M E N T