_________ ________ __ _____ ________ __ __ / _______/ / ____ / / / / __ | / ______/ / | / / / / / / / / / / / / | | / /_ / / | / / / / ___ / / / / / / / / | | / / / /| | / / / / /_ | / / / / / / / / / / / __/ / / | |/ / / /____/ / / /___/ / / /_____ / /___/ / / /_____ / / | / / /________/ /_______/ /_______/ /_______/ /_______/ /_/ |__/ _______ __ __ __ __ * * * * / ____ | / / / / / | / / * * * * * * / /__ |_/ / / / / / / | / / * * * * * \___ \ / / / / / /| | / / * * * | \ / / / / / / | |/ / * * * ______/ / / /___/ / / / | / / * * * * * * /_______/ /_______/ /_/ |__/ * * * * * * _____ _ _ ___ |_ _|| | | | |�| / _ \ | | | |___ ____ | | ___ __|� �| | |_| | ____ ____ | | | _ | / __ \ | | / _ \ /_ |�| |� | _ | / | / __ \ | | | | | |( ___/ | |__( (_) )__/ / | |__ | | | |( (�| |( ___/ | | | | | | \ ��| | |\ / \ / \ / | | | | \ � | \ ��| � � � ��� ���� ��� �� ��� � � ��| | ��� |�� / ���� ============================================== Game: Golden Sun: the Lost Age Platform: Game Boy Advance Version: 1.8 Last updated: 22 March 2009 Written by: Iron Knuckle Type: FAQ/Walkthrough GameFAQ status: 100 % ============================================== ================= Table of contents ================= Version Updates FAQ Controls Controller Game Selection / Start Menu Pause Menu Field Commands Menu Statistics Ailments Combat System Battle Options Battle Methods Environmental Map Elements Foliage Pillars Sphere Boulders Water Puddles Small Plants Soft Sand Suspicious Marks Main Characters Felix Jenna Sheba Piers Isaac Garet Ivan Mia Other Important People Babi Karst & Agatio King Hydros Kraden Saturos & Menardi Alex Story Walkthrough Beforehand Prologue: The Venus lighthouse from a different point of view 1. The trial temple 2. Team rascal: Riki & Tavi 3. Falling through the plateaus 4. The mysterious prisoner Adept 4.1. Trapping a scorpion in the desert 4.2. The pirates' hideout in Alhafra 5. Revealing lycanthropy of the wind tribe 6. The witch-doctor's consecration 7. Out to the open sea 8. Optional side-quests 8A. Going back to the Gabomba statue 8B. Exploring the Toapa swamp & blacksmith Sunshine 8C. Animal trade quest 9. Collect the Trident parts 9A. Backtrack to the Sea God's shrine (Right Prong) 9B.1. Evaporating water in Aqua rock 9B.2. The frozen tower of Tundaria (Center Prong) 9C.1. Sacrifice to the Serpent in Mt. Mikage 9C.2. Ascend the Ankohl Ruins in sand (Left Prong) 10. Going to Lemuria 10.1. Clear the Alhafran boat 10.2. Forge the trident of the Ankohl 10.3. Route through the Sea of Time 10.4. Defeat Poseidon the indestructible 11. Lemuria at last! 12. Djinn hunting on the western hemisphere 13. The road of trials that lie ahead 14. Jupiter lighthouse - Reunion 15. Cannon ammunition from Magma rock required 16. Reaching Prox via the Northern reaches 17. The Mars lighthouse - The final beacon! Final. Dawn of the Golden Sun Appendix A: Djinn & Classes 1. Djinn Descriptions 2. About the Summon -Original Summons -Additional Stone Tablet Summons 3. Class & Psynergy Effects -Venus Adepts -Mars Adepts -Jupiter Adepts -Mercury Adepts -Book Classes Appendix B: Chart tables 1. Items I - Potions II - Attack Items III - Scenario Objects IV - Raw Materials 2. Weapons I - Long Swords II - Light Blades III - Axes IV - Maces V - Rods VI - Books 3. Body Armor I - Armor II - Clothing III - Robes 4. Arm Protection I - Shields II - Gloves III - Armlets 5. Helmets I - Helms II - Caps III - Circlets 6. Accessories I - Rings II - Under Shirts III - Boots 7. Psynergy Spells I - Field II - Healing & Status III - Attack 8. Weapon Unleash Attacks 9. Monster Compendium I - Regular Enemies II - Bosses III - Mad Plants & Mimics IV - Djinn Appendix C: Four Additional Dungeons 1. Treasure Island 2. Yampi Desert 3. Islet Cave 4. Anemos Inner Sanctum Appendix D: The Battle Arena Monster Battle Linked Battle Appendix E: Golden Sun(1) Linkage Introduction What gets transferred Passwords Appendix F: Extra Bugs Glitches Stuff Credits Copyrights E-mail, Questions and Contributions Unfinished business =========================================================================== Version Updates =========================================================================== Version 0.0 30 December 2005: Started with this Walkthrough, Completed Prologue. Version 0.1 2 January 2006: Completed the game up to Yampi Desert Version 0.2 4 January 2006: Completed Air's Rock and the events in Alhafra, incorporated the items from "the Lost Age" into the tables taken from my GS(1) walkthrough. Version 0.3 12 May 2006: Completed the game up to chapter 7. Version 0.4 15 July 2006: Completed the game up to the point where you have to go to Hesperia. Version 0.6 25 July 2006: Reached the Mars Lighthouse, only few steps away of completing the game. Version 0.7 26 July 2006: Finished all the regular dungeons in the game. I still need to complete the optional dungeons: Anemos Inner Sanctum, Islet Cave and Yampi Desert Cave. Version 0.71 28 July 2006: Checked most parts of the walkthrough for errors. Version 0.8 30 July 2006: Completed all the optional dungeons and got all Items/Summon/Djinn. Now I can start compiling the appendices. Version 0.9 2 August 2006: Filled in most of tables in the appendices. Found out about the statistic increases in the base classes, therefore revised all the tables for this game & GS1. Started with counting chests & hidden items; I currently found 258 of them. Version 0.95 6 August 2006: I finally managed to complete ALL of the tables, although the Psynergy table is a bit messy at this moment. Added a glitch to the stuff section; Sheba speaking about meeting werewolves whereas she never met them! Reused and updated most of the GS1 information so it fits this game. Version 0.97 7 August 2006: Did some additional checks and cleared up some of the lay-out. Added some details about the linked event in Alhafra considering Deadbeard. Version 1.0 8 August 2006: Counted and made totals for the number of items and chests, just like in the walkthrough for GS. Added some additional details here and there, also made some lay-out changes to make it more uniform with the corresponding GS1 Walkthrough. Version 1.1 14 August 2006: Included a THE easiest 2 Round Strategy that allows you to beat Dullahan on Normal and even on Hard Mode and it works like a charm (read it never fails!). Also added a good strategy for beating all three heads of Doom Dragon in 4 Rounds as well. Updated some other parts as well, but that is just minor. Added descriptions for the Slot machine and Dice games in Contigo as well. Version 1.2 27 August 2006: Added some information about the mistranslation of Hsu; Feizhi calls him Ulmuch in this game. Also corrected some of the artifacts in the chart tables. Finally, I managed to find the missing GS1 Djinni's location for the people who get less than 7 Jupiter Djinn from Isaac's team. He's located at the edge of the western hemisphere: SW Atteka Islet. Added a realistic password for those of you who wish to transfer all the important stuff, but not the game spoiling overpowered statistics. Version 1.3 28 September 2006: I updated the password section and altered the Maximum password, because I figured out a way to include the GS2 items. These are oh-so much more powerful than the GS1 weapons. Second I also included a Collector password which included about every single artifact that is not obtainable in GS2 (it even includesw the Ninja Sandals and other Dummied Out item). Version 1.35 23 November 2006: Found four more items in the game; three in the Ankohl Ruins and 1 in Air's Rock. I also fixed some of the left/right directional mistakes, but there are unfortunately more of them. These will be corrected on the next update. Version 1.4 29 December 2006: Added some information about the RNG methods and strategies in this game. They can be found in Appendix F under the Stuff section. Most strategies are similar to the ones in GS1, but the are some twists here and there rendering the "5x Perfect Bonus" strat for the Lucky Dice useless. Apart from that I included the 6th event which is supposed to be linked with GS1. It is the conversation with Dora, when she is ill. Unfortunately, I didn't find anything in GS2 that could link to that event. Version 1.5 27 February 2007: Included the Trial Road duplication glitch for infinite amounts of Tomegathericons and such. :) Removed the Nut from Lemuria's hidden item list as it was just a random item found with "Scoop". Both discoveries are from Jeffrey Ng, so the credits go to him. Furthermore I explained a method for getting infinite Game Tickets by using "Scoop" in the Stuff section. Version 1.6 17 March 2007: Fixed some mistakes thanks to Jeffrey Ng and added a secret method to set/standby all Djinn in one go (just press Select while holding R)! Furthermore he provided a strategy to get the Excalibur with much better chance. Also added some video links to youtube.com showing the battles against Dullahan and Doom Dragon as suggested in the FAQ. Also added some video links to youtube showing the Dullahan and Doom Dragon strategies in their full glory! I even modified the Doom Dragon strategy a bit to make it even possible to slay the dragon in three turns. Version 1.7 18 June 2007: Found some problems such as the issues with the Linkage systems using GBA SPs by Chris Maka, the bug of getting stuck in Lemuria by Matthew Casler and several other things. Apart from that I've included the RNG strategy for the Tisiphone Edge created by Timon Sears. Thank you all for your contributions. Version 1.75 20 November 2007: Fixed some errors in the walkthrough and included the fourth requirement that is required to make the RNG strategies for item drops work. It also includes a new glitch in the Ankohl Ruins. Version 1.8 22 March 2009: After some delays all the feedback I received from everybody has been processed. Thank you all for your response! Don't hesistate on sending in any missing / new info or other improvements This FAQ won't die for quite some time. ^_^ The Gabomba tile puzzle turned out to be random and therefore some people where unable to get through it with the description in this game. This has been fixed now. =========================================================================== Frequently Asked Questions =========================================================================== Q: Is it Djinn or Djinni? A: Actually both; you see Djinn is plural for Djinni. 'A single Djinni or several Djinn'. That is the question. Q: How can I use "Growth" Psynergy? A: The answer to this is pretty simple: You need to have an adept in of the right class in other to use Growth. Equip a Mars Djinni to Felix or a Venus Djinni to Jenna and either one will be capable of using "Growth". Q: How can I use Whirlwind Psynergy? Ivan can't use it anymore. A: Remove all of Sheba's Djinn and he can use Whirlwind again, this is caused by the class differences, similar to the previous question. Take note that Felix and Jenna can use "Gale" as a substitute in their Ninja class for "Whirlwind". Q: I can't get over the sand/water streams. The currents are too strong! A: Use the 'B' button to make Felix run. While running diagonally against the current and into the direction you want, you can reach the other side without falling down. Q: Which Djinn/Class combination is the best to use? A: For most of the game where you have only few Djinn you can best stick to the standard and default combination: Venus Adepts (Isaac / Felix): All Venus Djinn Mars Adepts (Garet / Jenna): All Mars Djinn Jupiter Adepts (Ivan / Sheba): All Jupiter Djinn Mercury Adepts (Mia / Piers): All Mercury Djinn This party is strong and you can use many Djinn and Summons without getting any severe downgrades. After you obtain all 9 Djinn of each type you may want to switch to a combination of different Djinn like: Venus Adepts: 5 Mercury + 4 Mars => Paladin Mars Adepts: 5 Venus + 4 Jupiter => Ronin Jupiter Adepts: 4 Mercury + 5 Mars => Warlock Mercury Adepts: 4 Venus + 5 Jupiter => Pure Mage Statistically speaking this is the best balanced and most powerful overall combination, with very powerful mixed Psynergies. However if you use many Djinn the downgrades become really terrible, because these super classes degrade to regular classes. Also take note how the Djinn are distributed among the characters, you can see that the Venus Adept (who is strong to Earth and weak to Wind) only has Mars & Mercury Djinn. The same applies to the others. You may want to check the Appendices for more information about Classes and Djinn assignments. Also beware that the mixed setup makes it in some cases more difficult to get Djinn Kills. See Appendix F under Djinn Kill for more information about this matter. Q: Those stupid monsters won't give me the required item drop I want! A: Look at the bottom of the FAQ under the Stuff section. There I will explain the tactic of abusing the random number generator of this game in such a way that you can get any(!) rare item drop with 100% guarantee. Q: Is there a way to put all your Djinn on standby more easily? It is too tedious to do it one-by-one. A: Well, yes there is actually. Press and hold the "R" button in the Djinn selection screen. Then tap 'select' to set or release all Djinn in one go. No more sore hands! ;) Why this trick wasn't included in the manual eludes me... Q: I missed the Tremor Bit in Madra and I am in Alhafra now. The bridge is broken and I can't return to Madra to get it. What now? A: Yes, the bridge is broken, but it should be possible to retrace your steps to Madra. Go via the Yampi Desert to the Western shore and there should be a location on the map where you can walk back to the previous continent. The hike may be a long one, but you can get back at this point. Q: I've passed all the way through to Alhafra, but missed the "Termor bit" in Madra. The bridge is broken down, so now I can't get it anymore... A: Wrong, you can always get the Termor bit. You just need to take the long walk all the way back to Madra. Just keep on heading west, if you hit shore line, follow the path towards the southwest. You can't get to Madra near the shore, but you can via the path in the Yampi Desert and central area of this continent. =========================================================================== Controls =========================================================================== --------------------------------------------------------------------------- Controller --------------------------------------------------------------------------- D-Pad ------------ Walk around on the map with your leading character. Take note that you can walk diagonally in this game too! It is also used to select different options if those are available (you know, the usual). Start ------------ Start the game or in the Field display the Pause Menu Select ------------ Use it in the field to display Field Commands Menu. Or in the Djinn selection screen hold R then press Select to put ALL Djinn on set or standby in one go. A Button ------------ Use it to confirm an attack or command. Also used to talk to people in villages, open chests and pick up items when you examine objects. B Button ------------ Most often the opposite of the A button: Cancel an attack or command. In the field used to run. This can be very handy so use this option well! Later on when your ship gets wings you fly on the world map using this button. Top L Button ------------ Use a direct Psynergy Link attached to the L button in the Psynergy menu. Useful if you need to use a certain Psynergy often like Reveal or Move. On the map you can use this to zoom out a little, so you can see where you headed towards. Inside a battle this can be used to view your statistics and settings for a certain character. Top R Button ------------ Same as L button, but for another Psynergy you can select independently from the L button. On the world map you can use this to bring the entire world map on-screen. Inside a battle this can be used to view your statistics and settings for a certain character. In the Djinn selection screen hold R then press Select to put ALL Djinn on set or standby in one go. --------------------------------------------------------------------------- Game Selection / Start Menu --------------------------------------------------------------------------- This dynamic menu appears when you start up the Golden Sun Game Pack. After you press 'start' at the Title Screen (or right away when it is the first time you start the game). There are several options here that may change depending on what you can do, at that moment. There are 3 save files in total. Here are is a brief summary of all the options: New Game (Light flash from a jar) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This does simply what it says. You start a new game, beginning at the prologue. You do need to insert a name for your leading hero. Felix is the default name and that is the reference name I will stick to as well. This option only appears if you have at least one empty file. If you also have a "Clear Data" file saved, then you can even choose a difficulty setting (Easy, Normal or Hard). See the beginning of the walkthrough for more information about this. Copy (Two papers; one is purple) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Indeed it copies a game save from one slot to another, however if you have 2 empty slots you cannot determine to which slot it gets saved though. This appears only if you have 1 or more empty file. Erase (A paper with a piece of gum on it) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This erases the selected game from the memory permanently. So be careful when using this option. It only appears if you have at least one saved game. Continue (Some stairs) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With this you can continue on where you left off the last time you saved. It appears of course only if you have any saved games. If you have a damaged save file than you may start from the last sanctum that you visited. But beware that it might be possible that some items are lost, that may cause you to get stuck. Use this option if there is no other way to retrieve the data. Battle (Two people facing each other) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This brings you to the battle arena, which is actually a mini-game that can be played for fun against a random enemy or you can also compete against a friend in a Linked Battle (Check out the Battle Arena Section below for more information). Your characters (Djinn, Items, Psynergy, Statistics and Configuration) are read from one of the game files before you enter the arena. Any alternations are NOT remembered, this means that if you use an item in the Battle Arena and you continue on the regular game with the same file the item will still be there. This option appears just like continue, erase and copy when at least one Game Save is present, but only after you obtain your first Djinni. Update (Bright yellow flash) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The last option that can be displayed in GS:tLA's Start Menu is the Update option. With this you can transfer data from the original GS to GS: the Lost Age. Check out Appendix F for more information about this Linkage system and how to make the best use of this option. It will not appear if all game saves are only "Empty" or "Post Reunion" data. --------------------------------------------------------------------------- Pause Menu --------------------------------------------------------------------------- While playing the game you can press Start on the field screen in order to bring a small menu up. Here you can do three things, save the game on one of the game slots, put the game in sleep mode so you consume less battery power (if you don't want to switch it off yet) and finally can change the appearance of the window if you like too. Next to the screen color the configuration also allows you to increase the speed of the text messages and mute the characters voices if you find them too irritating. Personally I like the default blue or one of the lighter greenish tones. In this game you can also adjust the speech rate so the game put it on 'Fast' right away to save you some time! --------------------------------------------------------------------------- Field Commands Menu --------------------------------------------------------------------------- During regular game play you can enter this menu, when you are in the field. Sometimes the Field Commands Menu appears instantaneously if you examine a peculiar object. This usually hints you that you need to use a specific object from the Inventory. There are several options you can choose between. Psynergy (figure with a whirl of energy) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Select this to get the menu for Psynergy in which you see and use the Psynergy for each character. Some of the Psynergies can do healing while others like Move and Lift can be used in the field. Just select them and press 'A' to use them right away. You can also assign a shortcut to 2 Psynergies as well. Stand on the desired Psynergy and press either L or R button to highlight that Psynergy, and press 'A' to confirm that you want to assign that Field Psynergy to the desired button. This way you can use it a lot easier than having to open the entire menu time after time. Djinn (Venus Djinni) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Djinn Options may seem a bit complicated at first, but it is not that bad. If you have some trouble however understanding the information about the Djinn you can always press 'Select' in this menu to see additional Help data on this subject. Also when you meet your first Djinni he will also do some explaining on how to use Djinn properly. Therefore I will keep my explanation here rather short. A Djinni can be in either one of the following 3 statuses: Set (white text), Stand-by (red) and Recovery (yellow). Normally a Djinni is on Set which means you can use him in battle; this can be changed into Stand-by by pressing either Top L or Top R button. The color of the Djinni's name will turn into a red color to mark it on "Set". If a Djinni is set he can be unleashed in a Summon (or it can be set again using the Set command) this does more damage than a regular attack. After this happens all Djinn used in the Summon will be assigned to the Recovery status. In Recovery a Djinni can't do anything other than waiting to recover to the 'Stand-by' status. This happens when you walk around in the field or when you go through the next round in combat, 1 Djinn per turn can be recovered this way until all Djinn are back in Stand-by again. When a Djinni is in Stand-by or Set mode, they can be assigned to other party members as well. Just select the Djinn with 'A' to highlight it and move it to the desired party member. Of course you can't assign all Djinn to one member so they can only have even amount of Djinn in which case you can only Trade it. In the other case one character may have 1 Djinn more than the other so you can also Give a Djinni next to trading it. Item (An opened Chest) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This opens the inventory screen where you can see all the items in your possession. A thing I didn't like about the inventory setup is that it is chopped up in 4 parts of 15 items; one for each hero instead of one big jumble. Later on when Isaac joins you get some more leisure as your inventory increase to 8 * 15. This means that in some cases you will have multiple copies of items roaming over the place. It can be quite annoying sometimes when you want to equip armor to someone whose inventory is already full, meaning that you have to swap items usually more than once. Luckily most common items can be stacked meaning that 1 character can carry up to 30 of the same kind in one space. As displayed you can use the L+A buttons to arrange all items by the default order, the other visible option is the R button which shows you the current equipment for that character. When you just entered this menu, you can select the inventory of the hero you need by pressing right and left. If you found the required item press A so you can select that item with the cursor. After doing so some info about that object appears at the bottom of the screen and you can see six options of which some may be grayed out. Option What it does -------- ------------------------------------------------------------- Use Allows you to use that item Give Give the item to another character Equip This only works on weapons and armors of course Remove Unequip the weapon/armor if it was equipped initially Details See additional detailed information of that item Drop Throw the item away permanently. Use this to make room in the Inventory if you really need to, else I'd recommend to sell as much stuff as possible. Status (Three papers) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In here you can rearrange your party format if you like. Just press L and R to move the individual characters from left to right moving them next to the other characters. If you press 'A' when you select a hero his/her data will appear in the screen below it. There are three different Status Screens on display, starting with the Detailed Statistics Screen. Here you can see the Class, Ailment Status, all statistics and the current Djinni for that person (The statistics are described in the next section). Press 'A' again to see the next screen with a list of all available Psynergies for that person. Here you can see all the Psynergy spells that person can use. For each spell there are five things to see here (from left to right): Icon, Name, Psynergy Point Cost, Type and its Range. For the types we have: Color Type (Kind) -------- ------------------- Yellow Venus = Earth Red Mars = Fire Blue Mercury = Water Purple Jupiter = Wind -------- ------------------- The following possible icons for the range are displayed: Image No. of Targets Additional information -------- ------------------- ----------------------------- | One Target - .|. Up to Three Targets Center Target has most effect .|||. Up to Five Targets Center Target has most effect .|||||. Up to Seven Targets Center Target has most effect ||||||| All targets All Targets have equal effect -------------------------------------------------------------- The last page displayed the current items in the inventory of you character. Take note that you can also see the Elemental properties of some of the weapons. For example the Gaia Blade has a Yellow dot next to it if you display it here. This means that it is a Venus elemental weapon, hence it causes more damage to enemies weak to this element!!! --------------------------------------------------------------------------- Statistics --------------------------------------------------------------------------- Like most RPGs the characters in Golden Sun have statistics that increase by leveling up and equipping weapons and armors. Here's a brief summary of kind of statistics used in GS. LV - Level - - - - - - This is overall strength of a character measured on a scale from 1 to 99. Each time you gain enough Experience by battling enemies you go up one level and all your statistics are increased a bit. Sometimes you will also receive a message about a new Psynergy that is learned. Exp - Experience - - - - - - - - - As mentioned about in the description for level, experience is used for becoming stronger. The first weak enemies you encounter will only drop 5 Exp, but later on these numbers will increase quite a lot (e.g. Wonderbird). Take note that the amount of experience you get from an enemy can be enhanced by killing an enemy with a Djinn Unleash of the element of the type to which that enemy is weak. For example a Sky Dragon is weak against Wind. If you unleash a Jupiter Djinni against it, it will do more damage and if it kills the Sky Dragon it will give 133% Experience & Gold (the chance for item drop quadruples too). HP - Health Points - - - - - - - - - - This number represents how much damage a character can take. If this meter reaches 0 that person gets downed. If all party members are downed you lose the game and have to start over at either the last sanctum or the last save point (you are however allowed to save the data up to that moment though). So always try to keep these numbers as high as possible using healing spells and/or items. This number can also be increased by eating a Power Bread. PP - Psynergy Points - - - - - - - - - - - Using Psynergy requires energy, and so we have the Psynergy Points which show how much Psynergy a character can use. Each time you use such a spell this meter gets drained a bit. Take note that Psynergy is slowly regained by walking around in the field. Similar to HP, PP can be increased if your character eats a Cookie. ATK - Attack - - - - - - - This number simply displays how strong your character is physically. The higher this number the more damage direct weapon attacks will cause. It can be increased permanently by devouring an Apple and temporarily in battle by using Psynergy spells like "Impact", "Angel Spear" and others. DEF - Defense - - - - - - - The amount of defense determines how much damage you take from direct enemy attacks. Of course the higher this number the stronger you are against enemy attacks and the less damage you receive. It can be increased permanently by using a Hard Nut on your character. In battle you can use Psynergies like "Protect" and "Guardian". Note that an attack in this battle system will always do at least 1 point damage. AGL - Agility - - - - - - - Agility appears to have only one function in battle; it determines who will strike first in a turn. The higher this number is the earlier you can attack, Ivan (Wind Elemental) is very fast and is usually always the first character that may launch initial attack. By eating Mint a character can gain a few points permanently and by using Djinn like Zephyr in battle you can temporarily raise Agility as well. LCK - Luck - - - - - - The final statistic used in this game is Luck. It's a bit hard to tell what luck does exactly, but according to the manual the higher this number the stronger you will become against special attacks and the smaller the chance is that you will be affected by an Ailment. Luck is the only statistic that cannot be increased by Psynergies, Leveling up or Djinn Unleashes. The only thing you can do is using Lucky Pepper on a character to increase it by 2 points or setting some of the Djinn may also increase it by 1 or 2 points. Also some of the stronger and rare armors seem to affect luck as well. Elemental Power / Resistance - - - - - - - - - - - - - - - Finally there is the elemental power and resistance that each character has. The initial setup for each character is by default: Property | Felix | Jenna | Sheba | Piers | Isaac | Garet | Ivan | Mia ------------------------------------------- Strong | Earth | Fire | Wind | Water Weak | Wind | Water | Earth | Fire As you can see the main characters are all strong against one element (the element of their own type) and weak to the opposite element. By setting the proper Djinn to the four characters this may change into a different setting. For example: if we give Sheba a few Venus Djinn she will become strong against Earth, but not necessarily weak against wind. It depends on the values of the other elements too! Check the Status Screen to see these values. For all Elemental Powers and Resistances the maximum limit is the value of 200. The type with the highest value for Resistance is the type against which the ally is strong against, the lowest value is the type against which the character is weak. Some equipment (especially later on) can dramatically change these values. So it would be wise to look at the elemental properties of the armors too, instead of only looking at which armor has the highest Defense value. The same default rule applies to the Power values, e.g. Piers can do more damage with water elemental attacks (be it Psynergy, Djinn Unleash or Summon) and less with fire elemental attacks. Once again these numbers can be changed as well by setting the right Djinn / equipping items to your characters. --------------------------------------------------------------------------- Ailments --------------------------------------------------------------------------- Here I'll describe the main ailments that are used in this game. An ailments is a special status that can be caused by an enemy attack like poison or things like that. Most of the ailments are quite annoying, so try to prevent them as much as possible. - - - - Poison - - - - The Poison status is often induced by enemy attacks, which cause your character to take about 5 to 10% of Maximum HP damage each following round until he/she is downed or purged. The damage is luckily only little so you may last several rounds without too much injury. Poison also remains active after you leave a battle, if you walk around in the field with a poisoned character it will take damage too. So do be careful with this in the long term. In battle a character will have little green skull floating next to him/her denoting this status. Here are some cures: Antidote - This item will remove poison for one character Cure Poison - The Mercury Psynergy will work on one ally costing 2 PP Unicorn Ring - Using this item removes Poison Tonic/Salt - These Djinn can cure nearly anything for the entire party Sanctum - In a sanctum you can also cure poison for some gold Die & Revive - Not my favorite method, but it does work - - - - Venom - - - - Similar to Poison, but this Ailment does a lot more damage, usually like 20% of the Maximum HP. It doesn't occur that often, but it is lethal nonetheless. If you get hit by this you will receive a message that you've been struck with Deadly Poison and it is denoted by little red skull floating over the infected person. Like I said Venom is nearly the same as Poison so the same healing tactics apply: Antidote - This item will remove poison for one character Cure Poison - The Mercury Psynergy will work on one ally costing 2 PP Unicorn Ring - Using this item in battle removes Poison Tonic/Salt - These Djinn can cure nearly anything for the entire party Sanctum - In a sanctum you can also cure poison for some gold Die & Revive - Not my favorite method, but it does work - - - - - Delusion - - - - - A character that is deluded has a higher chance of missing its opponent, although I haven't seen a real significant increase in miss rates it may be annoying sometimes. Elixir - This item will cure Delusion for one character Fairy Ring - Use this ring in battle works like an elixir Restore - Again a Mercury Psynergy will work for 2 PP Luck - Sometimes a character can regain its sight by itself Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - After you finish a battle this status will vanish - - - - Sleep - - - - Some attacked can make a character fall in a vast sleep so they won't be able to fight. Its effect is similar to sting since it has the same property. Sleep is denoted by some "zZz" marks over the character's head. Elixir - This item will cure Sleep for one character Fairy Ring - Use this ring in battle works like an elixir Restore - A versatile Psynergy will do the job for 2 PP Luck - Sometimes a character awakens from slumber just like that Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - After you finish a battle this status will vanish - - - - Sting - - - - Odd, why they have two different statuses for one and the same effect... At least the effect is identical to Sleep. Regaining from this status is exactly the same to the previous status as well. If an ally is hit by this you can see some yellow angular lines next to that person. Elixir - This item will cure Sleep for one character Fairy Ring - Use this ring in battle works like an elixir Restore - A versatile Psynergy will do the job for 2 PP Luck - Sometimes a character awakens from slumber just like that Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - After you finish a battle this status will vanish - - - - Haunt - - - - This is a bit similar to poison, since it can cause somewhat damage. The big difference is that it doesn't do damage every single round, it only happens randomly. Also this ailment can't be cured with conventional ways and above all this ailment doesn't go away after the battle ends. Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - It does get rid of the ghost... Sanctum - In a sanctum you can also cure haunted people for some gold - - - - Downed - - - - Of all the status ailments this is naturally the worst since it causes a character to fall down and disabling him or her permanently. This happens when either the spirit gets drained (instant kill) or if his/her HP reaches 0. In most RPGs death isn't considered as an ailment, but in GS the game clearly refers to it as Downed hence I included it here in this list. You cannot heal a character in order to undo this status, but you may revive a character using the following: Quartz, Dew, Spark & Tinder - These 4 Djinn can revive (doesn't always work) Revive - The Venus "Revive" Psynergy can cure this status Water of Life - Revives and fills all HP Sanctum - The spiritual can revive in exchange for some gold - - - - - - - Sylphon Seal - - - - - - - This ailment is also known as the more common 'Silence' Ailment, which causes magic spells to be blocked. This means that your character can no longer use Psynergy attacks. It is denoted by a rotating Purple Seal next to the affected character. Unlike the other ailments this one can affect bosses as well. Luck - A character may regain Psynergy abilities automatically Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - Once the battle is over the seal is gone - - - - - - - - - - - - - 'Predict Downed' / Curse - - - - - - - - - - - - - I don't know anymore how this status is called in battle, but it appears when you get hit by an attack with a candle burning over your character. If it connects you will see 3 big flames and 1 small flame. Each turn a flame is extinguished (big flame is 2 turns), and if all flames are gone the Grim Reaper appears to deliver the fatal blow, causing Instant Death. Elixir - According to the game description this should work Restore - This will Dispel Grim Reaper Die & Revive - That would be silly in this case Battle End - Quickly end the battle and the bad omen is lifted - - - - Cursed - - - - The last status I will note here is the Cursed status. This status only appears later on in the game when you find and equip your first cursed weapon / armor. Cursed weapons are usually quite strong, yet they have the annoying ability to paralyze the character in rounds 2, 5 and 7 (and more) of a battle when he/she is using it. Also once you equip a cursed weapon you can't take it off anymore, which means that you are stuck to it. This status is attached to the item and even though a Sanctum can remove the cursed item from your equipped slot it doesn't dissolve the curse on the item itself. Therefore the cursed item will always remain cursed. There is of course one way to prevent the paralysis; by equipping a Cleric's Ring you can use the weapon / armor without the effect of getting paralyzed randomly. However this still doesn't remove the curse from the item. So the only way to unequip an item that causes this is by going to the Sanctum. Sanctum - Removes the item from your equipped slot, but not from the item itself (it remains cursed). Cleric's Ring - Cancels the paralysis effect out, but does not remove the cursed item for a character. --------------------------------------------------------------------------- Combat System --------------------------------------------------------------------------- The battle system of both Golden Sun games is a 'Turn based' battle system, in which a good strategy is essential, rather than good timing at pressing buttons. Battles in GS:tLA are almost always random encounter, with the exception of certain events and bosses. All Dungeons/Tower/Caves and the World Map have an infinite supply of enemies in store for you, the random encounter rate is in my opinion a bit high at some parts of the game. This is annoying especially if you're trying to solve a big puzzle. There may be many battles, but it is not that bad as Tales of Phantasia however which happens to be master of random battles by far to my knowledge (that game is still nice though). Anyway, when you walk around in the field you may have a chance to encounter a random battle against 1 to 5 enemies at most. You'll hear an enemy growl and the screen flashes to let you know a battle is about to commence. Your characters get warped to the battle arena where they are standing next to each other opposite of the enemies. At the start of each turn there will be 3 options you can choose between: Battle Options --------------------------------------------------------------------------- Fight (Figure with a sword) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you choose this you can select which attacks you want to use on your enemy. See below for more information about these battle tactics. Switch (Two figures with two exchanging arrows) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After Isaac and his friends join your party you have 8 characters at your disposal. In combat you can only use four at a time, so you are allowed to exchange 1 member from the back up party to the attacking party each turn. Using this you can interchange characters, if you really need to. Take note that all four members of the back up party automatically appear if the first party is completely downed. Flee (Running figure) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You can always try to run away in a regular battle and most of the time this will be successful. Sometimes however there will be no escape and you will have to endure the attacks of your enemies without having a chance to strike back. So I recommend not to overuse this option, and I think you won't need to if keep your party maintained you can take on most regular enemies without too much effort on reasonable levels. Status (Three papers) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Before you start combat you may wish to check your statistics and such. You can do this by selecting this option. I myself hardly ever use it, though. Battle Methods --------------------------------------------------------------------------- Take note that you can always go back to the Battle Options by canceling (pressing 'B') in this menu. You can also use this to go back some steps if you reconsider the attack you had assigned to a character. Attack (figure swinging with a sword) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use this option for a direct physical attack on 1 enemy with the weapon your character is currently holding. If the targeted enemy gets killed before he can land a blow the computer automatically executes the Defend command for that character. Psynergy (figure with a whirl of energy) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use battle Psynergy on one or more targets. You will get an additional list of the possible Psynergies that character can use. After selecting the Psynergy you can (in most cases) choose the target on which the spell must be applied to. If this is also a multi target spell the Psynergy will have most effect on the center target; the enemy with the biggest Cursor arrow over its head. The power of the Psynergy is mainly determined by the amount of Elemental Power that you have for that element. You can see the elemental power of each character in the statistics screen; these powers can reach a value up to 200, which is the maximum limit. Also take note that the Psynergy will do less damage if the corresponding Elemental Resistance of the target is higher. Unleash Djinn (Venus Djinni) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Using this you can unleash the special ability of a Djinni in combat. Most of these attacks are quite strong and useful, do be careful that after you unleash a Djinni your characters power decreases a bit since the Djinn will go to Set mode. Finally the statistics may drop even more when your class degrades to a lower type, because the Djinni is no longer on Stand-by. On the other hand 'Setting' more Djinn allows you to use stronger Summon attacks at the start of the battle. Summon (Tall black creature in a cube) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The summon attacks are truly the most devastating attacks you party members can use. The Summon of a single Djinni on itself is not that strong, but you can use Summons of up to 13 Djinn (Iris) simultaneously. These Summons are the very strong and if unleashed by a character of the same element they are even powerful. For example: When a Venus Adept summons a Venus elemental Summon he/she can do more damage than the other three elemental type members could do. Item (Opened Chest) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You can use items like Herbs and Elixirs in battle to heal and cure your party members, but also you can use some of the weapons and armors. Since some of these have an ability so you can use them as an item, be warned that Weapons/Armors/Rings you use in battle may break if you use them too often (Sometimes they already break the first time I use them). If this happens the object will become useless and you will have to fix it at one of the Weapon / Armor Stores around the continents. Defend (Shield) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This option can be used if you don't want a specific character to attack. In Defend mode a character will raise its defense and thus will take less damage. Enemies sometimes do this too and oddly it seems that for your enemy the defend works the entire turn, meaning that they have high defense even before they actually get a chance to defend. --------------------------------------------------------------------------- Environmental Elements --------------------------------------------------------------------------- Around the world you will come across various puzzles that need to be solved, these puzzles usually consist of making use of the objects that are nearby in your surroundings. Here is a small list of the some of these elements that you may encounter during the extensive travels. Foliage - - - - These little green bushes look lighter than the average normal looking ones that are in the background. If you use "Whirlwind" or "Gale" on them they may reveal hidden passages or objects. Pillars / Columns - - - - - - - - - There are several types of pillars in this game and all of them can be pushed around. Some however serve for other purposes too. -Tall & Thin pillars These are roughly twice the length of Felix and can be used for creating passages on the upper level of a map (climb a ladder first) and you can walk over the tops of these columns. -Small & Fat pillars Only a few of these pop up in your adventure. Usually you have to push these into the water so only the top will stick out creating a little bridge Felix can use to reach the other side of the water. -Fallen Pillars / Logs The kind pillars you'll find on the ground are the ones you can push around (if no objects are blocking them). Most of the time you have to push them in a certain order to create the desired path through a maze. Sphere Boulder - - - - - - - - This kind of obstruction appears very late in the game. The only way to get past them is by using "Lift" Psynergy which you can obtain after Isaac joins you. Water Puddles / Ice Pillars - - - - - - - - - - - - - - Water puddles can be frozen using "Frost" in order to create a tall ice pillar. These columns can then be melted into water puddles again by placing a heat source next to them like a torch. Small Plants - - - - - - - In some places you will come across little plants that are standing up against a wall similar to GS1. These plants can be transformed into long climbing vines if you apply "Growth" on them. Reminder again: in order to get "Growth" give Felix a Mars Djinn or Garet a Venus Djinn. Apart from that some new type of plant appears in Gaia Rock, if you use "Growth" on these they will become guidance arrows. Soft Sand - - - - - If you are on soft (desert) sand like in the Yampi Desert Felix can cast "Sand" in order to submerge underground. This way he can travel past rocks and other obstacles. Above all you won't encounter any enemies, while residing beneath the surface. Another thing is that Desert / Soft Sand is usually a good location to use "Scoop" on in order to find hidden items. In fact if you "Scoop" long enough you always find weak random items like: Smoke Bomb, Sleep Bomb, Elixir, 'random number below 10' Coins or a Game Ticket! Suspicious Marks - - - - - - - - - If you come across some stones that form a circle, a peculiar lone rock or other odd (out of place) looking configurations try to use the "Reveal" formula Ivan obtains just before traversing through the Lamakan Desert. Also "Reveal" can also be used to make hidden objects (in pots, crates) appear as twinkling little stars! This helps you searching every bit a lot faster. Sometimes marks on the group mean that you need to use "Scoop". =========================================================================== Main Characters =========================================================================== Felix - Venus Adept (18 years) --------------------------------------------------------------------------- We don't get to know too much about Felix other than that he was taken away by the river after the accident during the storm with the boulder that also took his parents leaving his sister Jenna behind as a lonely orphan. Saturos & Menardi however rescued him for some reason and he makes his reentrance in Vale again. He has different ideas about the issue of Alchemy than Isaac. Unlike him he wants to see the lighthouses lit again. Near the end of the game his motives become clear. Pros: Overall character; not particularly excelling or weak in any region Cons: - Initial Equipment ----------------------- Weapon Short Sword Armor Cotton Shirt Shield Padded Gloves Helmet - Items 1. Mythril Bag - Holds Jupiter Star (Cannot be removed) 2. Shaman's Rod 3. Herb (2x) Djinn - ----------------------- Jenna - Mars Adept (17 years) --------------------------------------------------------------------------- She lost her parents and her brother Felix after the accident that you saw in the Prologue of GS1. Jenna decided to come along with Isaac and Garet to Sol Sanctum, but after she does so she is captured by Saturos and Menardi. In GS:tLA the game starts with her as the leading character just before the Venus Lighthouse is lit. Traveling together with Kraden and Alex she have to travel back to Idejima to the boat which is docked over there. Pros: Powerful healing abilities combined with attack Psynergies Cons: As with the other girls she is a somewhat weaker than average, but better than Sheba or Mia. Initial Equipment ----------------------- Weapon Wooden Stick Armor One-piece Dress Shield Padded Gloves Helmet - Items 1. Herb (3x) Djinn - ----------------------- Sheba - Jupiter Adept (14 years) --------------------------------------------------------------------------- Even more mysterious than Felix is Sheba, this young girl appears near the end of the game. She is called "Child of the Gods" by the people of Lalivero, because according to them she fell from the sky as a gift from God. Lord Babi held her hostage for a long time so he could enforce the people of Lalivero to build him his own lighthouse for his own needs. Because didn't have any parents Faran from Lalivero raised her as his own child, therefore she sees him as a father figure. Pros: She is very fast like the other Jupiter Adept Cons: Physical strength is her weakness Initial Equipment ----------------------- Weapon Wooden Stick Armor Travel Vest Shield Leather Armlet Helmet Circlet Items 1. Herb Djinn - ----------------------- Piers - Mercury Adept (Age unknown) --------------------------------------------------------------------------- The final member of the second team is the Lemurian Piers. You meet him for the first time in Madra where he is held prisoner for a crime he did not commit. Later on after you proved his innocence he leaves for Kibombo trying to find the Black Orb the Kibombo warriors stole from him. He needs the item to enter his ship and find a way back to his home town. After you help him getting his precious item back he joins your party and helps you in lightning the beacons of Jupiter and Mars. Pros: Physically the strongest member of the GS:tLA team Cons: He is a bit slower than the rest, but not as bad as Garet Initial Equipment ----------------------- Weapon Battle Mace Armor Chain Mail Shield Iron Shield Helmet Bronze Helm Items 1. Herb 2. Antidote 3. Elixir Djinn 1. Mercury - Shade 2. Mercury - Spring ----------------------- Isaac - Venus Adept (17 years) --------------------------------------------------------------------------- Isaac is born and raised in Vale with his mother Dora and his father Kyle. The people of Vale have always been the protectors of the Elemental stars that are hidden deep within Sol Sanctum to the north of Vale. After the dreadful incident with the boulder on the rainy day Isaac lost his father just as Jenna lost her parents and brother. A few years later Isaac goes with Garet, Jenna and Kraden to Sol Sanctum to find out its secrets. Inside they meet the two people who are their enemies: Saturos & Menardi. They take Jenna and Kraden away, leaving him and Garet behind in the crumbling ruins. After this event they set foot outside of Vale on their quest to stop the two fiends. The young Venus Adept appears again in the Jupiter Lighthouse, and not long after that he will team up with you as the other three members of his party. Pros: Overall character; not particularly excelling or weak in any region Cons: - Garet - Mars Adept (17 years) --------------------------------------------------------------------------- Born in Vale as well is Isaac's childhood friend. Garet is the grandson of the mayor of Vale. He travels with Isaac right from the start of the game and he usually makes rather dumb comments during the conversations though, but is a good fighter although he is rather slow. Pros: Physically the strongest member of the team Cons: He the slowest party member Ivan - Jupiter Adept (15 years) --------------------------------------------------------------------------- This young boy was an orphan found by Master Hammet the merchant of Kalay. Ivan's most useful ability is to read other peoples' minds, which can be handy during some parts of the game. Master Hammet gave the mystical Shaman's Rod (also called the Rod of Hesperia) to Ivan and he seems to have lost it somewhere in Vault a village to the south of Vale. At the end of GS1 Felix claims the rod from him. That's why Felix has the Shaman's Rod in his inventory at the beginning of the game. Pros: Very fast chap Cons: His physical attacks are weak Mia - Mercury Adept (17 years) --------------------------------------------------------------------------- The fourth adept of Isaac's team is Miss Mia from icy village called Imil to the far north. She is protector of the Mercury Lighthouse just like Alex who happens to be a Mercury Adept as well. Mia's greatest asset is her healing abilities. She is capable of healing the entire party with her Wish Psynergy. Other than that her attack is not that bad, although her Mercury classes lack some strong attack Psynergies like "Prism". Pros: Great Healing abilities Cons: She is somewhat slow (but not as much as Garet) =========================================================================== Other important people =========================================================================== Alex --------------------------------------------------------------------------- This guy appears in the beginning of the game where he wards of some Laliverian guards so Jenna and Kraden can escape. Later on he turns up in several towns. In Champa you find out that he is together with a new duo from the Mars clan: Agatio & Karst. He is not an ally to anybody, and just wants all the lighthouses to be lit for his own reasons. Alex is like Mia from the Mercury Clan and has an oath to protect the Mercury Lighthouse, but he broke that oath for his own good. Babi - (Near 150 years - deceased recently) --------------------------------------------------------------------------- The ancient mayor of Tolbi has strange vitality for someone of his unnatural old age. In turned out that he used a drought from Lemuria to keep him going around, however over time this drought is nearly completely depleted leaving him old and frail again. In Golden Sun 1 he sent out Isaac, Garet, Ivan and Mia to search for Lemuria using his ship. Karst & Agatio --------------------------------------------------------------------------- Karst is a young woman from the same clan as Saturos and Menardi and she is a relative of Menardi. Isaac killed Menardi in GS1 on top of the Venus Lighthouse, and because of that Karst out on the loose searching for vengeance. Agatio is her companion and they travel together in order to find Felix, because they know that he has the Jupiter Star; an item that is required to ignite the Jupiter Lighthouse. King Hydros - Ruler of Lemuria --------------------------------------------------------------------------- After reaching Lemuria you get to go on audience with the king. This (what seems to be) a middle aged man has much knowledge. King Hydros will tell you about his finding of Weyard decreasing in size as the world withers and this is all because alchemy isn't released on the world to nourish it. After hearing this Felix & companions are even more determined to light the remaining two lighthouses. After this you will get the Grind Stone from his possession. Kraden - (Too old) --------------------------------------------------------------------------- The old man is a scholar who lives on the far west side of Vale. He has studied alchemy for quite some time and has vast knowledge about it, although the long conversations with him seem to be annoying sometimes. Kraden helps Felix and the others with silly comments. I usually don't pay too much attention to him. Saturos & Menardi --------------------------------------------------------------------------- They are two adepts from the Mars clan who live in the far northern reaches of Weyard in a town named Prox. They were killed in Golden Sun by Isaac's group. Now that they are gone Karst and Agatio have appeared on the scene to avenge their death. =========================================================================== Story (Taken from the Instruction Booklet) =========================================================================== Alchemy - The power to manipulate the building blocks of reality - has been sealed away for generations. This ancient science has been hidden deep within Sol Sanctum and protected by the small village of Vale, which lies at the foot of Mount Aleph, home to Sol Sanctum. Now, however, that seal has been broken, and the Elemental Stars, the jewels that channel the power of alchemy, have been stolen. Stories tell that the master of alchemy knows no limits to his power and can attain everything his heart desires. Using the four jewels, someone is trying to light the elemental lighthouses and release of the power of alchemy upon the world of Weyard. The lighthouses of earth and water have already been lit. Now, a great adventure across the open seas in search of the remaining two lighthouses begins! =========================================================================== Walkthrough =========================================================================== --------------------------------------------------------------------------- Beforehand --------------------------------------------------------------------------- --Registry-- At the registry it is possible to give all main characters from the game a new name. Normally you can only rename Felix and also for Isaac, but if you like you can change the other names by pressing the following button combination as given below. I will keep to the default names myself to make the walkthrough clear and easier to read. Rename - Jenna, Sheba and Piers ------------------------------- When you get to rename Felix at the beginning of a New Game press 'Select' 3 times. You will hear a chime. Complete his name and you get to rename the other three members. Rename - Isaac, Garet, Ivan and Mia ----------------------------------- When you are renaming the characters from GS:tLA press the following button combination: Up, Down, Up, Down, Left, Right, Left, Right, Up, Right, Down, Left, Up Now press 'Select' and there will be chime as well. Take note that this only works, when you are playing a non-linked game. Import Golden Sun 1 Data ------------------------ After renaming everybody of tLA's party to your heart's content you get the chance of uploading the information of the Clear Data file in GS. After you finish Golden Sun you can transport the data of Isaac and companions over to this game. Check out Appendix E for more information about this topic. If you don't import Gold or Silver data you get to rename Isaac as well. After this moment you also get a peak at what the GS1 party characters have in their inventory after you insert the password. This is done so you can verify whether everything is still in its place. Choose your difficulty setting ------------------------------ If you have a completed game in the shape of a "Clear Data" file on the cartridge you can get the option of choosing a difficulty setting. There are three difficulties you may choose from: Easy: You get the levels you had in the previous game, making the battles even easier to complete in this game! No items are transferred; this is not Chrono Trigger sorry... Normal: Same as a normal game (nothing special happens). Hard: Start a normal game, but the enemies have increased statistics: 150% Max HP, 125% ATK & 125% DEF. --------------------------------------------------------------------------- Prologue: The Venus lighthouse from a different point of view --------------------------------------------------------------------------- --Venus Lighthouse-- Chests: 1 (total hidden items / chests: 1) Herb Monsters: Ruffian We start at the Venus Lighthouse; this was the second and last lighthouse that was to be lit in the original Golden Sun. This game however starts just before it was lit. The difference now is that we start with a party of Felix, Jenna and Kraden. The last one is a Non Playable Character (NPC). As Felix departs from the group the other two go down and meet up with Alex; a mysterious adept from the Mercury clan. After doing some chitchat (get used to it, because we have to do this many times) it is decided that the three of them should leave the lighthouse and wait for Felix at Idejima. You gain control over Jenna from this moment on. Most curiously Jenna starts at level 5 by default instead of level 1 and she has a default set of equipment (so Jenna's information is not transferred in a linked game). There are no random battles around here leaving you free to roam anywhere you like without having to deal with pesky cretins all the time. From the start go left, down, and then take the upper right passage and Jenna will find herself in a stepping stone puzzle. People who have played GS can easily get to the exit here, but for the others it is important to remember that you can only jump over 1-tile gaps, so take the left route and you'll find a chest in the room after this. This was the chest containing the "Carry Stone" and it was already opened by Isaac's team, but for some reason it has an additional Herb is inside if you check it out. Strange... It wasn't there in Golden Sun. Retrace your steps to the big room and this time take the south exit. Once you get outside you will be hindered by some soldiers. Alex pops up again and wipes them out with a single blow. After this the road is cleared to the Suhalla Gate and Alex leaves the scene so he can make sure no other soldiers will meddle with Jenna and Kraden. Head west for our very first fight, it is an easy one though. With only two strikes (about 30 damage) the Ruffian leaves the scene (of course if you are replaying this game in Hard mode it will be a bit more difficult). --Suhalla Gate-- Monsters: Ruffian Continue on and you'll have to fight another Ruffian, which is identical to the last one. Go left, climb down the two vines and try to enter the crevice. Three Ruffians appear this time round. So we better start using some Psynergy to take them out quickly. You should still be able to win without having to heal, if not use an Herb to heal about 50 HP. --Gateway Cave-- Monsters: Punch Ant There is only one direction here so stick to it. After some walking you will come across a purple jewel. This is a Psynergy stone that can heal all you Psynergy Points, but before you can collect it a Punch Ant appears. BTW for those of you new to Golden Sun, you can recover your Psynergy slowly by walking around in the field. After some crappy comments of Kraden, Jenna can reach the peninsula without any difficulty. --Idejima-- Alex reappears and the Venus Lighthouse beacon is lit (once again), resulting in a mighty tremble. This causes Idejima to tear apart from the continent of Gondowan. After this we get to see the same dialogue as in the epilogue of the last game (although the island looks different somehow), Felix and Sheba join the others and the five of them crash into the continent of Indra near the village of Daila riding along the tidal wave and crashing into the continent of Indra. --------------------------------------------------------------------------- 1. The Trial Temple --------------------------------------------------------------------------- --Idejima-- As you regain consciousness you get control over Felix the main character of this game. You can check for injuries if you like to see some silly animations. Check for the others (yes, you have to take even Kraden with you) and oddly enough Alex disappeared somehow. Walk around on the world map and Felix will find a small town to the south of where we started. Take note that you can equip the "Shaman's Rod" in your inventory to one of the girls, its ATK (attack power) is better then the wooden stick. --Daila-- Inn: 6 Coins Hidden Items: 7 (8) Smoke Bomb - Inside lower left barrel outside inn Sleep Bomb - Inside barrel near entrance inside the inn 3 Coins - Inside jar within the house on the right in Daila 12 Coins - Inside jar left side of Mayor's home (elevated building) Herb - Inside jar behind Mayor's home Psy Crystal~ - Use "Scoop" on NE tile of the rightmost water puddle Sea God's Tear* - Use "Frost" on the pillars in the Sanctuary * = Reachable after chapter 6 ~ = Reachable after chapter 4A This small village is still recovering from the big splash, which is why there are salty puddles all over the place. I bought a new sword for Felix here and also some better armor for all three characters, since you should have some money by now. Talk with the villagers if you like. If you do so some of the residents give you information about the Kandorean Temple of Master Poi. Note that behind the guy in the sanctuary there is a blue drop shaped rock. We cannot yet reach it, but we will get back here some point later on. Leave town via the southern exit and go to the temple that all those people mention. --Daila (South) - World Map-- Djinn: Venus - Echo Felix will encounter the first Djinn in this game right around here. He will join you no matter what you say, refuse him a few times for some nice comments. ;) You can choose for a brief introduction (which is very similar to the one in GS). From here you can go into two directions: east to the Tower of the Sea God, or southwest to the Kandorean Temple. Heading east only gives you a small cut scene and nothing more, since Felix doesn't have the right Psynergy to continue on around there. --Kandorean Temple-- Hidden Items: 1 (9) Lash Pebble Chests: 1 (10) Mysterious Card Djinn: Mercury - Fog Monsters: Mimic, Amaze, Angler Worm, Giant Bat, Punch Ant, Wild Wolf Boss: Chestbeater (3x) The entrance of the temple is locked tightly, because of the meditation session that started just ago. Felix must find another path into the temple. Go to the upper left corner and use "Whirlwind" Psynergy on the bush to enter the cave. Walk around the shallow water and climb the rope on the far right. The central door in the courtyard is your entrance to the temple itself. Inside Master Poi is putting three of his students to the test. Only the third one's ability to levitate is good enough to undergo the final test. We might as well follow this guy as there is not much else to do. Go up in the cavern to find the very first Mimic chest of this game. The critter has quite some HP so don't hesitate in using strong Psynergies like Jenna's "Fume", beating it earns you a Game Ticket. ------- Mimic 1 ------- HP: 207 ATK: 47 AGL: 23 Weak: Fire PP: 12 DEF: 12 LCK: 15 Strong: Water Special: Debilitate, Psy Drain, Sleep, Slash Exp: 64 Coins: 46 Item: Game ticket Navigate through the tight corridor on the left towards the next room. Walk to the lower left corner here to find the bloke who does not seem to be strong enough to undergo the test after all, I pity the fool. Head up from here walking between the long pillars, because there is a passage although it is partially hidden behind the pillars. Climb the ladder and jump over the gaps using the tops of the columns to reach the passageway. Go left here and you'll reach a treacherous current. Use the 'B' Button to run diagonally up to the right (this way you will reach the other side without sliding down). Keep on going up through the maze of rocks and you will reach a room with a moveable pillar and two air vents. If you want the Mysterious Card then push the pillar on the left platform, the weight of the pillar will keep the other platform in its position allowing you to reach a higher level. Stand on the right platform to ascend and reach out for the chest with that item. You can equip this item to any character and it will turn him/her into the Pierrot Class. Stand on the platform again, when it reappears to go down one level again. Push the pillar on the lower platform and walk on the left one. Go over the tightrope and walk behind the pole so you will reach a moveable pillar. Push it to the right using the "Move" Psynergy, jump over the gap and keep on pushing it further until it blocks the shaft. You can safely go over the second rope. DON'T go down the ladder, but instead follow the path on the right side, jump over some gaps and enter the next area. There is a Mercury Djinni here, but we can't reach it just yet. Go up the stairs twice and use "Move" on the pot with boiling water in order to chuck it aside. Walk up to find the last challenge meant for Poi's Student. --------------------------------------------------------------------------- Boss: Chestbeater (3x) ---------------------- HP: 155 ATK: 44 AGL: 20 Weak: Fire PP: 0 DEF: 11 LCK: 24 Strong: Wind Special: Beat Dance, use 'Herb', Claw Attack Exp.: 40 each Coins: 28 each Item: Nut These three monkeys are not that hard to beat, just concentrate your attacks on one of them (and use your strongest Psynergies) to take them out one by one. The Claw attack may cause some damage, but other than that there doesn't seem to be any trouble at all. --------------------------------------------------------------------------- A ladder will appear leading you towards the exit. Poi will think that his student completed the test, but is amazed to see that an outsider managed to do it without any training. You will receive the Psynergy "Lash" from the 'spring chicken' for your troubles in the shape of the Lash Pebble. Equip this rock on one of your characters in order to use the Psynergy. My suggestion would be Sheba, since she has the most Psynergy Points at her disposal. Since we can get the Mercury Djinni with this Psynergy go back where we came from. Stand next to the pole with rope tied to it and use "Lash" to tie the end to the other pole automatically. Climb the rope and get ready for a battle (not all Djinn can be collected without a fight). -------------- Mercury Djinni -------------- HP: 165 ATK: 32 AGL: 22 Weak: Fire PP: 14 DEF: 6 LCK: 6 Strong: Water Special: Douse, Frost, Escape Exp: 28 Coins: 85 Item: - The special attacks of this Djinni are pretty strong compared to the level your characters are on right now, so heal Sheba if her HP bar drops is less than a half (she has weak defense). After beating it Fog will join you. Because we don't have a Mercury Adept yet, think carefully to whom you are going to set it (if you set it at all). My pick would be Sheba so she gains some additional HP, also using the Mysterious Card she turns into a Pierrot, giving her extra power and two attack Psynergies. For now this is the best we can do for her. Use "Retreat" for a quick exit away from the dungeon. The meditation session has ended and thus you can leave through the front door. --------------------------------------------------------------------------- 2. Team rascal: Riki & Tavi --------------------------------------------------------------------------- --Shrine of the Sea God (first visit)-- Hidden Items: 1 (11) Right Prong* - See Chapter 8A. Chests: 1 (12) Rusty Staff* (forges into Glower Staff) Djinn: Jupiter - Breath Monsters: Angle Worm, Ghost, Punch Ant, Wild Wolf * = reachable after Piers joins you Next stop is the Shrine of the Sea God located to the east of Daila. We can only get a Jupiter Djinni there for the time being. However we do need to save the two boys here, or else we can't move on to enable some upcoming events. If have already been here before you know that there is a place where we can use our newly acquired "Lash" Psynergy. In case you haven't been here yet, just watch the small cut scene featuring two rascal boys. After securing the rope Tavi thinks Riki threw the rope and he climbs down. Then both of them meet with your group and talk about catching a small flying critter, but because they are hungry they leave. Go through the left passageway and walk around until you find that flying beast; yep, a Jupiter Djinni. After you fall down the Djinni flies off, go after it right away! You can follow the footsteps in the next room, or just go to the south right away. There are three passageways around here. Take the most southern one and the Djinni will appear again. Go back up again and go through either one of the other two stairways, the Jupiter Djinni will appear again and move upwards. Follow it again and the Djinn will move to an elevated section. Place the torch against the northern wall so the Djinni will get trapped if it tries to flee again. Attack it and you'll have to fight it. -------------- Jupiter Djinni -------------- HP: 184 ATK: 37 AGL: 27 Weak: Earth PP: 16 DEF: 8 LCK: 6 Strong: Wind Special: Bolt, Ray, Slash, Whirlwind, Escape Exp: 43 Coins: 89 Item: - Not much special to note about this Djinni, he seems to be easier to beat than that Mercury Djinni. After a short battle Breath joins you group, giving a total of 3 Djinn. We can't do anything with those water puddles, hence we have to leave this place and come back sometime later. --Daila-- After freeing Tavi most of the salty water has dried up, leaving only some small water puddles around the scene. Try to enter the mayor's home and Alex will show up again. He speaks about buying a boat in the city of Madra to the south. Just after that he leaves you again. In order to get to Madra we have to go through the Dehkan Plateaus, this location can be found by going southeast from Daila, then go over the small bridge and head to the left. --------------------------------------------------------------------------- 3. Falling through the Plateaus --------------------------------------------------------------------------- --Dehkan Plateau-- Hidden Items: 1 (13) Pound Cube - Mars Djinni Cannon has it Chests: 5 (18) Full Metal Vest, Elixir, Mint, Themis Axe, Nut Djinn: Mars - Cannon Monsters: Angle Worm, Ghost, Mini-Goblin, Rat Soldier, Skeleton You don't have much choice in the beginning, so walk around until you fall down one of those cracked gaps. You can see by the darker tone of the crack whether you can walk over it (once) or not. Anyway, after falling down take the lower passage and collect the Full Metal Vest from the chest, the very first new armor (i.e. not available in GS). Go back again and once you're inside the cave take the other exit on the right side. Further on you will see three grey pillars here, be careful because Felix can only stand on them once just as with the cracked floor tiles. First take the upper path in order to collect an Elixir. Climb back up, take the lower path and go south for the northern path is block by a cone shaped structure. Carefully walk over the little cracks avoiding the bigger cracks (BTW. you can't fall down a gap, but you can jump over it). Fall down the most northern dark crack to access a chest containing Mint. Once you are back outside again move the pillar in its place and jump over the gap. Walk over the lower left crack so you can reach the center again, instead of falling down jump over the gap (not crack) so you reach the right. Keep on going up to find another area filled with columns. Hop over to the first 'island', take the upper left pillar, jump over another island and jump twice on the lone pillar to the right. Here is a path to another chest with the Themis Axe inside. This is quite a good weapon for Felix and it has 'Stone Justice' as an Unleash. Since the first pillar crumbled we have to go back one screen and return to reset the field and make the pillars appear instantly complete again. This second time round just jump over to the left side, from there on the path to the next screen is easily found. Again we have to fall down one of the gaps around here; it doesn't matter which one. After getting back outside you'll see a Mars Djinni who tries to flee away from you, fall down the first gap(you don't have any choice), go outside, climb the vine and meet up with our Mars Djinni who leaves again. Before venturing on, put the pillar in between the gap for this will be handy later on. On the next screen the Djinni runs away over the bridge again, before going after him climb down the vine below, go over the tight ropes and move the lower pillar as far as possible to the right. Climb it using the overgrowth and use "Lash" to get a Nut. Let the upper pillar fall down, follow the path, climb the vines on the far right and watch how the Djinni uses "Pound" in order to escape from you. Follow him to the next screen where he crumbles 2 pillars in order to get away from you once more. Climb down the vine and move the pillar to the right, climb it, go to the other two grey pillars and step on the rightmost one. When you walk back you fall down. Walk around to the rightmost pillar and use "Move" to get it to the left. Climb on it as well and make the other grey pillar fall apart. Head north into the cavern, walk over the upper left crack (the small one), walk on the crack to the Djinni's right (not the one in front of him), then go down and right so you can reach the passage to the next room. Follow the path and head outside fall down the RIGHT darkened crack and you bump into the Djinni who loses its precious cube shaped artifact. Step over to the Pound Cube and equip it (don't go strait up, or else you fall down!). Take the passage on the right and you'll encounter the little cretin for the final showdown. It is time to stop his evil escapades, but before going near him climb down the vine and use "Pound" to smash the cone into the ground. Finally the Mars Djinni is stuck, however it doesn't seem to be that afraid since he starts a battle against you! ----------- Mars Djinni ----------- HP: 203 ATK: 43 AGL: 32 Weak: Water PP: 18 DEF: 10 LCK: 7 Strong: Fire Special: Blast, Flare, Escape Exp: 58 Coins: 93 Item: - This Djinni tends to run away very often so if possible try to stun him or put him asleep. Other than that it should be relatively easy especially with the Mercury Djinni's Unleash. After the battle Cannon finally joins your team. Continue on and ascend several levels until you reach the exit of the Dehkan Plateau. --East Indra Shore-- Hidden Items: 1 (19) Cookie* - Use "Frost" on the water puddle to reach the wooden box * = reachable after Piers joins you There is a ship very close by the exit of the Dehkan plateau on the world map. If you enter this area all party members show up and Kraden thinks it is Saturos' ship, but they don't have the orb to control the ship rendering it is useless to them. There is a peculiar barrel on a ledge here, but we need "Frost" to get it, so we'll have to come back later as well. --Indra Cavern-- Stone Tablet: Zagan To the west of the ship the is a small cavern, use "Move" and "Lash" to get the stone tablet lying out in the open. This will give you a new summon: Zagan by putting both one Venus & one Mars Djinn on standby! Zagan appears to be aligned with the Mars elemental and can lower enemies' DEF as well. --Madra East - World Map-- Djinn: Venus - Iron To the east of Madra you can go over a small bridge and you will come across a Venus Djinni at the bottom part near the water. Defeat it to make Iron join you, if the Djinni escapes just walk around and it will appear again. ------------ Venus Djinni ------------ HP: 223 ATK: 49 AGL: 37 Weak: Wind PP: 20 DEF: 12 LCK: 7 Strong: Earth Special: Growth, Quake, Escape Exp: 73 Coins: 96 Item: - --------------------------------------------------------------------------- 4. The Mysterious Prisoner Adept --------------------------------------------------------------------------- --Madra-- Inn: 12 Coins Hidden Items: 5 (24) Smoke Bomb - barrel in the house to the left of town's entrance Sleep Bomb - left jar upstairs in the inn Elixir - jar in left cavern home 15 coins - wooden box in the town elder's home Cyclone Chip - Get it from the young Mayor want-to-be (after Chapter 6) Chests: 1 (25) Nurse's Cap Djinn: Mars - Char The upper right corner has a ladder leading into the ground, if you try to go down a man pops up telling you that you have to come back later if you wish to enter. Upon entering town via the main gate two people inspect you in order to make sure that you are not one of Champa's men. Some pirates raided Madra and came for a guy named Briggs, that's why the security in this region is raised. After participating in this event you can climb down that ladder into the catacombs of Madra to collect the Tremor Bit. There is more than one entrance to the catacombs, but you can only reach the Bit by going down the rightmost one behind the graveyard to the east (see below). You can walk around various places around here. First of all go to the balcony of the inn and walk over the roofs of the market tents to the left, jump over and collect the Nurse Cap. Also note the old man inside the biggest home on the left. He is interested in mushrooms from the Gondowan Cliffs. Later on when you pass by there you can collect the Laughing and Healing Fungus. The Laughing Fungus is useless, but if you give him the Healing Fungus he will trade it for Char the Mars Djinn. --Madra Catacombs-- Chests: 5 (30) Tremor Bit, Lucky Medal*, Apple~, Mist Potion~, Ruin Key~ Stone Tablet: Moloch~ Monsters: Drone Bee, Mini-Goblin, Rat, Rat Soldier, Troll * = reachable after learning "Reveal" ~ = reachable after learning "Reveal" & "Frost" Go through two screens following the upper path, down the ladder and take the up-left passageway to reach a deserted subterranean village. Use "Move" on the pillar on the elevated section on the northern part, continue on to the left and enter the entrance in the wall. Inside descend to the bottom floor and head up one room to find a chest with the Tremor Bit. That's all we can do around here. After obtaining "Frost" and "Reveal" Psynergies go down the entrance inside the town walls of Madra. Back in the Catacombs, go down and left into the big room again. Use "Reveal" on the closed doorway to display a push button. Press it to open the door to the deserted town. Walk around town, use "Frost" on the water puddle on your way and you'll reach a chest with an Apple. From here "Move" the 2 pillars to the east and north. Climb the northern pillar and run around the upper level to reach the eastern pillar. Jump over to the west, use "Lash" on the rope and enter the first floor of the broken building. Inside cast "Tremor" on the bookshelf to make a chest drop down. If you go inside the left entrance in the back of the main room, then walk around the main level counter clockwise to reach red chest with a Lucky Medal inside. Head outside again, follow the path and climb down to get a Mist Potion, then slide down the lower level of the town catacombs. Enter the building via the main entrance, go up one room and collect the Ruin Key from the chest that fell down. Go down the stair in the right room and use the key to open up the big, locked & red door. The flames will ignite and the tablet on display is now yours. After examining it Felix can summon Moloch for the price of 2 Mercury & 1 Jupiter Djinn. --Madra-- Felix is back at the entrance of town, so if you didn't go down (which you should do anyway) you can continue on reading here. Talking to the people around here tells you that the boat on shore is actually a Champa Boat. Mind reading the ill person in the left cavern home gives you a vague hint of what is coming next. Inside the town elder's home you can see a very interesting gem on the mantel, unfortunately we can't get it. Outside again to the left is the town's jail. The people around here speak of the imprisoned guy who came ashore with his ship. They claim he's from Champa's camp, but you can never be certain without verifying this. So Felix goes to meet the man in question. Inside some people are interrogating the prisoner who is called Piers. Piers claims that he is innocent and even uses Psynergy to ward of one of the interrogators. "Mind read" him tells you that he seems to be able to sense you Psynergy as well. Exiting the prison at this point starts a small conversation and the woman grants you permission to travel to Osenia to the east. --Osenia Cliffs-- Chests: 1 (31) Pirate's Sword After obtaining permission from 'milady' cross over the Madra Drawbridge and you'll reach some cliffs around here, talk to the people for some information (this is not mandatory). One of the guys reasons that Piers is not a Champa and therefore should be released. Jump over the garbage that is left after the Champa Ship broke apart, use "Lash" to reach the Pirate's Sword inside a lone chest. Head over to the exit on the right side. We can do two independent quests at this moment, but we do have to complete both of them. One quest is to prove Piers' innocence and another has to be completed so Sheba will learn "Reveal" Psynergy. The first quest (starting at 4A) has somewhat easier enemies than the second (chapter 5) so I'll put that one on top. You can go either way, so make the choice for your own. --------------------------------------------------------------------------- 4A. Trapping a scorpion in the desert --------------------------------------------------------------------------- --Yampi Desert (Exterior)-- Hidden Items: 2 (33) Scoop Gem, 315 Coins Chests: 5 (38) Guardian Ring, Antidote, Lucky Medal, Hard Nut, Trainer's Whip Djinn: Jupiter - Blitz Monsters: Dino, Emu, Kobold, Momongo, Spider Boss: King Scorpion On the first screen you can find a chest in the right bottom corner, just smash the cone shaped wooden log to get the Guardian ring. On the next screen there is a bunch of people trying to find their way through the desert, talk to them for some information. At the bottom of this field there is a peculiar shaped sand puddle. There is nothing we can do with it right now, but later on we will be able to use a Psynergy on it. In the next area stomp the pillar blocking your path to the north and do NOT "Pound" the one strait beneath the chest for we require the path over the top. Instead go around and use the Psynergy on the other pillar. Then walk over to collect an Antidote here. "Pound" the pillar hiding a climbable wall section and go up, walk and jump around, until you reach the Jupiter Djinni: Blitz. Indeed, also this Djinni fights you before joining in. Just Unleash Echo and the rest should be easy as pie. -------------- Jupiter Djinni -------------- HP: 267 ATK: 65 AGL: 50 Weak: Earth PP: 24 DEF: 17 LCK: 8 Strong: Wind Special: Bolt, Ray, Slash, Whirlwind, Escape Exp: 109 Coins: 126 Item: - Exit the screen on the right side and collect the Psynergy Stone if you wish to restore any PP (There is a boss battle coming up next). Go up one screen and you see that something is moving beneath the surface. Use "Pound" on the wooden column to make a scorpion appear and leave for the next screen. Repeat the process and you'll reach a third screen. The final sequence requires some planning in order to trap the scorpion. The easiest way to get it right is to use "Pound" on the right pillar just after he passes it while he's moving horizontally. Immediately use "Pound" and the creature is trapped. Prepare yourself for this battle, because it is not that easy if you haven't been to Air's Rock yet. If you get close it, he will use "Scoop" on you. The both of you fall down and the battle against the King Scorpion begins. --------------------------------------------------------------------------- Boss: King Scorpion ------------------- HP: 1064 ATK: 101 AGL: 39 Weak: Fire PP: 0 DEF: 32 LCK: 40 Strong: Wind Special: Defends, Desert Gasp, Paralytail, Poison Tail, Sand Breath, Twin Shear Exp.: 440 Coins: 228 Item: Vial Immediately unleash Blitz, for this Djinni may stun your opponent. My strategy would be unleashing Djinn and using the Summon: Ramses or Zagan to hit the king hard. This boss tends to defend a lot, so it may be hard to get a good hit on him. Then again, if he defends he cannot hurt you either. --------------------------------------------------------------------------- After taking him down you receive the Scoop Gem, equip it to someone and use "Scoop" on the sand puddle in the middle of the screen between the four rocks to get a trip to the World Map again. Backtrack to the sand puddle that I mentioned earlier and use "Scoop" on it. Use the newly revealed ladder and follow the path, until you reach the group of people from the other side. A small conversation takes place and you can now exit via the northern passage. Only the sand puddle on the right holds treasure; 315 Coins to be exact, after getting it continue on inside the northern cave. BTW: Using the Scoop Gem in various places might give you some random weak items, but sometimes a Game Ticket may appear! --Yampi Desert (Interior)-- Chests: 1 (39) Blow Mace Monsters: Dino, Emu, Gnome, Kobold, Momongo, Spider Walk around the sand slides (use 'B' for easier navigation by running). The chest in the middle has a Hard Nut as a prize. Go with the flow and try to get on the main land near the middle, run up against the wall here and you'll make it across the sand slide. Continue upwards by running diagonally from side to side against the current. Stand on the ledge to the left of the chest then use "Pound" on the pillar blocking the road towards it, after doing so you can collect & equip the Blow Mace. Follow the slide, run to the right edge to exit the cave again. --Yampi Desert (Exterior)-- Outside again leave for the next field to the right. After this you'll come across a slide that is 3 squares wide. You might as well climb down here, for the upper section is a dead end (at least for a very long while). If you have "Reveal" from Air's Rock you can get a hint from the 9 rocks, but it won't do you any good at this moment. Further on the next set of 9 rocks has a Lucky Medal if you cast "Reveal" on it. Don't worry if you don't have that Psynergy, yet. We'll go back here on a later occasion. Climb the wall here and run diagonally over the sand slides. On the left side of the screen use "Lash" to get the Trainer's Whip from the chest. Go back and climb the second wall in order to get to the top, then go to the right and fall down on the most right square of the right slide. This way you will make it to the exit. You can go either to the north (Alhafra) or the south (Air's Rock and Garoh) around here, but the southern exit is 1-way only. You will have to walk back all the way around if you wish to go to Alhafra (see 4B), so I _strongly_ suggest you go to the north first, then afterwards fall down here to complete the other events (see 5). --------------------------------------------------------------------------- 4B. The pirates' hideout in Alhafra --------------------------------------------------------------------------- --Alhafra-- Inn: 21 Coins Hidden Items: 8 (47) Sleep Bomb - Jar next to entrance Alhafran Cave Elixir - Barrel in the upper half of the double house 32 Coins - Upper crate to the east of the Mayor's mansion 7 Coins - Barrel inside lower right room of the Mayor's mansion Smoke Bomb - Upper left jar up the pier in Eastern Alhafra Large Bread - Use "Tremor" on the box in the backroom of the boat Apple - Jar upper level of the inn Lucky Medal - Jar between two broken houses on the right Chests: 1 (48) Psy Crystal - Use "Reveal" on the six gravestones Boss: Briggs & Sea Fighters You can only get here if you went north after doing 4A, so go through the Yampi Desert first. If you walk around a bit here, the people you met in desert made it as well. Also this village was hit by the Tidal wave as well, meaning that there are no usable boats around here. Although there does appear to be a wrecked boat around (you can see in on the world map). Mind reading the man on the far left tells you something is going on around here. Unfortunately we cannot yet enter the Mayor's mansion, so investigate the other parts of Alhafra. If you go upstairs in the inn you'll meet Alex again. He has nothing special to say however. After he leaves (when you enter Champa) you can meet two sailors here, if you are playing a Linked Game. They speak about Crossbone Isle being swept clear by Isaac and his companions. One of the sailors also tells that Isaac even bested the 'dreaded' undead pirate Deadbeard. And because of this Isaac is bound to be the leader of all pirates, at least according to them. After the conversation they leave walking past Felix without even noticing him (whether Isaac is in the party or not doesn't matter). --Eastern Alhafra-- The boat's mast lying around here is badly damaged, after overhearing the conversation between the workers here you are free to walk around. Go inside the cabin and Felix will also overhear a conversation between Briggs and one of his mates. Then suddenly Jenna starts talking out loud, thus blowing their cover. Kraden wants Briggs to attest that Piers is innocent, but he doesn't want to so they start a fight. --------------------------------------------------------------------------- Boss: Briggs & Sea Fighter -------------------------- Briggs HP: 984 ATK: 129 AGL: 76 Weak: All PP: 0 DEF: 29 LCK: 42 Strong: - Special: Echo Cut, Signal Whistle, uses 'Herb' / 'Nut' / 'Oil Drop' Exp.: 333 Coins: 891 Item: Vial Sea Fighter HP: 197 ATK: 119 AGL: 61 Weak: All PP: 0 DEF: 28 LCK: 26 Strong: - Special: Echo Cut, uses 'Smoke Bomb' / 'Herb' Exp.: 89 Coins: 130 Item: - As always when fighting humans, they are weak to all elements so the elemental type doesn't matter at all. Take note that Briggs can call for allies with Signal Whistle. Both enemies tend to use a lot of items like herbs and Briggs also has a nut healing him for about 200 points, so it may take some time to finish this battle. --------------------------------------------------------------------------- After the battle Briggs says he will cooperate with your terms and thus freeing Piers, then his wife named Chaucha appears and some more people as well. After a very long conversation it is decided that Briggs and his mates go to prison, but Chaucha and her child Eoleo may stay on the ship. You can try to clear the debris on the ship's mast, but you cannot yet remove the big rock that blocks the main mast. You'll need something more explosive here (See Chapter 7D for more information about this side quest). After doing all the things we can possible do leave the ship. We'll have to come back later. Talking to the mayor give you the opportunity to participate in another event, but for as long as the boat is stuck it won't start. BTW: You can give the Large Bread found on the ship to the crying little boy on the lower east side of Alhafra, in return his father will let you pass into the Alhafran Caves via the rear entrance. Anyway after the battle on the ship go the Alhafran jail. Here another scene takes place between Briggs and his family. Eoleo the youngest member of the family seems to be able to use Psynergy as well. After they leave "Mind Read" Briggs to confirm these thoughts if you will. --Alhafran Cave (rear entrance)-- Hidden Items: 1 (49) Power Bread* - Check jar in Brigg's Cell Chests: 6 (55) 123 Coins, Ixion Mail, Lucky Medal, 777 Coins*, Potion*, Psy Crystal* Monsters: Ghoul, Harpy, Ooze * = Reachable after Briggs' escape If you gave the Large Bread to the boy, you can enter the caves from the rear entrance (next to the Mayor's home). Inside there are some valuable treasures. From the entrance go down the stairs and go down the left path. In the next room use "Pound" and "Lash" to reach 3 treasure chests containing: 123 Coins, Ixion Mail and a Lucky Medal. Until Briggs escapes the other paths in this cave are a dead end, so leave if he is still in jail. After he does later on, the pillar will be removed allowing you to access some additional chests. Use "Frost" on the water puddle to reach three chests containing 777 Coins, a potion and a Psy Crystal. You can also get a Power Bread from the jar in his cell room. --Madra-- Now that Piers' innocence is proven, we might as well go back and check on him (or go to Air's Rock to get Reveal, if you haven't gotten that yet). Piers has left and the villagers now speak of the Kibombo tribe that attacked Madra. It is also the case that the Black Orb was stolen, a crucial item if you want to control a certain type of ship. You can enter the Madra Catacombs again, but you won't get much further than before. The Psynergy called "Frost" is required to complete this dungeon. If you have "Reveal" go towards the west on the world map, until you get to the Gondowan Cliffs (see Chapter 6). --------------------------------------------------------------------------- 5. Revealing Lycanthropy of Wind Tribe --------------------------------------------------------------------------- We can start at two places for this quest and we'll have to visit 5 places around here in order to do everything. So here is a brief summary: Start from: 1. By moving south from Osenia Cliffs 2. Take the lower exit in the Yampi Desert as mentioned earlier Go to: 1. Mikasalla (far south of the Osenia Cliffs) 2. Osenia Cave (north-east of Mikasalla) 3. World Map between Osenia Cave and Mikasalla (for a Mercury Djinni) 4. Air's Rock (south of the Yampi Desert) 5. Garoh (south east of Mikasalla & far south of Yampi Desert) So I ordered the items in the order of the first starting point, but you can do it from the other side as well. --Mikasalla-- Inn: 24 Coins Hidden Items: 4 (59) Nut - Wooden box near the lower left corner near a sheep Elixir - Barrel in the lower right corner Herb - Jar in the lower right home Lucky Pepper - Barrel inside the inn next to the oven Chests: 1 (60) 82 Coins - Climb the first level of the tower, jump over to the right and head up to the northern part of Mikasalla Djinn: Mars - Spark (requires "Scoop") Buy some new armor here, because the enemies are getting stronger. Some of the people mention the tribe of the Garoh to the east. If you went through the desert already use "Scoop" in the center of the lower left corner (close to the chicken and the sheep) to dig out a ladder leading down. Enter it and eventually you'll reach a Mars Djinni in the backyard of the inn. It's quite a surprise to see that Spark joins you without a fight at all. If you are playing a Linked game (and you won the Colosso Event) Galahad the 3rd ranked gladiator from the Colosso event in Tolbi appears inside the inn. He asks if you know Isaac the knight, but it doesn't matter which answer you give. Galahad will tell Felix that the three fighters: Satrage, Navampa and Azart who were defeated by Isaac are out seeking revenge on them. --Osenia Cave West - World Map-- Djinn: Mercury - Sour There is a Mercury Djinni wandering around in the field between Mikasalla and Osenia Cave. Just walk around and Felix will meet him in battle. If your party is victorious in this battle you will get Mercury Djinni: Sour for free. It may be difficult to spot him, but he is located very close to the river bed -------------- Mercury Djinni -------------- HP: 291 ATK: 75 AGL: 57 Weak: Fire PP: 26 DEF: 19 LCK: 9 Strong: Water Special: Cool, Douse, Frost, Froth, Ice, Escape Exp: 130 Coins: 152 Item: - --Osenia Cave-- Stone Tablet: Megaera This cave can be found a little bit to the east of Mikasalla, it is located to the far north of it (use 'L' on the world map to get a better overview). Inside the cave use "Scoop" to open a passageway to the other side, walk up to the Stone Tablet and learn a new summon. Using 1 Mars and 1 Jupiter Djinn to call up the power that be: Megaera. Megaera if a fire elemental and also raises the ATK of all your allies after she is summoned. --Garoh-- Inn: 24 Coins Hidden Items: 4 (64) Smoke Bomb - Barrel next to the inn Elixir - Jar inside the inn between two beds Nut - Barrel upper left corner on the elevated section Sleep Bomb - Blue jar inside the home in the upper left corner Chests: 1 (65) Hypnos' Sword - After learning "Reveal" come back and use it on the six platforms in the cave on the left side of town. Djinn: Jupiter - Ether Upon entering the town from the world map you have to climb some stairs in order to reach the actual homes of the people of Garoh. By the time you reach the top the day has turned into night. Further on you will hear some howls and the person belonging to those. A lycanthrope Werewolf will move along the path and back into the village. Some of the people of Garoh explain that they are the protectors of Air's Rock. They also claim that no such thing as werewolves exist. To continue our trip walk up the stairs in near the sanctuary and an old looking werewolf pops up from a crevice. He quickly disappears again, that is all we can do here for now as well, quite boring indeed. Oh well, our final destination for now is Air's Rock, which is close by from here. Just go to the north and walk into the purple rock in the center in the big desert area. --Air's Rock (Exterior)-- Chests: 6 (71) Cookie, Fujin Shield, Sleep Bomb, Smoke Bomb, Storm Brand, Vial* Monsters: Mimic, Creeper, Dino, Emu, Ghoul, Harpy, Kobold * = reachable after you get Piers Take note that these type of dungeons are quite long, especially to GS1 standards so make some time free. Also you can get Piers to join you before you tackle this dungeon, but that does require more effort. From the start walk up to the Wind Stone and cast "Whirlwind" on it. This will amplify its power and removes the sand barrier blocking the passageway up ahead, then go left and take the lower left branch. Here you can use "Whirlwind" again to open southern path to a chest (it is not yet reachable). Go back to the branch and walk by the upper left way, until you reach a different chest. This is a mimic! ------- Mimic 2 ------- HP: 431 ATK: 126 AGL: 77 Weak: Fire PP: 36 DEF: 33 LCK: 16 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Tundra Exp: 272 Coins: 241 Item: Lucky Medal Fight it and after the battle you will receive a Lucky Medal for your troubles. Continue on and you'll reach another fork in the road. Follow the right route, at the next junction go right and use "Whirlwind" on the Wind Stone at top end of the screen. Run down all the way until you find another Wind Stone, cast "Whirlwind" on it, walk back a bit and navigate past the small pebbles around the left, then "Whirlwind" the Wind Stone TWICE to demolish both blockades. Walk back all the way to that chest and you can claim your Cookie (just follow the left wall). Follow the path to the south from here, at the bottom head towards the left, use "Whirlwind" on the rock while standing on its right side. Stroll back to the entrance, follow the left path and use the Psynergy again at the end. Felix can also claim a Smoke Bomb from the chest below here. Use the newly created path to reach a huge twister shaped purple rock; of course use "Whirlwind" on it. This will remove all the mud from the wall allowing you to climb it. On the next screen climb up two times using the leftmost route, then fall down and let yourself be guided by the small whirlwinds. Do this a second time and you will reach a brown pillar on the right side of the screen. Push it into position, walk on to the right, make another pillar fall, go over the closed gap and climb to down on the far right to the previous area to collect Storm Brand. Climb back up and ascend another two levels on the right, until you reach a dead end with a statue exhaling little whirlwinds to the left. Use one of these and climb down the cliff from the right edge, use another whirlwind trip to the left, climb up two more times, push the pillar down and use the whirlride to the left again. If you have Piers in your party you can use "Frost" on the pillar to the left, if you slide down. Then go to the start of this screen, climb up the wall and go to the right. You should be able to collect a Vial from the chest here. In the following area carefully climb past all the statues and do not get hit by the twisters or else you will have to start over again. Once you are at the top you can fall down the cliff here (don't worry), move another pillar to the right (creates a shortcut if you wish to go back sometime), collect a Sleep Bomb, stand on the statues mouth to get a free ride to the top again and go right to the next field. Here we have to climb up two times, move the left pillar one space to the left, climb down 1 level, run to the far right, fall down, use the whirl ride up, move the right pillar to the left fall, jump over the gap, fall down again and take the left whirlwind ride to the top. Exit to the left and ascend to another screen. Here it is quite foggy and the only thing you can at this moment is moving the pillar in the gap with "Move" Psynergy. Go back two screens, fall down two times and use the left route to get back to the purple whirl rock. Use "Whirlwind" on it and finally we can get to the top of Air's Rock, but don't think we are done yet! We actually have to begin. BTW: if you can afford some time go back and use the right route to climb all the walls to get 1 chest with a Fujin Shield. It is worth your troubles since it has +50(!) Wind Resistance, but still I think it is evil of the developers to make you run around all over the place so many times. --Air's Rock (Interior)-- Chests: 6 (77) Elixir, 666 Coins, Clarity Circlet, Psy Crystal, Vial(2x) Stone Tablet: Flora Monsters: Creeper, Dino, Emu, Ghoul, Harpy, Kobold, Mummy Anyway once you reached the top following the left route use "Whirlwind" on the twister rock here to open a new road leading to the interior of Air's Rock. Inside there is only one path. There is nothing useful we can do here so go to the next room. Felix will be standing on a tile marked with two yellow dots for reference. Go through the door on the right, follow the right upper path, use "Pound" on the right grey pillar once and move the brown pillars in such a way that we have the following setup: B G B _ G _ B _ = Empty Space G = Grey Cone Pillar B = Brown Pillar Jump on the upper left brown pillar and go over to the other side, use "Whirlwind" on the rock and it should hit the wall, because we left the left cone pillar untouched. Walk back, go through that new passage, cast "Whirlwind" on the wind Stone back here, move the pillar behind the section we just opened up and walk around using the pillar as a stepping stone to reach a door with three red dots. Move to the upper right corner of this "Three Red Dots" room and "Move" the pillar one space to the right, in order to walk past the non-venting gap. Further to the north use "Move" to push the pillar to the right, walk past the non-venting shaft and you are very close to the pillar again. Stand one space to the right of it, "Move" the pillar away from you, this way Felix can jump over it after ascending to the elevated level. Keep on following the left path and push a pillar one space to the right so another ventilation shaft gets unblocked on the elevated section. Go back to the lowered section in the middle, push a pillar down two squares in order to be able to traverse over it on the higher level. After doing so slide down and climb up again. Felix can safely walk past the shaft here, follow the path and you'll be back in the big room again. Hop over to the passage on the left marked with "Three Blue Dots". In here use "Whirlwind" Psynergy on the stone, while standing on its right side. This will cause a wall segment to rotate so you can walk over it, then follow the left route and use your Psynergy again on the rock so the wall in now aligned vertically. Go back to the junction and pick the other path, before going over that wall part. Here Felix can push a pillar in the gap so we have a shortcut if you ever wish to come back here. You can exit here to a room marked with "Four Blue Dots". Go left here to find a chest with an Elixir as minor treasure. Follow the upper route in this room and eventually you will reach another rock on which you can use Psynergy. Do so and walk over the tightrope to the north, once you're on the other side use "Whirlwind" again to make the wall appear horizontal again. Walk over it towards the left, DON'T fall down the slide here or else you have to do the previous thing all over again. Instead jump over to the brown pillar and continue past some more gaps. Again back in the big chamber again descend to the bottom level using the wall. Inside a crystallized room you may touch the Psynergy rock to replenish PP, but that is not very important at the moment. Finally we can activate all the statues in this place by using your well-known Psynergy on the purple twister rock around here. Use the small face to the south to get a free trip back to one of the first rooms. In here use "Whirlwind" to activate the statues in this room, "Move" the pillar on the left so you can walk around here. You should now easily be able to reach the Vial in the chest on the right. Exit this room via the doorway on the left side. Back in the main room again we can go two directions: 1. Right for a Summon Tablet 2. Left for completing this dungeon. So I split the thing up with a small intermezzo, so you know where to go from here. Summon Tablet ------------- Go right and continue on until you reach the "Three Red Dots" room. Remember the lone brown pillar in the center that didn't seem to have any use the last time we went past it? Well, we are going to use it now. Push it 1 square to the right, then go all the way to the north and use the activated statue to reach the left ledge. Use "Whirlwind" on the rock while looking to the south so the pillar is transported along with it. From here on I think it is rather easy to get the Summon: Flora. It requires 2 Jupiter and 1 Venus Djinn to call her. Next to that her secondary ability is to put enemies asleep. ------------ Take the left route through the door and push a pillar two spots to the right before taking the air ride to the other side. Jump over to the north, push the statue to the most northern tile and use a whirl to get to the chest with a Clarity Circlet. Push the statue down again, use the whirlwinds (you can create another shortcut with the pillar here too), follow the left path, jump around, "Move" the brown pillar to the left to unblock a ventilation shaft. Our hero can exit this room using the stairs just to the right. Still not reached the final room, *sigh*, these dungeons are so much bigger as in the original game. At least it keeps you off the streets. Anyway, just walk over some tightropes and you'll reach the "Four Blue Dots" room. Use "Whirlwind" on the rock here from both west and north sides, so you can collect your 666 Coins... Told you the developers are evil. Before exiting this room, don't forget about the pillar a little further on. In the "Five Blue Dots" room (there are no enemies in this room) follow the western path in order to obtain another Vial. Go to the north here, "Move" the statue to the right, this allows Felix to walk over the right path safely. Back in the main room use the free whirl ride to the right. Climb up the wall here and the rest is easy from here on. After entering the center room, jump over some stepping stones that seem to disappear once you get past them and investigate the stone tablet around here. Sheba pops up and learns "Reveal" from the inscriptions (Hmmm... no boss fight or anything). Best of all there are no Psynergy objects required that clutter up your inventory. From here take the left route and use your newly acquired Psynergy to get a Psy Crystal. Then take the right route and go back to the main room. We can exit this place via either one of the following two paths: the front (the way which we came by) or the back door. This second path is found at the very lower right corner of the bottom floor of the main room. Also you can just use Felix's "Retreat" to get back very quickly. Now what else can we do with "Reveal"? Go back to Garoh, that's what. --Garoh-- Back in Garoh again, use "Reveal" on the big rock to the right of the sanctuary. A crevice opens up and inside the party meets a small werewolf. Kraden, the old man, gets very excited and wants to continue on. Do so by following the upper left route. All the members of the group appear here and finally the werewolves show up using the "Reveal" formula as well. Some explanations are made and Maha tells you to come back later. After sleeping in the inn, all the werewolves have turned back into their human forms again, because it is daytime now. After going back to Maha during daytime he will give you the Jupiter Djinni: Ether. Also using "Reveal" on the six platforms inside the cavern on the left of town opens a path to a chest with the Hypnos' Sword. That's all for this chapter. Go back to the western entrance of the Yampi Desert (in order to complete 4A and 4B), or if Piers is already set free continue at Chapter 6. --------------------------------------------------------------------------- 6. The Witch-doctor's Consecration --------------------------------------------------------------------------- --Gondowan Cliffs-- Hidden Items: 3 (80) Sleep Bomb, Laughing Fungus, Healing Fungus Djinn: Mars - Kindle Monsters: Wild Gorilla, Wolfkin Cub, Wyvern Chick Optionally go from the start to the left, "Whirlwind" the foliage and enter the cave to find some Kibombo Warriors. Something is definitely going here. Back at the entrance again "Mind read" the dog to get a free hint! Use "Scoop" on the yellow sand to make a small geyser appear. Use it to reach the left of the field. There are some mushrooms growing around here, but we can't collect them at this moment so leave them be. Continue on to the left (there is only one path) until you reach three slides from which you can fall down. The Left and Right slides lead you back to the where you started, hence take the Center slide. Jump over the gap, use "Move" on the small pillar to the left and push it into the water. This creates the extra step we need to get past this screen. Walk back, fall down the slide here too, climb down another vine, jump over the rocks and climb up the next vine. The jumping field you come across here may be a bit difficult to navigate through for some people so here's a short list of movements starting from the tile you start on: LLLLU ULuUl LuLlD DLuUU URRdR RUUULL L = Jump Left U = Jump Up R = Jump Right D = Jump Down l,u,r,d = move one tile left, up, right or down After climbing back onto the main land, head up, climb a vine, jump over the gap you just walked underneath, climb a third vine and collect the Smoke bomb from the chest. Go back, climb down the lower left vine and continue on to the north. Here you will pass by a tightrope to the west. Take it if you want to exit now, or go right and eventually you'll reach an aggressive Mars Djinni. Time to do some battle: ----------- Mars Djinni ----------- HP: 403 ATK: 114 AGL: 90 Weak: Water PP: 37 DEF: 29 LCK: 11 Strong: Fire Special: Beam, Blast, Flare Wall, Fume, Mad Blast, Escape Exp: 228 Coins: 273 Item: - Stun / Sleep him so he won't be able to run away or attack you, other than that it should not be too difficult all the same. After he had enough Kindle will most certainly aid you in your quest. If you like Felix can collect the red mushroom called 'Laughing Fungus' over to the right. It is a useless item actually, but for the collectors it may be interesting as well. Anyway, head back to the far west and use the tightrope to get you back to Gondowan; the same continent where we started in the Venus Lighthouse. --Naribwe far south - World map-- Djinn: Chill Near the beach in the southern center part there is a Djinni in the field that will attack you as soon as you get close. Fight it to prove your worthiness of Chill's abilities. -------------- Mercury Djinni -------------- HP: 414 ATK: 124 AGL: 96 Weak: Fire PP: 37 DEF: 31 LCK: 12 Strong: Water Special: Cool, Drench, Ice, Prism, Tundra, Escape Exp: 234 Coins: 282 Item: - --Naribwe-- Inn: 30 Coins Hidden Items: 4 (84) Elixir - Jar on the far left side (near Weapons & Armor Shop) Sleep Bomb - Rightmost blue jar inside the inn 18 Coins - Left jar inside upper left home Unicorn Ring - See description below Chests: 1 (85) Thorn Crown - Use "Lash" on rope on the right of the screen For the Unicorn Ring do the following: Go to the upper left corner using the house there to reach the backyard. Use "Whirlwind" to make the ivy overgrowth disappear, climb the ladder appearing underneath and use "Reveal" on the stone to get a Unicorn Ring. This small desert town is populated by a few native people. One of them tells you that back when Oeia (that an original name!) was the Kibombo Witch-doctor their tribe was much more peaceful, but after Akafubu took over things went different. It sounds like there is definitely something going on to the north. A Witch-doctor in a hut can tell your fortune for 20 coins. Most of the items you can show him give a default answer, but the Shaman's Rod seems to be different from the pack. Head to the north towards the Kibombo Mountain range. --Kibombo Mountains-- Hidden Items: 2 (87) Smoke Bomb - Check right wooden box in cavern on the second screen Bone - Use "Tremor" on the chest it is lying (DON'T pick it up; you can't get rid of it!) Chests: 3 (90) Power Bread, Tear Stone, Disk Axe Djinni: Jupiter - Waft Monsters: Assassin, Dirge, Pixie, Wild Gorilla If you get close to the actual entrance some Kibombo warriors show up. Start working very carefully, because if a Kibombo warrior sees Felix you will have to start all over again. Go right and place the big crates in such a way you can jump over them after climbing up the vine. Once you're past this climb another vine, walk over to the left, push the pillar in the gap (creates a shortcut) and continue on. Walk up behind the crate here, and make sure the Kibombo bloke doesn't see you. Push the crate to the right (your enemy doesn't notice a moving crate..?). Don't climb down on the other side or he will see you. You can get the Disk Axe by falling down the slide a little further on to the right from the chest. Use "Move" to get the crate here to the very left so you can climb the vine without being caught. Once you are back up again use "Lash" on the rope. Go down if you wish to create a shortcut that may come in handy later on, else head up along the tight edge. On the next screen you can collect the Power Bread from the chest, but in order to do so you need to make the crate fall on top of the Kibombo guy the moment he is right beneath the edge. Beware of the dog around here, if he sees you he'll alert the other Warriors! So don't let him see you. Drop the pillar to trap the dog on either side; if you trap him in the upper part you can collect the Tear Stone from the chest. Go back one screen to do this over again so we can move on by trapping him/her on the other side. Inside the cavern there is a Smoke bomb hidden in the wooden crate (I knew it! They are terrorists). Outside the pillar is back up again like magic, so you need to use "Tremor" on the crate to the right to make the bone drop on the floor. This keeps the dog occupied for as long as you stay on that screen. Cast "Whirlwind" on the overgrowth to open up a small cavern, continue along, go outside again, climb up and down some vines and you'll see a Jupiter Djinni around here. As expected, we cannot get to him so we have to leave him be; jump over the river and continue on the left exit. On the world map just head north and everything is getting dark all of a sudden, there must be something going on at Kibombo! --Kibombo-- Inn: 48 Coins* Hidden Items: 3 (93) Lucky Pepper - In jar on the left side of village Nut - Inside barrel 1st floor of the inn* Lucky Medal - In the blue jar inside back room of upper left home* Djinn: Mercury - Spring (Piers' pet) Mercury - Shade (Piers' pet) * = after consecration event is completed The only person standing at the bottom of town tells you that Akafubu may not be the true witchdoctor, because the Gabomba statue doesn't open its mouth. After getting this interesting information, it is time to go to the consecration to the north. We can't reach the statue by conventional walking, because all those people are in your way. Therefore use "Lash" on the rope in the lower left corner of the village, jump over all the poles and work your way around until you reach the 'dead end' near the water puddle. It is actually not a dead end, for you can simply step on the roof of the home a little below here! This way we can still reach the left side. It is time to meet up with a very special person. The fourth and final member of the team! But first watch the cut scene where Akafubu tries to make the statue's mouth open up using the Black Orb as a sacrifice (nice hairstyle!). After this, walk up and meet with Piers, indeed he is the final Adept who remained a mystery for so long. Piers seems to be in trouble for he cannot reach the Black Orb; the reason for which he came here. So it is up to Felix to lend a hand with "Move". After some talking the Mercury Adept joins you (without a fight), actually he has Spring and Shade as pets! Finally Piers has "Frost" Psynergy, something we will need quite often in the future to complete the other quests. It turns out that he is a Lemurian and that is something that excites Kraden very much, but now is not the time for stories. It is your mission to reclaim the Black Orb from Akafubu. Walk around a bit and it seems to be a dead end. Of course the viewer has already noticed the markings on the ground; you know what to do next, or actually Felix does it for you. After some more talking they come to the conclusion that there is a ventilation shaft around here. Indeed after you use "Scoop" on the left patch you just came by the path to the Gabomba Statue is opened. --Gabomba Statue-- Hidden Items: 1 (94) Black Orb - Retrieve it from the inner Gabomba Statue's lap Chests: 2 (96) Bone Armlet, Elixir Djinn: Venus - Steel Monsters: Mimic, Bone Fighter, Death Head, Doomsayer, Red Demon*, Salamander, Spirit * = rarely drops Staff of Anubis Walk around, climb the stairs and you'll be forced through the rotating pinions. In the next room head up to the horizontal corridor, then follow the lower wall and you'll reach a Mimic! ------- Mimic 3 ------- HP: 536 ATK: 177 AGL: 110 Weak: Fire PP: 50 DEF: 43 LCK: 17 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Tornado Exp: 400 Coins: 380 Item: Hard Nut Go down the third corridor from the right to reach a chest with Bone Armlet. The rightmost path leads to the next room. Walk around the cogwheels, then use "Lash" on the rope to make all the gears stop. This allows you to reach the ladder on the right side of the room and ascend one floor. There is nothing much to do here at this moment, so go up another set of ladders. Walk around in this room, if you try to walk to the far left a little mouse pops up and it will show you some interesting moves. Felix can use the cogs to hop around the place too. Head further to the left and go down two rooms, head down, take the leftmost path in order to continue on and use "Pound" on the cone pillar next to the flashing cog. Retrace your steps back to the room where you saw the mouse, follow the same route as he did and you'll end up on the right side of this room. Descend 2 floors, take the left route for an elixir and use the right to get to the flashing cog again. "Pound" the other pillar as well and all the cogs start to rotate into the other direction! Go back two rooms again, go to the center and use the left pink cog to fall down one room and crash into the Venus Djinni. ------------ Venus Djinni ------------ HP: 446 ATK: 143 AGL: 116 Weak: Wind PP: 46 DEF: 54 LCK: 16 Strong: Earth Special: Briar, Gaia, Mad Growth, Spire, Quake Sphere, Escape Exp: 279 Coins: 340 Item: - After a quick battle Earth Djinni Steel comes along, if I am correct it should now be possible to give Piers 4 Mercury Djinn! This allows him to summon Boreas. Use "Lash" to get out of this position and back to the previous room. This time go up the ladder near the bottom part of the room. Go through the pinions, climb another ladder to reach a very strange room with a small Gabomba Statue in the middle. Ascend yet another level and a small cut scene takes place. It turns out to be that Felix and the other have reached the eyes of the statue, outside the jewel is again presented to the statue. Kraden notices that the flow of energy is stuck, so Felix has to solve a puzzle in order to remove the disturbance. Hence the objective is to make 1 blue and 1 red spark reach the head in the center of the room. This puzzle is randomized per game, therefore I can't give straight directions. It shouldn't be to hard to solve in any case. Here's some general directions: -First use "Pound" on the grey cone; this will raise all the tiles -Step on the arrow tile to rotate all remaining floating tiles -Look for a path so there are paths towards the goal for both gullies -Use "Pound" to bring down each individual tile and rotate the others if needed, before pounding those down as well After completing this puzzle the statue stretches its tongue and devours the Black Orb, after this Akafubu enters the statue as well. Piers and the others see how the Orb passes by, but they do not even try to get it before it vanishes into the hole (it looks rather stupid when this happens). After some talking with the Witch-Doctor a.k.a. Afro-man, he will retrieve the orb for you. Better follow him to make sure he keeps his promise. Try to pick up the Orb in the back room and the statue starts to speak. He grants Akafubu the rank of Witch-Doctor, but Akafubu is so caught up with himself that he leaves before the statue gives him his treasure. When the statue is done talking Felix can get the Orb for free, if you paid any attention you know that you have to talk to Akafubu before you can claim your prize here! --Kibombo-- After speaking to Akafubu and his father you can walk around as you please. Don't forget to buy the Frost Wand. It's a very good weapon for Sheba. You might want to go back to the Gabomba statue and you can as its tongue is still sticking out so you can easily enter (doesn't that make it dry out?). Unfortunately we have to come back here some time later as well! Things like these make it quite complicated sometimes to write a good comprehensive walkthrough with all this backtracking... Anyway there are quite a lot of places that we can explore using Piers' "Frost" as you may remember from all the water puddles we have come across. However you might better wait for a moment and get the ship back first. This way you will also obtain "Cyclone" Psynergy which allows us to complete all optional events in one go. Hence we first go back to Piers' ship located near Madra. --------------------------------------------------------------------------- 7. Out to the open sea --------------------------------------------------------------------------- --Kibombo Mountains-- If you enter from the west you can use "Frost" right away on the puddle on the third level. Use this icy pillar then equip a Mars Djinni to Felix or a Venus Djinni to Jenna so you can use "Growth" on the plant. Use it to reach a Jupiter Djinni named Waft. -------------- Jupiter Djinni -------------- HP: 440 ATK: 134 AGL: 104 Weak: Earth PP: 40 DEF: 34 LCK: 13 Strong: Wind Special: Flash Bolt, Plasma, Storm Ray, Whirlwind, Wind Slash, Escape Exp: 255 Coins: 309 Item: - Fight him to gain ally for your team. The Kibombo's don't mind your presence anymore. This is good as you can walk around the place freely without having to sneak around and making sure that nobody sees you. --Naribwe-- Visiting the fortuneteller Witch-doctor and showing him any item and gives you the following hint: "You must forge a weapon to defeat a mortal enemy. Seek out the pieces!". This is indeed a very vague hint, but it will become clear later on. --Gondowan Cliffs-- After entering from the left side use "Frost" on the puddle to the far right, climb the vine, jump over the gap using the icy pillar, fall down the slide, then collect the Healing Fungus for free. Pay a visit to the old man in Madra (in the biggest home) and he'll trade it for Char the Mars Djinni. --East Indra Shore-- Upon entering this location (a ship on the world map) with Piers and the Orb a small conversation takes place; Piers is willing to take everybody with him to Lemuria, but before he does so he wants to see the mayor of Madra. This is actually a good thing, since we need to get an item there. Anyway, use "Frost" on the puddle to the left here and collect a Cookie from the wooden box. --Madra-- When you try to approach the Mayor's residence a young woman with red hair and equally colored dark eyes shows up. She is calling out for her sister Menardi. Talking and Mind Reading her doesn't seem to help, albeit she clearly senses your Psynergetic powers. Talk to the mayor and eventually you will get the Cyclone Chip, which allows you to use "Cyclone" Psynergy. The moment the mayor leaves and thanks Felix. The young woman turns to the party members. She recognizes that name as one of Menardi's companions, so she asks about her whereabouts. After some more talking Menardi's sister says that she; Karst will avenge her sister. Her number one priority is taking care of Felix, hence she won't help out on lighting the Jupiter Lighthouse somewhere in the western sea. After Karst leaves some more talking has to be done before you can start playing again. Notice how Jenna turns color, when Sheba makes suggestive remarks about her and Isaac. --Madra - Overworld (Linked Game only)-- Hidden Items: 1 (97) Golden Boots - Defeat Bandit & Thieves If you talked to the mayor of Vault in GS1 after the thieves left and linked that game file to this file, then they will reappear right now. Both thieves and the bandit are going to do battle with you, because you know Isaac. --------------------------------------------------------------------------- Boss: Bandit & Thief (2x) ------------------------- Bandit: HP: 346 ATK: 200 AGL: 98 Weak: All PP: 0 DEF: 42 LCK: 34 Strong: - Special: Slice, Glower Ferociously, use 'Sleep Bomb'/'Nut'/'Weasel's claw' Exp.: 136 Coins: 183 Item: - Thief: HP: 212 ATK: 196 AGL: 87 Weak: All PP: 0 DEF: 38 LCK: 26 Strong: - Special: Glower Ferociously, skip turn, use 'Nut' Exp.: 115 Coins: 169 Item: - This battle is hardly more difficult than the one in Golden Sun. So after a very short battle they should be done for. Your reward for this optional linked battle are the Golden Boots. --East Indra Shore-- Back again for the third time here, you can finally board the ship. If you didn't use "Frost" on the puddle outside do so now, for this will be the last chance to reach the Cookie that I mentioned earlier on. The final part is to get the main engine running again. Of course this will be more difficult than just switching the power button to 'On'. --Lemurian Ship-- Hidden Items: 3 (100) Elixir - Check lower left barrel in the first room Antidote - Check the upper left wooden box in the rightmost room. Oil Drop - Check the barrel on the upper level in the room of Aqua Hydra Chests: 2 (102) Potion, Mist Potion* Enemies: Aqua Jelly Boss: Aqua Hydra * = reachable after Piers learns "Parch" and docking the boat in Lemuria or Atteka Inlet Inside go down one level and beat up both Aqua Jellies. Freeze the water puddle the second Aqua Jelly leaves with "Frost". This allows you to reach a chest containing a Potion. Continue down the lower set of stairs, move along three rooms until you reach a room with a movable crate and 6 Aqua Jellies. Destroy the lowest two, freeze the puddles and move the crate in between. Jump over to the other side and exit this room. Go to the next room where you have to repeat the process of beating all jellies and using the frozen puddles to reach the upper left exit in that room (don't forget to move the crate in this room one square down and then one to the left). There is also an Antidote in the wooden box here. After some more walking you'll reach an Aqua Jelly that gets scared of you. Let him escape to the lower level, go down the ladder and attack him on the lower level. After his defeat use "Frost" to make certain the moveable platform stays up, instead of falling down every time you step on it. Continue on and check the barrel in the following room to find an Oil Drop. Go down one level and touch the Aqua Jelly. Instead of fighting you on its own it merges with the other Jellies into an Aqua Hydra! --------------------------------------------------------------------------- Boss: Aqua Hydra ---------------- HP: 2276 ATK: 173 AGL: 63 Weak: Fire PP: 70 DEF: 38 LCK: 44 Strong: Water Special: Drench, Raging Flood, Rising Venom, Slaver, Triple Chomp Exp.: 963 Coins: 1612 Item: Vial This boss has quite some HP so prepare for a longer battle than usual. His attacks are not really devastating and of course good fire based attacks have much effect on him. I reckon that this boss should not cause too much problems. --------------------------------------------------------------------------- After you beat this goon the water floods the entire lower level, causing you to miss a chest. This was meant intentionally by the programmers, yo can however claim the item much later on when we reach Lemuria. Take the upper left exit and continue on to the lowest part of the ship. Here you have to use "Douse" on the right pillar in order to fill it with water. Next push it on tot the tile marked by a water droplet. Walk along the corridor and you'll reach the engine room. Inside Piers will activate the main engine and finally we can go out to sea! --Eastern Sea-- Hidden Items: 2 (104) Rusty Mace - Examine the light mark (See location on the map below) Rusty Axe - Examine the light mark (See location on the map below) Your current mission is to go to Lemuria, but there is so much to do that I will split up the walkthrough in smaller parts, because the plot is no longer linear from here on. Just below here is the world map with all the new (and interesting) locations you can reach at this moment. ^^^^^^^^^^^^^^__________________ \_______ \__ \ ^ ^^^^^^ � \ 15 | ^^ 20 ^^^ ____/ 16 _..______ / ^^^^^^^ \______ __.../ \__/ __ \ ____/ _ / | | |__ /3| .4/ | | \ ._/ ###### . /7/ | | ######## \_/� / / ____ # 8 ## \ /9/17 \ _ . _ \ / / | /2| $ / \ _ .6\ | / / .B ._/ \5/ / \\_/ | / / � \12\ / | 14/ __..__________________...__ \_. / \ ____/13/ 1 10 \ / \ __11____./ / \_____________.__/ �� / __ ^^^^^^^^^^^ | ___/18\____________ ^^^^^^_____ __ / / D \^^^^^^/ __. /19\ / / ������ /^^^ ^\ . / \____________________________/^^^^^^^^�^^^^^^^^^^^^^^^^^^^/ 1. Alhafra D Jupiter Djinni - Wheeze 2. N Osenia Islet � Rusty Mace (Hagbone Mace) 3. SE Angara Islet $ Rusty Axe (Captain's Axe) 4. Izumo . Coast 5. Sea of Time Islet ^ Spike (non traversable with boat) 6. Apojii Islands B Boat; you are currently here 7. Gaia Rock 8. Sea of Time (entrance Lemuria) 9. West Indra Islet 10. Yallam 11. Toapa Swamp 12. Aqua Rock 13. Osenia Cliffs 14. Madra 15. Ankohl Ruins 16. Champa 17. Daila 18. Tundaria Tower 19. E Tundaria Islet 20. Treasure Island I'll try to represent all the locations in the most logical order and also the easiest, because some locations have enemies that are too strong for your current party. The initial mission is to get to Lemuria; however you cannot reach that straightaway. We can go to chapter 8 and start to collect the parts of weapon that we need to continue on, because an initial attempt to reach Lemuria will fail. There are also some optional events that can be cleared in the chapter below here. You can also visit each place right now to map them and to get some of the interesting easy to reach items like the Gold Ring from Champa (in a Linked Game). --------------------------------------------------------------------------- 8. Optional Side-quests --------------------------------------------------------------------------- Check the map a little above and you will see that there is a vast amount of locations to explore. Most of them are optional or are required to be completed in a later stage of the game. Therefore I will provide a path through all the locations in the most optimal way, however since there are so many optional parts I will go through these first. This way people who wish to continue on with the actual quest to get to Lemuria can simply skip this part and read chapter 8. So without further ado, here are all the things that can be cleared up to now. --------------------------------------------------------------------------- 8A. Going back to the Gabomba Statue --------------------------------------------------------------------------- --Kibombo-- Using the boat you can easily get to Kibombo without having to go through the cliffs and the mountain range. So quickly head to the statue and go down all the way, until you reach the catacombs. --Gabomba Catacombs-- Hidden Items: 2 (106) Mint - see below Tomegathericon - Gift from the Gabomba Statue Djinn: Venus Djinni - Mud Monsters: Mad Plant, Bone Fighter, Death Head, Doomsayer, Mad Plant, Red Demon, Salamander, Spirit Go to the lower level right away walk up via the right wall. You reach a dead end here, because the rocks are blocking your path to a large patch of bushes. Use "Cyclone" here and you will trigger a 'teleporter' stone that is hidden to your north. Felix will be transported one level down and here you can catch a Venus Djinni in plain sight. Indeed, it wants to fight with you. ------------ Venus Djinni ------------ HP: 500 ATK: 153 AGL: 122 Weak: Wind PP: 44 DEF: 41 LCK: 15 Strong: Earth Special: Briar, Gaia, Mad Growth, Spire, Quake Sphere, Escape Exp: 360 Coins: 358 Item: - After this battle Mud will join your party and you should have at least four Djinn of each type. Fall down the slide and go back up the stairs. Go a bit to the south and use "Cyclone" to uncover another teleporter stone, which sends you to down one level, but at a different location. Follow the right wall and in the next room unveil Mint with "Cyclone" from the bushes. Climb down the ladder to the north and use the Psynergy again on the five bushes to reveal a water puddle. As expected, use "Frost" on it, go over the new passageway to reach another dead end and cast "Reveal" on the wall here in order to continue on. Walk up over the water stream to the other side, when you reach it carefully look for a gap covered by a long pole in the water. You walk behind it and reach the area that lies behind it. Reuse this trick two more times and you should be in the upper left part of this room. Use "Cyclone" & "Frost" combination again, so you can reach the stairway in the center of the screen. You have nearly reached the end of this cavern; use "Cyclone" one more time on the group of bushes to uncover the first of five Mad Plants in this game. ----------- Mad Plant 1 ----------- HP: 449 ATK: 181 AGL: 87 Weak: Fire PP: 0 DEF: 41 LCK: 19 Strong: Water Special: Poisonous Bite Exp: 321 Coins: 347 Item: Game Ticket Defeat it from some Exp and then walk up to the Gabomba Statue. The statue speaks to you and gives you the 'Tomegathericon'. Either walk back or use "Retreat" to get out of this place. --------------------------------------------------------------------------- 8B. Exploring the Toapa Swamp & Blacksmith Sunshine (Optional) --------------------------------------------------------------------------- --Yallam-- Inn: 64 Coins Hidden Items: 5 (111) Elixir - Check wooden box in the inn 16 Coins - Jar outside the inn on the left side Antidote - Use "Cyclone" on the two bushes on the upper level Nut - Use "Cyclone" on the bushes in the lower right corner Oil Drop - Upper right barrel in Sunshine's shop Chests: 1 (112) Masamune (Only reachable after Isaac joins AND Orb of Force is linked) Here in Yallam you can meet the local blacksmith called Sunshine. He is usually lying on his bed waiting for new material to be brought to him so he can forge it for the right price. In order to complete the forging process you just need to leave the village and reenter from the World Map. That's all there is to it. He can forge the items as listed in the table below: Rusty Weapon Forged Weapon Location ------------ -------------- ---------------------------------------- Rusty Axe -> Captain's Axe Eastern Sea - West of Sea of Time Islet Rusty Axe -> Viking Axe Treasure Island Rusty Mace -> Hagbone Mace Eastern Sea - Most NE corner Rusty Mace -> Demon Mace In the plant maze Rusty Staff -> Glower Staff Shrine of the Sea God Rusty Staff -> Dracomace Islet Cave ("Teleport" not required) Rusty Staff -> Goblin's Rod Western Sea - Most NW corner Rusty Sword -> Robber's Blade Aqua Rock (use "Parch" near exit) Rusty Sword -> Corsair's Edge Lemuria ("Scoop" near Lunpa's house) Rusty Sword -> Pirate's Sabre Western Sea - SE corner Rusty Sword -> Soul Brand Western Sea - East Contigo (need wings) Tear Stone Star Dust Sylph Feather Drop - Gillman Lord Drop - Sand Scorpion Drop - Great Seagull ---------------------- ---------------------- ---------------------- Cloud Wand Comet Mace Sylph Rapier Clear Bracelet Planet Armor Faery Vest Pure Circlet Luna Shield Aerial Gloves Spirit Ring Astral Circlet Floating Hat Star Dust Ring Dragon Skin Salamander Tail Golem Core Drop - Winged Lizard Drop - Pyrodra Drop - Bombander ---------------------- ---------------------- ---------------------- Dragon Armor Burning Sword Huge Sword Dragon Robe Apollo's Axe Gaia's Axe Dragon Shield Salamander Rod Tungsten Mace Dragon Helm Ardagh Robe Chronos Mail Dragon Boots Flame Shield Titan Gloves Mythril Silver Dark Matter Orihalcon Drop - Soul Army Drop - Wonder Bird Drop - Sky Dragon ---------------------- ---------------------- ---------------------- Levatine Darksword Excalibur Mythril Blade Stealth Armor Stellar Axe Mythril Clothes Terra Shield Nebula Wand Mythril Helm Fear Helm Xylion Armor Mythril Armlet Demon Circlet Big Bang Gloves Psychic Circlet Cosmos Shield Millennium Helm ------------------------------------------------------------------------ From Yallam take the northern exit and head to the west, go south over the bridge and you'll reach the swamp. This dungeon is optional, but it has some nice items. The enemies around there are weaker than in the dungeons that follow so this allows you to gain some extra experience, before having to take on the fiends that have yet to come. --Toapa Swamp-- Hidden Items: 4 (116) Tear Drop - Use "Scoop" on the lowest level of the eastern dungeon. Tear Drop - Use "Scoop" on the lowest level of the western dungeon. Star Dust - Use "Scoop" on the lowest level of the center dungeon. Bramble Seed - Use "Cyclone" on bushes inside east entrance Chests: 2 (118) Cookie, Vial Djinn: Venus - Flower Monsters: Mad Plant, Cave Troll, Death Cap, Dire Wolf, Faery, Ghost Mage, Mad Vermin, Undead There is not much to do on the first screen so go to the next and use "Move" on the small pillar towards you so it disappears. Use "Whirlwind" on the distinct overgrowth to the left and inside the cave use "Scoop" to collect a Tear Stone. Go outside again and check out the swampy area to the right. When you step on mud you will gradually sink with each step into the mud, but if you touch some bubbles you will regain your height again. With this in mind go from start to the first bubble down, then walk to the left (twice), down, left and down-left. From here on go to the south because you won't make it to the western shoreline. At this bubble go left up the stairs, get a Cookie from the chest and return to the previous scene. From here follow the path of bubbles using to the lower right corner. Ascend the stairs again and use "Whirlwind" on the overgrowth in order to blow it away. Go inside, downstairs, and run past the ventilation shafts with care. If you fall down here you can find a bramble seed hidden in the foliage. Anyway, get past those blowers and walk around the room to the far right, until you come across another Djinni. Use "Move" on the pillar so the ventilation hole gets covered, this will cause a gust to blow against the Venus Djinni making him fall down one level so follow him via the second slide to your right. Jump over to the Djinni for a battle (is it me or are the Djinn in this game a lot less willing to cooperate?) ------------ Venus Djinni ------------ HP: 590 ATK: 182 AGL: 149 Weak: Wind PP: 53 DEF: 51 LCK: 18 Strong: Earth Special: Clay Spire, Briar, Mad Growth, Mother Gaia, Quake Sphere, Escape Exp: 519 Coins: 432 Item: - After a victory in battle Flower will serve you and adds his power to yours. If you use "Cyclone" on the leftmost bush on the lower floor a Mad Plant will appear! Beating it yields a Lucky Medal as reward. ----------- Mad Plant 2 ----------- HP: 518 ATK: 227 AGL: 104 Weak: Fire PP: 0 DEF: 56 LCK: 19 Strong: Water Special: Poisonous Bite Exp: 507 Coins: 409 Item: Lucky Medal Get back up one level and go through the passageway to the north. The path will eventually lead to a place where a Tear Drop is hidden somewhat in the ground. Use "Scoop" to collect it. Go back outside and use "Growth" (i.e. equip a Mars Djinni to Felix) continue on and use "Whirlwind" on another piece of foliage covering another hole. Inside the cave again follow the path, until you reach a dead end. There appears to be a strange circular shaped spot on the ground. If you use "Douse" on it and then quickly "Frost" before the air stream blows the water away you can continue on to the west. Follow the path down, until you reach a room filled with lava. Use "Douse" on the red glowing rock to cool it down. Next push into the lava and finally use it as a stepping stone to reach the bottom of the room. In the next room jump on the pillar and quickly get past the upper left section, when the air stream stops. Go to the lower left corner and use "Douse" & "Move" on the rock to get to the chest with a Vial. Get back to the upper right corner and use the Psynergy combination again to exit this room from a different passageway. When you get back into the previous room use "Tremor" on the pillar with a huge rock on top of it. Doing this will open up a new passageway for you to explore. You know what to do with the red rock that appears so continue on to the north and down the stairs. Use "Douse" again on another rock to turn the lights out and then push it out of your way. Go clockwise around the next room and you'll reach the final chamber of this mini-dungeon. Cool the rock down again and a light will become visible in the darkness. Use "Scoop" on it to uncover some Star Dust. Go back all the way, until you reach a rope. You can use "Lash" on it and exit the swamp, or just use "Retreat" to get the job done much quicker. You might as well go to Yallam now, because you can use the raw material to forge some random new armor and weapons. --------------------------------------------------------------------------- 8C. Animal Trade Quest (Optional) --------------------------------------------------------------------------- The trade quest will eventually help you in finding a very powerful new Summon, so it is worth your troubles. We start at East Tundaria Islet, which is a small island covered with snow to the far south near the entrance to the frozen continent of Tundaria. --E Tundaria Islet-- Hidden Items: 2 (120) Lucky Medal - Check the blue left jar inside the hut Pretty Stone - Save Pengulina "Mind Read" the penguin to find out that his girlfriend has hurt her leg and cannot swim back. So you jump over all the moving ice bergs in order to push the wooden log into the water. This way she can walk back to safety, that is you have to push her back to her boyfriend. For your efforts of saving Pengulina the male penguin gives you a 'Pretty Stone'. --SE Angara Islet-- Hidden Items: 2 (122) Lucky Medal - Check the wooden box in the lower right corner of the screen Red Cloth - Trade with the bird for the Pretty Stone Talking to the 2 suspicious persons yields a hint about Treasure Island, but again that is a location beyond reach. Notice the two small boxes around this area. First use "Move" on the highest located one to get it to the lowest level and move it towards the water puddle on the left. Place it so that it is two squares away from it. Freeze the puddle with "Frost", push the other small crate onto it, you can climb the vines and reach a bird's nest. If you get close to it the bird will get back onto its nest. If you "Mind read" it you will get to hear that the bird wants something to make it look extra fancy. If you have the pretty stone from the penguin then the bird exchanges it for a very fancy Neckerchief a.k.a. Red Cloth. --N Osenia Islet-- Hidden Items: 2 (124) Lucky Medal - Check the leftmost barrel inside the lonely home Milk - Trade the Red Scarf for this item with the Cow After you get "Sand" Psynergy from Gaia Rock you can reach the cow in the backyard. "Mind read" the cow and she will trade the scarf for some fresh produced Milk. That's all for this place. --West Indra Islet-- Hidden Items: 2 (126) Lucky Medal - Check barrel on the pier near the upper left corner Li'l Turtle - Trade the Milk for the turtle with the Dog The dog in the water complains about the salty water and would like to drink something more juicy. The milk that the cow gave you is very useful right now. He trades it for a little turtle he found in the water called Li'l Turtle. --Sea of Time Islet-- Hidden Items: 1 (127) Lucky Medal - Check the barrel in the left corner outside the only hut There is not much to do here. You can "Mind Read" the turtle for a hint why he seems so sad. He feels lonely and needs a friend, so give him Li'l turtle and Lonesome George has a friend now. He doesn't have another trade for you, but instead he shows you his secret spot. This location will be very valuable as it contains some good items. --Islet Cave-- Chests: 2 (129) Turtle Boots, Rusty Staff (forges in Dracomace) Djinn: Venus - Meld Monsters: Dinox, Harridan, Magicore, Squirrelfang, Stone Soldier For the moment we can only discover a few rarities around here. The Turtle boots can be located on the left side of the water. Take the exit to the right, ride across the water then go down, and use the log to ride all the way up to a Venus Djinni, who will fight you of course. After combat Meld will be a new addition to your pets, I mean Djinn inventory. ------------ Venus Djinni ------------ HP: 710 ATK: 221 AGL: 187 Weak: Wind PP: 65 DEF: 65 LCK: 22 Strong: Earth Special: Clay Spire, Mother Gaia, Nettle, Quake Sphere, Wild Growth, Escape Exp: 729 Coins: 531 Item: - Take the upper left passage and you'll reach another log in the water, at the other side you can find a Rusty Staff (Dracomace). Exit this place and come back when you have "Teleport" for some more fun! --------------------------------------------------------------------------- 9. Collect the Trident Parts --------------------------------------------------------------------------- As mentioned in chapter 7 it is impossible to reach Lemuria, by going through the Sea of Time as you currently are equipped. Even if you manage to get past the Sea of Time itself using the route given by the children of Yallam (see 10.1) you will meet your demise at the hand of Poseidon; the Levantine. He is gifted with a force field which will nullify ANY attack that is launched on him, thus rendering any attempt to eliminate him futile. If you have been listening to some of the hints given by various people like the Naribwe Witchdoctor you will know that you need to find a Trident weapon in order to overcome your problems. This Trident however is split up in three different parts. So we first need to collect these and then forge them. Because it is possible to attain any of three parts in any random order I split the walkthrough up in three parts: Right Prong (9A), Center Prong (9B) & Left Prong (9C). I follow this order, because on this route the enemies will gradually grow stronger so this should be the easiest route to traverse through. After acquiring all three parts (or actually after getting the Burst Brooch) you can complete some parts of chapter 9. Anyway our first and easiest task is to claim the Right Prong from the Shrine of the Sea God. As a final note I'd like to point out that for any of you who have skipped Air's Rock, you'd better go there right now. Because you need "Reveal" to get any of the three Trident parts! --------------------------------------------------------------------------- 9A. Backtrack to the Sea God's Shrine (Right Prong) --------------------------------------------------------------------------- --Daila-- Inside the shrine use "Frost" on the two leftmost puddles and collect the watery Sea God's Tear. If the water is still high you need to rescue Tavi & Riki as explained earlier in the Shrine of the Sea God. This is the event which drains the water from the shrine's interior. --Shrine of the Sea God (second run)-- Go back to the room where you caught Breath. Use "Frost" on the puddles to the left to create a passageway. Follow it and you will reach a field that is outdoors. Take the leftmost route and jump over the gaps until you reach brown pillar; let it fall into the water and step onto it. Jump over to the right and enter the next room. Climb down the wall into the water, and ascend again to the south of here. Run over to the right and let yourself fall down the broken bridge. Walk around here to reach a Rusty Staff (after Sunshine from Yallam forges this you'll get the Glower Staff in return). Use "Lash" to reach the elevated section again, run around and fall down the other broken bridge. This way Felix can reach the following area. Continue on and hop over the stones in the water, use "Reveal" near the hexagon of rocks to make a 7th stone in the center appear. On the island there a similar statue as in Daila's Temple is seen, hence use the 'Sea God's Tear' to make the water level rise. Climb three more ladders in order to claim the Right Prong! Use "Retreat" for a quick exit. --------------------------------------------------------------------------- 9B.1. Evaporating water in Aqua Rock --------------------------------------------------------------------------- --Apojii Islands-- Inn: 56 Coins Hidden Items: 5 (134) 182 Coins - Check brown jar to the far south of town's entrance 32 Coins - Hidden in a wooden barrel inside the upper right hut Mint - Use "Cyclone" on a bush in the lower right corner of town Herb - Use "Cyclone" on the group of bushes below the Aqua Stone Bramble Seed - Use "Cyclone" on the bushes 1 screen to the right of town Djinni: Jupiter Djinni - Haze (reachable after getting "Sand") People around here speak about Aqua Rock and Gaia Falls. This is sure a watery environment near the edge of the world. The merchant around here sells the Dragon Axe, which is a strong weapon that may serve you pretty well. Use "Douse" on the big blue tear shaped rock in the center of the village. This will cause the Moai statues to move out of the way at the entrance of Aqua Rock on the island to the south. You should go there right now. One screen to the right of Apojii village you can find a Jupiter Djinni in the lower right corner near the edge of the world, but a visit to Gaia Rock is needed before we can get to him. If you already got "Sand" from Gaia Rock then use it here, while standing on the beach. Then go to the right under past the rocks. On the screen to the right fall down the cascade and you can enter a cave. --Apojii Islands Cave-- Monsters: Faery, Man o' War, Roc Inside use "Whirlwind" on the third patch of overgrowth foliage on the wall to reveal a hidden passage. Follow it and you will get to Jupiter Djinni Haze, which joins for free (for a change). --Aqua Rock (Exterior)-- Chests: 4 (138) Nut, Elixir, Oil Drop, Mist Sabre Monsters: Faery, Man o' War, Roc, Virago Walk around this place and climb up the first wall, run up diagonally against the current towards the left and keep on following the leftmost route. Do this, until you reach a movable pillar and two red Moai statues. "Move" the pillar in front of the left statue, but don't push it past it or you will fall down (the push animation takes too long to get this done). So climb down a bit and take the right branch. Pull the statue towards you with "Move", when you stand little more than one square away from it. This allows you to place the pillar in front of the right Moai. Climb down again or let the current take you there (much faster) and use the right path to reach a dead end on the next screen. You can't cross the big pool by jumping around the tiles here, but you can climb down the rightmost wall and then try to run as far to the right as possible. You will fall down, but that is okay. After falling down keep on heading diagonally up-right and you can reach a chest with a Nut inside. From here go down right again and use "Douse" on the dried up Moai statue so it will create a new water stream. Step on this stream and you will reach a lower level near the entrance of Aqua rock, where you will find another Water stone. "Douse" it and you will notice that the stream changes direction upwards! Walk to the climbable wall to the left. If you would like another Elixir, who doesn't... (<-sarcasm), take the left branch first. Fall / Climb down and carefully maneuver past the water stream on the right. Climb atop another wall and push the pillar on your right so you don't have to do that part again. After creating this shortcut you can ascend the wall by using the reversed water stream. On the next screen push the little blue rocks into the water and use the lower passage to get over the current. Once you are on the other side you can use the up most spot of the stream to reach an Oil Drop. Anyway go up against the wall. Follow the left path, use "Frost" on the three water puddles (don't forget the two in the back if you want a Mist Sabre as well). Continue on to the right and use "Douse" on the tear-shaped rock on the next screen. This will open the path to the inside of Aqua Rock. --Aqua Rock (Interior)-- Chests: 7 (145) Vial, Crystal Powder, Tear Stone, Water of Life, Lucky Pepper, Aquarius Rock, Rusty Sword (forges Robber's Blade) Djinn: Mercury Djinni - Steam Enemies: Mimic, Faery, Ghost Mage, Lizard Fighter, Man o' War, Roc, Sea Dragon, Virago This is a very confusing dungeon so stay close to the description, unless you wish to wander around this place for a long time. Of course you can listen to the BGM if you like it that much. From the start go one screen down and follow the right wall, jumping over the yellow tiles in order to reach the passage. Go up through another doorway and you will reach a room with two columns, two vents and a chest. To get the chest and past the vents do the following things: 1. Push the left pillar in front of the vent 2. Walk past it and pull the pillar with "Move" towards you 3. Use "Move" on the right pillar so it moves in front of the second vent 4. Walk around this one as well and "Move" it away from the vent 5. Collect the Vial Follow the path down, on the next screen, "Move" the pillar in front of the Moai so the water level drops, freeze 3 puddles and jump around towards the lower right exit. At the branch take the lower path first and Felix will end up at the lone chest with some Crystal Powder (all these treasures are so lame). At the branch again, head up until you reach another Water Stone. "Douse" this Water Stone to create a new path. Follow it and stick to the left wall here. You will reach two more ventilation shafts, so use the pillar to obstruct the RIGHT vent with "Move". Let yourself fall down using the left vent, jump over one tile and walk to a puzzle room. You can only move upper right pillar so there is only one path to create; just move it one square right & down. "Douse" the Moai then Aqua Stone in this order and keep on walking through various room (there is only one path), until you reach a room with a big waterfall. Inside keep on running diagonally up against the current on the upper level, this will cause you to fall down on the 2nd tile. By doing this you should be able to get across the other side. Once you get down, you need to walk a little into the water, fall down and "Move" the pillar away from you. This helps you to reach a chest with a Tear stone. The next room has various exits, but all of them except the leftmost one are dead ends for the time being. So go to the leftmost passage way and activate the Moai statue inside so you can reach the next puzzle a few chambers ahead. For this puzzle room you can use either two set-ups: 1. Push the small blue rock on the center of the three tiles and "Frost" on the water puddle. 2. Push the small blue rock on the left-most tile Then use "Douse" on the statue to reach: 1. Chest with Water of Life 2. The next chamber Jump over the yellow tiles in the big chamber and use "Move" on the pillar so you can push it into the gap (this also creates a shortcut). Continue on, push another pillar into its gap and take the stairway to the north of the pillar. Follow the path and go over the tightrope, jump over the rightmost path of yellow tiles to reach another puzzle room. Look at the picture below and just simple move pillars 1, 2 and 3 into the correct position. Activate the Moai statue and the Aqua rock (marked by A) _________________ __________________ | | | | | A + | | A + 1 | | | | | | + 1 2 + 3 + | => | + 2 + + | | | | | | + + | | + 3 + | |_________________| |__________________| After doing this go down the stairs a push another pillar out of the way, jump over to the other side and jump around the tiles in the next part of this dungeon. The too-easy-to-reach chest in the upper right corner is actually a Mimic! ------- Mimic 4 ------- HP: 676 ATK: 240 AGL: 145 Weak: Fire PP: 62 DEF: 66 LCK: 17 Strong: Water Special: Debilitate, Psy Drain, Sleep, Wild Growth Exp: 760 Coins: 531 Item: Potion After beating him (or not) go to the left exit and there will be a huge Psynergy rock in the center of this cave like room. Touch it to replenish all PP and exit via the lower path. Outside "Douse" the big rock to reach a Lucky Pepper and an Aquarius Rock (you are very close of finishing this dungeon). On the right half of this place, take the exit to the far south, walk around following the left wall as much as possible and Felix should end up at the empty column. Place the Aquarius Stone then some magic will occur and you can finally reach the new Psynergy called "Parch" that is written on the tablet hidden deeply in this temple. Use it right away so you can exit this room. Of course you could use "Retreat" to get on with your quest, but there are still some things to be done around here. So I'll handle those here. For one thing you can use it on the water near the sunken chest with a Rusty Sword (Robber's Blade) inside in the south most room (take the exit here to get outside Aqua Rock). Go back to the location where you found the Aquarius Stone, this time follow the lower right exit. Reach out for the other side of the watery current and use "Parch" on the statue to stop the stream. Again, as expected Djinni "Steam" wants to fight before joining. -------------- Mercury Djinni -------------- HP: 620 ATK: 192 AGL: 159 Weak: Fire PP: 56 DEF: 54 LCK: 19 Strong: Water Special: Froth Sphere, Glacier, Hail Prism, Ice Horn, Supercool, Escape Exp: 571 Coins: 457 Item: - After this just use "Retreat" twice to save you some hassle of walking back the entire road for nothing. To continue our search for the Trident part seek out for Tundaria. --------------------------------------------------------------------------- 9B.2. The Frozen Tower of Tundaria (Center Prong) --------------------------------------------------------------------------- --Tundaria Continent (World Map)-- On open sea go to the far south of the world and head for point 18 on the map (see Ch. 7); it is a very long walk so it will take some time to get there. Also before entering the Tundaria tower go a bit farther to the south west, until you reach a dead end. Here is the location where you can find a Jupiter Djinni called Wheeze. -------------- Jupiter Djinni -------------- HP: 740 ATK: 234 AGL: 197 Weak: Earth PP: 68 DEF: 58 LCK: 23 Strong: Wind Special: Destruct Ray, Shine Plasma, Sonic Slash, Escape Exp: 781 Coins: 556 Item: - --Tundaria Tower-- Hidden Items: 2 (147) Burst Brooch, Center Prong Chests: 8 (155) 365 Coins, Mint, Crystal Powder, Hard Nut, Lucky Medal, Sylph Feather, Lightning Sword, Vial Djinn: Mars Djinni - Reflux Monsters: Dinox, Harridan, Living Armor, Magicore, Minotaurus, Needle Egg, Stone Soldier Enter the tower and user "Parch" on the left and right water pools. Take the right door and follow the path, until you reach a branch with two exits. From here on follow the upper branch and collect 365 Coins from the chest, then walk on the black ice. Continue on until you reach another black ice field. In order to solve this puzzle go from the entrance to the field: RURULDR - URUR -> Chest (Mint) - UL -> Center Exit - DRURDR -> Right Exit (Back to start; don't take it) (L = Left, R = Right, D = Down, U = Up) As denoted in the part above do not take the right exit, but use the passage in the center of the field. Go upstairs and you will find three exits here. There is more than one route to choose, so I'll start with the door on the left. Go on and use "Pound" on the icy column, do it again on the leftmost pillar in the next chamber for a chest with Crystal Powder, use the other two to reach another for a Hard Nut. Go back and take the lower path, fall down the black ice slide and you reach yet another sliding puzzle. This time a Mars Djinni called Reflux is your prize. From the start follow this route. LURURDLURDRULDRUR -> Djinni (L = Left, R = Right, D = Down, U = Up) ----------- Mars Djinni ----------- HP: 756 ATK: 231 AGL: 199 Weak: Water PP: 69 DEF: 68 LCK: 23 Strong: Fire Special: Eruption, Fiery Blast, Inferno, Serpent Fume, Supernova, Escape Exp: 794 Coins: 563 Item: - Go to the initial room and follow the right exit. Slide over the ice towards another simple puzzle. Follow these steps: -"Pound" both right and center ice columns -"Move" the right pillar: walk Down, Left, Up -Go up the right ladder and pull the pillar towards you with "Move" -"Move" the left pillar: walk Left, Up, Right -Climb up the left ladder and push the other pillar out of the way In the backroom go up one level until you reach a dead end in the shape of an icy wall. Cast Sheba's "Reveal" on it to open up your path. Outside climb up the ladder to your lower right, "Move" the pillar out of your way and collect the Burst Brooch. This will bestow the "Burst" Psynergy on the person you equip it to. After this climb down three ladders and use "Burst" right away on the brown part of the exterior wall. This provides a shortcut. Next backtrack to the first room (or use "Retreat"), follow the center path and you'll reach an ice crystal with something stuck inside. Use "Burst" on it and you'll finally get the center prong. Before exiting Tundaria Tower go down the left path in the first room, follow the path and use "Burst" on the icy wall at the dead end. This allows you to get: a Lucky Medal, Sylph Feather (forgeable ore for Sunshine), Lightning Sword and a Vial from the chests grouped by two in each room. Now is a good time to visit Yallam to forge some weapons and sell all the junk you retrieved (the inventory is so small in this game). Also remember the ship in Alhafra; there was a big rock blocking the mast. How about using "Burst" on it! See the Chapter 10.2 a few pages down about this matter, if you really want to complete that part right now. Other than that we can seek out for the remaining Trident part(s). --------------------------------------------------------------------------- 9C.2. Sacrifice to the Serpent in Mt. Mikage --------------------------------------------------------------------------- You can come here right away, but it may actually be a better idea to get the "Center Prong" first because the monsters in that quest are somewhat easier. First we go to Izumo and Gaia Rock located on the big island in the northern east hemisphere. --Izumo-- Inn: 60 Coins Hidden Items: 7 (162) Festival Coat - In a wooden box inside the home to the south east of town Antidote(2) - Use "Cyclone" on bushes in the lower right corner Lucky Medal - Use "Cyclone" on bushes on the elevated section (NW part) Elixir - Check the right jar outside the most northern home Water of Life - Jar far north; jump across river behind the left home Smoke Bomb - White jar inside the most eastern home Djinn: Mars - Coal The people of Izumo speak of a sacrifice that is being held. A young woman will be chosen to be sacrificed to the Serpent of Gaia Rock (known as Mt. Mikage to the locals). Apparently this year Kushinada is the woman that will be sacrificed. If you try to talk to her in her cabin in the northwest corner she sends you out without seeing you for she thinks that you are Susa. Susa is the man who will meet his demise when he tries to rescue her from the Serpent or so she thinks. Take note that you can buy weapons like the Shamshir and Ninja Blade here. --Gaia Rock (Exterior)-- Hidden Items: 1 (163) Dancing Idol Chests: 2 (165) Nut, Apple Monsters: Clay Gargoyle, Fire Worm, Golem, Gnome Mage, Wight Before going inside the rock we first need to complete some events outside. At least you can challenge the serpent right now, but the battle is nearly impossible to win. First go up the left wall and push the pillar down the edge. Climb up and down so you can "Move" the pillar into the center tile, so this creates a path over the gap. Use it and climb up towards the next screen. Climb up the right wall until you cannot get up any further, then go down in the center to reach a chest with a Nut. Get up again, fall down the slide on your left and climb up again via the leftmost route. To your left you see an Air's Rock like statue blowing wind against a vine causing it to move. With this in mind climb down, until you see a vine hanging over a gap, cast "Whirlwind" on it and Felix can swing to the other side in Tarzan style. "Move" the brown pillar to the left and head back to the right, climb down and follow the only path around here. Two screens further you will encounter some more wind statues. Be careful in the next part, because statue faces will pop up from the wall causing you to fall down all the way. The easiest way to avoid them is by starting at the right and following the right path as much as possible. At the part you can choose between three distinct paths follow the center of the center path for the shortest safe route to the top. At the top follow the northern path through the mini-maze (you also have to jump over a pillar here) to find a chest with an Apple inside. Go back a bit and "Move" the pillar to the lowest position. Follow the path and use "Reveal" on the altar to make a dancing idol appear. Examine the odd little guy and you get it as an item (although it color is brown now). Backtrack/"Retreat" to the start and go inside Gaia rock. --Gaia Rock (Interior)-- Hidden Items: 1 (166) Cloud Brand - Use "Sand" to get behind the serpent on the right side, then examine the rightmost tile Chests: 1 (167) Rusty Mace (forges Demon Mace) Monsters: Mad Plant, Mimic, Clay Gargoyle, Dread Hound, Fire Worm, Gnome Mage, Golem, Mad Vermin, Wood Walker Boss: Serpent Use the Idol on the first altar inside the rock. There are three paths to choose from Left, Center & Right. Take the right, inside follow the left path as much as possible and use "Cyclone" in the center of the spot filled with bushes. This creates little green moving platforms, but you can't reach them from this side so go back and take the left route. Back in the first room go left. Go on to where you reach the platform room again. Follow the lower path of platforms and you'll reach a huge room with several exits. Firstly, follow the left exit and use "Cyclone" on the bushes for a fight with a Mad Plant. ----------- Mad Plant 3 ----------- HP: 556 ATK: 254 AGL: 114 Weak: Fire PP: 0 DEF: 65 LCK: 20 Strong: Water Special: Poisonous Bite, Maneater Exp: 630 Coins: 451 Item: Potion Continue on down, but before traveling over the wall step down and use the Idol on the altar in the back room to activate the first light beam (which weakens the Serpent). Go back and climb over to the right, use "Cyclone" on the spider cobweb. This will cause the altar to fall down one floor, go down the slide behind it and use "Cyclone" on the bushes here to activate the 2nd light beam. Use the Idol two more times and all four should be active right now. The center path leads to a small puzzle with two rocks. To solve this one use "Move" in upward direction on the first rock, do it again, and "Move" it to the right. Next pull the other rock with "Move" towards you until you can place it in the left inlet. Continue on and you will reach a maze with a small plant in the center of each screen. Equip a Mars Djinni on Felix or an Venus Djinni to Jenna in order to be able to use "Growth" (assign it to L or R button to make the next part easier). Use it on the plant so it will point out the direction for you. Note that in the third room you find a... ------- Mimic 5 ------- HP: 707 ATK: 240 AGL: 145 Weak: Fire PP: 64 DEF: 66 LCK: 17 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Curse, Sonic Slash Exp: 840 Coins: 531 Item: Game Ticket Keep on going and you'll find a Rusty Mace (Demon Mace) in a chest along the 7th screen. Do this 12 times and you'll reach the mighty Serpent's lair. You'll see a small cut scene where Susa is trying to beat the reptile in order to save Kushinada. You can take on the Serpent if you like, but its strength differs depending on the amount of crystals you have activated. If all four are out then the Serpent heals about 4000 HP per battle and has 3 turns each round; which makes it nearly impossible to beat, unless you are cheating of course. If on the other hand you activated all 4, then it heals only 30 HP and has only 2 turns per round. BTW. Don't forget to set your Djinn back to their original status. --------------------------------------------------------------------------- Boss: Serpent ------------- HP: 3536 ATK: 249 AGL: 135 Weak: Wind PP: 160 DEF: 76 LCK: 46 Strong: Earth Special: 'Attack $x', 'recover * HP' Black Ice, Briar, Cure Well, Mighty Press, Quake Sphere, Toxic Breath Exp: 1995 Coins: 2898 Item: - Active | $ | * | ---------|---|------| 0 Lights | 3 | 2430 | 1 Light | 3 | 810 | 2 Lights | 3 | 270 | 3 Lights | 3 | 90 | 4 Lights | 2 | 30 | Even with all four beams active this monster still has a huge amount of HP, so this battle will take some time. Make sure you have at least one character capable of using Wish/Aura Psynergy, because most of the Serpent's attacks are multi target. So all four adepts may need to be healed most of the time; you can also use your Mist Potion for this as well. --------------------------------------------------------------------------- After his defeat the Serpent is squalling in pain, but it not even close to dying. Susa appears again and delivers the fatal blow to grant the creature his rest and also saving Kushinada. He kindly thanks you and leaves you behind. Before you leave check out the stone tablet that appears from the ground. It is a new Venus Psynergy for Felix. This is the power of "Sand" which allows you to traverse through the sand. Use it right away to get past the petrified serpent. Examine the rightmost watery tile near the end of his tail to find the Cloud Brand! Now that you have learned this Psynergy you can complete the animal trade quest plus you can finally tackle the Ankohl ruins with success. --Izumo-- Back in Izumo talk to Kushinada at Uzume's place and after some dialogue you get to hear about the Cloud Brand Susa found at Mt. Mikage (Gaia Rock) and this quest has ended successfully (you could have collected it right away if you read the text above). After the conversation give the Dancing Idol to Uzume and she'll give you Coal the Mars Djinni in return. Before leaving town, go to the most northern part and "Move" the leftmost pillar to the right, use "Reveal" allowing you to enter the cave. --Izumo Ruins-- Chests: 1 (168) Phantasmal Mail Stone Tablet: Ulysses Monsters: Fire Worm, Golem, Gressil*, Wight, Wood Walker * = drops Otafuku Mask Inside use your newly acquired "Sand" Psynergy on the sandy area in the center to get to the other side. This way you can use "Frost" on both puddles without having to stomp the center columns. Jump over to the other side, in the next room go to the right, down the ladder, "Pound" the pillar, use "Sand" to reach past the obstacle and "Move" to get the brown pillar at the end in the center. Go back to the beginning of the room and follow the left path so you can reach the ladder leading down one floor. Climb up the ladder to the right and collect the Phantasmal Mail (Luck +7). Then get back down and "Pound" either pillar. "Parch" the pool on the left so you can reach the back room. In here you can find the stone tablet, which contains the Ulysses Summon. This deity can stun your opponents meaning that they must skip a turn sometimes. --------------------------------------------------------------------------- 8C.2. Ascend the Ankohl Ruins in sand (Left Prong) --------------------------------------------------------------------------- After getting "Sand" by completing the events in Izumo and Gaia Rock you get the Left Prong from the ancient ruins of the Ankohl. --Ankohl Ruins-- Hidden Items: 1 (169) Left Prong Chests: 10 (179) 210 Coins, Crystal Powder, Nut, Thanatos Mace, Power Bread, 365 Coins, Vial, Muni Robe, Sylph Feather, Potion Monsters: Dinox, Harridan, Living Armor, Minotaurus*, Squirrelfang, Wood Walker * = drops Tartarus Axe Inside you can find 3 empty chests on either left and right alcoves (so you could skip these anyway). There are many fake overgrowth bushes in here so to spare yourself PP and time only use it on the bushes/overgrowth that are mentioned. Head up and use "Whirlwind" on the center bush follow the path strait up. From here you can go into three different directions. But before continuing on use "Move" on all the statue faces and it creates many new paths for you to go through. Start on the right and collect some Crystal Powder in the room behind the rightmost stone face. Go back and enter the entrance to the left of it, "Whirlwind" the overgrowth and use "Move" on the column in the back room. The second left entrance contains a chest with 210 Coins. Finally, enter the passage behind left most statue and use "Sand" to reach a hidden chest with a Nut. Walk to the left and keep close to the lowest path. Go to up the stairs and use "Sand" in the next room on the sandy part to reach a chest (it contains the Thanatos Mace). Follow the path up into the back room, push the left part of the stone face into its position and watch how the area fills up with sand. Go back to the first room just before reaching the center chamber and use "Whirlwind" on the upper left bush. This reveals a hidden stairway. Climb down the vines, collect the Power Bread in the back room and use "Sand" to get behind the wall. Upstairs follow the path to the southeast, go into the back room, "Move" the pillar in the upper left corner to the left. Go back to the previous room, get to the upper left passage and use "Sand" in the room behind to get past the pillar you just moved. This will give you a Vial from the red chest as a reward. Go back and if you like you can collect 365 coins (I'm having a d�j� vu here) from the chest to the south of here. Back in the corridor where you pushed the pillar to the left continue on to the far right. In the next room trigger the switch, wait a moment and the area fills up with enough sand so you can also trigger the right switch. Do so and the path to the next corridor is opened. Inside that room you'll have to jump over all the gaps and go down the slide. Push the brown pillar and the part of the stone face into the correct positions. Exit via the upper passage, "Move" the pillar out of the way on the right side of the screen, go back where you came from and use the lower passage (climb down one vine), follow this path and use "Sand" along the way. Hey, you're back in the central room. Guess what, the right passage is the only place left to go. Inside that room use "Sand" to get to the staircase in the center, upstairs use "Whirlwind" on the left overgrowth to find a Muni Robe in the room behind it. Continue on, climb down and up some vines on the left side of the screen and head through the doorway, use "Sand" to get past all the square blocks (provided that you moved the pillar as explained earlier). Use "Whirlwind" to remove the left overgrowth here; behind it is a Sylph Feather. Go down the right door and repeat the switch triggering scene as before (don't forget to run, because the sand fills up much quicker!). In the next room remove the right overgrowth, go inside the entrance, push the pillar, climb down the vines and jump over the gap to get the chest's Potion for free. Get back and exit via the leftmost doorway. Push the right half of the statue in its place and the eyes start to glow greenish. Go back all the way, until you can reach that face statue from the left, climb down the vines and stand before it. The statue will now try to push you out of the corridor. So quickly go to the sandy area and use "Sand" to hide underground. Once it is past you, get on the surface and use "Sand" on the sand patch near the upper wall. In the rooms that follow directions are easy (use "Move" on the pillar so you have a shortcut). Next you will reach a room with brown and red stones and a part of a stone face statue. Use "Reveal" to make a gap appear and then push the statue into it. Go downstairs push the face into position, then exit it and enter the room again from the other side (use the shortcut). Use "Sand" to get to the leftmost stairway, follow the route and finally collect the Left Prong outside on top of Ankohl Ruins! You should have gotten all three parts in your collection as of this moment. What remains is forging them into one again. This can be done in Champa by the old ma'am Obaba. --------------------------------------------------------------------------- 10. Going to Lemuria --------------------------------------------------------------------------- Even after you collect all three parts of the trident you still need to forge it and find your way through the Sea of Time. This chapter deals will all the small subtasks you need to complete in order to enter the kingdom of Lemuria. --------------------------------------------------------------------------- 10.1. Clear the Alhafran Boat --------------------------------------------------------------------------- --Champa-- Inn: 71 Coins Hidden Items: 7 (186) Smoke Bomb - Wooden box first box when you walk over tightrope 12 Coins - Wooden box outside the sanctum Elixir - Box in the inn Sleep Bomb - Barrel most right room inside the cliff Lucky Medal - Jar outside the cliff on the highest level Golden Ring - Get from Feizhi (Linked Game only) Trident - Forged by Obaba with the three Prongs Chests: 1 (187) Viking Helm - use "Reveal" on the 6 gravestones to the east Boss: Avimander Walk around here and if you are playing a linked game and you saved Hsu from Alpine Crossing in GS1 Feizhi will appear asking you where to find Isaac. After a short conversation Felix gets the item that was meant for him: the Golden Ring. Take note however that she calls Hsu Ulmuch in this game for some strange reason. The translators probably screwed up here. Inside the cliff you can meet Obaba; Brigg's grandmother. If you visit her at this moment she won't come out, until her grandson Briggs returns. So you'll have to give Briggs 'permission' to leave his cell. Unfortunately it doesn't work out that simple, but go to Alhafra anyway. When you try to leave town Alex pops up. After some chitchat Karst and her fellow Mars Adept Agatio appear. After some 'encouraging' words to get the remaining two beacons lit they leave town. And if Alex's words are true the old lord Babi has met his demise as well. In order to get Obaba to fix your trident you will need to reunite her with her grandson Briggs; so back to Alhafra. --Alhafra-- In order to get Briggs to escape we need to fix the Alhafran Boat, hence Felix and the others need to work on clearing the ship's mast. Here's the list of things to be done: 1. Jump over to the right (just below the wooden log) and push the 'x' marked block into the water. 2. Roll the wooden log into the water. 3. Walk over the mast to the lower right corner and push another 'x' block into the water. 4. Use "Move" on the crate to create a path in the water. 5. From the boat climb down the rope and jump over the debris to the right, after reaching the main land again. Use "Move" on the crate while standing to the left as far as possible, then pull the crate towards you. 6. Walk up the mast and walk over to the rope towards the rear of the ship. Use "Lash" on the rope and poles to reach the other side. 7. "Pound" the grey cone pillar to free the rope. 8. "Move" the wooden crate another space to the left and finally push it into the water. 9. Use "Burst" on the big block in the water. Oh, wait a moment we don't have that, until you reach Tundaria Tower. Anyway if you use a different Psynergy Jenna will tell you that you have to leave it like this, because there is nothing to do about it. If you do use "Burst" the mast will be ready for repairs. If you fixed it completely and try to leave the boat two men will compliment you about fixing it. Eoleo and Chaucha will also be pleased to see that you managed to fix it... You will be invited for a visit at the mayor's place. After a very lengthy conversation (in which you don't have to press any buttons, fortunately) a guard comes in and tells you that Briggs and his companions escaped. The mayor expects you to find Briggs and capture him. So, the only thing you can do is checking out the boat docked at the bay, which is indeed gone by now. Briggs no longer fears Felix for he thinks that he can never reach Champa, because he doesn't have a boat. Briggs also 'thanks' you in his polite manner. Better chase him back all the way to Champa for a surprise visit! --------------------------------------------------------------------------- 10.2. Forge the Trident of the Ankohl --------------------------------------------------------------------------- --Champa-- Be prepared for a big fight and also you'll fight Poseidon very soon so you might as well get as many items and Djinn as possible. You can get 6 Djinn of each type at this moment, so don't forget about Haze and Meld. If you walk up to the cavern you will see Briggs again at the entrance. He runs inside towards the highest level of the caverns. Follow him and you'll meet him together with Obaba. She doesn't like somebody beating her grandchild up so she sends a monster out of the forging well. This battle is quite tough so Obaba actually grants you one chance to leave this place, and you better might if you are not well equipped. --------------------------------------------------------------------------- Boss: Avimander --------------- HP: 3792 ATK: 281 AGL: 94 Weak: Water PP: 87 DEF: 89 LCK: 41 Strong: Fire Special: 'attack 2x', Fiery Blast, Fire Breath, Guard, Heat Stun, Impair, Star Mine Exp: 2176 Coins: 1330 Item: Potion This boss' weakness is water. So you'd better stick to have Piers attack and have Jenna do the healing. If Jenna has more than four Mars Djinn she can use the Aura Psynergy series, so she can heal the entire party. The Avimander may attack twice and his Fire Breath attack is the most powerful attack of the lot. So keep using (preferably water) attacks and eventually he will go down. Your best summon in this battle is Moloch so put two Mercury and one Jupiter on Stand-by at the start of the battle to call him right away. It may even induce the "Sleep" status on Avimander plus it raises Mercury Power for the caster. So if you summon Moloch twice with Piers the second time round it will do much more damage. If you have all Djinn and reasonable levels the Avimander should go down without too much trouble, but if you take him on before getting any of the Trident parts he may be hard. --------------------------------------------------------------------------- After the battle (if you are victorious of course) Obaba will be surprised that you defeated her little salamander. She says to Briggs that he has to take care of himself now, but Briggs keeps on insisting on how evil Felix is supposed to be. Finally Kraden and the other members appear and tell Obaba the truth about Briggs. About him being a pirate and stealing the Alhafran ship. Chaucha also steps in to protect Briggs and tells everybody that Briggs just lend the necessary items to save Champa from starvation (that explains the food, but why the jewels anyway...). After some more discussion Briggs and his wife leave. Obaba tells you that if you ever need any help you can always consult her for information. If you show Obaba a piece of the trident she will reveal to you that it is a 1/3 of the legendary trident of Ankohl. She even offers to take care of the parts you already gathered, saving some slots in your inventory. If you give her all three parts the forging process commences. Obaba will throw all the pieces into the well, watch the animation and you'll get the Trident in return (use "Reveal"). This weapon is actually an item that can be used in battle; so it doesn't have any attack power. This item doesn't break in battle and can be used on any enemy for some damage. The Trident increases water resistance by 20 so I guess Piers or Jenna will have the best use for it (equip it permanently). --------------------------------------------------------------------------- 10.3. A route through the Sea of Time --------------------------------------------------------------------------- --Sea of Time (Optional)-- No matter how good you are eventually you will get caught by the currents and you will be sent back to the entrance of this sea. You party members will talk about how to reach it. Even the Lemurian Piers doesn't know how to get back into Lemuria. Question remains how to find the path through this sea. The answer lies in Yallam so go there right now. --Yallam-- There are two reasons to go to Yallam: 1. The blacksmith Sunshine can create wonderful items for you. 2. The children that live here can teach you a song that will help you in your quest. First go to Sunshine and give him the Rusty weapons you have in your inventory. Give him an item and leave for the world map. Immediately return to Sunshine and his work is completed, it is as easy as that. I marked to locations of Rusty weapons on the world map so get those. Also forgeable items like the Tear Stone/Sylph Feather/Star Dust can be forged into something neat. Next are the young children on the east side of town. Talk to them and they will teach you the following three songs written by Yepp: Song 1: ---------------------------------- If you want to go to the stars, if you want to go to the stars. Go north past the twins, passing two swirls, run deasil twice 'round the trunk Haste without waste, and head to the east, past three to the north. Then, run 'round thrice and wait for the waves. When they stop run north and go to the stars. If you race full of folly and take the wrong way, you'll find yourself a watery grave. Song 2: ---------------------------------- If you want to go to the moon, if you want to go to the moon. Face west from the stars and run straight past three swirls, then circle 'round twice. Haste without waste, and head to the south, then one swirl west. There, run 'round thrice and wait for the waves. When they stop, run south and go for the moon. If you race full of folly and take the wrong way, you'll find yourself a watery grave. Song 3: ---------------------------------- If you want to go to the sun, if you want to go to the sun. Face south from the moon and run straight through two swirls, then circle 'round twice. Haste without waste, and head to the west, then six to the north. There, run 'round thrice and wait for the waves. When they stop, run north and go for the sun. If you race full of folly and take the wrong way, you'll find yourself a watery grave. --------------------------------- Basically what this means is a description of how to get through the currents in the Sea of Time. Going round the trunk, simply means that you have to go in circles around those little volcanoes that you will see along the way. If you are doing it correctly stars will appear around the volcano. The numbers mean the amount of vortexes that you have to pass in each direction, for the rest it should be strait forward. --------------------------------------------------------------------------- 10.4. Defeat Poseidon the Indestructible --------------------------------------------------------------------------- --Sea of Time-- Boss: Poseidon If you have the complete Trident, then you can undergo an attempt to beat Poseidon who guards the path to Lemuria. Follow the path as given by the children from Yallam. It is easy to understand, but sometimes the currents makes this a very tricky endeavor to complete successfully. If you get stuck in a swirl and can't seem to get out use the current of the swirl to get a little boost. For example if you need to get out of a swirl towards the west, then try to press Up & Left at the same time just before you reach west so you will start pushing the Lemurian ship outwards as much as possible, I noticed that helped somewhat. After you reached the 'sun' the final field appears here there are only few currents so you have some room to navigate through. Make sure you have the Trident equipped and all your characters are battle ready (i.e. set you Djinn or put them on standby). Poseidon is a water creature so expect water attacks and use fire power to hit him good. Anyway, go to the left then up and meet this so-called indestructible monster. --------------------------------------------------------------------------- Boss: Poseidon --------------- HP: 4905 ATK: 302 AGL: 185 Weak: Fire PP: 162 DEF: 100 LCK: 47 Strong: Water Special: 'Attack 2x','Force Field Protection', Counter Rush, Deluge, Ice Missle, Ocean Fist, Ply Well, Typhoon Blow, Watery Grave Exp: 2930 Coins: 3762 Item: Psy Crystal At the start of the battle have the character that has the Trident use it immediately to shatter Poseidon's force field! Only after that item is used will he be vulnerable. Also using the trident damages Poseidon quite good (for a regular attack). Beware of his counter-rush as well, because he will counter all attacks that follow. Make sure you have somebody ready to use healing items/Psynergy so you HP doesn't get too low. Summons like Ulysses (approx. 1500 Damage) can do great amounts of damage causing Poseidon to fall relatively quickly. --------------------------------------------------------------------------- After you finally defeat this merman the path to Lemuria is opened. Go north and you'll be on the world map again, but this time you can clearly see Lemuria to the north. Don't let your expectations run too high, for Lemuria is nice, but as you will notice not the great city it once was. --------------------------------------------------------------------------- 11. Lemuria at last! --------------------------------------------------------------------------- --Lemuria-- Dock you boat to the north were lots of Lemurian ships are docked. You regain control of Felix and are allowed to search through the ship as well. By the way you can also collect the Mist Potion from the ship's chest by using "Parch" on the raised water level! After getting on the main land you'll notice all the ruins and debris along the path. If you use "Move" on the blue Mercury Lighthouse like statue two Lemurian guards will notice you. They tell you that you that by beating the leviathan Poseidon you are too dangerous to enter town. As decreed by their ruler King Hydros. Fortunately our own Lemurian Piers steps up and handles with these silly guards. --Lemuria (main city)-- Inn: - Hidden Items: 5 (192) Lucky Medal - "Scoop" patch with butterfly right of the lucky spring Bone - "Scoop" patch with butterfly near the dog (junk item) Star Dust - "Scoop" patch with butterfly to the left of the palace Rusty Sword* - "Scoop" patch with butterfly near the rightmost home Hard Nut - "Growth" on plant to the right, "Cyclone" on the patch of bushes to the south * = forges in Corsair's Edge If you walk up then Kraden will appear to look around Lemuria and sees the palace as a good spot. If you talk to the people you find out that they have no motivation to do anything at all. The reason for this is that they are near immortal people who age so slow, each and every day seems to be the same. You cannot yet enter the palace so Piers suggests looking around somewhat more. To the left of the lucky spring you can enter a home. Inside a Lemurian asks where you come from. It appears to be Piers' uncle and he has some bad news for Piers. It turns out that his mother passed away and Piers runs off having to cope with this on his own. If you leave you get to hear why Piers was send out by King Hydros in the first place. He went outside the Sea of Time for the sole purpose of finding Felix & the others and to return them to King Hydros! The uncle writes a letter to Lunpa so you can check him out in the mean time, while Piers is off. After he sends the bird go to the far right, try to open the main door and you will see Lunpa on the highest balcony. He tells you the door is broken so use "Lash" to enter a home from the middle balcony. Enter the home and you can meet him inside, by going down either left or right stairs (they look like darkened wall next to the ladder). For the people that played GS1, indeed Lunpa is the father Donpa of Lunpa village. After some talking Lunpa exits his place via the door and settles an audience with the king. You are now allowed inside the palace (oddly, Piers has vanished from the graveyard as well). --Hydros' Castle-- Hidden Items: 1 (193) Lucky Medal - In a barrel inside the palace barracks on the right side Chests: 1 (194) Grind Stone Inside you can walk around freely and go upstairs towards the King's room. Piers, Lunpa, Conservato and King Hydros are all here. A conversation starts, which will take some time, but there is some useful information in it about the game's plot. You get the Grindstone in order to destroy the rocks that block your path to the outside world and now you can also destroy the rock at the Gondowan Cliffs allowing you to reach the western hemisphere! When you leave you get to hear a conversation about Piers' age, but he won't tell under any circumstances. Before leaving Lemuria go back and use "Grind" on the brown rock to reach another part of Lemuria. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Spring of Lemuria - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Up in center of town is a spring. Talk to the guy in front and he'll tell you about throwing coins into the center for lucky prizes. This thing is exactly the same as in Tolbi from Golden Sun 1 (so people how have played it know how it works). Talk to the guy in front of it and you are allowed to go near the fountain itself. The goal of this game is pretty simple: Turn your back to the fountain and throw a coin or a Lucky Medal in it, and see where it lands. Throwing in coins is rather useless since you hardly get anything back for it: Coins --------------------------- Center Circle: 20 Coins 1st Circle: 10 Coins 2nd Circle: 2 Coins 3rd Circle: 1 Coins Outer Circle: 0 Coins Outside: 0 Coins Lucky Medals (Known Prizes) --------------------------- Center Circle 1st Circle 2nd Circle ------------------ ------------------ ------------------ Summon: Eclipse Aegis Shield Erebus Armor Aegis Shield Floral Dress Fireman's Pole Erebus Armor Mighty Axe Floral Dress Hestia Blade Minerva Helm Leda's Bracelet Mighty Axe Crown of Glory 3rd Circle Outer Circle Outside ------------------ ------------------ ------------------ Brilliant Circlet Minerva Helm Brilliant Circlet Crafted Gloves Wild Coat Potion Hestia Blade Water of Life Psy Crystal Leda's Bracelet Water of Life Wild Coat This is a list of the prizes that I found in the corresponding circles. Also note that Eclipse only turns up once and he requires 3 Jupiter and 2 Mercury Djinn on Stand-by. His secondary effect is lowering target's ATK. --Ancient Lemuria-- Djinn: Mercury - Rime The only thing we can do here is using "Cyclone" on the leftmost bush (you can just reach it with the Psynergy). This trigger a Mercury Djinni to appear, which will hide in the blue statue (obviously) and after using "Tremor" it joins you after a fi... wait a sec, it you joins you strait away! --------------------------------------------------------------------------- 12. Djinn hunting on the Western Hemisphere --------------------------------------------------------------------------- --Gondowan Cliffs-- Use "Grind" on the rock here and you are done! Continue to the south and you have reached the western part of Weyard. --Western Sea-- Hidden Items: 3 (197) Rusty Sword - Examine light spot (see location on map below) Rusty Sword - Examine light spot (see location on map below) Rusty Staff - Examine light spot (see location on map below) Fortunately, the west is much simpler even though it is bigger in size. The western part is actually much smaller in the sense that there are only a few interesting places: ______^^^^^^^^^^ M ^^^^^^\ __/ 3 ^^^^^^^^^ ^^^^^^| / _ _ /L | ___/ \ /K\ / | __/ 5_/ \./ \_N / / H I\ \ / \__G _�/ _/ | \___/ / | _______ _/ \ / F \ / / . 4 E \ \J |A| | |__C __| \ O / \_____/ / \ * ^ _/ | | | / | *2* *^\ B/ | / | \_* \_/ | | | _/ \_/ | |D _/ \__ �� | 1 ^^^^ |�� _ ^^^^^^ \^^^^^^^^^^^^^^_________/ \________________^^^^^^ A. Gondowan Cliffs 1. Rusty Sword (Pirate's Sabre) B. Atteka Cavern 2. Rusty Sword (Soul Brand) C. Atteka Inlet 3. Rusty Staff (Goblin's Rob) D. SW Atteka Islet 4. Mars Djinni Core E. Contigo 5. Venus Djinni Petra F. Jupiter Lighthouse G. Hesperia Settlement .. Coastline H. Shaman Village Cave ^. Spike (non traversable by boat) I. Shaman Village *. Small spike (traversable with wings) J. Gondowan Settlement K. Kalt Island L. Angara Cavern M. towards Northern Reaches N. Loho O. Magma Rock First of all get the two items from the water marked by 1 and 3 (2 is not reachable yet) for some new weapons. --SW Atteka Islet-- Chests: 1 (198) Dragon Skin Djinn: Jupiter - "missing GS1 Djinni" Push the pillar into the water, next push the crate into the water at the higher level. Because of the waterfall it will slide down and get stuck behind the pillar. This creates a path to a chest with Dragon Skin. After Isaac joins your team you can use "Lift" on the boulder here to find a missing GS1 Jupiter Djinni, if you got less than 7 Jupiter Djinn from the GS1 Squadron. --Kalt Island-- Hidden Items: 1 (199) Apple - Left of the screen in the tree; use "Catch" on it Djinn: Mercury - Gel The 2 people on this island give you hints about the northern parts of the sea. They speak about a village named Prox to the north, this village is isolated from the rest of the world, because the river is completely frozen. However if you happen to have a so-called Magma Ball then you may be able to pass it. Take note that the Apple outside can only be collected with "Catch". This is a Psynergy you will obtain when Isaac joins you after the Jupiter Lighthouse. Anyway, to get the Mercury Djinni to join you do the following things. From the frozen river entrance go into the following directions (they are abbreviated) LDRULURULURULDL, then use "Lash" on the rope, next get Gel the watery Mercury Djinni. --Gondowan Settlement-- Hidden Items: 1 (200) Lucky Medal - Check the center left gravestone Chests: 1 (201) Star Dust There is not much to do around here some people talk about Magma Rock being dangerous and stuff like that (what else is new). Use "Cyclone" on the leftmost bush to reveal a staircase. Down under is a chest with Star Dust. --Atteka (World Map)-- Djinn: Mars - Core Go to the continent of Atteka there is only one thing you can do here right now and that is getting a Mars Djinni. On the world map go to the most western beach of the lower big continent, dock your boat here and walk to the rightmost place you can get here. Around one of the clearings in the forest you should meet a Mars Djinni that goes by the name of: Core. ----------- Mars Djinni ----------- HP: 840 ATK: 264 AGL: 226 Weak: Water PP: 79 DEF: 80 LCK: 26 Strong: Fire Special: Inferno, Pyroclasm, Searing Beam, Serpent Fume, Supernova, Escape Exp: 946 Coins: 642 Item: - --Hesperia Settlement-- Chests: 1 (202) 166 Coins Djinn: Mars - Tinder At the entrance climb the left vine, use "Growth" on the plant to the left, "Move" the crate towards you and then push it down via the leftmost gap. Next push it down, use "Move" on it towards the right, and finally climb over the wall to collect Mars Djinni Tinder. You can also collect 166 Coins from the chest in the back room inside the wall around here. --Hesperia North (World Map)-- Djinn: Venus - Petra From the north-east beach navigate your ship into the river and keep following the left route. Eventually you'll reach a dead end, get out of your ship on the left side and Felix will find Petra wandering about around here! ------------ Venus Djinni ------------ HP: 830 ATK: 260 AGL: 227 Weak: Earth PP: 77 DEF: 79 LCK: 26 Strong: Wind Special: Briar, Mother Gaia, Quake Sphere, Stone Spire, Wild Growth, Escape Exp: 937 Coins: 631 Item: - You can also get Venus Djinni Salt from Contigo by using "Scoop" on the center of the patch of bushes to the east of town. After collecting all the Djinn (8 Venus, 8 Mars, 6 Jupiter & 8 Mercury) continue on at chapter 11. --------------------------------------------------------------------------- 13. The Road of Trials that lie ahead --------------------------------------------------------------------------- After you get the Djinn, Forgeable items (and a visit to Sunshine) read on to continue with the quest. So we continue on with the actual adventure; go to the most upper left beach part Hesperia. Walk to the east from here, until you reach a cave. --Shaman Village Cave-- Hidden Items: 1 (203) Golden Shirt* (Linked Game only) Djinn: Mercury - Eddy* Monsters: Pteranodon, Slayer, Talon Runner, Wargold, Wild Gryphon, Wolfkin * = reachable after Isaac joins Inside the center path leads to a Mercury Djinni that can only be reached after obtaining "Lift", but we don't have that now, so go to the left. Use "Whirlwind" on the overgrowth, follow the path behind it and push the brown pillar two spots to the right to create a shortcut. And viola, that was all! --Shaman Village-- Inn: 80 Coins Hidden Items: 3 (206) Elixir - The white jar downstairs the inn Lucky Pepper - Right jar in Shaman's hut (after Trial Road) Lucky Medal - Jar on balcony of rightmost home (after Trial Road) Chests: 1 (207) Spirit Gloves Djinn: Jupiter - Aroma Nobody seems to talk to you. "Mind read" some people and you'll find out that there are strict order from the village shaman to keep outsider out. The cleric inside the cave is the only person who will talk. For some Spirit Gloves: Check out the inn, go downstairs here, outside again, head to the north, use "Growth" (Venus / Mars Djinn swap in order to learn it, remember) and collect them from the chest. Go to the upper left cabin and Moapa comes out. This may seem like a dead end. Every time you talk to them the inventory opens up meaning that he requires an item, but which one? GS1 player should know that the Shaman's rod is also referred to as the rod of Hesperia. Now, which continent are we on? Indeed, show him this rod and finally it will become clear what the purpose of this thing is, that has been stuck in your inventory for so long. After you display the rod Moapa comes towards you, he speaks about guarding the Hover Jade, which bestows "Hover". He is supposed to give it to the people who bring the rod, but Moapa doesn't think you are worthy. So he puts you to the test. Go to the north of town and meet up with Moapa at Trial Road's entrance. --Trial Road-- Hidden Items: 1 (208) Hover Jade - Receive from Moapa after battling him on Trial Road Chests: 11 (219) Hard Nut, Nut, Potion (3x), Vial (6x) Boss: Moapa & Knights (2x) Moapa tells you to make the sand disappear as a first test. You see a purple rock similar to the ones at Air's Rock so you know what to do! Because it is a special occasion Sheba will personally appear and use "Whirlwind". After some mockery that a woman can't claim the Hover Jade even though Sheba cleared fulfilled the task the real trial begins. Walk up to Moapa again and he gives you hints about what is about to happen. This event looks somewhat similar to the Colosso event in GS1; so GS1 players should be familiar with this. There are four stages each having a door at the end. You work your way up and at the end you have to place items in the blue chests in order to open the door. This means that you will have to drop some equipment you have obtained, because light equipment like items won't open the doors (don't worry you'll get it back after the event). Note that in this conversation Felix says "Why?"! Also make sure you reach the top before your adversary does or else you will be in a bad position, for you will have to drop twice the weight. So I recommend you read the instructions below carefully in order to get to the top a.s.a.p., or use the arrow button to reset the trial from the start again. You may choose either left or right route, I've noticed that the left route is far easier than right so I'd pick that to get at the top of each chamber in the fastest manner. Before you start you can pick up a Hard Nut from the chest to your left. The time spend using Psynergy doesn't count, so using "Move" or "Whirlwind" doesn't slow you down at all! Finally note that you get stripped of all the non equipped weapons and armor, so you can't cheat your way out of placing items into the chests. There are four stages so I guess giving 1 piece of armor from each character is the most balanced way of getting to the top. BTW: note that the Mysterious Card, Trainer's Whip and Tomegathericon also count as weapons when equipped. So take and equip these three items with you the moment you enter Trial Road. You can put all three of them in a chest, which saves you 3 armors/weapons that you need to drop. --------------------------------------------------------------------------- --Trial Road Stage #1 Left-- For the quickest rout, use "Sand" to get up the stream, enter main land on the right side, use "Whirlwind" to reveal a vine, climb up (this is quicker than walking the tightrope). Put some type of armor into the chest at the top, because you really need the weapons to cause damage to Moapa at the end. The chest to the left here contains a potion, if you really want it. --Trial Road Stage #2 Left-- Push the horizontal log up, then push the lower vertical log to the left (and to the right if you want the Vial). Next: -"Move" the pillar up 1 spot -Push the horizontal log up -Push upper vertical log left -Push the horizontal log down -Push the pillar into the upper left corner -Push the upper log into the water Now you can climb up to the second door, put an item in (you should be ahead of your opponent). --Trial Road Stage #3 Left-- Go up again, use "Whirlwind" on the right bush covered pillar, Push/"Move" it up, climb the left vine, jump over the gap, climb the center vine (collect the Vial to the left if you please) and put another item in the chest (when I did this Moapa was still on the second stage, but he goes through stage #3 in breeze so don't slow down!). --Trial Road Stage #4 Left-- The quickest rout in my opinion is pushing the pillar in the center spot, climbing the vine and using the fountains to reach the final door (you have to wait in the middle). Collect the Potion from the chest by going down the vine on the right, but that is optional. --------------------------------------------------------------------------- --Trial Road Stage #1 Right-- Use "Pound" on both cone shaped rocky pillar and push the left pillar on the left pounded pillar, use "Whirlwind" on the center pillar to remove the overgrowth and place it on the other pounded pillar. The chest in the center contains a Vial. --Trial Road Stage #2 Right-- If you don't want the Vial, then just push the left pillar to the up most position. Climb the vine and leave to the next room. --Trial Road Stage #3 Right-- Optionally collect the nut from the chest to the left. Go up the right vine, stand on the pillar twice so it crumbles and climb up the right vine behind it. The other two chests on the upper level contain a Potion and Vial from left to right. --Trial Road Stage #4 Right-- You can collect the Vial from the chest by pushing the right torch against the icy pillar. This will melt it allowing you to reach that chest behind it. Go back Refreeze the puddle after moving the torch to either left or right. "Move" the two pillars towards you, melt the left icy rock with the aid of the torch and push the torch so it doesn't touch the water puddle anymore. Jump over it and cast "Frost" on it again. After this you can reach the top. --------------------------------------------------------------------------- --Trial Road Final Stage-- Go up to the center where the battle takes place. Moapa and his companions will appear immediately if you are the first to reach the top, else they will be waiting. Time for a Boss Battle: --------------------------------------------------------------------------- Boss: Moapa & Knights (2x) ------------------ Moapa HP: 3042 ATK: 354 AGL: 181 Weak: All PP: 0 DEF: * LCK: 40 Strong: - Special: Bosca Hit, uses 'Crystal Powder' / 'Nut' / 'Water of Life' Exp: 1670 Coins: 2460 Item: - Knight HP: 1954 ATK: 321 AGL: 143 Weak: All PP: 0 DEF: * LCK: 36 Strong: - Special: Strong Hit, uses 'Bramble Seed' / 'Nut' / 'Elixir' Exp: 835 Coins: 205 Item: - Defense Table: Win |Moapa |Knight -----------|------|------ 0 Rounds | 219 | 151 1 Round | 219 | 106 2 Rounds | 219 | 106 3 Rounds | 174 | 106 4 Rounds | 120 | 106 This battle is not the hardest, but it will be quite long since all three members have a lot of HP. Try to focus your attacks on one enemy, before taking on the other two. Moapa's Bosca Hit causes over 150 damage. I noticed that these opponents are very vulnerable to the Sleep Status induced by "Sleep" Psynergy and the Ulysses Summon, so use these to make your life a little easier. As always humans are weak to all elements so all attacks and any kind of Summon will work here. --------------------------------------------------------------------------- After the battle Moapa surrenders the Hover Jade as a trade for the Shaman's Rod (finally, you get rid of that silly thing). You get warped back to the village where you see Felix resting on a bed in the inn. Felix can get a Jupiter Djinni now. Go to the rightmost home and ascend the stairs inside, go outside and exit to the right screen. "Move" the pillar in the gap and go back to Moapa's place, use "Lash" and now you can reach Aroma. --------------------------------------------------------------------------- 14. Jupiter Lighthouse - Reunion! --------------------------------------------------------------------------- In order to reach the lighthouse go to the south continent and enter via the center right river, then go south-west to reach Atteka Inlet. --Atteka Inlet-- Chests: 2 (221) Vial, Orihalcon* (Linked Game only) Djinn: Venus - Geode* * = reachable after Isaac joins you From the left screen climb up the ladder, walk over to the right to the right screen, get down the vine and collect the Vial from the chest near this place. After Isaac joins in you can get a Venus Djinn around here. Use "Lift" on the sphere boulder and then "Cyclone" on the bush behind it to make it appear. This Djinni called Geode will come along without a hassle. --Contigo-- Inn: 80 Coins Hidden Items: 3 (224) Corn - Examine the lower part of the corn table Bramble Seed - Use "Cyclone" on the upper left bush in town Power Bread - Inside the barrel near the sanctum on the east side Djinn: Venus - Salt Mars - Shine (Need "Force" - Linked Game only) From the entrance of town walk to the right and you'll see a huge patch of bushes, with the center patch being open. "Scoop" here and you find Venus Djinni Salt. You can also find the Slot Machine and the Lucky Dice games from GS1, plus an additional new dice game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Lucky Wheels - Slot Machine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - To the left of the Inn is a tent that leads to the Lucky Wheels gambling game. This is actually one of the more interesting ways to spend your time, at least try to get some shirts and boots for these are very handy. The shirts can be worn underneath your regular armor, so be sure to equip them anyway even if they may appear to be a bit weak. Also the Hyper Boots have the ability to increase the chance your weapon does an Unleash (if the weapon has one in the first place), these unleashes are quite important since those attacks are very strong. You can either spend 1, 2, 3 or 4 tickets at once. It would be a waste to spend 4 tickets in one turn, since you can easily get an item if you play a little strategically (I can say this out of own experience that 2 tickets is more than enough usually). Walk up to the slot machine and press A to start playing. After the first turn select the group you want that has the most aligned items already. For example if you want to win either any Ring, Shirt or Boot then look at which row has the most of either of these items (e.g. has the greatest chance). Lock those Slots including the Slots on which the row has a Moon (Moon is a "Joker" that counts for anything) and pull the lever again and hope for some good results, then go for that type for the next 4 rounds. 9 out of 10 times I can get the desired prize this way. Note that it is even possible to get more than one item using this method. I once managed to win some boots and a shirt with another row. In theory this would mean that you can earn up to 7 prizes, but I it is impossible to pull this off in practice without hacking the game. I think you can consider yourself very lucky if you get three items in one go. Boots Shirts Rings Star/Heart Moon (Joker) ------------- --------------- -------------- -------------- ------------- Fur Boots Mythril Shirt Adept's Ring Vial Anything Quick Boots Running Shirt Sleep Ring Water of Life Hyper Boots Silk Shirt War Ring Potion - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Lucky Dice - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Inside the small tent (Marked with a Dice on the front) you can play the Lucky Dice Mini-Game. The idea here is that you either match up the same dice or you throw the dice in such a way they land on the same area on the table. This is called a pair. Single Match: 1x your bet (No loss / Profit) Double Match: 2x your bet Triple Match: 3x your bet Quadruple Match: 5x your bet This game doesn't give you any prizes other than coins and the winning you make with it are not very useful, so you might as well spend your time on other things. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super Lucky Dice - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Somewhat similar to the Lucky Dice game this game features four dice. You throw all four on the table a see if you have any matches if you get anything better than a 'Two of a kind' you get to play the Hi-Lo Game. Here you must guess whether the next throw will have a higher or lower value than the current one. Each time you guess correctly the amount of coins doubles, after 5 successful guesses automatically get paid. Two of a Kind: 1x your bet (No loss / profit) Three of a Kind: 2x your bet Two pairs: 3x your bet Four of a Kind: 8x your bet Hi-Lo Game: 2x your bet each correct guess Highest win: Four of Kind & 5 correct guesses Hi-Lo game 8x * 2x^5 = 128x your bet As with the Lucky Dice this game doesn't allow you to win any prizes other than coins. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --Jupiter Lighthouse-- Hidden Items: 4 (228) Mint - Use "Cyclone" on the bushes outside the lighthouse Red Key - Get it with "Hover" after activating the lighthouse Blue Key - Retrieve from the left sub-tower (fall down several layers) Mars Star - Get it from Isaac after his battle with Agatio & Karst Chests: 8 (236) Erinyes Tunic, Meditation Rod, Psy Crystal, 306 Coins, Mist Potion, Potion, Water of Life, Phaeton's Blade Djinn: Jupiter - Whorl Monsters: Mad Plant, Mimic, Blue Dragon, Devil Scorpion, Ghost Army, Macetail, Foul Mummy, Wyvern Boss: Karst & Agatio --Jupiter Lighthouse (Entrance)-- At last we have found the third of the four lighthouses. This dungeon is going to be big and long so take your time. Walk around here and you'll find a dead end with Cyclone teleporter. Before using it, use "Cyclone" on the lower right bushes to obtain Mint leaf. Once you use the teleporter you get to go underground. In the lower right corner use "Cyclone" to reveal a Mad Plant. ----------- Mad Plant 4 ----------- HP: 726 ATK: 352 AGL: 152 Weak: Fire PP: 0 DEF: 99 LCK: 20 Strong: Water Special: Poisonous Bite, Maneater Exp: 1065 Coins: 594 Item: Mint Continue on via the rightmost path and use "Hover" which you obtained from Moapa in Hesperia on the purple energy tile to get to the right. Using "Cyclone" on the teleporter behind it gets you get back into the lighthouse. Push the pillar onto the button so the main gates are opened. --Jupiter Lighthouse-- Go up to get into a big central room. There is not much to do here for the moment so follow the left path, until you reach a log moving puzzle. Actually they are all fallen pillars, but it is essentially the same. I'll call the upper log 1, and the other three logs are 2, 3 and 4 from left to right. 1 -> up 2 -> up 3 -> left 4 -> up 3 -> right Collect Erinyes Tunic from the chest Go down the doorway and use "Cyclone" to get one level up. Enter the building again, follow the lower left route, go outside to find another entrance, go up stairs, walk to the back in that room and use "Reveal" in order to reach jumping puzzle room. Jump over the gaps to the right path, go a bit down and jump back to the center. Here you can use the slide for a one-way ride to the lower level. "Move" the upper pillar to the far left, push the lower right pillar left 1 square and the leftmost pillar up as far as possible. Climb up on the left side of the screen and you should be able to reach the chest with the Meditation Rod inside. Go outside and push the grey block one square to the right, next stand on the button to make the block fall down a few layers. By doing this you have created a shortcut. Go back inside a get up the stairway in the upper left corner. Follow the only path, until you reach the lighthouse aerie. Take note that you still have to remove the lit from the gap in order to throw the Jupiter Star in. So go inside the lighthouse at the left entrance (opposite to where you came from). Inside again, go down the stairs, fall down the slide and walk up to the center of the room. Then you hear a voice saying that you should show the power of the Anemos, which means that a Jupiter Psynergy is required. Get up the ladder and use "Hover" on the elevated platform to trigger all the hover platforms in the building. Now that the lighthouse is activated, we can do a lot more. Go through the rightmost passage, use "Hover" on the purple tile to get the Red Key. Push the center block onto the purple tile in order to be able to jump over the gap to the left. Retrace your steps, until you reach the room with the hidden platform (you used "Reveal" here). Instead of going back via the left path, go right (use "Reveal" again) for a Psy Crystal. Now you can go back all the way to where you found a Cyclone teleporter that we skipped earlier. Go up one level by use "Cyclone" on it, use the Red Key on the Red Door, continue past it and you will be outside again. Watch out for the whirlwinds that are exhaled by the stone face on the left. Use the gaps as safe places, when one is close to you. --Jupiter Lighthouse (Left Tower)-- Inside you can see a statue of an archer pointing east, just a clue of what is about to come. Naturally the easy to reach chest on the left side of the screen in the back room is a decoy. ------- Mimic 6 ------- HP: 907 ATK: 349 AGL: 204 Weak: Fire PP: 78 DEF: 108 LCK: 18 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Curse, Condemn, Ice Missile Exp: 1420 Coins: 700 Item: Psy Crystal After this very short battle go up via the right passage, until you reach some blue logs. However you should come to the conclusion that it is never possible to the reach the blue key. You have to fall down here from a higher level in order to reach it. So for now push the lower right log down and go up the stairs once again. Exactly as expected there is dark blue cracked floor tile in the center, which should lead to the blue key, but again you cannot reach this crack so you'll have to drop down from another floor up. Take note that you can step only 1 time on the tiles with little cracks. The easiest way to collect both chests is by following right route first and collecting the 306 Coins from the right chest. After you do this you have to fall down one room, so get up and after reaching this room again go through the lower passage. Now step back into the previous room (the crack will be complete again), "Move" the column on your left to the left so it falls down the gap. Walk counter clockwise around the room following the route close to the wall and you can collect a Mist Potion. Fall down again and continue your way to the top of this mini tower (note that on the highest levels stronger creatures like the Blue Dragon start to appear). Eventually you will reach a room filled with cracked floor tiles. To solve this puzzle do the following things: 1. Walk over to the left hover tile 2. Use "Hover" on it and get to the far left pillar 3. "Move" it onto the button 4. Walk to the upper right corner 5. Use "Hover" on and walk past the array of darkened tiles in mid air. 6. Get to the lower right passage and go upstairs. Once you are outside the building and you'll see a big version of the stone archer statue. Push the energy path block into the gap and the Archer will shoot an arrow towards the left angel. This will energize it in such a way that it starts to lift the left half of the lid. Now we have to do this for the right angel as well and we are done! Go inside again, fall down the crack, then head upstairs in the room below, and get to the lone cracked tile so you can collect the Blue Key. After obtaining it make your way back to the main tower of the lighthouse. --Jupiter Lighthouse-- Go down again using the Cyclone teleporter. Walk up to the pillar in the back of the room, use "Move" on it (this is part of a short cut for later on). Backtrack somewhat more, until you reach a room with 5 grey blocks of which 4 are hovering. "Move" the rightmost block in its place so you have a little bridge to the right side of the room. Follow the route and you'll be back in the central room of the tower on a high ledge. Push the energy path block down the ledge, fall down and push it into the gap. Felix can now "Hover" to the left ledge. Use "Cyclone" to reach the upper right stairway around here. In the back of the room another pillar can be found. Use "Move" on it and you have now created a shortcut allowing you to reach both left and right part of the tower with relative ease. Anyway, follow the lower right branch to get outside again. Push the weird block it the gap and observe as Felix watches around him how the upper right hover square gets activated. Retrace your steps to the central room again and use "Hover" on the ledge you currently are. In mid air walk to the left and you'll step on the beam in the center. Once this happens you get transported to a higher level. Walk to the right, climb down the stairs and "Move" the grey block one right. This way you can obtain a Potion from the chest. After getting this item or not, follow the passageway so you will reach the blue door. Note that whatever you do; DO NOT use "Cyclone" on the teleporter here or else you have to walk around the entire way back. Use the Blue Key on the door, then use "Hover" outside and Felix reaches the right tower. --Jupiter Lighthouse (Right Tower)-- Similar to the left tower you'll find an archer statue at the entrance. Walk up the center path and you find a big room with a Jupiter Djinni on the left side. First use "Hover" on the only purple tile around, then push the energy path tile down, follow using the slide, push it into the rightmost gap and use the newly created purple tile to reach the left ledge. Push the other block down with "Move" then slide down as well, push it into the gap and the cone shaped pillar appears to the right. If you have some time to get the Djinni "Pound" the pillar so the blocks emerge from their gaps and place the corner tile in the leftmost gap and the strait line in the right gap. At last you can reach out for the Djinni Whorl. -------------- Jupiter Djinni -------------- HP: 852 ATK: 273 AGL: 233 Weak: Earth PP: 78 DEF: 84 LCK: 26 Strong: Wind Special: Blue Bolt, Destruct Ray, Sonic Slash, Spark Plasma, Tempest, Escape Exp: 943 Coins: 643 Item: - After combat Whorl decides to get smart and tag along with your group. You actually do NOT need to reset both blocks because from this second set up you can reach the upper right passage as well. Simply use "Hover" on the lower right tile and Felix can reach behind the upper ledge just behind the three blocks. Upstairs "Pound" the pillar, push the block in the center of the three gap squares, jump over to the right and climb down the stairs. Here is the lay-out for this puzzle. There are two paths one for the chest (containing Water of Life) in the lower right corner and one for the exit in the lower left corner. Setup 1: chest Setup 2: exit -------------- ------------- | | v v O-OOB-BO O-BOB-BO � � �� � � �� � O-BB-� � B-OO-� � � � � � � O-O--B-B B-B--O-O When you are done with the setup get back up to the entrance of the room, "Move" the block back into the energy path and now you can jump over the gaps using those blocks. After you reached the exit push the pillar onto the button thus creating yet another shortcut. Go upstairs and walk to the right over the cracked floor tile. Carefully avoid the dark tiles and watch out for the whirlwinds coming from the two faces on the wall. Get to the lower right corner, the passage should be just south from here. This room has a huge amount of hover tiles on the ground allowing you to be under the influence of "Hover" constantly. You can go up via either left or right passageway. Again dodge the whirlwinds from the mouths of the statues. The left passage contains a chest with Phaeton's Blade. Equip this on Felix for he needs a strong weapon at the lighthouse aerie later on. Follow the right branch and get to the passage behind the hover tiles. This part may be extremely hard to traverse, but it can be done. You have to pass the second statue from the right path over the cracked tiles, run in mid-air and you can just barely make is past in one go. Outside do the same thing in mirror as with the left side and lid is removed from the lighthouse. --Jupiter Lighthouse-- You know your way around by now. Backtrack to the lighthouse aerie, but wait the moment you get close you come across the other party! First you see Garet and Mia in distress, then Isaac and Ivan appear (Note how Isaac is no longer mute in this game). Kraden and the others appear as well and they are watching how Garet is hanging from the ledge of the lighthouse. Next you hear Agatio and if he is here then Karst is close by as well! After a short introduction they start to fight. It turns out that Mia and Garet were part of a trap placed by the two of the Mars clan and so Isaac and Ivan have to fight two on two. Note that Alex who was also expected by Karst doesn't appear at all. So get your party over to them in order to help Isaac and his companions out of their troubles. Just before you reach them Alex appears just in front of you. He asks whether you are going to light the beacon or not, regardless of your answer he will tell you to save them and being a Mercury Adept he fully heals your party for the upcoming battle. Outside you see how Ivan collapses and how Isaac gets a huge amount of damage in-battle. After this cut scene the badly damaged duo leaves for the lighthouse aerie, because they still want Felix to ignite it. Felix obliges to this request and Piers joins along, while the others take care of Mia and Garet. He also collects the Mars star from Isaac and puts it in the Mythril bag along side the Jupiter Star. Walk up back inside and Alex will be gone. At the top of the lighthouse you'll meet up with Karst and Agatio. This will be one big battle two on two so be prepared. Throw the Jupiter Star in the big hole and of we go! The beacon is lit and Karst steals the final elemental star from you, because the Mars Lighthouse is located near Prox; the village they come from. In other words you are no longer needed by them. They do tell you that Felix's parents are released after this lighthouse is lit, but with nobody to guide them home they are stuck there for their remaining years. --------------------------------------------------------------------------- Boss: Agatio & Karst -------------------- Agatio HP: 4248 ATK: 377 AGL: 178 Weak: Water PP: 280 DEF: 114 LCK: 46 Strong: Fire Special: Cage, Rolling Flame, Meteor Blow, Rising Dragon, Debilitate Exp: 3000 Coins: 3750 Item: - Karst HP: 3186 ATK: 354 AGL: 235 Weak: Water PP: 320 DEF: 107 LCK: 50 Strong: Fire Special: Death Scythe, Djinnfest, Fiery Blast, Healing Aura, Heat Kiss, Break Exp: 2813 Coins: 5280 Item: Dark Matter The battle commences and you have only Felix and Piers at your disposal. Take note that Jenna and Sheba will join you in 2 and 4 rounds respectively. Piers' Diamond Berg attack is strong and does mayor damage to any of the two Mars Adepts. Take note that Karst's Djinnfest causes 1 Djinn of each character to be put in recovery mode! Using the Eclipse / Boreas Summon may prove to be valuable. At least have one party member that is capable of using Wish/Aura Series, because you need to heal quite often in this battle. Preferably use Jenna for this as her Mars Djinn cause less damage on both foes (Jenna needs at least four Mars Djinn in order to use the Psynergy from the Aura Series). --------------------------------------------------------------------------- When you finally beat the two Mars adepts Alex shows up and heals them as well. You cannot deliver the fatal blow to them, or else Felix's parents will die. The three bad guys leave just as the rest of the group appears. They leave for Contigo and await your arrival there. You'll automatically go down the elevator back to the entrance of the lighthouse. Exit and go back to Contigo. --Contigo-- Go inside the upper left home (to the north of the inn) to meet up with the rest again. The entire story of the disastrous day on Mt. Aleph all those years ago is brought up again. Everybody thought that Felix parents and Isaac's father got killed, but that did not happen. Nobody died that day! They were all saved and captured by Saturos just like Felix himself. Not much later Hamma (people from GS1 know her) appears. She is the Jupiter adept that passed the ability of "Reveal" down to Ivan. She turns out to be a descendant of the Anemos. Ivan is so too and indeed, Ivan and Hamma are brother and sister as well. All 8 of you (excluding Kraden) have to visit the Mars Lighthouse, because Agatio cannot light the beacon on his own for there seems to be a powerful force blocking him. Before leaving Hamma tells you to meet her at the inlet to the south where you boat is docked. After some chitchat Felix and his companions join your group. You have now 2 adepts of each type and 8 members in total. In battle you can only use 4 of them at the same time. If you didn't link the game only the following things are inherited: Characters: All four are on level 28 Inventory: Isaac Garet Ivan Mia ---------------- ---------------- ----------------- ---------------- Great Sword Great Axe Master Rapier War Mace Steel Armor Steel Armor Silver Vest Silver Vest Knight's Shield Knight's Shield Silver Armlet Silver Armlet Knight's Helm Knight's Helm Platinum Circlet Platinum Circlet Carry Stone Lifting Gem Catch Beads Frost Jewel Douse Drop Djinn: 4 Venus Djinn - Flint, Granite, Quartz & Ground 4 Mars Djinn - Forge, Scorch, Ember & Torch 5 Jupiter Djinn - Gust, Breeze, Zephyr, Squall & Luff 5 Mercury Djinn - Fizz, Sleet, Mist, Spritz & Dew Additional Battle Options: 'Auto-exchange' - If your active party is defeated your back-up party will automatically kick in for them. Switch - Allows you to interchange one character from the active party with the back-up party. Catch Beads, Lifting Jewel and Carry Stone always get transferred even if you don't link the game. This is so, because you NEED those Psynergies to complete the game. If they wouldn't be transferred you get stuck in the dungeons later on. The following three items: Cloak Ball, Orb of Force and Halt Gem are optional. We don't need Frost Jewel, Douse Drop, Halt Gem and Cloak Ball in this game, but the Orb of Force and its Psynergy open up new areas. If you got it then use "Force" right away on the tree stump behind the inn to find a Mars Djinni: Shine who is glad to join you. The Halt Gem can be used to get a Venus Djinni in the Yampi Desert cave easier. --Atteka Islet-- Don't forget to get Djinni Geode with "Lift" and go to your ship to meet Hamma again. As you can see some wings are attached to the ship so you can now fly around the world of Weyard! If you saved master Hammet in GS1 and Linked that game file a messenger arrives a places a chest in front of you. The gift from Master Hammet turns out to be a piece of Orihalcon. With this forgeable item you are able to forge the legendary and powerful Excalibur (if you are lucky). And above all there are no random battles in the air. The only downside is that it consuming much Psynergy. On the world map use "B" button the make the ship fly over the obstacles. After you get past everybody cheers, but Sheba feels empty. It turns out that she thought the Jupiter Lighthouse would help her find out where she came from. As the people of Lalivero only know her as she 'fell from the sky'. After the conversation, collect the Rusty Sword from the ring to the west marked with '2' on the map in Ch. 11 (you could not collect this item before). --Shaman Village Cave-- If you are playing a linked game and you won the Colosso event the three defeated gladiators appear inside the cavern for a rematch! --------------------------------------------------------------------------- Boss: Azart, Navampa & Satrage ------------------------------ Azart HP: 365 ATK: 328 AGL: 134 Weak: All PP: 0 DEF: 66 LCK: 10 Strong: - Special: Defends, use 'Nut' / 'Weasel's Claw' Exp: 355 Coins: 232 Item: - Navampa HP: 735 ATK: 368 AGL: 156 Weak: All PP: 0 DEF: 100 LCK: 17 Strong: - Special: Defends, use 'Crystal Powder' / 'Nut' / 'Sleep Bomb' Exp: 398 Coins: 267 Item: - Azart HP: 485 ATK: 342 AGL: 145 Weak: All PP: 0 DEF: 74 LCK: 13 Strong: - Special: Defends, use 'Bramble Seed' / 'Nut' / 'Smoke Bomb' Exp: 378 Coins: 249 Item: - I can hardly call this a boss batlle, just like that battle against the Bandit and friends. The three Gladiators are still pretty weak and can be taken out without any trouble if you ask me. Nuff' said. --------------------------------------------------------------------------- After their defeat you get the Golden Shirt as a prize for letting them off. The three of them disappear never to be seen again. Use "Lift" on the rightmost boulder in the back room and then again on the boulder that can be reached behind this path. Go back to the entrance, "Lift" the leftmost boulder, freeze the water puddle and remove the foliage to reveal some stairs. Climb them and go to the Mercury Djinni in the center. He can't escape anymore, because the boulder is lifted! So meet Eddy in combat. -------------- Mercury Djinni -------------- HP: 860 ATK: 270 AGL: 237 Weak: Fire PP: 80 DEF: 80 LCK: 27 Strong: Water Special: Deluge, Freeze Prism, Froth Spiral, Ice Missile, Megacool, Escape Exp: 989 Coins: 656 Item: - After this he joins your camp as usual. Eddy is a very handy Djinni who can cause all Djinn in recovery mode to regenerate 1 round faster. This is an excellent ability in the later boss battles. --Trial Road (Summit)-- Chests: 1 (237) Elixir Djinn: Jupiter - Gasp Monsters: Mad Plant, Mole Mage, Nightmare, Pteranodon, Talon Runner, Wargold, Wolfkin If you go back again to the top of Trial Road after Isaac and co. join you can safely collect all the chests without time limit. You can use "Hover" on the purple energy tile to the left. Use it to get to the left cavern. "Lift" the rock inside, to reach a small fountain outdoors. "Cyclone" the left bushes and a Mad Plant pops up. ----------- Mad Plant 5 ----------- HP: 730 ATK: 358 AGL: 174 Weak: Fire PP: 0 DEF: 103 LCK: 21 Strong: Water Special: Electric Bite, Poisonous Bite, Maneater Exp: 1121 Coins: 591 Item: Lucky Pepper Use "Reveal" on the water pools to reveal a hidden tile in the center allowing you to reach a chest with an Elixir in the upper right corner and Jupiter Djinni that will mimic your movements in the opposite direction. -------------- Jupiter Djinni -------------- HP: 870 ATK: 276 AGL: 239 Weak: Earth PP: 81 DEF: 84 LCK: 27 Strong: Wind Special: Blue Bolt, Destruct Ray, Sonic Slash, Spark Plasma, Tempest, Escape Exp: 1000 Coins: 660 Item: - --Angara Cavern-- Stone Tablet: Haurus To get here go north from Loho and you'll see a big cave on the map. Enter it and traverse several levels down, use "Carry" on the small grey block to make it move up 1 position and leave it in the center. Use "Carry" also on the upper grey block so it fall down on the right. "Carry" the right block 1 space to the left and claim your Summon named: Haurus. He costs 3 Venus and 3 Mars to summon. --Atteka Cavern-- Stone Tablet: Coatlicue In order to get here use the Lemurian Ship after it gets its wings to navigate through the air towards this cave. Start from the eastern beach of Atteka and work your way down. Avoid the trees, because the ship even in flight cannot navigate through there. At the very south is the cave. Inside use "Parch" on the water from the right side and use the ladder to reach the tablet. The inscriptions tell you how to call Coatlicue. Have 3 Mercury and 3 Jupiter Djinn on standby. --SW Atteka Islet-- I already mentioned much earlier, but if you got less than 7 Jupiter Djinn from the GS1 team you can find an additional Djinni here. Just use "Lift" on the sphere boulder and walk around in the area behind it to find him. --Yallam-- Use "Force" on the tree stump near Sunshine's home to open the passage to a new area. Cast "Cyclone" in the center of the bushes to reveal a passage to a chest with the Masamune (also known as the dummied out Kunasagi in GS1). --------------------------------------------------------------------------- 15. Cannon ammunition from Magma Rock required --------------------------------------------------------------------------- Our goal is to reach Prox and the Mars Lighthouse to the north of the northern seas. However if you travel there right now you'll find a huge solid ice wall blocking your way, hence we need some heavy artillery to blast our way through. Coincidently the people of Loho have a cannon, but they need it themselves to blast a wall down. They seem to be stuck as well, because they don't have any ammunition. If you manage to find some suitable ammunition to load the cannon, then the diggers of Loho will give you the cannon in return. Question is where to find some ammo... Perhaps taking a look at the nearby mountain range called Magma Rock will shed some light on the situation. --Magma Rock (Exterior)-- Chests: 3 (240) Oil Drop, Salamander Tail, 383 Coins Monsters: Mimic, Lich, Little Death, Phoenix, Raging Rock, Wise Gryphon At the start use "Lift" to get entrance to Magma Rock. --Magma Rock (Interior)-- Hidden Items: 1 (241) Magma Ball - Retrieve it after learning "Blaze" Chests: 4 (245) Lucky Medal, Mist Potion, Salamander Tail, Golem Core Djinn: Mars - "missing GS1 Djinni" Mars - Fury Monsters: Mimic, Grand Chimera, Lesser Demon, Lich, Little Death, Phoenix, Raging Rock, Wise Gryphon Go inside right away and challenge the Mimic, but that is all that can be done around here for now. ------- Mimic 7 ------- HP: 936 ATK: 364 AGL: 210 Weak: Fire PP: 80 DEF: 114 LCK: 18 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Curse, Condemn, Stone Spire Exp: 1500 Coins: 726 Item: Apple --Magma Rock (Exterior)-- Climb up the wall near the entrance and use "Burst" on the left statue in order to destroy the cracked column. Climb up where the column was and push the pillar out of your way, go up the wall again and fall down the left slide. Use "Burst" on the statue around here as well, climb up the wall just to its right, stand tall on the statue itself and wait, until it fires you upward. Jump over to the left and follow the path against the wall. Push another pillar to the right and climb up to the next screen. On the right side of this screen you can climb down and collect the Oil drop down there. Go up again and follow the rightmost path, use "Growth" on the right plant (don't forget to use "Burst" on the statue here) and once you are up the wall slide down at the left. "Burst" is the Psynergy to use on the Moai statue up here. Go down back to the start of this screen and cast "Growth" on the plant around here. Climb up and again use "Burst" on the statue to get a free ride up. From here push the pillar to the far left and now there are two paths to go (although the upper is a dead end for now). The left path has 4 different slides. Go down the second from the right to find a chest with 383 Coins. Get back up the upper ledge, go down the second from the left and use "Lash" on the rope. Activate the statue with "Burst" slide down the left slide and quickly get up its head before the Moai ignites. Climb all the way over to another pillar and move it so that you have another shortcut. Go up one screen using the left branch of the right climbable wall section. Walk and jump around to the leftmost pillar, "Move" it to the right and jump on the cracked pillars so you end up in the center path. Cast "Burst" once again on the statue to make another pillar disappear. Climb towards that section and head to the right. Before continuing on, follow the lower path and go down one screen, to the far left you can find a chest with Salamander Tail. Go back where you came from and climb the wall, but be ware of the magma rocks the statues are volleying. Stick to the left route as the right leads to a dead end. On the final screen of Magma Rock's exterior use the Moai on the far right of the screen. The Psynergy rock amplifies the power of "Burst" and creates a huge explosion. --Magma Rock (Interior)-- Inside walk around the only possible path and use "Burst" on the statue to make the rooms flood with lava (BTW: a missing GS1 Mars Djinni may appear here in the most southern part). Go back one room and jump over the lava using the moving platform, follow the left wall from here on until you reach the lava room again. The left path leads to a Lucky Medal whereas the right leads to the switch that removes the lava from the level. Once you did that go down the previously with lava filled part and push the pillar up, go up one room and down the stairs marked by the blue gem in the wall. Climb down the wall here and take the left southern path, go through the upper left exit here and push the pillar down three squares. Next, go back one room and then down and eventually you'll reach Fury. ----------- Mars Djinni ----------- HP: 890 ATK: 280 AGL: 247 Weak: Water PP: 83 DEF: 86 LCK: 26 Strong: Fire Special: Dire Inferno, Pyroclasm, Searing Beam, Escape Exp: Coins: 681 Item: - After adding Fury to your collection, go back to the central room and "Burst" the Moai Statue so the floor fills up with lava. Walk to the lower right corner, jump over the gap, walk the tightrope and collect a Mist Potion from the chest in the next room. Cross the lava here using the pillar which you placed in the correct position. In the next room you get a one way single chance to get across the lava, so use it well. After this use "Burst" on both cracked pillars. Get back in the big room and let the lava disappear through the gap. Climb down again and go down the center exit. Now that the pillar is gone you can climb up and go through the passage marked by the blue gem. Follow the path behind it, use "Burst" to raise the lava level in the room that follows. The moving platforms are activated and you can reach the very left side of the room. Go down as far as possible and you can let the lava run away through the gate by pressing the button. Go back up use "Whirlwind" on the chains, climb down the wall and collect a Salamander Tail from the chest in the room behind the entrance. Go up one room and push all the pillars to the right. Before raising the lava level again, go up one room to where a second gate is located and collect the Golem Core from the chest. Also you can go down via the lower right passage in the main room and push the pillar to the right for yet another shortcut. In the end get back up the higher level using those chains again and this time use the left Moai Statue to flood all the rooms with lava in the central room. After flooding use the moving platforms and the pillars to get to find a new path. At the very end push a pillar into the lava, head up via the left passage and make the lava flow away by opening the gate once again. Head down and through another passage marked by a blue gem. You are back at the entrance here! Push the pillar into the lava and go into the next chamber. If you jump on the right ledge you will see that some rocks, fireballs and a very rare magma rock appear. There is not much to do about this so continue on to the next room. Inside follow the path and you'll reach a tablet with a new Psynergy. Of course this is meant for a fire adept and Garet... hey the game automatically prefers Jenna here to get the "Blaze" Psynergy. This allows you to manipulate existing fires (you cannot create fire with it). So use it right away on the flame to open the passage outside again. Go back to the room with the Magma Ball and use "Blaze" on the lower left flame so you can ignite the left torch. Use "Blaze" again to open the passageway, follow the short road and collect the Magma Ball from the red rock. --Loho-- Inn: 88 Coins Hidden Items: 4 (249) Crystal Powder - Check Barrel near the most south eastern home Mythril Silver - Use "Scoop" under right wall in the lower left corner Golem Core - Use "Scoop" on it behind the wall after using the cannon Golem Core - Cast "Lift" on the rock and then "Scoop" on the ground Djinn: Jupiter - Lull Here in Loho there are many diggers trying to find valuables, but none have been successful. There is a cannon at the far right end of town, but it doesn't have any ammunition to shoot down the wall to the north. If you manage to do this you can get the cannon for free! So now that you have been through Magma Rock use the Magma Ball on the cannon and BOOM! The three guys are also willing to put the cannon on your ship for free, because you helped them. Now you can reach Prox behind the northern reaches. Note that you can get some Golem Cores and access to Lull the Jupiter Djinni. --------------------------------------------------------------------------- 16. Mars Lighthouse behind the northern reaches --------------------------------------------------------------------------- --Northern Reaches-- Monsters: Grand Chimera, Phoenix, Spiral Shell, Turtle Dragon Navigate through the seas here and you'll find the icy wall that is holding you back from reaching Prox and the Mars Lighthouse. Use the cannon on it and your passage is clear. After some talking you can go up and reach Prox right away. --Prox-- Inn: 200 Coins Hidden Items: 4 (253) Cookie - Look in the jar just outside the inn on the left Potion - Check the green jar in the inn Sacred feather - Wooden box in the basement of the most northern residence Dark Matter - Use "Lift" on the boulder and "Scoop" on the black dot Djinn: Venus - Mold Mercury - "missing GS1 Djinni" The people of Prox know Felix pretty well and the innkeeper also tells him that his parents just left. Also note how all the people in Prox look frozenly blue, and most of them are living in poverty. Walk up the riverbed that is covered with snow and go up one screen. Here you'll bump into a Venus Djinn. Touch it and it disappears. Use "Scoop" on the little pile of snow to make him appear again, so Mold can join you. Head up via the northern exit and visit the mayor to the right. You'll overhear a conversation about setting Felix's parents free. Inside the home is a Mercury Djinni from GS1 if you didn't get all 7 in the previous game. Go up the left branch and you'll meet Puelle the leader of the clan. They are pretty surprised to see Felix return after all this time. --Mars Lighthouse-- Hidden Items: 1 (254) Mars Star - On the floor after the battle against the Fire Dragons Chests: 7 (261) Apple, Orihalcon, Sol Blade, Valkyrie Mail, Psy Crystal, Teleport Lapis, Alastor's Hood Djinn: Mercury Djinni - Balm Mars Djinni - Fugue Monsters: Mimic, Aka Manah, Devil Frog, Doodle Bug, Fire Bird, Minos Warrior, Raptor Boss: Fire Dragon (2x) Ultimate Boss: Doom Dragon The final mandatory dungeon of this game and it is a big one. Right from the start walk up to the lighthouse, climb up the ladders and go to the place where you would, except the left elevator. Here you will see a chest containing an Apple use it for a small boost in power. Enter the lighthouse, use "Pound" on the rightmost ice cone pillar and touch the chest to start a battle against Mimic, who will relinquish a Cookie when you beat it. ------- Mimic 8 ------- HP: 1008 ATK: 397 AGL: 224 Weak: Fire PP: 84 DEF: 126 LCK: 18 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Curse, Condemn, Spark Plasma Exp: 1668 Coins: 772 Item: Cookie Walk through the maze of pinnacles to the right entrance, walk around the back room and exit it on the left side. Back in the main room go up the leftmost entrance, follow the right wall, climb the stairs, "Pound" the ice cone in your path and continue on until your reach a dead end. Examine the ice here and use "Grind" on it to cause a crack to appear in the big ice sheet one floor below. Go back to that place and "Burst" it. In the room behind it is a teleportation circle, but you need "Teleport" in order to be able to use it. So go through the doorway on the far left. In the chamber behind you have to avoid the flames, which is not that difficult. Note however that you also have to get the statue on the far left all the way to the right to block the last flame thrower. So set "Move" to the 'L' or 'R' button and use it to move the statue over there. The directions to get past the black ice field towards the left are: LURDL. In the room behind use "Blaze" to activate the dragon statue and it will cause a crack in the ice for you. Go back and take the lower passage, use "Burst" on the cracked ice and another pathway is clear. Inside is hidden Teleporter Circle that will only show itself when you "Reveal" it. So take the right passage all the same. In the right room use "Blaze" so the dragon statue emits a fire ball. This melts all the ice on its way clearing the route to the doorway to the south. Here you'll be in a corridor with three entrances. The center only has a chest with Orihalcon. Go inside the rightmost one, "Pound" all the ice cones from the side and use the newly created gaps to evade the constant stream of fireballs. Work your way up towards the next chamber. Again a Black Ice room, but before starting to slide use "Move" on the left dragon statue (clever trick, programmers!). Slide into the following direction: DLDLURULDL then go either Down (for a battle against Mercury Djinni) or Up for the exit. -------------- Mercury Djinni -------------- HP: 940 ATK: 300 AGL: 261 Weak: Fire PP: 88 DEF: 94 LCK: 30 Strong: Water Special: Deluge, Freeze Prism, Froth Spiral, Ice Missile, Megacool, Escape Exp: 1112 Coins: 720 Item: - After the battle Balm becomes friends with you. Slide up, go upstairs, fall down towards the chest and collect the Teleport Lapis. The final Psynergy "Teleport" is now yours to command! Now you can tackle all of the optional Dungeons: Yampi Desert, Islet of Time & Anemos InnerSanctum (See appendix C for details). But before you do so, you'd better collect some stronger weapons and the most powerful weapon in the game is very near, so get it first. In any case, equip the Lapis and use "Teleport" on the circle. Go back to the room where you removed the ice and the hidden teleporter, which I mentioned just a few minutes ago. Use "Teleport" here, go down the stairs, but do NOT slide down right away. Go down to the lower level on the right, run all the way to the left and collect the Valkyrie Mail from the chest. Get back and you may slide down. This will trigger a fire breathing dragon face to go all the way to the left. If it gets there the big dragon gets activated and a huge fireball will wipe out Felix, which means you have to start all over again. So get the following part done in one go. Once the head is activated use "Pound" on all the rocks and work your way over the black ice using the most northern route. At the end use "Pound" two more times on the most upper cones. You should have about 3 to 4 seconds to spare. Don't go via the teleporter, but walk by the corridor behind it. "Move" the statue so it blocks the flames. Now it is safe to "Teleport". After this Felix will reach another jumping puzzle. Jump from the leftmost tile down 3 times, walk to the right, jump up, down 4 times, then go to the upper right and collect the almighty Sol Blade (this weapon begs for a field test!). The left path leads to the following rooms. Walk up and you'll see two yellow dragons frozen in ice, as expected when you use "Blaze" and "Burst" they will unfreeze. This causes a boss battle! Strange two dragons; with one being a bit smaller than the other... --------------------------------------------------------------------------- Boss: Flame Dragon & Flame Dragon --------------------------------- Flame Dragon (big one) HP: 5724 ATK: 400 AGL: 158 Weak: Water PP: 250 DEF: 137 LCK: 48 Strong: Fire Special: 'recover 4 PP', Cage, Flame Breath, Meteor Blow, Rising Dragon, Rolling Flame, Stun Muscle Exp: 2502 Coins: 1521 Item: - Flame Dragon (Small one) HP: 5348 ATK: 389 AGL: 215 Weak: Water PP: 320 DEF: 134 LCK: 55 Strong: Fire Special: 'recover 4 PP', Break, Djinnfest, Flame Breath, Fiery Blast, Healing Aura, Heat Kiss, Supernova Exp: 2502 Coins: 1872 Item: Psy Crystal There attacks seem to be very similar to the ones of another duo... Could it be? Indeed they are Karst and Agatio. You beat them one time, so do it again. The Sol Blade's unleash Megiddo and Diamond Berg Psynergy will surely help you out. Also Summon Azul from Treasure Island's Tablet with Piers for over 2000 damage! So actually it is not too hard to beat them up a second time round. --------------------------------------------------------------------------- When the battle is over their true identities are revealed indeed, they are however in no condition to complete their current task and gives Felix the Mars Star. Pick it up from the floor and put it in the Mythril Bag, walk up to the statue behind it and examine it. Just after you got the Mars Star you give it away by putting it in the statue's face. The ice disappears and the Mars Lighthouse becomes a place of the fire element once more. Pick up the star again and leave this room. There is nothing you can do to help the two wounded people. Go back to the entrance of the lighthouse ("Retreat" saves some time). Use "Blaze" on the leftmost flame to melt all the ice and then "Burst" on the big sheet of ice. Go inside the rightmost room, follow the right wall, and you'll come across a second Djinn in this dungeon. Mars Djinn Fugue puts up a fight before joining you however. ----------- Mars Djinni ----------- HP: 950 ATK: 280 AGL: 247 Weak: Water PP: 83 DEF: 86 LCK: 28 Strong: Fire Special: Dire Inferno, Dragon Fume, Fiery Juggle, Pyroclasm, Searing Beam, Escape Exp: 1145 Coins: 731 Item: - After the battle go back again to the entrance room and go up the center stairs. The big dragon statue tells you to complete the four quests for each element. You can do these in any order, but I'll present them like this. Wind - Bird... On the wings of truth, they ruled the winds. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the upper and left tower use "Cyclone" on the left teleporter. In the next room use it on the left teleporter as well, use "Move" on the statue, go back all the way and the use the right teleporter. You'll be back in the big room and the fire will be blocked allowing you to pass by. Climb down the stairs, use "Reveal" and "Cyclone" on the 6 blocks to get to the next room. "Cyclone" back again on the other pad, quickly use "Move" to activate the hover tile on the left and let yourself fall down by getting hit by the flame. Use "Hover" to get past the flame thrower and "Cyclone" to get to the higher level on the center teleporter pad. Quickly get out of the way or else you'll get hit by the fire ball. Collect the Psy Crystal from the chest on the left. After a fire ball passes by use "Reveal" on the stepping stones to find a secret path to the right. Follow it, go outside and cast "Blaze" on the purple flame to activate the Jupiter Beacon. Just three more flames to go. Let yourself get hit by the big fire ball inside for a shortcut back. Water - Fish... With cold courage, they ruled the water. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Go to the entrance of the lower left tower. Ascend the stairs and walk on to the black ice field. The directions are: LDRULU. Go inside the doorway and here you'll have to fix the pipeline. 1. Freeze the upper right water puddle 2. Push the upper horizontal pipe up 3. Freeze the center puddle 4. Push the upper horizontal pipe down 5. Push the vertical pipe right 6. Push the lower horizontal pipe up Next go back and start on the black ice again from the right. Go LDRURU use "Blaze" so most of the ice bergs are removed (odd that that ice doesn't melt itself). Go over the black ice for a third time following: LDRDL. Head outside and ignite the Mercury Beacon. Fire - Dragons... Burning with might, they ruled the fires. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Before entering the dragon Tower, collect the Alastor's Hood in the far right corner outside. Inside use "Burst" on both cracked wall sections. Go up the left passage and in the top left corner press the button to activate a torch. Go back to the beginning, take the right path and use "Blaze" on the torch to crack the center wall section. Go back, "Burst" it and follow that path to reach the stairs on the left. In the pipe maze room push the first pipe into position, then follow the path behind it and use "Move" on the statue near the left wall. Next use "Move" on it again from above so the flame thrower is blocked. Follow the path that is now opened. Push the pipe section out of the line again so the flame thrower runs dry. This allows you to reach the bottom exit, outside "Blaze" the torch again to light the Mars Beacon. Only one more to go! Earth - Mankind... With the power of wisdom, they ruled the earth. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Inside this tower only use "Move" on the rightmost statue, the other two are traps. In the next room only the leftmost statue conceals a doorway, take it, jump over the gap on the lower level and fill the two gaps on the upper ledge with the two "Carry" stones. Push the upper stone to the far right so it blocks the flame thrower. Walk down the tightrope, push the statue down and go to the left. Use "Sand" to hide from the flame thrower if they get close. Go outside again and ignite the final flame of Venus. Get back into the central room and the path to the Mars Lighthouse Aerie is opened! Let Felix "Teleport" towards the final showdown on top of the lighthouse midst the storm (hmm this setting reminds me of the prologue in GS1). --------------------------------------------------------------------------- Final. Dawn of the Golden Sun --------------------------------------------------------------------------- --Mars Lighthouse Aerie-- You get teleported just outside the lighthouse aerie, so jump up the floating platforms. Heal all yours characters to the max, set all your Djinn and prepare for battle! As expect you will deal with a fire enemy that is weak to water. So consider having both Piers and Mia in your first party. Or alternatively use some of the other class settings to get strong Mercury attacks. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = WARNING: This is the last point where you can save! If you have any unfinished business make sure you do it now. Once you start the battle against the upcoming boss you will not be able to save, other than an unplayable "Clear Data" file. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Walk up to the center of the aerie and somebody calls you "betrayers". All 8 party members and Kraden appear trying to figure out where the voice came from. Just before Felix throws in the Mars Star he gets blocked. The voice tells you that Isaac and Garet should know him, but they both shake their heads. Kraden recognizes the voice and GS1 player should remember that very same character at the very beginning of the game. Indeed, it is the Wise One. The Cyclops Rock appears and Isaac explains what happened back that day when they met inside Sol Sanctum. He is very unpleased to see that Isaac and all the others disobeyed his command in retrieving the elemental stars. Instead all the other 3 lighthouses were lit. The Wise One reasons that if Alchemy is released mankind itself may destroy the world with all the powers that will be unleashed along with it. Similar to what the elders of the Lemurian Council feared. Come to think of it, what do you think Alex's motives are? He is currently climbing Mount Aleph and will be at the right spot where all of the light will gather if the last lighthouse is lit. The Wise One tells you that when the final light beam hits Sol Sanctum the Golden Sun shall rise, which will give him a near infinite amount of power. The rock also tells you that he cannot interfere with human actions and therefore cannot stop Alex. Yet he does prevent Felix from throwing the final star in the hole. He then tells that even though he can't stop you himself a 'miracle' could occur that prevents you from completing the task, however... A three headed dragon appears, which seems to be similar to the two-headed Fusion Dragon from GS1. How much more difficult could that be to defeat. Kraden figures out that the two headed dragon was Saturos and Menardi together. So what would the 3-headed dragon be? But before Kraden can stop the 8 adepts they go into battle! --------------------------------------------------------------------------- Ultimate Boss: Doom Dragon (3 Heads; 2 Heads; 1 Head) ----------------------------------------------------- Doom Dragon (3 Heads) HP: 5000 ATK: 470 AGL: 200 Weak: Wind PP: 500 DEF: 155 LCK: 50 Strong: Earth Special: 'Attack 4x', Blast Breath, Cure, Curse, Defend, Djinn Blast, Earth Force, Earthquake, Fiery Blast, Flare Storm, Gravel Blow, Haunt, Psy Boost, Pressure, Quake Sphere, Thorn Exp: 0 Coins: 0 Item: - Doom Dragon (2 Heads) HP: 4200 ATK: 470 AGL: 200 Weak: Wind PP: 500 DEF: 155 LCK: 50 Strong: Earth Special: 'Attack 3x', Blast Breath, Briar, Clay Spire, Cruel Ruin, Desert Gasp, Djinn Blast, Earth Force, Guard Aura, Inferno, Haunt, Serpent Fume, Spire Exp: 0 Coins: 0 Item: - Doom Dragon (1 Head) HP: 4000 ATK: 470 AGL: 200 Weak: Wind PP: 500 DEF: 155 LCK: 50 Strong: Earth Special: 'Attack 2x', Cruel Ruin, Darksol Gasp, Djinn Storm, Earth Force, Guard Aura, Nettle, Stone Spire Exp: 0 Coins: 0 Item: - This is the final battle that consists of three consecutive rounds. Each time you slay the dragon it will lose one head and can use one attack less, however the intensity of the attacks does increase with each round. This enemy is capable of using Djinn Blast: All Djinn on Recovery for one Character. With only 1 head left the dragon gets Djinn Storm, which puts all Djinn for all your main characters in recovery! This is a pretty cruel attack if you are hoarding Djinn for a Summon Rush, then again I noticed that Doom Dragon doesn't use these very often so you can make use of the Summons. The normal 'Summon Rush' won't work on him, because you have to face all three versions of the Doom Dragon in the same battle independently. Moreover the power of a Summon depends on the maximum amount of HP of the target, therefore all summons (with the exception of Iris) can never cause enough damage to be able to beat him within 2 or 3 rounds. ---------------- Regular Strategy ---------------- What you can do is boost all statistics and then start beating him up good. This tactic will work, because the Doom Dragon is one of the few bosses that is not capable of using "Break", meaning that you can always attack with increased powers. Try to distribute some Elixirs and Mist Potions among your members so everybody can heal/cure everybody when needed. The Doom Dragon tends to use Status Ailment attacks (e.g. Curse & Haunt) more often than the other enemies in this game and this will be a long battle so you do have to worry about these matters. The Dragon is in all three cases weak to wind so if you are going to Summon make sure that it is Catastrophe or Eclipse for maximum damage. Don't let the 4 attacks of the Doom Dragon's initial attack set intimidate you, for all of the attacks except Earth Force cause only minimal damage. And even if he does you should be able to use "Aura" / "Wish" / Mist Potion to do some fast healing. Attack weapons that work best are the Wind & Water Elemental Unleash weapons like Excalibur and Masamune, but the Sol Blade's Megiddo does quite some damage on him so that shouldn't be an issue. On the other hand armor that raises Wind Power like the Feathered Robe / Aeolian Cassock / Leda's Bracelet are great to have and can increase the amount of damage you deal considerably. -------------------------------------------- The Easiest Strategy - Kill a head in a turn -------------------------------------------- After some toying around I found a possible setup that can take out the Doom Dragon in just several rounds. You don't need all those Summons; Thor & Procne are the only ones and they are required only once! The key to his defeat lies in the Excalibur & Tomegathericon. It does require you to have at least one character on level 47 however, because we are going to use the power of Dullahan called: Formina Sage! Note that this weapon/armor setup is purely optimized for Doom Dragon, so you may want to equip your characters like this just before entering the center of the Mars Lighthouse Aerie. Initial Attack Party ==================== Felix Ivan (Level 47+) Garet Isaac ----------------- ----------------- ----------------- ----------------- Master Necromage Master Master 5 Jupiter Djinn 3 Mars Djinn 5 Jupiter Djinn 5 Jupiter Djinn 4 Mars Djinn 3 Jupiter Djinn 4 Venus Djinn 4 Mars Djinn 3 Mercury Djinn ----------------- ----------------- ----------------- ----------------- Excalibur Tisiphone Edge Excalibur Excalibur Mythril Helm* Berserker Band Mythril Helm Mythril Helm* Riot Gloves Leda's Bracelet Riot Gloves Riot Gloves Valkyrie Mail Feathered Robe Xylion Armor Erinyes Tunic Hyper Boots Dragon Boots Hyper Boots Hyper Boots Tomegathericon * = Can also use Warrior's Helm Back up Party ============= Piers Mia / Isaac / Sheba ----------------- --------------------------------- Admiral 'variable' 9 Mercury Djinn All the Djinn that are left over ----------------- --------------------------------- Masamune Whatever you like best & left over Mythril Helm " Riot Gloves " Triton's Ward " Hyper Boots " The Excalibur is an absolute must here, for the Unleash of this weapon can do so much damage on the dragon. If you don't have four of them you can put Piers up front with the Masamune, Triton's Ward and 9 Mercury Djinn as shown above, because water attacks work pretty good as well. He can act as a replacement if any character gets affected by Djinn Blast. You may be tempted to use the Sol Blade's Megiddo, but the Doom Dragon is much more resistant to earth than water plus Rising Dragon & Legend can do triple damage attacks. Next I used as many Riot Gloves, Mythril Helms & Hyper Boots to raise the critical hit rates. If you miss some of them that is not a problem, but it will make the battle a litter harder. I deliberately put Ivan in the main party as Dullahan's formina sage will always cause ~1000 damage without chance of missing an unleash! Furthermore I chose Master class for Isaac, Felix and Garet, because it boosts their ATK to 170% and raises their Jupiter power by 25 points making Legend even more effective! You can even hit the 999 ATK barrier with this setup for Isaac and Felix if their levels are high. Each turn (damage for each attack using this strategy ------------------------------------------------------------------------- Ivan - Call Dullahan ~1000 Damage Garet \ Isaac |--- Excalibur (Legend) ~1300 Damage Felix / Piers - Masamune (Rising Dragon) ~1200 Damage Piers - Excalibur (Legend) ~1000 Damage - - - - - - - - - - - - - - - - - - - - - - - - - - - Party: Ivan, Garet, Isaac, Felix = 4900 Damage possible in 1 turn Party: Ivan, Garet, Isaac, Piers = 4800 Damage possible in 1 turn Party: Garet, Isaac, Felix, Piers = 5100 Damage possible in 1 turn* -------------------------------------------------------------------------- * = 4 consecutive unleashes is not common, even with all those items.... With all the critical increasing items it should be possible to get 3 or 4 Legends in a row allowing you to kill each head in a single round! In overall there is enough leeway in this setup to get the job done even if one Excalibur refuses to unleash. It is nearly guaranteed to result in downing the entire dragon within in 3 rounds! He may use 'Defend' or use "Guard Aura", but that is just a delay of the execution. Plus when he does this he gives up one turn, so the chances for Djinn Storm decrease! Of course Doom Dragon can use Djinn Blast/Storm, but don't worry. By the time he can do this his HP is nearly depleted anyway. You can exchange one member for Jenna if something goes wrong, because within a few rounds she returns back in the attack party her Jupiter Djinn recover enough to get her back into the Super Class. Finally, notice how both Felix and Piers can use the "Wish" series allowing you to regenerate over 800 HP with "Pure Wish" for all members in one turn if you are that concerned about healing. If you do not believe me look at the video at this URL of youtube: http://www.youtube.com/watch?v=LDLhMBS31Vg . This here is a video showing the destruction of the Doom Dragon in 3 turns without the dragon ever getting a chance to attack. :P --------------------------------------------------------------------------- After the battle everybody finds out what Kraden already expected. The three heads were the parents of Felix and Jenna and Isaac's father Kyle. The Mercury Adepts Piers and Mia step forward in a last effort to save them from death, but the battle has taking its toll on them and the victims are to close to death to be brought back. Even though this is a tremendous loss, everybody agrees that if the last beacon isn't lit it was all for naught. You regain control of Felix and you can talk to everybody, just before you finally throw the Mars Star into its rightful place to finally end your quest. After this happens the lighthouse tears apart similar to what happened at the Venus Lighthouse. The beacon rises up and starts to glow mysteriously. This event with all four beacons lit releases Alchemy into the world. Two children at the Mercury Lighthouse are now able to "Mind read" over a huge distance with Mia. It turns out the Wise One send a message to them telling everybody to leave the lighthouse as soon and as far as possible. Master Hamma also blends in the conversation and after they decide to leave the beacon of Mars stars to turn color. The Golden Sun is forming right now. The screen flashes and you are back in Prox again. --Prox-- After a short conversation about what is going to happen you regain control of Felix once more. Isaac & Kraden join you and the rest is waiting for you to the south of the village. You can now walk outside Prox that is more clam now that the storm raging over it has settled down. Go to the south exit and everybody including the three parents are standing up strait. It turned out that the Wise One did have a plan to save them after all. The Psynergy emitted from the Mars Lighthouse reenergized them so they live another day! After some more talking with Kraden the three of them wave their hands as a good bye. And the credits start to roll! --Mt. Aleph-- During the credits you'll see Alex climbing to the summit of Mount Aleph hoping to catch the light of the Golden Sun. Next you'll also see the four lighthouses - Mars, Mercury, Venus and Jupiter - each radiating a beam for one of the four elements they represent. In the last sequence you see Alex holding his hands up trying to grasp the power. The earth starts to glow gold and Alex thinks that he has obtained eternal life and limitless power, then the Wise One appears again! He speaks down to Alex and tells him that the power is not exactly what Alex was hoping for. The Wise One puts him down and tells him that he must flee Mt. Aleph in order to live, because the mountain will be drawn into the earth. --Vale-- The screen is black here and everybody is eagerly awaiting to what became of Vale. Finally Felix speaks and says that Vale and Mt. Aleph are both gone! Fortunately as everybody thought the Wise One warned everybody and all families are reunited. You get to see some nice pictures and that's it. You can also choose to save your file into "Clear Data", this allows you to restart a new game with the option to choose a difficulty setting as mentioned in the very beginning of the walkthrough. Take note however that the file you save over becomes unplayable (you can go to the battle arena however)! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Total Regular Hidden Items / Chests: 261 Total 4 Elemental Dungeons: 19 + ----- Grand Total 280 (found up to now) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ============================== GAME FINISHED!!!! Did you find everything? ============================== =========================================================================== Appendix A: Djinn & Classes =========================================================================== --------------------------------------------------------------------------- 1. Djinn Descriptions --------------------------------------------------------------------------- In Golden Sun: the Lost Age there are 44 new Djinn you can find throughout the continents. Most of them are quite easy to find, while others may prove to be more difficult to locate. Here's a list of all Djinn sorted by element and the moment you can find them in-game. If you transfer not all Djinn from GS1, then 1 Djinn of each elemental type will appear again in this game. If you transfer all 7 Djinn of one type then that additional Djinni will not appear, because you already have it in your possession. There is one remark that has to be made here; the statistic boosts of the Djinn may differ from the values given here, this is so because classes affect the statistics relatively (i.e. in percentages). To put it simple this means that the upgrades may vary a bit. For more information on that topic see the third section about Class changes. The exact Djinn locations can also be found in the FAQ, just search for the Djinni's name with "Ctrl+F" in most Windows / Linux based text editors or viewers. --------------------------------------------------------------------------- Venus Djinn --------------------------------------------------------------------------- Name HP PP AT DF AG LK Location Ability ------- -- -- -- -- -- -- ----------------------- ------------------------ Flint 8 4 3 - - - GS1 - Collect one Swift Strike Granite 9 - - 2 2 1 GS1 missing Djinni Reduce Damage Quartz 10 3 - - 3 - GS1 in Revive Downed Ally Vine 12 4 - 3 - 1 GS1 Treasure Island Lower enemy AGL Sap 10 - 3 - - 1 GS1 Hit & Drain enemy HP Ground 9 3 - - 3 - GS1 Enemy must skip a turn Bane 12 - 4 - - - GS1 Hit & Venom Enemy Echo 9 4 3 - - - Diala (WM) Double Attack Iron 11 - - 2 3 - Madra - east(WM) Raise Allies' DEF Steel 9 - 4 2 - 1 Gabomba Statue Hit & Drain enemy HP Mud 10 4 - - 3 - Gabomba Catacombs Lower Enemies AGL Flower 12 4 - - - - Toapa Swamp Recover Allies' HP Meld 9 - - - 4 1 Islet Cave Strike with a partner Salt 9 5 - - - 1 Contigo ("Cyclone") Cure Allies' Ailments Geode 12 - 6 - - - Atteka Inlet ("Lift") Attack Enemy Mold 8 - 4 - 2 1 Prox ("Scoop") Someone attacks target Petra 11 - - 3 - - Hesperia - North (WM) Enemy must skip a turn Crystal 10 5 - 2 - - Yampi Desert Cave Recover Allies' HP --------------------------------------------------------------------------- Mars Djinn --------------------------------------------------------------------------- Name HP PP AT DF AG LK Location Ability ------- -- -- -- -- -- -- ----------------------- ------------------------ Forge 10 - 2 - 2 2 GS1 - Collect one Raise Allies' ATK Fever 12 - 3 - 1 - GS1 missing Djinni Delude Enemies Corona 12 3 - 3 - 1 GS1 in Magma Rock Raise Allies' DEF Scorch 8 - 3 - - - GS1 Stun Enemy Ember 9 4 - 2 2 - GS1 Recover Allies' PP Flash 14 3 - 2 - - GS1 Reduce damage Torch 9 - 3 - - 1 GS1 Hit through Enemy DEF Cannon 10 - 3 - - - Dehkan Plateau Attack 1 Enemy Spark 11 6 - - - - Mikasalla ("Scoop") Revive Downed Character Kindle 8 - 5 - - 1 Gondowan Cliffs Raise Allies' ATK Char 9 - 2 - 2 1 Madra (Healing Fungus) Hit & Stun Enemy Coal 11 3 - - 3 - Izumo (Dancing Idol) Raise Allies' AGL Reflux 9 - - 3 - 2 Tundaria Tower Counter all attacks Core 8 - 4 2 - - Atteka - East(WM) Hit through Enemy DEF Tinder 12 6 - - - - Hesperia Settlement Revive downed Character Shine 9 - 3 3 1 - Contigo ("Force") Attack an Enemy Fury 12 4 - - - - Magma Rock Hit Enemy & induce Haunt Fugue 11 4 - 2 - - Mars Lighthouse Lower Enemies' PP --------------------------------------------------------------------------- Jupiter Djinn --------------------------------------------------------------------------- Name HP PP AT DF AG LK Location Ability ------- -- -- -- -- -- -- ----------------------- ------------------------ Gust 9 - 2 - 2 - GS1 - Collect one 1 or 2 Wind Attacks Breeze 12 5 - 2 - 1 GS1 missing Djinni at Raise Allies' Resistance Zephyr 11 3 - - 2 1 GS1 SW Atteka Islet Raise Allies' AGL Smog 9 - 3 - - - GS1 Delude Enemies Kite 8 3 - - 3 - GS1 2 Attacks Next Turn Squall 10 - 5 - - - GS1 Stun Enemy Luff 11 5 - 2 - 1 GS1 Seal Enemy's Psynergy Breath 9 - 3 3 - - Shrine of the Sea God Recover Ally HP Blitz 10 4 3 - - - Yampi Desert Hit & Stun Enemy Ether 8 4 - - 3 2 Garoh (From the elder) Recover Ally PP Waft 11 - 4 - - - Kibombo Mountains Hit enemy & induce Sleep Haze 10 - - 2 3 2 Apojii Islands ("Sand") Avoid all attacks Wheeze 9 3 5 - - - Tundaria - far west(WM) Hit & induce Venom Aroma 9 - - - 3 2 Shaman Village Recover Allies' PP Whorl 9 - 4 2 - - Jupiter Lighthouse Hit an enemy Lull 10 6 - - - - Loho (use Magma Ball) Nullify attacks after it Gasp 12 5 - - - - Trial Road ("Lift") Hit & induce Haunt Gale 10 - - - 5 3 Treasure Island Hit enemy --------------------------------------------------------------------------- Mercury Djinn --------------------------------------------------------------------------- Name HP PP AT DF AG LK Location Ability ------- -- -- -- -- -- -- ----------------------- ------------------------ Fizz 9 4 - 3 - - GS1 - Collect one Recover ally's HP Sleet 12 - 3 - - 1 GS1 missing Djinni Lower Enemy ATK Mist 11 - 4 - - - GS1 in Prox Make Enemy Fall Asleep Spritz 8 4 - - 3 - GS1 Recover allies' HP Hail 9 - 4 - - 1 GS1 Lower Enemy DEF Tonic 10 3 - 2 - 2 GS1 Restore all ailments Dew 13 4 - - 4 - GS1 Revive Downed Ally Fog 9 - - 2 2 1 Kandorean Temple Hit & induce Delusion Sour 8 4 5 - - - Osenia Cave - west(WM) Hit & lower Resistance Spring 11 5 - - - - Piers' Pet Recover Ally HP Shade 9 - - 3 - 2 Piers' Pet Reduce Damage Chill 10 3 - 2 - - Naribwe - far south(WM) Hit Enemy & lower DEF Steam 10 - 5 - - - Aqua Rock ("Parch") Raise Allies' Resistance Gel 9 5 - - 2 - Kalt Island Hit Enemy & lower ATK Eddy 9 - - - 3 2 Shaman Village Cave All Djinn Recover 1 Turn Rime 10 5 - - - - Ancient Lemuria Seal Enemy's Psynergy Balm 13 4 - - - - Mars Lighthouse Revive all downed Allies Serac 12 - 3 - - - Islet Cave ("Teleport") Powerful Strike (WM) = battle encounter on the World Map --------------------------------------------------------------------------- 2. About the Summons --------------------------------------------------------------------------- Next to the original 16 Summons from GS1 some additional Summons are available in this game. The only difference is that these won't appear in the Summon List right away. Instead you need to find the so-called Summon Tablet which has an inscription telling you how to summon a new deity. Also these new spirits are multi-elemental meaning that they require Djinn of two different types. The attack of such a spirit is always mono-elemental, depending on the Djinn type that is dominant for that Summon. Most of the additional Summons also have extra side effects that are listed below the Djinn requirements. ------------------------------ Original Summons (Also in GS1) ------------------------------ Djinn Spirit Djinn Spirit ---------------- ----------- ---------------- ----------- 1 Venus Venus 1 Mars Mars 2 Venus Ramses 2 Mars Kirin 3 Venus Cybele 3 Mars Tiamat 4 Venus Judgment 4 Mars Meteor Djinn Spirit Djinn Spirit ---------------- ----------- ---------------- ----------- 1 Jupiter Jupiter 1 Mercury Mercury 2 Jupiter Atalanta 2 Mercury Nereid 3 Jupiter Procne 3 Mercury Neptune 4 Jupiter Thor 4 Mercury Boreas ------------------ New Tablet Summons ------------------ Spirit Djinn Element Location ----------- ------------------------- ------- ------------------------ Zagan 1 Mars + 1 Venus Fire Indra Cavern Lower Enemies' DEF Megaera 1 Mars + 1 Jupiter Fire Osenia Cave Raise Allies' ATK Moloch 2 Mercury + 1 Jupiter Water Madra Catacombs Lower Enemies' AGL Flora 1 Venus + 2 Jupiter Wind Air's Rock Induces Sleep Ulysses 2 Mars + 2 Mercury Fire Izumo Ruins Induce Paralysis for one turn Coatlicue 3 Mercury + 3 Jupiter Water Atteka Cavern No damage; Heal all and regenerate HP during the next rounds Eclipse 3 Jupiter + 2 Mercury Wind Spring of Lemuria Lower enemies' ATK Haurus 3 Venus + 3 Mars Earth Angara Cavern Induce Venom Azul 4 Mercury + 3 Venus Water Treasure Island Induce Stun Daedalus 4 Mars + 3 Venus Fire Yampi Desert Two attacks; initial & at the end of 2nd round Catastrophe 5 Jupiter + 3 Mars Wind Islet Cave Lower enemies' PP Charon 8 Venus + 2 Jupiter Earth Anemos Inner Sanctum Instant Kill Iris 9 Mars + 4 Mercury Fire Anemos Inner Sanctum Huge damage to all opponents Heal/Revive all 8 Allies --------------------------------------------------------------------------- --------------------------------------------------------------------------- 3. Class & Psynergy Effects --------------------------------------------------------------------------- Next to these effects assigning a Djinni to a character may change his/her class level. In some cases these changes can create huge statistic upgrades and stronger Psynergy Spells, however in some cases the class may actually downgrade a character so experiment yourself to find out which classes are most suitable. Of course the clean sweep with all Djinn assigned to the characters with the same elemental is a good combination. Actually it seems to be the only good combination, whereas assigning 1 Djinni of another type to the list breaks up the entire set-up weakening the character to the lowest class possible. Later on however when you have more Djinn more interesting combinations take place. Here's a list of all the Class levels that each character can reach. A word about the notation here: - "x|y" means all number of Djinn between x and y. For example: 3|5 means either 3,4 or 5 Djinn of that kind. - All percentage were calculated after subtracting the effects of the Djinn, so the actual percentage may appear even higher than listed here. - an "->" denotes that the Psynergy is reused in the upgraded class "~>" denotes that the Psynergy is upgraded in the upgraded class - After working in the ROM I finally found out that the base classes have A certain percentages as well! This means that the statistics of a character in its base class also receives some class bonuses. ------------------------------------------------------------------------| Venus Adepts - Felix & Isaac (Base Class: Squire) | ------------------------------------------------------------------------| Req. Djinn Statistic Change ('-' = No Change, 100%) | -----------|------------------|-----------------------------------------| Class | Ven Mar Jup Mer | HP | PP | Att | Def | Agl | Lck | -----------|------------------|------|------|------|------|------|------| Venus Series | |------------------|------|------|------|------|------|------| Squire | 0|1 0 0 0 | 110% | 80% | 110% | 100% | 110% | - | Knight | 2|3 0 0 0 | 130% | 90% | 120% | 110% | 120% | - | Gallant | 4|5 0 0 0 | 150% | - | 130% | 120% | 130% | - | Lord | 6|7 0 0 0 | 170% | 110% | 140% | 130% | 140% | - | Slayer | 8|9 0 0 0 | 190% | 120% | 150% | 140% | 150% | - | -----------|------------------|------|------|------|------|------|------| Mars Series | |------------------|------|------|------|------|------|------| Brute | 0 1 0 0 | - | 70% | 120% | 90% | 110% | 70% | Ruffian | 0 2|3 0 0 | 120% | 80% | 130% | - | 120% | 70% | Savage | 0 4 0 0 | 140% | 90% | 140% | 110% | 130% | 70% | Barbarian | 0 5|9 0 0 | 160% | - | 150% | 120% | 140% | 70% | Berserker | 1 6|8 0 0 | 180% | 110% | 160% | 130% | 150% | 70% | Chaos Lord | 2 7 0 0 | 200% | 120% | 170% | 140% | 160% | 70% | -----------|------------------|------|------|------|------|------|------| Jupiter Series | |------------------|------|------|------|------|------|------| Apprentice | 0 0 1 0 | - | 120% | 110% | - | 120% | 90% | Illusionist| 0 0 2|3 0 | 120% | 130% | 120% | 110% | 130% | 90% | Enchanter | 0 0 4|5 0 | 140% | 140% | 140% | 120% | 140% | 90% | Shaman | 0 0 6|9 0 | 120% | 150% | 110% | 110% | 130% | - | Druid | 1 0 6|8 0 | 150% | 170% | 130% | 130% | 140% | - | Conjurer | 2|3 0 6 0 | 170% | 160% | 150% | 130% | 150% | 90% | War Adept | 2 0 7 0 | 190% | 170% | 160% | 140% | 170% | 90% | -----------|------------------|------|------|------|------|------|------| Mercury Series | |------------------|------|------|------|------|------|------| Swordsman | 0 0 0 1 | - | 90% | 110% | 110% | 90% | 120% | Defender | 0 0 0 2|3 | 120% | - | 120% | 120% | - | 120% | Cavalier | 0 0 0 4|5 | 140% | 110% | 130% | 130% | 110% | 120% | Shaman | 0 0 0 6|9 | 120% | 150% | 110% | 110% | 130% | - | Guardian | 1|3 0 0 6 | 170% | 130% | 140% | 140% | 130% | 120% | Druid | 1 0 0 7|8 | 150% | 170% | 140% | 130% | 140% | - | Protector | 2 0 0 7 | 190% | 140% | 160% | 150% | 130% | 120% | -----------|------------------|------|------|------|------|------|------| Other Series | |------------------|------|------|------|------|------|------| Ninja | 0 3 3 0 | 160% | 140% | 150% | 120% | 170% | 90% | Disciple | 0 4 4 0 | 180% | 150% | 160% | 130% | 180% | 90% | Master | 0 4 5 0 | 200% | 160% | 170% | 140% | 190% | 90% | -----------|------------------|------|------|------|------|------|------| Samurai | 0 4 3 0 | 190% | 130% | 150% | 140% | 140% | 95% | Ronin | 0 5 4 0 | 190% | 140% | 160% | 150% | 150% | 95% | -----------|------------------|------|------|------|------|------|------| Dragoon | 0 3 0 3|4 | 160% | 130% | 140% | 140% | 110% | 120% | Templar | 0 4 0 4 | 180% | 140% | 150% | 150% | 120% | 120% | Paladin | 0 4 0 5 | 200% | 150% | 160% | 160% | 130% | 120% | -----------|------------------|-----------------------------------------| Venus Series --------------------------------------------------------------------------- ___ ____________________ ____________________ ____________________ lvl Squire & Knight Gallant Lord & Slayer ��� �������������������� �������������������� �������������������� 1 Cure -> Cure -> Cure 2 Quake -> Quake -> Quake 4 Earthquake -> Earthquake -> Earthquake 6 Spire -> Spire -> Spire 7 Gaia -> Gaia 10 Cure Well -> Cure Well -> Cure Well 13 Ragnarok -> Ragnarok ~> Odyssey 14 Quake Sphere -> Quake Sphere -> Quake Sphere 19 Revive -> Revive 20 Clay Spire -> Clay Spire -> Clay Spire 24 Mother Gaia -> Mother Gaia 26 Potent Cure -> Potent Cure -> Potent Cure 42 Stone Spire -> Stone Spire -> Stone Spire 54 Grand Gaia -> Grand Gaia Mars Series --------------------------------------------------------------------------- ___ ____________________ ____________________ ____________________ lvl Brute & Ruffian Savage & Barbarian Berserker & Chaos Lord ��� �������������������� �������������������� �������������������� 1 Growth -> Growth -> Growth 6 Blast -> Blast -> Blast 7 Spire -> Spire 9 Impair -> Impair 12 Mad Growth -> Mad Growth -> Mad Growth 13 Planet Diver -> Planet Diver ~> Planetary 16 Nova -> Nova -> Nova 17 Haunt -> Haunt -> Haunt 19 Revive -> Revive 20 Clay Spire -> Clay Spire 23 Debilitate -> Debilitate 24 Curse -> Curse -> Curse 28 Wild Growth -> Wild Growth -> Wild Growth 29 Condemn -> Condemn -> Condemn 40 Supernova -> Supernova -> Supernova 42 Stone Spire -> Stone Spire Jupiter Series --------------------------------------------------------------------------- ___ _______________________ ____________________ ____________________ lvl Apprentice & Illusionist Enchanter Conjurer & War Adept ��� ����������������������� �������������������� �������������������� 1 Delude -> Delude -> Delude 5 Impact -> Impact 6 Ward -> Ward 6 Gaia -> Gaia -> Gaia 9 Weaken -> Weaken -> Weaken 11 Astral Blast -> Astral Blast ~> Thunder Mine 14 Sleep -> Sleep -> Sleep 17 Haunt -> Haunt -> Haunt 21 High Impact -> High Impact 22 Resist -> Resist 24 Mother Gaia -> Mother Gaia -> Mother Gaia 25 Enfeeble -> Enfeeble -> Enfeeble 31 Drain -> Drain -> Drain 39 Psy Drain -> Psy Drain -> Psy Drain 54 Grand Gaia -> Grand Gaia -> Grand Gaia ___ ____________________ lvl Shaman & Druid ��� �������������������� 1 Cure 2 Bolt 3 Growth 5 Ward 6 Flash Bolt 12 Mad Growth 10 Cure Well 18 Bind 19 Revive 22 Blue Bolt 23 Resist 26 Potent Cure 29 Wild Growth 31 Drain 39 Psy Drain Mercury Series --------------------------------------------------------------------------- ___ _____________ ______________ ______________ ________________ lvl Swordsman Defender Cavalier Guardian&Protector ��� ������������� �������������� �������������� ���������������� 1 Ply -> Ply -> Ply 4 Thorn -> Thorn -> Thorn -> Thorn 5 Cure Poison -> Cure Poison -> Cure Poison -> Cure Poison 6 Avoid -> Avoid -> Avoid 8 Wish -> Wish 10 Mad Blast -> Mad Blast -> Mad Blast -> Mad Blast 11 Cutting Edge -> Cutting Edge -> Cutting Edge ~> Plume Edge 13 Restore -> Restore -> Restore -> Restore 14 Briar -> Briar -> Briar -> Briar 16 Ply Well -> Ply Well -> Ply Well 19 Revive -> Revive -> Revive -> Revive 22 Wish Well -> Wish Well 30 Break -> Break -> Break -> Break 34 Pure Ply -> Pure Ply -> Pure Ply 36 Nettle -> Nettle -> Nettle -> Nettle 46 Pure Wish -> Pure Wish ___ ____________________ lvl Shaman & Druid ��� �������������������� 1 Cure 1 Growth 2 Froth 5 Cure Poison 8 Wish 10 Cure Well 12 Mad Growth 13 Restore 14 Froth Sphere 19 Revive 22 Wish Well 26 Potent Cure 28 Wild Growth 34 Break 40 Froth Spiral 46 Pure Wish Other Series --------------------------------------------------------------------------- ___ ____________________ ____________________ lvl Ninja Disciple & Master ��� �������������������� �������������������� 1 Gale -> Gale 4 Punji -> Punji 6 Fire Bomb -> Fire Bomb 7 Mist -> Mist 8 Thunderclap -> Thunderclap 12 Death Plunge ~> Death Leap 15 Punji Trap -> Punji Trap 16 Cluster Bomb -> Cluster Bomb 18 Typhoon -> Typhoon 21 Shuriken -> Shuriken 26 Thunderbolt -> Thunderbolt 31 Annihilation -> Annihilation 36 Punji Strike -> Punji Strike 40 Carpet Bomb -> Carpet Bomb 44 Hurricane -> Hurrican 50 Thunderhead -> Thunderhead ___ ____________________ ____________________ lvl Samurai Ronin ��� �������������������� �������������������� 3 Guardian -> Guardian 5 Demon Spear -> Demon Spear 6 Rockfall -> Rockfall 8 Lava Shower -> Lava Shower 10 Magic Shell -> Magic Shell 12 Dragon Cloud ~> Epicenter 15 Protector -> Protector 18 Demon Night ~> Thorny Grave 21 Angel Spear -> Angel Spear 22 Molten Bath -> Molten Bath 24 Rockslide -> Rockslide 27 Magic Shield -> Magic Shield 33 Helm Splitter ~> Skull Splitter 40 Quick Strike -> Quick Strike 48 Magma Storm -> Magma Storm 54 Avalanche -> Avalanche ___ ____________________ ____________________ lvl Dragoon Templar & Paladin ��� �������������������� �������������������� 2 Blast -> Blast 4 Thorn -> Thorn 5 Cure Poison -> Cure Poison 6 Avoid -> Avoid 8 Wish -> Wish 10 Mad Blast -> Mad Blas 11 Cutting Edge ~> Plume Edge 13 Restore -> Restore 16 Ply Well -> Ply Well 17 Briar -> Briar 22 Wish Well -> Wish Well 27 Fiery Blast -> Fiery Blast 34 Pure Ply -> Pure Ply 36 Nettle -> Nettle 46 Pure Wish -> Pure Wish ------------------------------------------------------------------------| Mars Adepts - Jenna & Garet (Base Class: Flame User & Guard) | ------------------------------------------------------------------------| Req. Djinn Statistic Change ('-' = No Change, 100%) | -----------|------------------|-----------------------------------------| Class | Ven Mar Jup Mer | HP | PP | Att | Def | Agl | Lck | -----------|------------------|------|------|------|------|------|------| Venus Series | |------------------|------|------|------|------|------|------| Brute | 1 0 0 0 | - | 70% | 120% | 90% | 110% | 70% | Ruffian | 2|3 0 0 0 | 120% | 80% | 130% | - | 120% | 70% | Savage | 4 0 0 0 | 140% | 90% | 140% | 110% | 130% | 70% | Barbarian | 5|9 0 0 0 | 160% | - | 150% | 120% | 140% | 70% | Berserker | 6|8 1 0 0 | 180% | 110% | 160% | 130% | 150% | 70% | Chaos Lord | 7 2 0 0 | 200% | 120% | 170% | 140% | 160% | 70% | -----------|------------------|------|------|------|------|------|------| Jenna Mars Series | |------------------|------|------|------|------|------|------| Flame User | 0 0|1 0 0 | - | 120% | - | - | 120% | 90% | Witch | 0 2|3 0 0 | 110% | 130% | 110% | 110% | 130% | 90% | Hex | 0 4|5 0 0 | 130% | 140% | 120% | 120% | 140% | 90% | Fire Master| 0 6|7 0 0 | 150% | 150% | 130% | 130% | 150% | 90% | Justice | 0 8|9 0 0 | 170% | 160% | 140% | 140% | 160% | 90% | -----------|------------------|------|------|------|------|------|------| Garet Mars Series | |------------------|------|------|------|------|------|------| Guard | 0 0|1 0 0 | 110% | 80% | - | 110% | 70% | - | Soldier | 0 2|3 0 0 | 130% | 90% | 110% | 120% | 80% | - | Warrior | 0 4|5 0 0 | 150% | - | 120% | 130% | 90% | - | Champion | 0 6|7 0 0 | 170% | 110% | 130% | 140% | - | - | Hero | 0 8|9 0 0 | 190% | 120% | 150% | 150% | 110% | - | -----------|------------------|------|------|------|------|------|------| Jupiter Series | |------------------|------|------|------|------|------|------| Page | 0 0 1 0 | - | 120% | 110% | - | 120% | 90% | Illusionist| 0 0 2|3 0 | 120% | 130% | 120% | 110% | 130% | 90% | Enchanter | 0 0 4|5 0 | 140% | 140% | 140% | 120% | 140% | 90% | Ascetic | 0 0 6|9 0 | 120% | 140% | 120% | 120% | 140% | 120% | Conjurer | 0 1|3 6 0 | 170% | 160% | 150% | 130% | 150% | 90% | Fire Monk | 0 1 7 0 | 160% | 160% | 140% | 140% | 160% | 120% | War Adept | 0 2 7 0 | 190% | 170% | 160% | 140% | 170% | 90% | -----------|------------------|------|------|------|------|------|------| Mercury Series | |------------------|------|------|------|------|------|------| Swordsman | 0 0 0 1 | - | 90% | 110% | 110% | 90% | 120% | Defender | 0 0 0 2|3 | 120% | - | 120% | 120% | - | 120% | Cavalier | 0 0 0 4|5 | 140% | 110% | 130% | 130% | 110% | 120% | Ascetic | 0 0 0 6|9 | 120% | 140% | 110% | 120% | 140% | 120% | Luminier | 0 1|3 0 6 | 170% | 130% | 140% | 140% | 130% | 120% | Water Monk | 0 1 0 7 | 150% | 160% | 130% | 140% | 160% | 120% | Radiant | 0 2 0 7 | 190% | 140% | 150% | 150% | 140% | 120% | -----------|------------------|-----------------------------------------| Other Series | |------------------|------|------|------|------|------|------| Ninja | 3 0 3 0 | 160% | 140% | 150% | 120% | 170% | 90% | Disciple | 4 0 4 0 | 180% | 150% | 160% | 130% | 180% | 90% | Master | 4 0 5 0 | 200% | 160% | 170% | 140% | 190% | 90% | -----------|------------------|------|------|------|------|------|------| Samurai | 4 0 3 0 | 190% | 130% | 150% | 140% | 140% | 95% | Ronin | 5 0 4 0 | 190% | 140% | 160% | 150% | 150% | 95% | -----------|------------------|-----------------------------------------| Dragoon | 0 3 0 3|4 | 160% | 130% | 140% | 140% | 110% | 120% | Templar | 0 4 0 4 | 180% | 140% | 150% | 150% | 120% | 120% | Paladin | 0 4 0 5 | 200% | 150% | 160% | 160% | 130% | 120% | -----------|------------------|-----------------------------------------| Venus Series --------------------------------------------------------------------------- See Venus Adepts "Mars" Series (are identical) Mars Series (Jenna) --------------------------------------------------------------------------- ___ ____________________ ____________________ lvl Flame User & Witch Hex - Justice ��� �������������������� �������������������� 1 Flare -> Flare 5 Fume -> Fume 6 Flare Wall -> Flare Wall 7 Beam -> Beam 9 Aura 10 Impair -> Impair 16 Healing Aura 18 Flare Storm -> Flare Storm 21 Cycle Beam -> Cycle Beam 23 Debilitate -> Debilitate 26 Serpent Fume -> Serpent Fume 33 Cool Aura 41 Searing Beam -> Searing Beam 47 Dragon Fume -> Dragon Fume Mars Series (Garet) --------------------------------------------------------------------------- ___ ____________________ ____________________ ____________________ lvl Guard & Soldier Warrior Champion & Hero ��� �������������������� �������������������� �������������������� 1 Flare -> Flare -> Flare 3 Guard -> Guard 4 Fire -> Fire -> Fire 6 Flare Wall -> Flare Wall -> Flare Wall 8 Volcano -> Volcano -> Volcano 9 Impair -> Impair 12 Heat Wave -> Heat Wave ~> Liquifier 14 Fireball -> Fireball -> Fireball 15 Protect -> Protect 18 Flare Storm -> Flare Storm -> Flare Storm 22 Eruption -> Eruption -> Eruption 26 Debilitate -> Debilitate 36 Inferno -> Inferno -> Inferno 48 Pyroclasm -> Pyroclasm -> Pyroclasm Jupiter Series --------------------------------------------------------------------------- ___ ____________________ ____________________ ____________________ lvl Page & Illusionist Enchanter Conjurer & War Adept ��� �������������������� �������������������� �������������������� 1 Delude -> Delude -> Delude 3 Guard -> Guard 5 Impact -> Impact 6 Ward -> Ward -> Ward 8 Volcano -> Volcano -> Volcano 9 Weaken -> Weaken -> Weaken 11 Astral Blast -> Astral Blast ~> Thunder Mine 14 Sleep -> Sleep -> Sleep 15 Protect -> Protect 21 High Impact -> High Impact 23 Eruption -> Eruption -> Eruption 25 Enfeeble -> Enfeeble -> Enfeeble 31 Drain -> Drain -> Drain 39 Psy Drain -> Psy Drain -> Psy Drain 48 Pyroclasm -> Pyroclasm -> Pyroclasm ___ ____________________ lvl Ascetic & Fire Monk ��� �������������������� 1 Slash 6 Ward 8 Volcano 9 Plasma 10 Wind Slash 18 Bind 22 Eruption 24 Resist 26 Shine Plasma 30 Sonic Slash 33 Drain 41 Psy Drain 48 Pyroclasm 50 Spark Plasma Mercury Series --------------------------------------------------------------------------- ___ _____________ ______________ ______________ ______________ lvl Swordsman Defender Cavalier Radiant ��� ������������� �������������� �������������� �������������� 1 Ply -> Ply -> Ply 2 Blast -> Blast -> Blast -> Blast 3 Guard -> Guard -> Guard -> Guard 5 Cure Poison -> Cure Poison -> Cure Poison -> Cure Poison 6 Avoid -> Avoid -> Avoid 8 Wish -> Wish 10 Mad Blast -> Mad Blast -> Mad Blast -> Mad Blast 11 Cutting Edge -> Cutting Edge -> Cutting Edge ~> Plume Edge 13 Restore -> Restore -> Restore -> Restore 15 Protect -> Protect -> Protect -> Protect 16 Ply Well -> Ply Well -> Ply Well 22 Wish Well -> Wish Well 28 Fiery Blast -> Fiery Blast -> Fiery Blast -> Fiery Blast 30 Break -> Break -> Break -> Break 34 Pure Ply -> Pure Ply -> Pure Ply 46 Pure Wish -> Pure Wish ___ ____________________ lvl Ascetic & Water Monk ��� �������������������� 1 Douse 5 Cure Poison 6 Prism 8 Volcano 9 Wish 12 Drench 13 Restore 20 Hail Prism 22 Eruption 24 Wish Well 30 Deluge 34 Break 46 Pure Wish 48 Pyroclasm 52 Freeze Prism Other Series --------------------------------------------------------------------------- See Venus Adepts "Other" Series (are identical) ------------------------------------------------------------------------| Jupiter Adepts - Sheba & Ivan (Base Class: Wind Seer) | ------------------------------------------------------------------------| Req. Djinn Statistic Change ('-' = No Change, 100%) | -----------|------------------|-----------------------------------------| Class | Ven Mar Jup Mer | HP | PP | Att | Def | Agl | Lck | -----------|------------------|------|------|------|------|------|------| Venus Series | |------------------|------|------|------|------|------|------| Seer | 1 0 0 0 | 90% | 130% | 90% | 90% | 110% | - | Diviner | 2|3 0 0 0 | 110% | 140% | - | - | 120% | - | Shaman | 4|5 0 0 0 | 120% | 150% | 110% | 110% | 130% | - | Enchanter | 6|9 0 0 0 | 140% | 140% | 130% | 120% | 140% | 90% | Druid | 6 0 1|3 0 | 150% | 170% | 130% | 130% | 160% | 90% | Conjurer | 7|8 0 1 0 | 170% | 160% | 140% | 130% | 170% | 90% | Oracle | 7 0 2 0 | 170% | 180% | 140% | 140% | 170% | - | -----------|------------------|------|------|------|------|------|------| Mars Series | |------------------|------|------|------|------|------|------| Pilgrim | 0 1 0 0 | 90% | 120% | 90% | - | 120% | 120% | Wanderer | 0 2|3 0 0 | 110% | 130% | - | 110% | 130% | 120% | Ascetic | 0 4|5 0 0 | 120% | 140% | 110% | 120% | 140% | 120% | Enchanter | 0 6|9 0 0 | 140% | 140% | 130% | 120% | 140% | 90% | Fire Monk | 0 6 1|2 0 | 150% | 160% | 140% | 140% | 160% | 120% | Conjurer | 0 7|8 1 0 | 170% | 160% | 150% | 130% | 160% | 90% | Guru | 0 7 2 0 | 170% | 170% | 150% | 150% | 170% | 120% | -----------|------------------|------|------|------|------|------|------| Jupiter Series | |------------------|------|------|------|------|------|------| Wind Seer | 0 0 0|1 0 | 80% | 140% | 80% | 90% | 130% | 110% | Magician | 0 0 2|3 0 | 90% | 150% | 90% | - | 140% | 110% | Mage | 0 0 4|5 0 | 110% | 160% | - | 110% | 150% | 110% | Magister | 0 0 6|7 0 | 130% | 170% | 110% | 120% | 160% | 110% | Sorcerer | 0 0 8|9 0 | 150% | 180% | 120% | 130% | 170% | 110% | -----------|------------------|------|------|------|------|------|------| Mercury Series | |------------------|------|------|------|------|------|------| Hermit | 0 0 0 1 | 80% | 140% | 80% | 90% | 130% | 120% | Elder | 0 0 0 2|3 | 90% | 150% | 90% | - | 140% | 120% | Scholar | 0 0 0 4 | 110% | 160% | - | 110% | 150% | 120% | Savant | 0 0 0 5|9 | 130% | 170% | 110% | 120% | 160% | 120% | Sage | 0 0 1|3 6|8 | 150% | 180% | 120% | 130% | 170% | 120% | Wizard | 0 0 2 7 | 180% | 190% | 130% | 140% | 180% | 120% | -----------|------------------|------|------|------|------|------|------| Other Series | |------------------|------|------|------|------|------|------| Medium | 3 0 0 3 | 130% | 170% | 120% | 120% | 150% | 90% | Conjurer | 4 0 0 4 | 140% | 160% | 120% | 130% | 160% | 90% | Dark Mage | 5 0 0 4 | 160% | 170% | 130% | 140% | 170% | 90% | -----------|------------------|------|------|------|------|------|------| White Mage | 3 0 0 4|6 | 150% | 180% | 130% | 130% | 150% | 120% | Pure Mage | 4 0 0 5 | 180% | 190% | 140% | 140% | 160% | 120% | -----------|------------------|------|------|------|------|------|------| Ranger | 0 3 0 3|6 | 130% | 160% | 120% | 120% | 160% | 120% | Bard | 0 4 0 4 | 150% | 170% | 140% | 130% | 170% | 120% | Warlock | 0 4 0 5 | 170% | 180% | 150% | 140% | 180% | 120% | -----------|------------------|------|------|------|------|------|------| Venus Series --------------------------------------------------------------------------- ___ ____________________ ______________________ lvl Seer & Diviner Shaman, Druid & Oracle ��� �������������������� ���������������������� 1 Cure -> Cure 2 Bolt -> Bolt 3 Growth -> Growth 5 Ward 6 Flash Bolt -> Flash Bolt 12 Mad Growth -> Mad Growth 10 Cure Well -> Cure Well 18 Bind -> Bind 19 Revive 22 Blue Bolt -> Blue Bolt 23 Resist 26 Potent Cure -> Potent Cure 29 Wild Growth -> Wild Growth 31 Drain -> Drain 39 Psy Drain -> Psy Drain ___ ____________________ ____________________ lvl Enchanter Conjurer ��� �������������������� �������������������� 1 Delude -> Delude 5 Impact -> Impact 6 Gaia -> Gaia 9 Weaken -> Weaken 11 Astral Blast ~> Thunder Mine 14 Sleep -> Sleep 17 Haunt -> Haunt 20 Curse -> Curse 21 High Impact -> High Impact 22 Resist -> Resist 24 Mother Gaia -> Mother Gaia 25 Enfeeble -> Enfeeble 31 Drain -> Drain 39 Psy Drain -> Psy Drain 54 Grand Gaia -> Grand Gaia Mars Series --------------------------------------------------------------------------- ___ ____________________ _________________________ lvl Pilgrim & Wanderer Ascetic, Fire Monk & Guru ��� �������������������� ������������������������� 1 Slash -> Slash 6 Ward 8 Volcano 9 Plasma -> Plasma 10 Wind Slash -> Wind Slash 18 Bind -> Bind 22 Eruption 24 Resist 26 Shine Plasma -> Shine Plasma 30 Sonic Slash -> Sonic Slash 33 Drain -> Drain 34 Break -> Break 41 Psy Drain -> Psy Drain 48 Pyroclasm 50 Spark Plasma -> Spark Plasma ___ ____________________ ____________________ lvl Enchanter Conjurer ��� �������������������� �������������������� 1 Delude -> Delude 3 Guard -> Guard 5 Impact -> Impact 6 Ward -> Ward 8 Volcano -> Volcano 9 Weaken -> Weaken 11 Astral Blast ~> Thunder Mine 14 Sleep -> Sleep 15 Protect -> Protect 21 High Impact -> High Impact 23 Eruption -> Eruption 25 Enfeeble -> Enfeeble 31 Drain -> Drain 39 Psy Drain -> Psy Drain 48 Pyroclasm -> Pyroclasm Jupiter Series --------------------------------------------------------------------------- ___ ____________________ ____________________ ____________________ lvl Wind Seer Magician Mage - Sorcerer ��� �������������������� �������������������� �������������������� 1 Whirlwind -> Whirlwind -> Whirlwind 4 Ray -> Ray -> Ray 5 Impact -> Impact 6 Ward 8 Plasma -> Plasma -> Plasma 12 Sleep -> Sleep -> Sleep 14 Storm Ray -> Storm Ray -> Storm Ray 17 Bind -> Bind -> Bind 18 Tornado -> Tornado -> Tornado 21 High Impact -> High Impact 22 Resist 26 Shine Plasma -> Shine Plasma -> Shine Plasma 36 Destruct Ray -> Destruct Ray -> Destruct Ray 44 Tempest -> Tempest -> Tempest 50 Spark Plasma -> Spark Plasma -> Spark Plasma Mercury Series --------------------------------------------------------------------------- ___ ____________________ ____________________ lvl Hermit & Elder Scholar - Wizard ��� �������������������� �������������������� 1 Impact -> Impact 6 Prism -> Prism 8 Plasma -> Plasma 12 Wish 18 Bind -> Bind 21 High Impact -> High Impact 22 Hail Prism -> Hail Prism 24 Wish Well 26 Shine Plasma -> Shine Plasma 30 Break -> Break 31 Drain -> Drain 39 Psy Drain -> Psy Drain 46 Pure Wish 50 Spark Plasma -> Spark Plasma 52 Freeze Prism -> Freeze Prism Other Series --------------------------------------------------------------------------- ___ ____________________ lvl Ranger - Warlock ��� �������������������� 1 Douse 1 Slash 6 Ward 8 Volcano 10 Wind Slash 12 Drench 18 Bind 22 Eruption 24 Resist 30 Sonic Slash 30 Deluge 33 Drain 34 Break 41 Psy Drain 48 Pyroclasm ___ ____________________ lvl Medium - Dark Mage ��� �������������������� 1 Cure 2 Froth 2 Bolt 6 Flash Bolt 10 Cure Well 14 Froth Sphere 17 Haunt 19 Revive 20 Curse 22 Blue Bolt 26 Potent Cure 29 Condemn 31 Drain 36 Psy Drain 40 Froth Spiral ___ ______________________ lvl White Mage & Pure Mage ��� ���������������������� 2 Prism 5 Cure Poison 6 Ward 8 Plasma 11 Dull 12 Wish 13 Restore 17 Revive 20 Hail Prism 24 Wish Well 26 Shine Plasma 31 Resist 37 Blunt 46 Spark Plasma 46 Pure Wish 52 Freeze Prism ------------------------------------------------------------------------| Mercury Adepts - Piers & Mia (Base Class: Mariner & Water Seer) | ------------------------------------------------------------------------| Req. Djinn Statistic Change ('-' = No Change, 100%) | -----------|------------------|-----------------------------------------| Class | Ven Mar Jup Mer | HP | PP | Att | Def | Agl | Lck | -----------|------------------|------|------|------|------|------|------| Venus Series | |------------------|------|------|------|------|------|------| Seer | 1 0 0 0 | 90% | 130% | 90% | 90% | 110% | - | Diviner | 2|3 0 0 0 | 110% | 140% | - | - | 120% | - | Shaman | 4|5 0 0 0 | 120% | 150% | 110% | 110% | 130% | - | Cavalier | 6|9 0 0 0 | 140% | 110% | 130% | 130% | 110% | 120% | Druid | 6 0 0 1|3 | 150% | 170% | 130% | 130% | 160% | - | Guardian | 7|8 0 0 1 | 170% | 130% | 140% | 140% | 130% | 120% | Oracle | 7 0 0 2 | 170% | 180% | 140% | 140% | 170% | - | -----------|------------------|------|------|------|------|------|------| Mars Series | |------------------|------|------|------|------|------|------| Pilgrim | 0 1 0 0 | 90% | 120% | 90% | - | 120% | 120% | Wanderer | 0 2|3 0 0 | 110% | 130% | - | 110% | 130% | 120% | Ascetic | 0 4|5 0 0 | 120% | 140% | 110% | 120% | 140% | 120% | Cavalier | 0 6|9 0 0 | 140% | 110% | 130% | 130% | 110% | 120% | Water Monk | 1|3 6 0 0 | 150% | 160% | 130% | 140% | 160% | 120% | Luminier | 1 7|8 0 0 | 170% | 130% | 150% | 140% | 130% | 120% | Guru | 2 7 0 0 | 170% | 170% | 150% | 150% | 170% | 120% | -----------|------------------|------|------|------|------|------|------| Jupiter Series | |------------------|------|------|------|------|------|------| Hermit | 0 0 1 0 | 80% | 140% | 80% | 90% | 130% | 120% | Elder | 0 0 2|3 0 | 90% | 150% | 90% | - | 140% | 120% | Scholar | 0 0 4 0 | 110% | 160% | - | 110% | 150% | 120% | Savant | 0 0 0 5|9 | 130% | 170% | 110% | 120% | 160% | 120% | Sage | 0 0 1|3 6|8 | 150% | 180% | 120% | 130% | 170% | 120% | Wizard | 0 0 2 7 | 180% | 190% | 130% | 140% | 180% | 120% | -----------|------------------|------|------|------|------|------|------| Piers Mercury Series | |------------------|------|------|------|------|------|------| Mariner | 0 0 0 0|1 | 110% | 90% | - | - | 90% | 120% | Privateer | 0 0 0 2|3 | 130% | - | 110% | 110% | - | 120% | Commander | 0 0 0 4|5 | 150% | 110% | 120% | 120% | 110% | 120% | Captain | 0 0 0 6|7 | 170% | 120% | 130% | 130% | 120% | 120% | Admiral | 0 0 0 8|9 | 190% | 130% | 140% | 140% | 130% | 120% | -----------|------------------|------|------|------|------|------|------| Mia Mercury Series | |------------------|------|------|------|------|------|------| Water Seer | 0 0 0 0|1 | 90% | 130% | 90% | - | 80% | 130% | Scribe | 0 0 0 2|3 | - | 140% | - | 110% | 90% | 130% | Cleric | 0 0 0 4|5 | 120% | 150% | 110% | 120% | - | 130% | Paragon | 0 0 0 6|7 | 140% | 160% | 120% | 130% | 110% | 130% | Angel | 0 0 0 8|9 | 160% | 170% | 130% | 140% | 120% | 130% | -----------|------------------|------|------|------|------|------|------| Other Series | |------------------|------|------|------|------|------|------| Medium | 3 0 3 0 | 120% | 150% | 110% | 120% | 150% | 90% | Conjurer | 4 0 4 0 | 140% | 160% | 120% | 130% | 160% | 90% | Dark Mage | 5 0 4 0 | 160% | 170% | 130% | 140% | 170% | 90% | -----------|------------------|------|------|------|------|------|------| White Mage | 3 0 4|6 0 | 150% | 180% | 130% | 130% | 150% | 120% | Pure Mage | 4 0 5 0 | 180% | 190% | 140% | 140% | 160% | 120% | -----------|------------------|------|------|------|------|------|------| Ranger | 0 3|6 3 0 | 130% | 160% | 120% | 120% | 160% | 120% | Bard | 0 4 4 0 | 150% | 170% | 140% | 130% | 170% | 120% | Warlock | 0 5 4 0 | 170% | 180% | 150% | 140% | 180% | 120% | -----------|------------------|------|------|------|------|------|------| Venus Series --------------------------------------------------------------------------- ___ ____________________ ______________________ lvl Seer & Diviner Shaman, Druid & Oracle ��� �������������������� ���������������������� 1 Cure -> Cure 2 Froth -> Froth 3 Growth -> Growth 5 Cure Poison -> Cure Poison 8 Wish 10 Cure Well -> Cure Well 12 Mad Growth -> Mad Growth 13 Restore -> Restore 14 Froth Sphere -> Froth Sphere 19 Revive 22 Wish Well 26 Potent Cure -> Potent Cure 29 Wild Growth -> Wild Growth 30 Break -> Break 40 Froth Spiral -> Froth Spiral 36 Pure Wish -> Pure Wish ___ ______________ ______________ lvl Cavalier Guardian ��� �������������� �������������� 1 Ply -> Ply 4 Thorn -> Thorn 5 Cure Poison -> Cure Poison 6 Avoid -> Avoid 8 Wish -> Wish 10 Mad Blast -> Mad Blast 11 Cutting Edge ~> Plume Edge 13 Restore -> Restore 14 Briar -> Briar 16 Ply Well -> Ply Well 19 Revive -> Revive 22 Wish Well -> Wish Well 30 Break -> Break 34 Pure Ply -> Pure Ply 36 Nettle -> Nettle 46 Pure Wish -> Pure Wish Mars Series --------------------------------------------------------------------------- ___ ____________________ __________________________ lvl Pilgrim & Wanderer Ascetic, Water Monk & Guru ��� �������������������� �������������������������� 1 Douse -> Douse 5 Cure Poison -> Cure Poison 6 Prism -> Prism 8 Volcano 9 Wish 12 Drench -> Drench 13 Restore -> Restore 20 Hail Prism -> Hail Prism 22 Eruption 24 Wish Well 30 Deluge -> Deluge 34 Break -> Break 46 Pure Wish 48 Pyroclasm 52 Freeze Prism -> Freeze Prism ___ ____________________ ____________________ lvl Cavalier Luminier ��� �������������������� �������������������� 1 Ply -> Ply 2 Blast -> Blast 3 Guard -> Guard 5 Cure Poison -> Cure Poison 6 Avoid -> Avoid 8 Wish -> Wish 10 Mad Blast -> Mad Blast 11 Cutting Edge ~> Plume Edge 13 Restore -> Restore 15 Protect -> Protect 16 Ply Well -> Ply Well 22 Wish Well -> Wish Well 28 Fiery Blast -> Fiery Blast 30 Break -> Break 34 Pure Ply -> Pure Ply 46 Pure Wish -> Pure Wish Jupiter Series --------------------------------------------------------------------------- ___ ____________________ ____________________ lvl Hermit & Elder Scholar - Wizard ��� �������������������� �������������������� 1 Impact -> Impact 6 Prism -> Prism 8 Plasma -> Plasma 12 Wish 18 Bind -> Bind 21 High Impact -> High Impact 22 Hail Prism -> Hail Prism 24 Wish Well 26 Shine Plasma -> Shine Plasma 30 Break -> Break 31 Drain -> Drain 39 Psy Drain -> Psy Drain 46 Pure Wish 50 Spark Plasma -> Spark Plasma 52 Freeze Prism -> Freeze Prism Mercury Series - Piers --------------------------------------------------------------------------- ___ ____________________ ____________________ ____________________ lvl Mariner Privateer & Commander Captain & Admiral ��� �������������������� �������������������� �������������������� 1 Douse -> Douse -> Douse 1 Frost -> Frost -> Frost 2 Ply -> Ply -> Ply 4 Cool -> Cool -> Cool 5 Cure Poison -> Cure Poison -> Cure Poison 6 Avoid -> Avoid 8 Tundra -> Tundra -> Tundra 12 Diamond Dust -> Diamond Dust ~> Diamond Berg 13 Restore -> Restore -> Restore 17 Ply Well -> Ply Well -> Ply Well 21 Supercool -> Supercool -> Supercool 24 Glacier -> Glacier -> Glacier 30 Break -> Break -> Break 35 Pure Ply -> Pure Ply -> Pure Ply 48 Megacool -> Megacool -> Megacool Mercury Series - Mia --------------------------------------------------------------------------- ___ ____________________ ____________________ lvl Water Seer & Scribe Cleric - Angel ��� �������������������� �������������������� 1 Ply -> Ply 4 Ice -> Ice 2 Frost -> Frost 8 Wish 9 Tundra -> Tundra 13 Restore -> Restore 16 Ply Well -> Ply Well 17 Ice Horn -> Ice Horn 22 Wish Well 25 Glacier -> Glacier 30 Break -> Break 34 Pure Ply -> Pure Ply 42 Ice Missile -> Ice Missile 46 Pure Wish Other Series --------------------------------------------------------------------------- See Jupiter Adepts "Other" Series (Are identical) ------------------------------------------------------------------------| All Adepts - Book Classes | ------------------------------------------------------------------------| Req. Djinn Statistic Change ('-' = No Change, 100%) | -----------|------------------|------|------|------|------|------|------| |Own | Other Elem. | HP | PP | Att | Def | Agl | Lck | -----------|----|-------------|------|------|------|------|------|------| Mysterious Card Series | |------------------|------|------|------|------|------|------| Pierrot | 0 | 0 0 0 | - | 80% | - | 110% | 130% | 120% | Harlequin | 0 | 1 1 1 | 130% | - | 110% | 120% | 140% | 120% | Punchinello| 0 | 2 2 2 | 160% | 110% | 120% | 130% | 150% | 120% | Acrobat | 0 | 3 3 3 | 190% | 120% | 130% | 140% | 160% | 120% | -----------|----|-------------|------|------|------|------|------|------| Trainer's Whip Series | |------------------|------|------|------|------|------|------| Tamer | 0 | 0 0 0 | - | 70% | 110% | 120% | 90% | 80% | Trainer | 0 | 1 1 1 | 130% | 90% | 120% | 130% | - | 80% | Beastkeeper| 0 | 2 2 2 | 160% | - | 140% | 140% | 110% | 80% | Beast Lord | 0 | 3 3 3 | 190% | 110% | 160% | 150% | 120% | 80% | -----------|----|-------------|------|------|------|------|------|------| Tomegatericon Series | |------------------|------|------|------|------|------|------| Dark Mage | 0 | 0 0 0 | 80% | 140% | 80% | 90% | 140% | 90% | Crypt Lord | 0 | 1 1 1 | - | 160% | - | 110% | 150% | 90% | Necrolyte | 0 | 2 2 2 | 130% | 170% | 120% | 120% | 160% | 90% | Necromage | 0 | 3 3 3 | 160% | 190% | 140% | 130% | 170% | 90% | -----------|----|-------------|-----------------------------------------| Mysterious Card Series --------------------------------------------------------------------------- ___ ____________________ _____________________ lvl Pierrot & Harlequin Punchinello & Acrobat ��� �������������������� ��������������������� 3 Baffle Card -> Baffle Card 5 Juggle -> Juggle 6 Avoid -> Avoid 8 Sword Card -> Sword Card 10 Sabre Dance -> Sabre Dance 13 Flame Card -> Flame Card 15 Sleep Card -> Sleep Card 17 Heat Juggle -> Heat Juggle 22 Fire Breath -> Fire Breath 25 Thunder Card -> Thunder Card 27 Death Card -> Death Card 29 Backstab 33 Bramble Card -> Bramble Card 37 Fiery Juggle -> Fiery Juggle 46 Frost Card -> Frost Card Trainer's Whip Series --------------------------------------------------------------------------- ___ _____________ ______________ ______________ ______________ lvl Tamer Defender Beastkeeper Beast Lord ��� ������������� �������������� �������������� �������������� 1 Wild Wolf ~> Orc ~> Dinox ~> Troll 5 Cure Poison -> Cure Poison -> Cure Poison -> Cure Poison 6 Impact -> Impact -> Impact -> Impact 7 Pixie ~> Faery ~> Weird Nymph 10 Whiplash -> Whiplash -> Whiplash -> Whiplash 10 Salamander ~> Cerebus ~> Chimera ~> Macetail 13 Restore -> Restore -> Restore -> Restore 15 Elder Wood ~> Estre Wood 20 Emu ~> Harpy ~> Gryphon ~> Minotaur 22 High Impact -> High Impact -> High Impact -> High Impact 24 Succubus 27 Lich ~> Phoenix 28 Manticore 32 Wyvern ~> Blue Dragon ~> Fire Dragon 45 Roc ~> Grand Golem ~> Living Armor ~> Ghost Soldier Tomegatericon Series --------------------------------------------------------------------------- __ ____________________ ____________________ ____________________ lvl Dark Mage & Crypt Lord Necrolyte Necromage ��� �������������������� �������������������� �������������������� 9 Raging Heat -> Raging Heat -> Raging Heat 17 Haunt -> Haunt -> Haunt 19 Revive -> Revive -> Revive 20 Fire Puppet -> Fire Puppet -> Fire Puppet 22 Fiery Abyss -> Fiery Abyss -> Fiery Abyss 24 Curse -> Curse -> Curse 26 Call Demon -> Call Demon 29 Condemn -> Condemn -> Condemn 31 Drain -> Drain -> Drain 33 Poison Flow -> Poison Flow -> Poison Flow 39 Psy Drain -> Psy Drain -> Psy Drain 47 Call Dullahan 53 Dire Inferno -> Dire Inferno -> Dire Inferno BTW. You do NOT have to beat Dullahan before "Call Dullahan" becomes available. This to clear an old rumor, just get to level 47 in Necromage Class and the Psynergy appears. =========================================================================== Appendix B: Chart Tables =========================================================================== --------------------------------------------------------------------------- 1. I Items - Potions --------------------------------------------------------------------------- Name Value Description -------------- ----- ---------------------------------------------------- Herb 10 Heals 50 HP Nut 200 Heals 200 HP Corn 12 Heals 200 HP Vial 500 Heals 500 HP Potion! 1000 Heals all HP Mist Potion! 9000 Heals 300 HP for all Empty Bottle!~ 1000 Use to store Hermes' Water Hermes' Water!~ 2000 Heals all HP Psy Crystal! 500 Heals all PP Antidote 20 Cures Poison Elixir 30 Cures Delude, Stun, Sleep, Haunt & Curse Sacred Feather 70 Decreases Encounter Rate (Less Monster Battles) Water of Life! 3000 Revives a dead character and heals all HP Power Bread! 500 Increase maximum HP with +5 permanently Cookie! 500 Increase maximum PP with +5 permanently Apple! 500 Increase ATK with +3 permanently Hard Nut! 500 Increase DEF with +3 permanently Mint! 500 Increase AGL with +3 permanently Lucky Pepper! 500 Increase LCK with +2 permanently --------------------------------------------------------------------------- 1. II Items - Attack Items --------------------------------------------------------------------------- Name Value Description -------------- ----- ---------------------------------------------------- Smoke Bomb 30 Use induces Delusion Sleep Bomb 60 Use induces Sleep Oil Drop 30 Attack with Fire power Weasel Claw 40 Attack with Wind power Bramble Seed 50 Attack with Earth power Crystal Powder 60 Attack with Water power Trident - Water Res. +20, Use break Poseidon's Force field --------------------------------------------------------------------------- 1. III Items - Scenario Items --------------------------------------------------------------------------- Name Value Description -------------- ----- ----------------------------------------------------- Lucky Medal! 50 Use for winning items at Lemurian Fountain Game Ticket! 100 Use for winning items at Contigo's Slot Machine Burst Brooch - Learn "Burst" (Tundaria Tower) Carry Stone - Learn "Carry" (Get from Isaac) Cloak Ball~ - Learn "Cloak" Douse Drop - Learn "Douse" (Get from Isaac) Frost Jewel - Learn "Frost" (Get from Isaac) Grind Stone - Learn "Grind" (Lemuria) Halt Gem~ - Learn "Halt" Hover Jade - Learn "Hover" (Shaman Village) Lash Pebble - Learn "Lash" (Kandorean Temple) Lifting Gem - Learn "Lift" (Get from Isaac) Orb of Force~ - Learn "Force" Pound Cube - Learn "Pound" (Dehkan Plateaus) Teleport Lapis - Learn "Teleport" (Mars Lighthouse) Tremor Bit - Learn "Tremor" (Madra Catacombs) Mythril Bag - Can hold one or more of the elemental stars Jupiter Star - Use to light beacon of the Jupiter Lighthouse Mars Star - Use to light beacon of the Mars Lighthouse Aquarius Stone - Find and use in Aqua Rock to get "Parch" Black Orb - Used for entering & controlling the Lemurian Ship Dancing Idol! 400 Use to light Serpent, trade with Uzume for Coal Magma Ball! 800 Found in Magma Rock, use to load Loho's cannon Sea God's Tear! 300 Get in Daila's Shrine, use in Shrine of the Sea God Dragon's Eye~ - No use Cell Key!~ 30 No use Ruin Key! 230 Open door in Madra Catacombs to Moloch Tablet Blue Key - Open red door in Jupiter Lighthouse Red Key - Open blue door in Jupiter Lighthouse Bone - Wastes inventory space / Distract dog Large Bread 8 Feed the hungry Alhafran boy Laughing Fungus 700 No use, Give Madran Man for some comments Healing Fungus! 300 Trade with Madran man for Mars Djinni - Char Pretty Stone! 300 Animal trade quest item Red Cloth! 120 Animal trade quest item Milk! 90 Animal trade quest item Li'l Turtle! 500 Animal trade quest item, get entrance Islet Cave --------------------------------------------------------------------------- 1. IV Items - Raw Materials --------------------------------------------------------------------------- Name Value Description (See below for the forging list) --------------- ----- ---------------------------------------------------- Tear Stone! 300 Forge by Sunshine; dropped by Gillman Lord Star Dust! 400 Forge by Sunshine; dropped by Sand Scorpion Sylph Feather! 700 Forge by Sunshine; dropped by Great Seagull Dragon Skin! 1200 Forge by Sunshine; dropped by Winged Lizard Salamander Tail! 1400 Forge by Sunshine; dropped by Pyrodra Golem Core! 1500 Forge by Sunshine; dropped by Bombander Mythril Silver! 2000 Forge by Sunshine; dropped by Ghost Dark Matter! 3000 Forge by Sunshine; dropped by Wonder Bird Orihalcon! 4000 Forge by Sunshine; dropped by Sky Dragon ------------------------------------------------------------------------ Tear Stone Star Dust Sylph Feather Drop - Gillman Lord Drop - Sand Scorpion Drop - Great Seagull ---------------------- ---------------------- ---------------------- Cloud Wand Comet Mace Sylph Rapier Clear Bracelet Planet Armor Faery Vest Pure Circlet Luna Shield Aerial Gloves Spirit Ring Astral Circlet Floating Hat Star Dust Ring Dragon Skin Salamander Tail Golem Core Drop - Winged Lizard Drop - Pyrodra Drop - Bombander ---------------------- ---------------------- ---------------------- Dragon Armor Burning Sword Huge Sword Dragon Robe Apollo's Axe Gaia's Axe Dragon Shield Salamander Rod Tungsten Mace Dragon Helm Ardagh Robe Chronos Mail Dragon Boots Flame Shield Titan Gloves Mythril Silver Dark Matter Orihalcon Drop - Soul Army Drop - Wonder Bird Drop - Sky Dragon ---------------------- ---------------------- ---------------------- Levatine Darksword Excalibur Mythril Blade Stealth Armor Stellar Axe Mythril Clothes Terra Shield Nebula Wand Mythril Helm Fear Helm Xylion Armor Mythril Armlet Demon Circlet Big Bang Gloves Psychic Circlet Cosmos Shield Millennium Helm ------------------------------------------------------------------------ --------------------------------------------------------------------------- 2. I Weapons - Long Swords (Used by Felix, Garet, Isaac & Piers) --------------------------------------------------------------------------- Name ATK Value Unleash Other ---------------- --- ----- -------------- --------------------------------- Rusty Sword! 10 277 - Forges Robber's Blade Rusty Sword! 14 435 - Forges Soul Brand Long Sword 14 200 - Broad Sword 40 1000 - Arctic Blade!~ 55 2600 Blizzard Storm Brand! 60 3900 Hurricane Claymore 70 4000 - Great Sword 90 7000 - Shamshir! 99 10000 Acid Bath Robber's Blade! 101 7600 Shred Silver Sword! 108 12000 Aqua Sock Masamune! 115 13400 Rising Dragon Muramasa!~ 126 13600 Demon Fire Cursed Cloud Brand! 130 11800 Raiden's Wrath Lightning Sword! 134 11400 Flash Edge Gaia Blade!~ 135 17000 Titan Blade (Earth) Earth Pow. & Res. +20 Soul Brand! 141 11600 Soul Shatter Hestia Blade! 145 12900 Crucible Fire Huge Sword! 155 14000 Heavy Divide Mythril Blade! 160 14600 Lethe Albion Rune Blade! 162 15000 Void Beam Levatine! 173 19700 Radiant Fire Fire Brand! 176 23400 Purgatory Excalibur! 180 29200 Legend Sol Blade! 200 31200 Megiddo Darksword! 210 24200 Acheron's Grief Cursed --------------------------------------------------------------------------- 2. II Weapons - Light Blades (Used by all except Mia and Sheba) --------------------------------------------------------------------------- Name ATK Value Unleash Other ---------------- --- ----- -------------- --------------------------------- Rusty Sword! 9 240 - Forges Corsair's Edge Rusty Sword! 13 390 - Forges Pirate's Sabre Machete^ 6 28 - (Dummied Out) Short Sword 8 120 - Bandit's Sword!~ 12 700 Rapid Smash Hunter's Sword 28 520 - Pirate's Sword! 34 2000 Dreamtide Elven Rapier!~ 44 2200 Vorpal Slash (Wind) Hypnos' Sword! 49 2900 Moon Air Battle Rapier 58 2900 - Mystery Blade!~ 85 6400 Life Nourish Master Rapier 86 6800 - Assassin Blade!~ 90 7800 Mortal Danger Corsair's Edge! 90 6300 Lunar Slash Ninja Blade! 99 8800 Cyclone Attack Swift Sword! 104 9400 Sonic Smash Wind Pow. +10 Mist Sabre! 110 8600 Searing Fog Sylph Rapier! 124 10100 Mad Zephyr (Wind) Kikuichimonji!~ 128 13400 Asura Pirate's Sabre! 136 10600 Scorpionfish Phaeton's Blade! 151 13600 Light Surge Burning Sword! 157 14600 Blaze Rush Masamune! 161 16400 Rising Dragon Tisiphone Edge! 178 23000 Vengeance --------------------------------------------------------------------------- 2. III Weapons - Axes (Used by Felix, Garet, Isaac & Piers) --------------------------------------------------------------------------- Name ATK Value Unleash Other ---------------- --- ----- -------------- --------------------------------- Rusty Axe! 10 255 - Forges Captain's Axe Rusty Axe! 14 412 - Forges Viking Axe Battle Axe 24 280 - Themis' Axe! 30 1900 Stone Justice Broad Axe 50 1400 - Vulcan Axe!~ 76 4600 Barrage Disk Axe! 76 4700 Power Drive Great Axe 80 5200 - Burning Axe!~ 84 7500 Broil (Fire) Captain's Axe! 95 6800 - Use DEF+ Dragon Axe! 100 10300 Heat Mirage (Fire) Giant Axe! 114 14000 Meltdown Tartarus Axe! 127 10800 Vein Tap Demon Axe!~ 132 16000 Poison Cloud Cursed Viking Axe! 137 11000 Stun Bolt Mighty Axe! 142 11900 Heat Shatter Apollo's Axe! 158 15200 Flare Burst (Fire) Gaia's Axe! 163 16400 Mother Earth (Earth) Stellar Axe! 171 19700 Supernova --------------------------------------------------------------------------- 2. IV Weapons - Maces (Used by All except Jenna & Ivan) --------------------------------------------------------------------------- Name ATK Value Unleash Other ---------------- --- ----- -------------- --------------------------------- Rusty Mace! 11 315 - Forges Hagbone Mace Rusty Mace! 12 345 - Forges Demon Mace Mace 6 80 - Heavy Mace 26 500 - Blow Mace! 45 2800 Boost Hack Battle Mace 56 2600 - War Mace 84 6200 - Grievous Mace!~ 88 7000 Terra Strike (Earth) Comet Mace! 105 8000 Ice Crush Hagbone Mace! 108 8400 Wyrd Curse Righteous Mace! 112 8400 Blinding Smog HP rec. +3 Demon Mace! 115 9200 Evil Eye Thanatos Mace! 125 10400 Heartbreak Blessed Mace! 126 14500 - HP rec. +2, Use rec. +200 HP Wicked Mace!~ 130 13800 Poison Death Cursed Rising Mace! 152 13900 High Vitals Tungsten Mace! 159 14700 Hammersphere --------------------------------------------------------------------------- 2. V Weapons - Rods & Staffs (Used by Ivan, Jenna, Mia & Sheba) --------------------------------------------------------------------------- Name ATK Value Unleash Other ---------------- --- ----- -------------- --------------------------------- Rusty Staff! 11 360 - Forges Goblin Rod Rusty Staff! 12 375 - Forges Glower Staff Wooden Stick 4 40 - Shaman's Rod 10 - - Magic Rod! 16 380 Murk Witch's Wand! 32 850 Stun Voltage Blessed Ankh! 46 1600 Psyphon Seal Psynergy Rod! 64 3800 Psynergy Leech Frost Wand! 76 5400 Frost Bite (Water) Staff of Anubis! 83 5500 Sarcophagus Angelic Ankh! 83 6400 Life Leech Demonic Staff! 92 10000 Bad Omen Cursed Cloud Wand! 98 7000 Stun Cloud Zodiac Wand!~ 102 11400 Shining Star Crystal Rod! 106 13400 Drown Glower Staff! 126 10100 Flash Force Dracomace! 128 10700 Aging Gas Fireman's Pole! 130 8200 - Use all Res.+ Goblin's Rod! 134 9800 Sargasso Meditation Wand! 150 13400 Nirvana Salamander Rod! 156 14300 Fire Dance Nebula Wand! 165 15200 Reverse Star Clotho's Distaff!168 17200 - Use rec. +1000 HP Atropos' Rod! 169 18900 Life Shear Lachesis' Rule! 177 21700 Apocalypse --------------------------------------------------------------------------- 2. VI Weapons - Books (Used by All) --------------------------------------------------------------------------- Name Value New Class Other ---------------- ----- ----------- ------------------------------------- Mysterious Card! 333 Pierrot Found in Kandorean Temple Trainer's Whip! 666 Tamer Found in Yampi Desert Tomegathericon! 999 Dark Mage Found in Gabomba Catacombs --------------------------------------------------------------------------- 3. I Body Armor - Armor (Used by Felix, Garet, Isaac & Piers) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Leather Armor 12 240 Psynergy Armor! 21 1000 Max PP +20 Chainmail 25 2000 Ixion Mail! 26 1300 Water/Wind Res. +20 Armored Shell! 30 3600 Spirit Armor!~ 32 4000 all Res. +15 Plate Mail 33 4400 Spiked Armor!~ 34 14000 ATK +10, Crit. +6% Steel Armor 36 4900 Planet Armor! 36 4800 All Pow. +10 Phantasmal Mail! 38 5800 LCK +7, Use induce Delusion Asura's Armor!~ 42 15000 ATK +5, HP rec. +8 Erebus Armor! 43 9000 HP rec. +6 Dragon Mail! 44 9700 Water/Fire Res. +15 Dragon Scales!~ 44 17000 Water/Fire Res. +30 Chronos Mail! 47 13100 Max HP +20 Stealth Armor! 48 14000 Cursed, Earth Res. -10 Xylion Mail! 50 22500 ATK +12 Demon Mail!~ 50 17000 Cursed, Wind Res. -10 Valkyrie Mail! 53 25500 Crit. +20% --------------------------------------------------------------------------- 3. II Body Armor - Clothing (Worn by All) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Cotton Shirt 3 20 Travel Vest 6 50 Fur Coat~ 16 400 Water Res. +20 Adept's Clothes 18 850 Max PP +8 Full Metal Vest! 21 1100 Elven Shirt!~ 22 1700 AGL *1.5 Kimono!~ 25 2800 AGL +10, Fire Res. +10 Silver Vest 28 3200 Festival Coat! 28 2800 LCK +10 Water Jacket!~ 30 3000 Water Res. +30, Fire Res. +20 Ninja Garb!~ 36 6900 AGL +30, Wind Res. +10 Wild Coat! 37 4000 AGL +40 Floral Dress! 38 6600 Use induce Sleep Storm Gear!~ 42 9800 Water/Fire/Wind Res. +30 Mythril Clothes 44 14900 Crit. 15% Erinyes Tunic! 45 10400 ATK +5, Crit. +10% Triton's Ward! 47 16200 Water Pow. +30, Water Res. +70 --------------------------------------------------------------------------- 3. III Body Armor - Robes (Used by Ivan, Jenna, Mia & Sheba) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ One-Piece Dress* 4 24 Travel Robe 10 200 China Dress!~* 19 1600 Use enemy ATK- Silk robe* 20 1400 Jerkin* 26 2400 Cocktail Dress!~* 29 4000 Max PP +15 Blessed Robe! 36 7000 HP rec. +5 Magical Cassock! 39 9000 PP rec. +2 Muni Robe! 39 6300 HP rec. +10 Dragon Robe! 42 8900 Water/Fire Res. +18 Oracle Robe!~* 43 13500 HP rec. +10, Water Res. +40 Ardagh Robe! 44 9900 Fire Pow. +20, Fire Res. +40 Feathered Robe! 45 14000 AGL +30, Wind Pow. +20, Wind Res. +30 Aeolian Cassock! 46 11400 Wind Pow. +15, Wind Res. +50 Iris Robe! 47 16600 LCK +15, Fire Res. +30, PP rec. +12 Mysterious Robe 48 11000 HP rec. +20, PP rec. +10 --------------------------------------------------------------------------- 4. I Arm Protection - Shields (Used by Felix, Garet, Isaac & Piers) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Wooden Shield 6 40 Bronze Shield 14 500 Iron Shield 20 1200 Fujin Shield! 23 1400 Wind Res. +50 Dragon Shield!~ 26 2400 Fire Res. +30 Knight Shield 28 3000 Earth Shield!~ 31 4100 Earth Res. +20, Use rec. 150 HP Luna Shield! 33 3900 Earth Res. +30 Mirrored Shield! 39 5200 Use induce Delusion Aegis Shield! 41 6700 Crit. +10% Dragon Shield! 42 7400 Water/Fire Res. +15 Flame Shield! 44 8600 Fire Res. +60 Terra Shield! 48 11200 Cursed, ATK +5 Cosmos Shield! 49 12200 All Res. +20 --------------------------------------------------------------------------- 4. II Arm Protection - Gloves (Worn by all) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Padded Gloves 2 10 Leather Gloves 10 220 Gauntlets 23 1600 Battle Gloves!~ 26 2100 ATK +8 Vambrace!~ 27 1800 ATK +5 War Gloves! 31 4000 ATK +10 Spirit Gloves!~ 34 5200 All Pow. +5 Crafted Gloves! 35 4600 ATK +5 Aura Gloves! 36 6500 Use boost all Res. Aerial Gloves! 37 5400 AGL +30, Wind Pow. +20 Spirit Gloves! 40 7200 Max PP +20 Titan Gloves! 43 8100 Max HP +30 Riot Gloves! 45 10400 ATK +15, Crit. +20% Big Bang Gloves! 47 10200 Fire Pow. +40 --------------------------------------------------------------------------- 4. III Arm Protection - Armlet (Used by Ivan, Jenna, Mia & Sheba) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Leather Armlet 7 180 Armlet 17 900 Heavy Armlet 25 2000 Guardian Armlet!~ 27 2600 Use boost DEF Silver Armlet 30 4000 Clear Bracelet! 31 3500 Water Pow. +25 Virtuous Armlet!~ 35 7000 Fire & Wind Pow. +10, Use rec. +100 HP Spirit Armlet! 38 9000 Earth & Water Pow. +10, Use cure Ailments Leda's Bracelet! 38 5800 Wind Pow. +30 Jester's Armlet! 39 5100 Max PP +30 Mythril Armlet! 46 9700 Crit. +10% --------------------------------------------------------------------------- 5. I Helmets - Helms (Used by Felix, Garet, Isaac & Piers) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Open Helm 9 180 Bronze Helm 14 600 Iron Helm 20 1600 Steel Helm 27 3100 Adept's Helm!~ 29 3700 Max PP *1.2 Silver Helm 30 3900 Viking Helm! 30 4000 Water Res. +30 Knight's Helm 33 4600 Warrior's Helm!~ 35 10000 Earth Pow. +10, Crit. +10% Dragon Helm! 42 8900 Water/Fire Res. +20 Minerva Helm! 43 8700 Max PP +20 Mythril Helm! 44 11400 Crit. +12% Millenium Helm! 45 11400 Max HP +20 Fear Helm! 48 12800 Cursed, ATK +10 Gloria Helm! 49 13800 HP rec. +10 --------------------------------------------------------------------------- 5. II Helmets - Caps (Worn by All) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Leather Cap 3 30 Wooden Cap 10 400 Nurse Cap 18 1200 Use to heal Thorn Crown! 28 ATK +8 Lure Cap!~ 20 3000 Increase Encounter Rate Mail Cap 23 2000 Ninja Hood!~ 28 2800 AGL +20 Prophet's Hat! 30 4600 Use induce Curse Otafuku Mask!* 31 3900 Use 'Water Breath' Hiotoko Mask!# 33 6600 Use 'Fire Breath' Lucky Cap!~ 33 5200 PP rec. +2, Crit. +8% Floating Cap! 34 5700 LCK *1.2, Wind Res. +20 Jeweled Crown! 35 4000 LCK +5 Thunder Crown!~ 40 7500 Cursed, PP rec. +4 Crown of Glory! 40 7400 PP rec. +8 Alastor's Hood! 47 11800 Use induce Haunt --------------------------------------------------------------------------- 5. III Helmets - Circlets (Used by Ivan, Jenna, Mia & Sheba) --------------------------------------------------------------------------- Name DEF Value Other ----------------- --- ----- ----------------------------------------------- Circlet 6 120 Silver Circlet 16 1300 Clarity Circlet 21 1500 Wind Pow. +15 Guardian Circlet 25 3400 Glittering Tiara!*~27 3600 Use prevent Delusion Platinum Circlet 29 4200 Pure Circlet! 29 3700 Water Pow. +20 Astral Circlet! 32 4600 Max PP +15 Mythril Circlet!~ 34 7000 PP rec. +3 Brilliant Circlet! 36 6100 LCK +10 Psychic Circlet! 39 8800 PP rec. +12 Berserker Band! 46 13700 ATK +15 Demon Circlet! 50 15800 Cursed, Crit. +15% --------------------------------------------------------------------------- 6. I Accessories - Rings (Worn by All) --------------------------------------------------------------------------- Name Value Other ---------------- ----- ---------------------------------------------------- Adept Ring! 3100 Use rec. 7 PP Aroma Ring! 2300 Use all allies rec. +100 HP (Dummied Out) Cleric's Ring!~ 6400 Nullify effect caused by Curse (doesn't remove it) Fairy Ring!~ 2900 Use as Elixir Golden Ring! 4000 Use elemental Res.+ Guardian Ring! 1700 DEF +4, Max HP +20 Healing Ring! 800 Use rec. 70 HP Rainbow Ring! 900 Use induce Delusion (Dummied Out) Sleep Ring! 1400 Use induce Sleep Soul Ring! 1800 Use recover Downed (Dummied Out) Spirit Ring! 3600 Use to rec. +160 HP for all Stardust Ring! 2500 Use to Seal Psynergy Unicorn Ring! 1100 Use cure Poison War Ring! 2600 Use ATK+ --------------------------------------------------------------------------- 6. II Accessories - Under Shirts (Worn by All) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Running Shirt! 1 400 AGL +15 Casual Shirt! 3 50 HP rec. +5 (Dummied out) Silk Shirt!* 6 1800 LCK +1 Herbed Shirt! 7 1900 Use DEF- (Dummied out) Mythril Shirt! 10 2900 Max HP +5 Divine Camisole!* 10 2700 LCK +5 (Dummied out) Golden Shirt! 12 2400 Max HP +10 --------------------------------------------------------------------------- 6. III Accessories - Boots (Worn by All) --------------------------------------------------------------------------- Name DEF Value Other ---------------- --- ----- ------------------------------------------------ Turtle Boots! 3 600 AGL *0.5 Fur Boots! 2 1200 Water Res. +15 Quick Boots! 3 2100 AGL +20 Hyper Boots! 4 2400 Crit. +12% Ninja Sandals! 5 2000 Crit. +15% (Dummied out) Leather Boots 6 270 - Knight's Greave! 8 2700 Max HP +5 (Dummied out) Silver Greave! 11 3800 LCK +4 (Dummied out) Safety Boots! 12 700 AGL *0.7 Dragon Boots! 13 4200 Earth/Water/Fire Res. +10 Golden Boots! 15 4400 AGL +30 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ATK = Attack DEF = Defense AGL = Agility LCK = Luck 'item name'! = Item is an Artifact 'item name'~ = Item can only be obtained by Transfer from GS1 'item name'* = Item can by used by girls only (Sheba, Mia & Jenna) 'item name'# = Item can be used by boys only (Felix, Gareth, Isaac, Ivan & Piers) Crit+ = When equipped item increases Unleash Rate ('Element') = Regular attack is of type: 'Element' Note 1: Selling an item gives you only 75% of its original value. Using this I calculated the original values, instead of having 2 columns for price Note 2: All items, except the trident, that are used in battle can break Note 3: Ivan, Jenna & Felix can't use the Machete, even though it is a Light blade class weapon. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 8. I Psynergy Spells - Field --------------------------------------------------------------------------- Name Lvl Elem. PP Item Effect and Notes -------------- --- ----- -- -------------- -------------------------------- Avoid 6 Wind 5 - Encounter Rate decreases Blaze - Fire 1 - create fire stream from a flame Burst - Fire 2 Burst Brooch Make cracked objects explode Carry - Earth 2 Carry Stone Carry an object to another tile Catch - Earth 1 Catch Beads Catch small objects Cloak - Water 1 Cloak Ball Cloak to hide in the shadows Cyclone - Wind 2 Cyclone Chip Removes bushes from the ground Douse 1 Water 5 Douse Drop Small rain cloud Force (Ki) - - 2 Orb of Force Use Ki to strike an object Frost 1 Water 5 Frost Jewel Freeze puddles of water Gale 1 Wind 3 - Same as "Whirlwind" Growth 1 Earth 4 - Make small plants grow Halt - Wind 2 Halt Gem Stop 1 Target's Movements Hover - Wind 2 Hover Jade Walk on thin air Lash - Wind 1 Lash Pebble Create tightropes Lift - Wind 2 Lifting Gem Lift boulders Mind Read 1 Wind 1 - Read peoples' Minds Move 1 Fire 2 - Move an object one square Parch - Wind 2 - Vaporize still water Pound - Fire 2 Pound Cube Hammer objects into the ground Retreat 1 Earth 6 - Retreat to the dungeon entrance Reveal - Wind 1 - See things normally invisible Sand - Earth 2 - Travel underground in sand areas Scoop - Earth 1 Scoop Gem Dig in the ground Teleport - Wind 3 Teleport Lapis Teleport to different places Tremor - Earth 1 Tremor Bit Shake objects Whirlwind 1 Wind 5 - Use to blow away small bushes --------------------------------------------------------------------------- --------------------------------------------------------------------------- 8. II Psynergy Spells - Healing & Status --------------------------------------------------------------------------- Name lvl Elem. PP Ran Effect and Notes -------------- --- ----- -- --- ------------------------------------------- Revive 19 Earth 15 1 Revives downed and recover HP Lich 27 Earth 10 1 Revives downed and recover HP Phoenix 27 Fire 10 1 Upgrade Lich Cure Poison 5 Wind 2 1 Cures one poisoned ally Restore 13 Wind 3 1 Cures sleep, stun and Delusion Statuses Break 34 Water 5 All Nullify any enemy status boosts Impact 5 Wind 7 1 Raise Ally Attack High Impact 21 Wind 12 All Raise Allies Attacks Demon Spear 5 Wind 7 1 Raise Ally Attack Angel Spear 21 Wind 12 All Raise allies' Attacks Guard 3 Fire 3 1 Raise Ally Defense Protect 15 Fire 5 All Raise Allies Defenses Guardian 3 Wind 3 1 Raise Ally Defense Protector 15 Wind 5 All Raise Allies' Defenses Ward 6 Wind 3 1 Raise Ally's Resistance Resist 22 Wind 5 All Raise Allies' Resistance Magic Shell 10 Wind 3 1 Raise Ally Resistance Magic Shield 27 Wind 5 All Raise Allies' Resistances Dull 11 Wind 6 1 Lower Enemy Attack Blunt 37 Wind 11 3 Lower Enemies Attacks Impair 9 Fire 4 1 Lower Enemy Defense Debilitate 23 Fire 6 3 Lower Enemies Defenses Weaken 9 Wind 4 1 Lower Enemy Resistance Enfeeble 25 Wind 6 3 Lower Enemies Resistances Sleep 12 Wind 5 3 induce sleep Bind 18 Wind 4 1 Chance of Sealing enemy's Psynergy Delude 1 Wind 4 3 induce Delusion Mist 1 Wind 4 3 induce Delusion Haunt 17 Earth 5 3 induce Haunt Curse 20 Earth 6 1 induce Curse Condemn 29 Earth 8 1 Chance of disabling enemy Annihilation 31 Earth 18 1 Chance of Instantly killing enemy Sword Card 8 Fire 6 1 Lower Enemy Attack Sleep Card 15 Wind 5 3 induce sleep Baffle Card 3 Wind 4 3 induce Delusion Death Card 27 Earth 8 1 Chance of Instantly killing enemy HP Drain 33 Wind 3 1 Chance of draining HP Psy Drain *39/41 Wind 0 1 Chance of draining PP (if it has any) Cure 1 Earth 3 1 Cure Series, Cures 70 HP Cure Well 10 Earth 7 1 Cure Series, Cures 150 HP Potent Cure 26 Earth 10 1 Cure Series, Cures 300 HP Ply 1 Water 4 1 Ply Series, Cures 100 HP Ply Well 16 Water 8 1 Ply Series, Cures 300 HP Pure Ply 34 Water 12 1 Ply Series, Cures 1000 HP Pixie 7 Water 5 1 Cure 115 HP Faery 7 Water 5 1 Cure 120 HP Weird Nymph 7 Water 5 1 Cure 125 HP Succubus 24 Water 9 1 Cure 250 HP Aura 9 Fire 7 All Aura Series, Cures 50 HP Healing Aura 16 Fire 11 All Aura Series, Cures 100 HP Cool Aura 33 Fire 16 All Aura Series, Cures 200 HP Wish 8 Water 9 All Wish Series, Cures 80 HP Wish Well 22 Water 13 All Wish Series, Cures 160 HP Pure Wish 46 Water 20 All Wish Series, Cures 400 HP Elder Wood 15 Water 14 All Cures 170 HP Estre Wood 15 Water 14 All Cures 180 HP, upgrade Elder Wood Manticore 28 Fire 18 All Cures 300 HP * = Some classes learn this spell on different levels for some unknown reason. Check the individual classes for more details. --------------------------------------------------------------------------- 8. III Psynergy Spells - Attack --------------------------------------------------------------------------- Name lvl Elem. PP Ran Effect and Notes -------------- --- ----- -- --- ------------------------------------------- Sabre Dance 10 Earth 7 1 Ragnarok 13 Earth 7 1 Attack with a huge sword Odyssey 13 Earth 18 1 Upgrade of Ragnarok Helm Splitter 33 Earth 8 1 Attack & Induce Paralysis Skull Splitter 33 Earth 8 1 Upgrade Helm Splitter Heat Wave 12 Fire 6 1 Attack with Fiery Bolts Liquifier 12 Fire 17 1 Upgrade Heat Wave Planet Diver 13 Fire 7 1 Attack with a gigantic leap Planetary 13 Fire 19 1 Upgrade Planet Diver Dragon Cloud 11 Fire 6 1 Attack with a Fire Dragon Epicenter 11 Fire 33 1 Upgrade Dragon Cloud Whiplash 10 Wind 6 1 Astral Blast 11 Wind 5 1 Attack with heaven's power Thunder Mine 11 Wind 16 1 Upgrade Astral Blast Death Plunge 12 Wind 14 1 Attack with a gigantic leap Death Leap 12 Wind 22 1 Upgrade Death Plunge Backstab 29 Wind 16 1 Quick Strike 40 Wind 12 1 Attack in a split second Diamond Dust 12 Water 6 1 Attack with crystallized water Diamond Berg 12 Water 17 1 Upgrade Diamond Dust Cutting Edge 11 Water 5 1 Attack with a water shockwave Plume Edge 11 Water 15 1 Upgrade Cutting Edge Fire Puppet 20 Earth 7 3 Attack & Induce Stun Demon Night 18 Earth 12 3 Attack with monster spirits Thorny Grave 18 Earth 24 3 Upgrade Demon Night Fire Breath 22 Fire 13 3 Attack with a stream of fire Shuriken 21 Wind 8 3 Attack with knives Poison Flow 33 Wind 28 5 Attack all, induce Venom - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Quake 2 Earth 4 3 Quake Series Earthquake 4 Earth 7 5 Quake Series Quake Sphere 14 Earth 15 7 Quake Series Spire 6 Earth 5 1 Spire Series Clay Spire 20 Earth 13 3 Spire Series Stone Spire 42 Earth 22 3 Spire Series Gaia 6 Earth 7 3 Gaia Series Mother Gaia 24 Earth 17 5 Gaia Series Grand Gaia 54 Earth 32 5 Gaia Series Rockfall 6 Earth 5 3 Rockfall Series (similar to Gaia) Rockslide 24 Earth 15 5 Rockfall Series Avalanche 54 Earth 30 5 Rockfall Series Growth 1 Earth 4 1 Growth Series Mad Growth 12 Earth 10 3 Growth Series Wild Growth 28 Earth 19 5 Growth Series Thorn 4 Earth 6 3 Thorn Series Briar 17 Earth 11 3 Thorn Series Nettle 36 Earth 23 5 Thorn Series Punji 4 Earth 7 3 Punji Series (similar to Thorn) Punji Trap 15 Earth 13 3 Punji Series Punji Strike 36 Earth 24 5 Punji Series Flare 1 Fire 4 3 Flare Series Flare Wall 6 Fire 7 3 Flare Series Flare Storm 18 Fire 12 3 Flare Series Fire 4 Fire 6 3 Fire Series Fireball 14 Fire 12 5 Fire Series Inferno 36 Fire 23 5 Fire Series Raging Heat 9 Fire 9 5 Raging Heat Series Fiery Abyss 22 Fire 18 5 Raging Heat Series Dire Inferno 53 Fire 32 7 Raging Heat Series Volcano 8 Fire 6 1 Volcano Series Eruption 22 Fire 14 3 Volcano Series Pyroclasm 48 Fire 29 5 Volcano Series Lava Shower 8 Fire 4 1 Lava Shower Series (Similar to Volcano) Molten Bath 22 Fire 12 1 Lava Shower Series Magma Storm 48 Fire 27 1 Lava Shower Series Blast 6 Fire 7 3 Blast(1) Series Nova 16 Fire 13 5 Blast(1) Series Supernova 40 Fire 31 7 Blast(1) Series Fire Bomb 6 Fire 5 3 Fire Bomb Series (Similar to Blast(1)) Cluster Bomb 16 Fire 11 5 Fire Bomb Series Carpet Bomb 40 Fire 29 7 Fire Bomb Series Blast 2 Fire 5 3 Blast(2) Series Mad Blast 10 Fire 9 3 Blast(2) Series Fiery Blast 27 Fire 19 5 Blast(2) Series Fume 5 Fire 6 1 Fume Series Serpent Fume 26 Fire 14 1 Fume Series Dragon Fume 47 Fire 35 1 Fume Series Beam 7 Fire 7 3 Beam Series Cycle Beam 21 Fire 7 3 Beam Series Searing Beam 41 Fire 7 3 Beam Series Juggle 5 Fire 7 3 Juggle Series Heat Juggle 17 Fire 13 5 Juggle Series Fiery Juggle 37 Fire 25 5 Juggle Series Whirlwind 1 Wind 5 3 Whirlwind Series Tornado 18 Wind 14 5 Whirlwind Series Tempest 44 Wind 27 5 Whirlwind Series Gale 1 Wind 3 3 Gale Series (Similar to Whirlwind) Typhoon 18 Wind 12 5 Gale Series Hurricane 44 Wind 25 5 Gale Series Ray 1 Wind 6 3 Ray Series Storm Ray 14 Wind 10 3 Ray Series Destruct Ray 36 Wind 21 3 Ray Series Plasma 8 Wind 8 3 Plasma Series Shine Plasma 26 Wind 18 5 Plasma Series Spark Plasma 50 Wind 37 7 Plasma Series Bolt 2 Wind 4 1 Bolt Series Flash Bolt 6 Wind 7 3 Bolt Series Blue Bolt 22 Wind 14 3 Bolt Series Slash 1 Wind 4 1 Slash Series Wind Slash 10 Wind 9 3 Slash Series Sonic Slash 30 Wind 20 5 Slash Series Thunderclap 8 Wind 9 3 Thunderclap Series (Similar to Plasma) Thunderbolt 27 Wind 19 5 Thunderclap Series Thunderstorm 50 Wind 39 7 Thunderclap Series Frost 1/2 Water 5 3 Frost Series Tundra 8/9 Water 8 3 Frost Series Glacier 24/25 Water 15 3 Frost Series Ice 4 Water 5 1 Ice Series Ice Horn 17 Water 11 3 Ice Series Ice Missle 41 Water 23 3 Ice Series Froth 2 Water 5 3 Froth Series Froth Sphere 14 Water 12 5 Froth Series Froth Spiral 40 Water 31 7 Froth Series Prism 6 Water 7 3 Prism Series Hail Prism 22 Water 16 5 Prism Series Freeze Prism 52 Water 31 5 Prism Series Douse 1 Water 5 3 Douse Series Drench 12 Water 10 3 Douse Series Deluge 30 Water 20 5 Douse Series Cool 4 Water 6 3 Cool Series Supercool 21 Water 14 5 Cool Series Megacool 48 Water 33 7 Cool Series Flame Card 13 Fire 11 3 Attack with cards of Flame Suit Thunder Card 25 Wind 17 3 Attack with cards of Thunder Suit Bramble Card 33 Earth 22 3 Attack with cards of Thorn Suit Frost Card 46 Water 28 3 Attack with cards of Ice Suit Wild Wolf 1 - 3 1 Call a Wild Wof Orc 1 - 3 1 Upgrade Wild Wolf Dinox 1 Earth 3 1 Upgrade Orc Troll 1 Earth 3 1 Upgrade Dinox Salamander 10 Fire 7 3 Call a Salamander Cerberus 10 Fire 7 3 Upgrade Salamander Chimera 10 Fire 7 3 Upgrade Cerebus Macetail 10 Fire 7 3 Upgrade Chimera Emu 20 Wind 10 1 Call an Emu Harpy 20 Wind 10 1 Upgrade Emu Gryphon 20 Wind 10 1 Upgrade Harpy Minotaur 20 Earth 10 1 Upgrade Gryphon Roc 45 - 22 1 Call a Roc Grand Golem 45 Earth 22 1 Upgrade Roc Living Armor 45 Earth 22 1 Upgrade Grand Golem Ghost Soldier 45 Wind 22 1 Upgrade Living Armor Wyvern 32 Fire 17 5 Call a Wyvern Blue Dragon 32 Fire 17 5 Upgrade Wyvern Fire Dragon 32 Fire 17 5 Upgrade Blue Dragon Call Zombie 1 Water 5 1 Strike with a Zombie Call Demon 26 Earth 13 1 Strike with a Demon Call Dullahan 47 Wind 21 1 Strike with Dullahan's Formina Sage --------------------------------------------------------------------------- 9. Weapon Unleash Attacks --------------------------------------------------------------------------- Name Elem. Effect and other notes --------------- ----- ---------------------------------------------------- Acheron's Grief Earth Induce Venom Acid Bath Fire Drop ATK Aging Gas Wind Drain HP Apocalypse Wind Induce Curse (7 rounds to death) Aqua Sock Water - Asura Wind - Bad Omen Fire Induce Haunt Barrage Fire Induce Stun Blaze Rush Fire Drop DEF Blinding Smog Wind Induce Delusion Blizzard Water Drop ATK Boost Hack Fire - Broil Fire - Crucible Fire Fire Drop AGL Cyclone Attack Wind Drop Res. Demon Fire Fire Induce Haunt Dreamtide Water Induce Sleep Drown Water Instant kill Evil Eye Earth Induce Delusion Fire Dance Fire Drop ATK Flare Burst Fire Drain HP Flash Edge Wind Induce Delusion Flash Force Water Seal Psynergy Frost Bite Water Induce Stun Hammersphere Earth Drop DEF Heartbreak Earth Instant kill Heat Mirage Fire Induce Delusion Heat Shatter Fire Drop Res. Heat Smash Fire Drop Res. Heavy Divide Earth Drop DEF High Vitals Wind Drain HP Hurricane Water Drop ATK Ice Crush Water drop DEF Legend Wind Can do either 1x or 3x damge Lethe Albion Water Seal Psynergy Life Leech Water Drain HP Life Nourish Earth Drain HP Life Sheer Fire Instant Kill Light Surge Wind induce Delusion Lunar Slash Wind Drop Res. Mad Zephyr Wind Can do either 1x or 3x Damage Megiddo Earth - Meltdown Fire Drop DEF Moon Air Wind Induce Sleep Mortal Danger Earth Instant Kill Mother Earth Earth Induce Sleep Murk Wind Induce Sleep Nirvana Wind Drain PP Psynergy Leech Water Drain PP Psyphon Seal Wind Seal Psynergy Poison Cloud Earth Induce Poison Poison Death Earth Induce Venom Power Drive Fire ? Purgatory Fire Induce Sleep Radiant Fire Fire ? Raiden's Wrath Wind ? Rapid Smash Wind Can do either 1x or 3x Damage Reverse Star Water Rising Dragon Water Can do either 1x or 3x Damage Sarcophagus Earth induce Haunt Sargasso Water Instant Kill Scorpionfish Fire Induce Venom Searing Fog Water Induce Delusion Shining Star Wind Induce Delusion Shred Fire Drop DEF Sonic Smash Wind Can do either 1x or 3x Damage Soul Shatter Fire ? Stone Justice Earth Drop AGL Stun Bolt Wind Induce Stun Stun Cloud Water Induce Stun Stun Voltage Wind Induce Stun Supernova Wind Induce Stun Terra Strike Earth - Titan Sword Earth - Vein Tap Earth Drain HP Vengeance Earth Can do anything between 2x to 7x Damage Void Beam Wind Seal Psynergy Vorpal Slash Wind - Wyrd Curse Earth Induce Haunt --------------------------------------------------------------------------- 10. Monster Compendium --------------------------------------------------------------------------- This is the Monster Compendium and it has detailed data about all the monsters in this game. Most statistics speak for themselves, but some of tem are a bit harder to understand. -Elemental properties are abbreviated: E = Earth F = Fire W = Wind w = Water -ICC stands for Item Chance Class, there are 9 classes ranging from 1 to 9. Each class has its own percentage with ICC1 = 100%. The next class (ICC2) has a drop chance of 50% and this gets halved each time. We get the following list: ICC1 = 100.0% ICC2 = 50.0% ICC3 = 25.0% ICC4 = 12.5% ICC5 ~= 6.3% ICC6 ~= 3.1% ICC7 ~= 1.6% ICC8 ~= 0.8% ICC9 ~= 0.4% ICC9 is in this game only used for Cruel Dragon's Tisiphone Edge & Mad Demon's Lachesis' Rule. Other than that ICC2 is non-existent in this game. Most drops have a chance of ICC5 and ICC6, but most of those items are just weak and regular items. If you manage to pull off a Djinn Kill / "Dark Panther Method" (see below in stuff section) this class is lowered by 2, meaning that the chance is quadrupled! Hence if you use it on a Faery (ICC 3) you are guaranteed to get a Nut, any time, anywhere! -Monsters are sorted in four lists, one for regular enemies, one for the bosses (and non-regular enemies), one for the Mad Plants & Mimics and the last is for the Djinn. Also all monsters are listed by alphabetical order of their names. (WM) = Enemy can only be found on the World Map. --------------------------------------------------------------------------- I. Regular Enemies --------------------------------------------------------------------------- Monster Name HP Att Agl Exp. Weakness Power: E F W w PP Def Luck Coin Strong Resist: E F W w Dropped Item ICC Location Special Attacks --------------- ----------------------------------------------------------- Aka Manah 479 405 187 546 Fire 85 85 85 100 70 129 32 318 Water 100 72 100 127 Gloria Helm 8 Mars Lighthouse Curse, Demon Eye, Freeze Prism, Human Hunt Alec Goblin 147 190 91 126 Wind 100 85 85 85 0 48 7 146 Earth 100 72 48 72 Smoke Bomb 6 Yallam (WM) use 'Nut' / 'Oil Drop' Amaze 39 36 18 5 Wind 100 95 95 95 0 10 2 6 Water 48 72 7 100 Oil Drop 5 Kandorean Temple Rumble Angle Worm 37 40 14 12 Fire 95 90 85 85 0 9 1 10 Earth 48 25 48 48 Elixir 6 Kandorean Temple Angle Spike Aqua Jelly 225 161 78 96 Fire 95 75 95 125 5 33 7 99 Water 48 7 48 127 Sleep Bomb 6 Lemurian Ship Douse, Electric Bite, Poisonous Bite Assassin 129 150 84 97 Wind 100 85 85 85 0 35 13 131 Earth 127 100 72 100 Antidote 5 Kibombo Mountains Poison Sting Blue Dragon 408 349 133 490 Fire 95 85 95 115 0 121 23 297 Water 100 25 100 175 Rising Mace 7 Jupiter Lighthouse Ice Breath Bombander 548 541 141 624 Water 95 115 95 85 110 224 10 325 Fire 100 175 100 25 Golem Core 7 Anemos Inner Sanctum Dragon Fume, Fiery Blast, Heat Stun, Supernova Bone Fighter 122 131 52 51 Earth 100 80 80 95 0 35 3 63 Water 25 72 48 127 Sleep Bomb 6 Gabomba Statue Undead Sword Calamar 104 130 46 59 Fire 95 75 95 125 0 34 1 79 Water 48 7 48 127 Elixir 5 Sea (East) Electric Bite, Searches for Allies Cannibal Ghoul 249 274 80 194 Fire 100 80 80 95 0 82 4 160 Water 25 7 48 72 Antidote ICC6 Treasure Island Cannibal Fang, 'Search for Allies', 'Smell of Decay' Chimera Worm 251 452 152 359 Fire 95 90 85 85 22 133 5 179 Earth 48 25 48 48 Water of Life 6 Islet Cave Angle Spike, Briar Clay Gargoyle 209 210 84 307 Earth 100 100 95 100 24 90 7 170 Wind 48 100 127 100 Potion 7 Gaia Rock Guard, Ice Breath, Mother Gaia Creeper 89 79 29 32 Wind 100 95 95 95 6 19 2 38 Water 48 72 7 100 Weasel's Claw 6 Air's Rock Douse, Frost Cruel Dragon 636 539 162 661 Fire 95 85 95 115 65 216 26 358 Water 100 25 100 175 Tisiphone Edge 9 Islet Cave Freeze Prism, Ice Breath Death Cap 117 159 90 48 Fire 105 80 70 100 0 19 5 56 Water 48 7 72 100 Sleep Bomb 6 Yallam (WM) Sleep Star Death Head 128 130 47 55 Earth 100 80 80 95 15 31 3 73 Water 25 72 48 127 Nut 5 Gabomba Statue Impair, Slash Devil Frog 282 347 173 417 Fire 95 85 95 115 0 102 15 248 Water 100 25 100 175 Elixir 6 Mars Lighthouse Acid Breath, Rotten Blood, Thrash Devil Scorpion 181 308 126 284 Fire 95 90 85 85 0 121 6 180 Wind 72 48 100 72 Antidote 4 Jupiter Lighthouse Poison Tail, Sand Breath, Twin Shear Dread Hound 252 211 90 116 Water 95 115 95 85 0 56 13 176 Fire 100 175 100 25 Prophet's Hat ICC7 Gaia Rock Double Fang, Fire Blessing, Wicked Howl Dino 82 84 35 40 Wind 110 95 90 95 0 23 8 39 Earth 152 100 48 100 Herb 5 Yampi Desert Power Bite Dinox 172 264 116 239 Wind 110 95 90 95 0 82 10 166 Earth 152 100 48 100 Nut 5 Tundaria Tower Terrible Bite Dire Wolf 155 186 101 118 Fire 100 70 80 80 0 44 6 114 Wind 48 25 72 48 Weasel's Claw 6 Yallam (WM) Ice Breath, Fatal Fang Dirge 91 122 60 47 Wind 95 95 110 95 0 32 2 61 Earth 127 48 7 72 Nut 5 Kibombo Mountains Flying Attack Doodle Bug 202 329 173 417 Water 95 115 95 85 22 109 12 176 Fire 100 175 100 25 Smoke Bomb 6 Mars Lighthouse Briar, Sonic Wave, Wild Growth Doomsayer 107 148 77 107 Wind 100 85 85 85 30 31 21 173 Earth 127 100 72 100 Oil Drop 6 Gabomba Statue Clay Spire, Condemn, Curse Drone Bee 63 68 36 19 Wind 90 95 105 90 0 19 2 28 Earth 100 48 7 48 Elixir 5 Sea (East) Numbing Sting Druj 672 549 205 627 Fire 85 85 85 100 66 197 33 348 Water 100 72 100 127 Berserker Band 8 Islet Cave Demon Eye, Human Hunt, Megacool, Psy Drain Earth Golem 298 299 70 218 Wind 120 95 80 95 0 114 5 183 Earth 193 100 25 100 Giant Axe ICC8 Treasure Island Truncheon Fist Emu 98 89 46 53 Wind 95 95 110 95 0 21 9 51 Earth 127 48 7 72 Sacred Feather 6 Air's Rock Claw Slash Faery 105 182 150 172 Wind 95 95 110 95 30 46 27 175 Earth 175 72 25 100 Nut 3 Toapa Swamp Psy Drain, Sleep, Tornado, Wind Slash Fire Bird 303 376 259 5838 Water 95 125 95 75 98 124 32 304 Fire 100 193 100 25 Water of Life 7 Mars Lighthouse 'Attack 2x', Fire Dance, Inferno, Searing Beam, Supernova, Regen Dance, Escape Fire Dragon 648 513 166 681 Water 95 115 95 85 40 178 35 354 Fire 100 175 100 25 Atropos' Rod 8 Yampi Desert Cave Dragon Fume, Fire Breath Fire Worm 97 211 94 158 Fire 95 90 85 85 0 49 4 113 Earth 48 25 48 48 Oil Drop 6 Gaia Rock Angle Spike, Fire Breath Flash Ant 76 119 62 61 Fire 95 90 85 85 0 38 3 71 Earth 48 25 48 48 Elixir 6 Yallam (WM) Flash Punch Foul Mummy 238 320 118 376 Fire 100 80 80 95 0 100 10 297 Water 25 7 48 72 Potion 7 Jupiter Lighthouse Crusher Grip Ghost 56 38 12 9 Wind 100 95 95 95 6 12 2 9 Water 48 72 7 100 Oil Drop 5 Shrine of the Sea God Impair, Rumble Ghost Army 250 342 133 454 Wind 100 95 95 95 18 136 25 254 Water 72 100 25 152 Mist Potion 7 Jupiter Lighthouse Pike Assault, Sonic Slash Ghost Mage 161 168 86 80 Wind 100 95 95 95 19 43 9 110 Water 48 72 7 100 Bramble Seed 5 Toapa Swamp Haunting, Spire, Whirlwind Ghoul 99 93 16 34 Fire 100 80 80 95 0 20 1 42 Water 25 7 48 72 Antidote 5 Alhafran Cave Cannibal Fang Giant Bat 32 30 22 6 Wind 95 95 110 95 0 6 1 6 Earth 127 48 7 72 Herb 5 Kandorean Temple Sonic Wave Gillman 234 291 142 330 Fire 85 85 85 100 0 89 11 210 Water 100 72 100 127 Crystal Powder 6 Sea (East) Hydro Slash Gillman 284 456 174 459 Fire 85 85 85 100 0 136 13 257 Water 100 72 100 127 Tear Stone 7 Treasure Island (Back Room) Hydro Slash, use 'Crystal Powder' Gnome 85 73 38 29 Water 85 100 85 85 5 15 3 40 Fire 72 100 72 48 Oil Drop 6 Yampi Desert (Interior) Bolt, Flare, Guard, Escape Gnome Mage 162 179 108 86 Earth 85 85 100 85 24 50 8 126 Wind 48 72 100 72 Crystal Powder 5 Gaia Rock Delude, Fireball, Flash Bolt Golem 266 217 40 105 Wind 120 95 80 95 0 57 2 161 Earth 193 100 25 100 Vial 7 Izumo Ruins Forcible Arm Grand Chimera 313 336 168 396 Water 95 115 95 85 48 109 27 300 Fire 100 175 100 25 Mist Potion 7 Northern Reaches Eruption, Fire Breath, Mad Dash, Rabid Fang, Recovery Grave Wight 460 530 151 551 Fire 100 80 80 95 20 213 11 379 Water 25 7 48 72 Psy Crystal 6 Anemos Inner Sanctum Crusher Grip, Haunt Great Seagull 266 411 206 363 Wind 95 95 110 95 0 93 12 211 Earth 127 48 7 72 Sylph Feather 7 Treasure Island (Back Room) Gressil 175 243 145 259 Wind 100 85 85 85 30 70 30 208 Earth 127 100 72 100 Otafaku Mask 7 Izumo Ruins Curse, Nova Harpy 105 104 46 38 Wind 95 95 110 95 0 25 4 53 Earth 127 48 7 72 Elixir 5 Alhafran Cave Shriek Harridan 231 261 118 150 Wind 95 95 110 95 29 66 8 164 Earth 175 72 25 100 Nut 6 Tundaria Tower Banshee Howl, Crazy Voice, Wind Slash Hydra 276 256 102 408 Fire 95 85 95 115 0 82 12 317 Water 100 25 100 175 Antidote 5 Sea (West) Slaver, Triple Chomp Kobold 77 80 47 40 Wind 100 85 85 85 0 17 7 45 Earth 100 72 48 72 Oil Drop 5 Yampi Desert Defend Lich 187 305 146 401 Wind 100 85 85 85 30 81 22 330 Earth 127 100 72 100 Psy Crystal 8 Magma Rock Condemn, Curse, Haunt, Nettle Little Death 222 335 191 420 Wind 100 85 85 85 40 108 30 273 Earth 127 100 72 100 Hiotoko Mask 7 Magma Rock Condemn, Curse, Supernova Living Armor 201 266 90 320 Wind 100 95 95 95 0 99 21 205 Water 72 100 25 152 Water of Life 6 Tundaria Tower Defend, Power Crush Lizard Fighter 212 204 60 89 Fire 85 85 85 100 0 61 2 124 Water 100 72 100 127 Nut 5 Aqua Rock Water Breath Macetail 284 327 110 426 Water 95 115 95 85 28 105 9 248 Fire 100 175 100 25 Vial 7 Jupiter Lighthouse Guard, Heat Stun Mad Demon 745 567 213 671 Wind 100 85 85 85 96 234 29 363 Earth 127 100 72 100 Lachesis' Rule 9 Anemos Inner Sanctum Condemn, Grand Gaia, Thorny Grave, Vital Moon Mad Vermin 131 164 67 55 Fire 100 70 80 80 0 22 2 80 Wind 48 25 72 48 Herb 6 Gaia Rock Onslaught Magicore 321 253 109 169 Water 95 115 95 85 34 74 11 208 Fire 100 175 100 25 Aura Gloves 8 Islet Cave Bind, Nova, Poisonous Tail, Sleep Man o' War 137 193 70 55 Fire 95 75 95 125 0 42 1 87 Water 48 7 48 127 Antidote 6 Aqua Rock Poison Ink Merman 162 184 93 134 Fire 85 85 85 100 0 46 10 139 Water 100 72 100 127 Crystal Powder 6 Sea (East) Hydro Slash Mini-Goblin 62 61 25 25 Wind 100 85 85 85 0 16 5 28 Earth 100 72 48 72 Sleep Bomb 5 Dehkan Plateaus use 'Herb' Minos Knight 454 517 175 577 Wind 110 95 90 95 0 170 21 294 Earth 152 100 48 100 Riot Gloves 7 Yampi Desert Cave Power Crush, Sack Minos Warrior 353 397 164 525 Wind 110 95 90 95 0 130 20 276 Earth 152 100 48 100 Clotho's Distaff 7 Mars Lighthouse (Upper Level) Power Crush, Sack Minotaurus 268 276 123 318 Wind 110 95 90 95 0 84 18 207 Earth 152 100 48 100 Tartarus Axe 7 Ankohl Ruins Power Crush Mole 96 119 36 39 Fire 100 70 80 80 0 22 1 60 Wind 48 25 72 48 Bramble Seed 5 Gondowan (WM) Mad Spatter Momonga 53 66 51 29 Wind 95 95 110 95 0 16 4 31 Earth 127 48 7 72 Weasel's Claw 6 Yampi Desert Quick Slash Mummy 113 116 44 72 Fire 100 80 80 95 0 30 8 102 Water 25 7 48 72 Elixir 6 Air's Rock Vanish Claw Needle Egg 119 234 147 214 Fire 95 90 85 85 0 94 7 110 Wind 72 48 100 72 Antidote 5 Tundaria (WM) Poison Sting Nightmare 258 287 138 241 Earth 85 85 100 85 28 89 13 198 Wind 72 100 127 100 Healing Ring 7 Trial Road Bind, Fireball, Heartrender, Shine Plasma Numb Ant 101 172 91 111 Fire 95 90 85 85 0 57 4 111 Earth 48 25 48 48 Bramble Seed 6 Yallam (WM) Flash Punch, Formic Acid Ocean Dragon 473 478 143 590 Fire 95 85 95 115 32 154 16 307 Water 100 25 100 175 Triton's Ward 8 Treasure Island (Back Room) Chill Breath, Deluge Ooze 72 72 30 26 Fire 95 75 95 125 0 19 1 40 Water 48 7 48 127 Herb 5 Alhafran Cave Speed Surge, Sticky Goo Phoenix 281 344 243 3750 Water 95 125 95 75 80 112 31 286 Fire 100 193 100 25 Water of Life 7 Northern Reaches 'Attack 2x', Fiery Blast, Fire Dance, Inferno, Regen Dance, Escape Pixie 75 135 112 96 Wind 95 95 110 95 30 31 27 127 Earth 175 72 25 100 Nut 4 Kibombo Mountains Bind, Sleep, Wind Slash Pteranodon 242 291 166 341 Wind 95 95 110 95 0 100 8 174 Earth 127 48 7 72 Nut 5 Loho (WM) Banshee Howl, Ice Breath Punch Ant 26 26 6 5 Fire 95 90 85 85 0 8 2 6 Earth 48 25 48 48 Smoke Bomb 5 Gateway Cave - Puppet Warrior 310 469 125 555 Wind 100 95 95 95 0 180 22 283 Water 72 100 25 152 Psy Crystal 7 Treasure Island (Back Room) Defend, Power Crush Pyrodra 384 451 125 568 Fire 95 85 95 115 0 125 14 387 Water 100 25 100 175 Salamander Tail 7 Treasure Island (Back Room) Fire Breath, Rising Venom, Triple Chomp Raging Rock 186 312 173 401 Water 95 125 95 75 20 180 6 209 Fire 100 193 100 25 Vial ? Magma Rock Dynamite, Fiery Blast, Headbutt Raptor 366 354 180 521 Wind 95 95 110 95 0 96 19 295 Earth 175 72 25 100 - Mars Lighthouse Twin Beaks, Wing Stroke Rat 49 52 15 14 Fire 100 70 80 80 0 27 1 17 Wind 48 25 72 48 Herb 6 Osenia (WM) Fortify Rat Soldier 69 56 19 17 Fire 85 85 85 100 0 13 2 19 Water 72 48 72 100 Smoke Bomb 5 Osenia (WM) Escape Ravager 189 185 60 90 Fire 100 70 80 80 0 47 2 95 Wind 48 25 72 48 Elixir 6 Yallam (WM) Bear Claw Red Demon 228 173 90 129 Wind 100 85 85 85 10 43 26 154 Earth 127 100 72 100 Staff of Anubis 7 Kibombo Statue Mad Growth, Vital Moon Roc 245 214 116 238 Wind 95 95 110 95 0 50 17 193 Earth 175 72 25 100 Vial 5 Aqua Rock Wing Flutter Ruffian 29 24 11 5 All 100 100 100 100 0 6 3 5 - 100 100 100 100 Herb 1 Suhalla Gate - Salamander 212 158 50 84 Water 95 125 95 75 18 49 6 190 Fire 100 193 100 25 Oil Drop 5 Kibombo Statue Blast, Fire Breath, Fireball, Guard Sand Scorpion 259 457 147 366 Fire 95 90 85 85 12 185 7 207 Wind 72 48 100 72 Star Dust 7 Yampi Desert Cave Curse, Desert Gasp, Twin Shear Sea Dragon 270 231 90 257 Fire 95 85 95 115 0 68 14 194 Water 100 25 100 175 Unicorn Ring 7 Aqua Rock Water Breath Sea Hedgehog 177 402 188 319 Fire 95 90 85 85 0 160 8 145 Wind 72 48 100 72 Potion 6 Treasure Island (Back Room) Stun Sting Seabird 133 166 110 106 Wind 95 95 110 95 0 31 9 114 Earth 127 48 7 72 Sacred Feather 6 Sea (East) Wing Beat Seafowl 191 262 168 261 Wind 95 95 110 95 0 61 10 172 Earth 127 48 7 72 Sacred Feather 6 Sea (West) Wing Beat Skeleton 60 46 18 10 Earth 100 80 80 95 0 14 1 11 Water 25 72 48 127 Herb 5 Dehkan Plateau Bone Charge Sky Dragon 657 562 191 686 Wind 95 95 110 95 111 232 22 358 Earth 175 72 25 100 Orihalcon 8 Anemos Inner Sanctum Poison Flow, Spark Plasma, Storm Breath Slayer 220 300 158 344 Wind 100 85 85 85 0 90 14 254 Earth 127 100 72 100 Sleep Bomb 6 Shaman Village Cave Kill Sting, Poison Sting Soul Army 356 508 156 586 Wind 100 95 95 95 54 207 26 299 Water 72 100 25 152 Mythril Silver 8 Yampi Desert Cave Destruct Ray, Pike Assault, Tempest Spider 69 75 22 25 Fire 95 90 85 85 0 22 1 32 Earth 48 25 48 48 Antidote 5 Yampi Desert Spider Web Spiral Shell 155 268 117 236 Fire 95 90 85 85 0 92 9 129 Wind 72 48 100 72 Elixir 6 Sea (West) Poison Gel Spirit 116 114 48 49 Wind 100 95 95 95 11 30 6 67 Water 48 72 7 100 Crystal Powder 6 Kibombo Statue Douse, Ice Squirrelfang 130 229 168 176 Wind 95 95 110 95 0 59 6 131 Earth 127 48 7 72 Elixir 6 Tundaria (WM) Quick Slash Stone Soldier 179 241 104 98 Water 95 125 95 75 6 105 5 98 Fire 48 127 48 7 Elixir 6 Treasure Island Blast, Dynamite (Kamikaze), Mad Blast, Headbutt Talon Runner 228 303 159 367 Wind 95 95 110 95 0 88 11 215 Earth 127 48 7 72 Bramble Seed 6 Loho (WM) Mega Slash Troll 101 73 14 30 Fire 100 70 80 80 0 16 1 34 Wind 48 25 72 48 Nut 6 Madra Catacombs 'regenerate 10 HP', Brute Force Turtle Dragon 340 305 117 424 Fire 95 85 95 115 0 100 15 251 Water 100 25 100 175 Blessed Mace 8 Northern Reaches Aqua Breath Undead 165 180 58 74 Fire 100 80 80 95 0 27 1 90 Water 25 7 48 72 Antidote 5 Toapa Swamp 'Search for Allies', Smell of Decay Urchin Beast 89 163 101 93 Fire 95 90 85 85 0 54 6 79 Wind 72 48 100 72 Antidote 5 Sea (East) Beast Needle Vile Dirge 173 228 120 75 Wind 95 95 110 95 0 56 2 98 Earth 127 48 7 72 Weasel's Claw 5 Sea (West) Flying Attack, Wing Beat Wargold 202 303 181 321 Wind 100 85 85 85 0 78 9 226 Earth 100 72 48 72 Oil Drop 5 Loho (WM) Defend, Doublestep Wight 192 205 54 92 Fire 100 80 80 95 0 55 2 115 Water 25 7 48 72 Elixir 5 Izumo Ruins Rotten Blood, Smell of Decay Wild Gorilla 130 122 76 77 Fire 100 70 80 80 0 32 5 80 Wind 48 25 72 48 Bramble Seed 6 Gondowan Cliffs Beat Dance, Ransack Wild Gryphon 370 332 170 322 Wind 90 95 110 95 8 112 10 290 Earth 152 72 48 110 Feathered Robe ICC8 Shaman Village Cave Bind, Twin Beaks, Wind Stroke Wild Wolf 45 34 13 7 Fire 100 70 80 80 0 8 4 7 Wind 48 25 72 48 Herb 5 Kandorean Temple Fatal Fang Will Head 54 42 10 9 Earth 100 80 80 95 0 10 1 10 Water 25 72 48 127 Smoke Bomb 6 Kandorean Temple Mystic Flame Winged Lizard 337 452 202 467 Wind 95 95 110 95 0 160 9 212 Earth 127 48 7 72 Dragon Skin 7 Yampi Desert Cave Banshee Howl, Fire Breath Wise Gryphon 297 367 215 487 Wind 90 95 110 95 33 111 18 320 Earth 152 72 48 110 Psy Crystal ? Magma Rock Bind, Twin Beaks, Wing Stroke Wolfkin 213 309 174 337 Fire 85 85 85 100 0 89 9 219 Water 72 48 72 100 Weasel's Claw 5 Shaman Village Cave Shriek, Ur Flash Wolfkin Cub 115 136 79 82 Fire 85 85 85 100 0 32 5 95 Water 72 48 72 100 Nut 6 Gondowan (WM) Ur Flash Wonder Bird 424 510 285 8622 Water 95 125 95 75 102 190 34 333 Fire 100 193 100 25 Dark Matter 8 Islet Cave 'Attack 3x', Fire Dance, Pyroclasm, Regen Dance, Searing Beam, Supernova, Escape Wood Walker 230 213 94 242 Fire 105 80 70 100 21 75 24 201 Water 72 25 100 175 Bramble Seed 5 Gaia Rock Briar, Mad Growth Wyvern 340 339 149 469 Wind 95 95 110 95 0 108 21 284 Earth 175 72 25 100 Aeolian Cassock 7 Jupiter Lighthouse Fire Breath Wyvern Chick 124 128 76 83 Wind 95 95 110 95 0 36 6 76 Earth 127 48 7 72 Weasel's Claw 6 Gondowan Cliffs Fire Breath --------------------------------------------------------------------------- II. Boss List --------------------------------------------------------------------------- Monster Name HP Att Agl Exp. Weakness E F W w(Pow) PP Def Luck Coin Strong E F W w(Res) Dropped Item ICC Location Special Attacks --------------- ----------------------------------------------------------- Agatio 4248 377 178 3000 Water 100 110 100 90 280 114 46 3740 Fire 100 175 127 72 - Jupiter Lighthouse Aerie Cage, Debilitate, Eruption, Meteor Blow, Rising Dragon, Rolling Flame, Stun Muscle Anger Ball 460 357 173 387 Water 95 115 95 85 43 125 27 30 Fire 100 175 100 25 - Treasure Island Angry Mine (Kamikaze) Aqua Hydra 2776 173 63 963 Fire 95 85 95 115 70 38 44 1612 Water 100 25 100 175 Vial 1 Lemurian Ship Drench, Raging Flood, Rising Venom, Slaver, Triple Chomp Avimander 3792 281 94 2176 Water 95 115 95 85 87 89 41 1330 Fire 100 175 100 25 Potion 1 Champa 'Attack 2x', Fiery Blast, Fire Breath, Guard, Heat Stun, Impair, Star Mine Azart 365 328 134 355 All 80 80 80 80 0 66 10 232 - 90 90 90 90 - Shaman Village Cave Defends, use 'Nut' / 'Weasel's Claw' Briggs 984 129 76 333 All 100 100 100 100 0 29 42 891 - 100 100 100 100 Vial 1 Alhafran Ship Signal Whistle, use 'Herb' / 'Nut' / 'Oil Drop' Chestbeater 155 44 20 40 Fire 100 70 80 80 0 11 24 28 Wind 48 25 72 48 Nut 1 Kandorean Temple Beat Dance, Claw Attack, use 'Herb' Doom Dragon 5000 470 200 0 Wind 110 105 95 100 (3 Heads) 500 155 50 0 Earth 190 175 98 130 - Mars Lighthouse Aerie 'Attack 4x', Blast Breath, Cure, Curse, Defend, DjinnBlast, Earth Force, Earthquake, Fiery Blast, Flare Storm, Gravel Blow, Haunt, Psy Boost, Pressure, Quake Sphere, Thorn Doom Dragon 4200 470 200 0 Wind 110 105 95 100 (2 Heads) 500 155 50 0 Earth 190 175 98 130 - Mars Lighthouse Aerie 'Attack 3x', Blast Breath, Briar, Clay Spire, Cruel Ruin, Desert Gasp, Djinn Blast, Earth Force, Guard Aura, Inferno, Haunt, Serpent Fume, Spire Doom Dragon 4000 470 200 0 Wind 110 105 95 100 (1 Head) 500 155 50 0 Earth 190 175 98 130 - Mars Lighthouse Aerie 'Attack 2x', Cruel Ruin, Darksol Gasp, Djinn Storm, Earth Force, Guard Aura, Nettle, Stone Spire Dullahan 16000 676 241 15600 Wind 110 100 100 100 300 269 59 6775 Water 150 130 110 190 - Anemos Inner Sanctum 'Attack 3x', 'recover 200 HP', Bind, Break, Condemn, Curse, Djinn Storm, Element Swap, Formina Sage, Summon 'Charon', True Collide Flame Dragon 5348 389 215 2502 Water 95 115 95 85 (Small) 320 134 55 1872 Fire 100 175 100 25 - Mars Lighthouse 'recover 4 PP', Break, Djinnfest, Flame Breath, Fiery Blast, Healing Aura, Heat Kiss, Supernova Flame Dragon 5724 400 158 2502 Water 95 115 95 85 (Big) 250 137 48 1521 Fire 100 175 100 25 - Mars Lighthouse 'recover 4 PP', Cage, Flame Breath, Meteor Blow, Rising Dragon, Rolling Flame, Stun Muscle Guardian Ball 520 317 292 439 Wind 110 95 90 95 43 127 33 289 Earth 152 100 48 100 - Treasure Island Guard Aura Karst 3186 354 235 2813 Water 100 105 100 95 320 107 50 5280 Fire 127 175 100 72 Dark Matter 1 Jupiter Lighthouse Aerie Break, Death Scythe, Djinnfest, Fiery Blast, Healing Aura, Heat Kiss, Supernova King Scorpion 1064 101 39 440 Fire 95 90 85 85 0 32 40 228 Wind 72 48 100 72 Vial 1 Yampi Desert Defend, Desert Gasp, Paralytail, Poison Tail, Sand Breath, Twin Shear Knight 1954 321 143 835 All 100 100 100 100 0 * 36 205 - 100 100 100 100 - Trial Road Strong Hit, use 'Bramble Seed' / 'Nut' / 'Elixir' * = 151 / 106 Moapa 3042 354 181 1670 All 100 100 100 100 0 * 40 2460 - 100 100 100 100 - Trial Road Bosca Hit, use 'Crystal Powder' / 'Nut' / 'Water of Life' / 'Antidote' * = 219 / 174 / 120 Navampa 735 368 156 398 All 80 80 80 80 0 100 17 267 - 90 90 90 90 - Shaman Village Cave Defends, use 'Crystal Powder' / 'Nut' / 'Sleep Bomb' Poseidon 4905 302 185 2930 Fire 95 85 95 115 162 100 47 3762 Water 100 25 100 175 Psy Crystal 1 Sea of Time 'Attack 2x','Force Field Protection', Counter Rush, Deluge, Ice Missle,Ocean Fist, Ply Well, Typhoon Blow, Watery Grave Refresh Ball 360 317 136 448 Fire 95 85 95 115 43 124 36 278 Water 100 25 100 175 - Treasure Island 'recover 10 PP', Cure Poison, Earnest Ply, Restore Satrage 485 342 145 378 All 80 80 80 80 0 74 13 249 - 90 90 90 90 - Shaman Village Cave Defends, use 'Bramble Seed' / 'Nut' / 'Smoke Bomb' Sea Fighter 197 119 61 89 All 100 100 100 100 0 28 26 130 - 100 100 100 100 - Alhafran Ship Echo Cut, use 'Herb'/'Oil Drop'/'Smoke Bomb' Sentinel 8736 608 171 10538 Earth 100 120 110 130 780 216 54 6144 Water 72 127 152 193 'Attack 3x', 'recover 200HP', 'recover 30PP', Armor Crush, Blue Bolt, Break, Destruct Ray, Guard, Searing Beam, Spark Plasma Serpent 3536 249 135 1995 Wind 110 95 90 95 160 76 46 2898 Earth 152 100 48 100 - Gaia Rock 'Attack $x', 'recover * HP' Black Ice, Briar, Cure Well, Mighty Press, Quake Sphere, Toxic Breath $ = 3 / 2 * = 2430 / 810 / 270 / 90 / 30 Star Magician 7486 460 268 7866 Fire 90 85 95 105 560 139 52 5566 Water 130 72 150 180 - Treasure Island 'Attack 2x', Megacool, Mine Ball, Mystic Call, Spark Plasma Thunder Ball 280 329 219 387 Earth 90 95 110 95 43 123 30 30 Wind 48 100 152 100 - Treasure Island 'recover 10 PP', Flash Bolt, Shine Plasma, Storm Ray Valukar 12960 550 206 8702 Water 95 105 95 85 0 175 46 4980 Fire 100 175 100 60 - Yampi Desert Cave 'Attack 2x', 'Summon', Djinn Stun, Crucible, Stun Jip --------------------------------------------------------------------------- III. Mad Plant & Mimic List --------------------------------------------------------------------------- Monster Name HP Att Agl Exp. Weakness E F W w(Pow) PP Def Luck Coin Strong E F W w(Res) Dropped Item ICC Location Special Attacks --------------- ----------------------------------------------------------- Mad Plant 449 181 87 321 Fire 105 80 70 100 0 41 19 347 Water 48 7 72 100 Game Ticket 1 Gabomba Catacombs Poisonous Bite Mad Plant 518 227 104 507 Fire 105 80 70 100 0 56 19 409 Water 48 7 72 100 Lucky Medal 1 Taopo Swamp Poisonous Bite Mad Plant 556 254 114 630 Fire 105 80 70 100 0 65 20 451 Water 48 7 72 100 Potion 1 Gaia Rock Poisonous Bite, Maneater Mad Plant 726 352 152 1065 Fire 105 80 70 100 0 99 20 594 Water 48 7 72 100 Mint 1 Jupiter Lighthouse Poisonous Bite, Maneater Mad Plant 730 358 174 1121 Fire 105 80 70 100 0 103 21 591 Water 48 7 72 100 Lucky Pepper 1 Trial Road Electric Bite, Poisonous Bite, Maneater - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mimic 207 47 23 64 Fire 95 75 105 100 12 12 15 46 Wind 100 25 152 127 Game Ticket 1 Kandorean Temple Debilitate, Psy Drain, Sleep, Slash Mimic 431 126 77 272 Fire 95 75 105 100 36 33 16 241 Wind 100 25 152 127 Lucky Medal 1 Air's Rock Debilitate, Psy Drain, Sleep, Tundra Mimic 536 177 110 400 Fire 95 75 105 100 50 43 17 380 Wind 100 25 152 127 Hard Nut 1 Gabomba Statue Debilitate, Psy Drain, Sleep, Tornado Mimic 676 240 145 760 Fire 95 75 105 100 62 66 17 531 Wind 100 25 152 127 Potion 1 Aqua Rock Debilitate, Psy Drain, Sleep, Wild Growth Mimic 707 251 153 840 Fire 95 75 105 100 64 71 18 531 Wind 100 25 152 127 Game Ticket 1 Gaia Rock Debilitate, Psy Drain, Sleep, Curse, Sonic Slash Mimic 879 333 196 1336 Fire 95 75 105 100 76 103 18 677 Wind 100 25 152 127 Power Bread 1 Treasure Island Debilitate, Psy Drain, Sleep, Curse, Nettle Mimic 907 349 204 1420 Fire 95 75 105 100 78 108 18 700 Wind 100 25 152 127 Psy Crystal 1 Jupiter Lighthouse Debilitate, Psy Drain, Sleep, Curse, Condemn, Ice Missile Mimic 936 364 210 1500 Fire 95 75 105 100 80 114 18 726 Wind 100 25 152 127 Apple 1 Magma Rock Debilitate, Psy Drain, Sleep, Curse, Condemn, Stone Spire Mimic 1008 397 224 1668 Fire 95 75 105 100 84 126 18 772 Wind 100 25 152 127 Cookie 1 Mars Lighthouse Debilitate, Psy Drain, Sleep, Curse, Condemn, Spark Plasma --------------------------------------------------------------------------- IV. Djinn List --------------------------------------------------------------------------- Monster Name HP Att Agl Exp. Weakness E F W w(Pow) PP Def Luck Coin Strong E F W w(Res) Dropped Item ICC Location Special Attacks --------------- ----------------------------------------------------------- Jupiter Djinni 184 37 27 43 Earth 80 95 120 95 (Breath) 16 8 6 89 Wind 25 100 193 100 - Shrine of the Sea God Bolt, Ray, Slash, Whirlwind, Escape Jupiter Djinni 267 65 50 109 Earth 80 95 120 95 (Blitz) 24 17 8 126 Wind 25 100 193 100 - Yampi Desert Bolt, Ray, Slash, Whirlwind, Escape Jupiter Djinni 440 134 104 255 Earth 80 95 120 95 (Waft) 40 34 13 309 Wind 25 100 193 100 - Kibombo Mountains Flash Bolt, Plasma, Storm Ray, Whirlwind, Wind Slash, Escape Jupiter Djinni 852 273 233 965 Earth 80 95 120 95 (Whorl) 78 84 27 643 Wind 25 100 193 100 - Jupiter Lighthouse Blue Bolt, Destruct Ray, Sonic Slash, Spark Plasma, Tempest, Escape Jupiter Djinni 870 276 239 1000 Earth 80 95 120 95 (Gasp) 81 84 27 660 Wind 25 100 193 100 - Trial Road (after getting "Lift") Blue Bolt, Destruct Ray, Sonic Slash, Spark Plasma, Tempest, Escape Jupiter Djinni 980 309 277 1197 Earth 80 95 120 95 (Gale) 92 97 31 756 Wind 25 100 193 100 - Treasure Island Destruct Ray, Sonic Slash, Spark Plasma, Tempest, Escape - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mars Djinni 203 43 32 58 Water 95 125 95 75 (Cannon) 18 10 7 93 Fire 100 193 100 25 - Dehkan Plateaus Blast, Flare, Escape Mars Djinni 403 114 90 228 Water 95 125 95 75 (Kindle) 37 29 11 273 Fire 100 193 100 25 - Gondowan Cliffs Beam, Blast, Flare Wall, Fume, Mad Blast, Escape Mars Djinni 756 231 199 794 Water 95 125 95 75 (Reflux) 69 68 23 563 Fire 100 193 100 25 - Tundaria Tower Eruption, Fiery Blast, Inferno, Serpent Fume, Supernova, Escape Mars Djinni 840 264 226 946 Water 95 125 95 75 (Core) 79 80 26 642 Fire 100 193 100 25 - Atteka (WM) Inferno, Pyroclasm, Searing Beam, Serpent Fume, Supernova, Escape Mars Djinni 890 280 247 ? Water 95 125 95 75 (Fury) 83 86 28 681 Fire 100 193 100 25 - Magma Rock Inferno, Pyroclasm, Searing Beam, Serpent Fume, Supernova, Escape Mars Djinni 950 304 267 1145 Water 95 125 95 75 (Fugue) 89 95 30 731 Fire 100 193 100 25 - Mars Lighthouse Dire Inferno, Dragon Fume, Fiery Juggle, Pyroclasm, Searing Beam, Escape - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mercury Djinni 165 32 22 28 Fire 95 75 95 125 (Fog) 14 6 6 85 Water 100 25 100 193 - Kandorean Temple Douse, Frost, Escape Mercury Djinni 291 75 57 130 Fire 95 75 95 125 (Sour) 26 19 9 152 Water 100 25 100 193 - Mikasalla east (WM) Cool, Douse, Frost, Froth, Ice, Escape Mercury Djinni 414 124 96 234 Fire 95 75 95 125 (Chill) 37 31 12 282 Water 100 25 100 193 - Naribwe South (WM) Cool, Drench, Ice, Prism, Tundra, Escape Mercury Djinni 620 192 159 571 Fire 95 75 95 125 (Stream) 56 54 19 457 Water 100 25 100 193 - Aqua Rock Froth Sphere, Glacier, Hail Prism, Ice Horn, Supercool, Escape Mercury Djinni 860 270 237 989 Fire 95 75 95 125 (Eddy) 80 83 27 656 Water 100 25 100 193 - Shaman Village Cave Deluge, Freeze Prism, Froth Spiral, Ice Missile, Megacool, Escape Mercury Djinni 920 290 257 1093 Fire 95 75 95 125 (Serac) 86 90 29 706 Water 100 25 100 193 - Islet Cave (corridor) Freeze Prism, Froth Spiral, Ice Missile, Megacool, Escape Mercury Djinni 940 300 261 1112 Fire 95 75 95 125 (Balm) 88 94 30 720 Water 100 25 100 193 - Mars Lighthouse Deluge, Freeze Prism, Froth Spiral, Ice Missile, Megacool, Escape - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Venus Djinni 223 49 37 73 Wind 120 95 80 95 (Iron) 20 12 7 96 Earth 193 100 25 100 - Madra - East (WM) Growth, Quake, Escape Venus Djinni 466 143 116 279 Wind 120 95 80 95 (Steel) 46 37 16 340 Earth 193 100 25 100 - Gabomba Statue Briar, Gaia, Mad Growth, Spire, Quake Sphere, Escape Venus Djinni 500 153 122 360 Wind 120 95 80 95 (Mud) 44 41 15 358 Earth 193 100 25 100 - Gabomba Catacombs Briar, Gaia, Mad Growth, Spire, Quake Sphere, Escape Venus Djinni 590 182 149 519 Wind 120 95 80 95 (Flower) 53 51 18 432 Earth 193 100 25 100 - Toapa Swamp Clay Spire, Briar, Mad Growth, Mother Gaia, Quake Sphere, Escape Venus Djinni 710 221 187 729 Wind 120 95 80 95 (Meld) 65 65 22 531 Earth 193 100 25 100 - Islet Cave ("Teleport" NOT required) Clay Spire, Mother Gaia, Nettle, Quake Sphere, Wild Growth, Escape Venus Djinni 830 260 227 937 Wind 120 95 80 95 (Petra) 77 79 26 631 Earth 193 100 25 100 - Hesperia NE (WM) Briar, Mother Gaia, Quake Sphere, Stone Spire, Wild Growth, Escape Venus Djinni 990 309 280 1211 Wind 120 95 80 95 (Crystal) 94 97 33 764 Earth 193 100 25 100 - Yampi Desert Cave Grand Gaia, Nettle, Stone Spire, Thorny Grave, Wild Growth, Escape =========================================================================== Appendix C: Four Additional Dungeons =========================================================================== The following part is a bit similar to what Crossbone Isle was in GS1, but now there are four smaller dungeons instead of one big one. Next to all the obligatory caves and dungeons that you come across there are also four special dungeons. Each one has a powerful guardian at the end, that protects a powerful Summon Tablet. All of these dungeons can only be accessed very late in the game, because the "Teleport" Psynergy from the Mars Lighthouse is required for three of them. Hence the only exception is Treasure Island in the eastern sea, but in order to get all the good items and the Summon here you do need "Grind" from Lemuria and Isaac's "Lift" Psynergy. Anemos Inner Sanctum will always be the last dungeon you can visit, because it requires you to have all 72 Djinn from both games in your possession. There is also Toapa Swamp (Chapter 7C. in the Walkthrough) as an optional place to go to, but you don't meet a strong boss or Summon Tablet there. Above all each dungeon features special enemies that rarely drop the strongest items and weapons. Monster Name Rare Dropped Item --------------- --------------- Treasure Island Earth Golem Giant Axe Gillman Lord Tear Stone Great Seagull Sylph Feather Ocean Dragon Triton's Ward Pyrodra Salamander Tail Turtle Dragon Blessed Mace --------------- --------------- Yampi Desert Cave Fire Dragon Atropos' Rod Minos Knight Riot Gloves Sand Scorpion Star Dust Soul Army Mythril Silver Winged Lizard Dragon Skin --------------- --------------- Islet Cave Cruel Dragon Tisiphone Edge Druj Berserker Band Wonder Bird Dark Matter Anemos Inner Sanctum --------------- --------------- Bombander Golem Core Mad Demon Lachesis' Rule Sky Dragon Orihalcon --------------------------------------------------------------------------- 1. Treasure Island --------------------------------------------------------------------------- Located in the north east corner of Weyard this dungeon is reachable very early in the game, but can only be completed after obtaining both "Grind" and "Lift". You can visit here several times, or go through the whole thing in one go after Isaac joins you. --Treasure Island-- Chests: 11 (11) 161 Coins, Lucky Medal, Jester's Armlet, 911 Coins, Sylph Feather, Rusty Axe(forges Viking Axe), Psy Crystal, Star Dust, Cookie, Iris Robe, Fire Brand Djinn: Jupiter - Gale Venus - "missing GS1 Djinni" Stone Tablet: Azul Monsters (Before "Lift" Rock): Stone Soldier, Turtle Dragon, Earth Golem, Cannibal Ghoul, Harridan, Horned Ghost Monsters (After "Lift" Rock): Sea Hedgehog, Great Seagull, Pyrodra, Gillman Lord, Puppet Warrior Boss: Star Magician From the start follow the left wall and you will reach two chests containing 161 Coins and a Lucky Medal, the four chests in the other rooms are all empty. Continue up and trigger the button on the ground (6 chests before this button are also empty). "Grind" the left spiky rock and go to the next room. In here jump your way to the column, but do not push it onto the switch, instead push it just one square to the south of it. Now, jump back to the other side and "Move" it from behind the rocks onto button. This way you can get past this obstacle. The next chamber forces you to trigger another button, "Grind" the rightmost spiky rock, jump to the back, climb the structure and use the tightrope to reach a Jester's Armlet. Go back, "Move" the right column over the gap to the left, "Grind" the leftmost rock and finally "Move" the pillar another square to the left. Follow the lower branch, to get back into the second room, "Move" the pillar out of the way and jump over the gap. If you didn't "Grind" the upper spiky rock you can reach those chests. They contain: 911 Coins, Sylph Feather, Rusty Axe(turns into Viking Axe after forging), Psy Crystal, Star Dust and Cookie. Back in the previous room follow the left wall and a Mimic awaits you. ------- Mimic 9 ------- HP: 879 ATK: 333 AGL: 196 Weak: Fire PP: 76 DEF: 103 LCK: 18 Strong: Water Special: Debilitate, Psy Drain, Sleep, Curse, Nettle Exp: 1336 Coins: 677 Item: Power Bread After a short battle go down the stairs to the north and use "Lift" on the rock here, which should be yours after you get Isaac to join your party. There are stronger enemies in the random battles behind this rock so beware. The Iris Robe can be collected fairly easy from the chest around here. "Lift" another rock so you can enter the room behind it. In this room "Lift" the center boulder and you can get to the Jupiter Djinni on the left side of the screen. -------------- Jupiter Djinni -------------- HP: 980 ATK: 309 AGL: 277 Weak: Earth PP: 92 DEF: 97 LCK: 31 Strong: Wind Special: Destruct Ray, Sonic Slash, Spark Plasma, Tempest, Escape Exp: 1197 Coins: 756 Item: - This Djinni is extremely fast so beware of his initial attack. When the quick battle is over Gale will team up with you. Felix can also collect the Fire Brand from the chest to the right. Reset the room by exiting and entering it again. This time use "Lift" on the leftmost boulder, the boulder behind it and the one in the upper right corner. Go south from there and jump over the gap to the left, climb the wall and exit via the upper southeast passage. If you are playing a game where not all Venus Djinn from GS1 are transferred then a missing GS1 Djinni appears on the left side of this room and joins right away. The end of this watery dungeon is near! Go up via the right branch and you'll reach the final room of this dungeon. Inside is powerful boss so be prepared. He tells you that in order to get the prize (summon tablet) behind him that you must defeat him in combat --------------------------------------------------------------------------- Star Magician & Balls --------------------- Star Magician HP: 7486 ATK: 460 AGL: 268 Weak: Fire PP: 560 DEF: 139 LCK: 52 Strong: Water Special: 'attack 2x', Megacool, Mine Ball, Mystic Call, Spark Plasma Exp: 7866 Coins: 5566 Item: - Anger Ball HP: 460 ATK: 357 AGL: 173 Weak: Water PP: 43 DEF: 125 LCK: 27 Strong: Fire Special: Angry Mine (Kamikaze Attack) Exp: 387 Coins: 30 Item: - Guardian Ball HP: 520 ATK: 317 AGL: 235 Weak: Wind PP: 43 DEF: 127 LCK: 50 Strong: Earth Special: Guard Aura, Defend Exp: 439 Coins: 289 Item: - Refresh Ball HP: 360 ATK: 317 AGL: 136 Weak: Fire PP: 43 DEF: 124 LCK: 36 Strong: Water Special: 'recover 10 PP', Cure Poison, Earnest Ply, Restore Exp: 448 Coins: 278 Item: - Thunder Ball HP: 280 ATK: 329 AGL: 219 Weak: Earth PP: 43 DEF: 123 LCK: 30 Strong: Wind Special: 'recover 10 PP', Flash Bolt, Shine Plasma, Storm Ray Exp: 387 Coins: 30 Item: - As you can see this battle is about the Star Magician, which can produce various balls that make your life miserable. You have to take out the Refresh and Guardian Balls or else all your efforts are for naught. Because Earnest Ply and Guard Aura offer the Star Magician so much strength that you can barely scratch him. Of course the Thunder and Anger Balls are annoying as well, because of their damaging properties. The Star Magician himself is actually not that danger, but the combination is troublesome. --------------------------------------------------------------------------- When this battle is finally over read the text on the tablet behind the Star Magician and claim your new summon: Azul. To summon him use 4 Mercury and 3 Venus Djinn. This is the end of this optional dungeon. --------------------------------------------------------------------------- 2. Yampi Desert Cave --------------------------------------------------------------------------- After you get "Sand" & "Teleport" Psynergies you can go back to Yampi Desert to get some additional treasures. The easiest route to the required part in the desert is by going to Alhafra by boat and then entering the desert from the south entrance. --Yampi Desert-- From the rear entrance use "Sand" on the leftmost sand slide (near the arrow formed by rocks that becomes visible with "Reveal"). Enter the crack in the wall for a hidden cave. --Yampi Desert Cave-- Chests: 1 (12) Water of Life Get the Water of Life from the chest right at the start (hmm... that looked suspicious like a Mimic). Other than this there is not much to do around here. We need to get back here once we get "Teleport". --Yampi Desert Cave (Inner Dungeon) -- Hidden Items: 1 (13) Mythril Silver Chests: 3 (16) Water of Life, Dark Matter, Orihalcon Djinn: Venus - Crystal Stone Tablet: Daedalus Monsters: Fire Dragon, Minos Knight, Sand Scorpion, Soul Army, Winged Lizard Boss: Valukar Use "Teleport" on the circular mark to enter the inner Desert Cave, which houses pretty strong enemies. In here use "Sand" in the most northern part to reach the broken pillar to the left. Cast "Burst" on it, walk around in the back room, push the logs out of your way and use "Sand" at the most northern part to reach a stairway. On the left use "Scoop" here so Felix obtains Follow the path, use "Sand" to reach the left side and "Move" on the pillar (you need it later on). Exit to the south to find a chest with Dark Matter in it. Go down again to reach a log pushing puzzle. lower horizontal log = 1 left vertical log = 3 upper horizontal log = 2 right vertical log = 4 Push the following logs: 1 -> Down, 2 -> Up, 1 -> Up, 4 -> Right, Use "Sand" to get behind 1, 1 -> Down, Use "Sand" to get behind 2, 2 -> Down, Use "Sand" to get left of 3, 3 -> Left Climb up the ladder, use "Move" on the column in the room behind and go back again. Head down one room, collect the Orihalcon and "Burst" the pillar on the elevated section. Back in the initial chamber go down the stairs on the left. Here you'll see something moving in the sand at a high velocity. Use "Scoop" on it the moment you are next to it to make a Venus Djinni appear. If you find it hard to get "Scoop" going a the right moment you could try "Halt" on him with the transferred Halt Gem from GS, if you got it in your inventory. This way the Djinni will freeze at the spot where he is. Once you dig him up he gets mad at you for disturbing his rest so Crystal attacks: ------------ Venus Djinni ------------ HP: 990 ATK: 309 AGL: 280 Weak: Wind PP: 94 DEF: 97 LCK: 33 Strong: Earth Special: Grand Gaia, Nettle, Stone Spire, Thorny Grave, Wild Growth, Escape Exp: 1211 Coins: 764 Item: - After this Crystal comes with you. "Pound" the cone pillar to the north, then get the pillar in the back room on the correct tile. Backtrack all the way to that spot on the upper level walk up to the room behind it and meet up with Valukar the elemental being of Fire guarding a Stone Tablet. --------------------------------------------------------------------------- Boss: Valukar ------------- HP: 12960 ATK: 550 AGL: 206 Weak: Water PP: 0 DEF: 175 LCK: 46 Strong: Fire Special: 'attack 2x', 'Summon', Crucible, Djinn Stun, Stun Jip Exp: 8702 Coins: 4980 Item: - With over 12000 HP you really need to do some heavy damage on this goon. Also he puts your Djinn on Stand-by with Djinn Stun and then he can use your Djinn to summon the your deities against you! So basically use Summon as much as possible (even weak ones) to make sure that he can't Summon them against you. --------------------------------------------------------------------------- After the battle with him you can examine the Tablet and you learn how to summon Daedalus. This spirit requires 4 Mars and 3 Venus Djinn to call. "Retreat" / or walk back out of this dungeon. --------------------------------------------------------------------------- 3. Islet Cave --------------------------------------------------------------------------- --Islet of Time-- After you complete the Animal Trade Quest you can enter this place (see Chapter 7D in the walkthrough). Go right up to the teleporter circle and "Teleport" to the inner corridor of this dungeon. This dungeon is pretty small actually! It is just several times the same corridor, but each consecutive corridor is darker than the last one. --Islet Cave (Corridor)-- Djinn: Mercury - Serac Stone Tablet: Catastrophe Monsters: Chimera Worm, Cruel Dragon, Druj, Wonder Bird Boss: Sentinel BTW. The Cruel Dragons in here drop the infamous Tisiphone Edge one of the most powerful short blades. In the second corridor use "Tremor" to make a Mercury Djinni appear. This little guy is one of the last remaining Djinn in this game and will fight you to the end. -------------- Mercury Djinni -------------- HP: 920 ATK: 290 AGL: 257 Weak: Fire PP: 86 DEF: 90 LCK: 29 Strong: Water Special: Freeze Prism, Froth Spiral, Ice Missile, Megacool, Escape Exp: 1197 Coins: 756 Item: - Personally I think that Serac finishing blow is the strongest Mercury based unleash, so use him well in Djinn Kill strategies. After this you have to go through 4 more corridors that get darker each time. At the end is a chamber where the Wind elemental warrior Sentinel awaits you. --------------------------------------------------------------------------- Boss: Sentinel -------------- HP: 8736 ATK: 608 AGL: 171 Weak: Earth PP: 780 DEF: 216 LCK: 54 Strong: Water Special: 'attack 3x', 'recover 200 HP', 'recover 30 PP', Armor Crush, Blue Bolt, Break, Destruct Ray, Guard, Searing Beam, Spark Plasma Exp: 10538 Coins: 6144 Item: - As you can see Sentinel can use "Break" so power ups are hardly useful. Try to use as many Earth elemental summons to get this guy down as fast as possible. Daedalus can do quite some damage on him, but you do need patience with this summon for the big bang comes one turn later. Judgment and Eclipse seem to work pretty well too. Above all notice how the Sentinel recovers 200 HP each turn; this can be a bad thing, unless you are planning for a long battle. He is a wind elemental yet he is strong against water not wind! This may seems odd, but it is the truth. --------------------------------------------------------------------------- After the battle walk up to the Summon Tablet and you can now command the power that be Catastrophe. If you use this in battle it looks like Judgment, but bigger and stronger. It requires 5 Jupiter & 3 Mars Djinn put on Stand-by in order to command this deity. --------------------------------------------------------------------------- 4. Anemos Inner Sanctum --------------------------------------------------------------------------- In Contigo you hear about the Sanctum of the Anemos, which seems to be sealed complete. If you take a closer look at it you'll find that one a chest with Dragon Skin is reachable directly. In order to get into the actual inner sanctum you need all 72 Djinn and "Teleport" (which you obviously must posses, if you have 72 Djinn). --Anemos Inner Sanctum-- Chests: 3 (19) Dragon Skin, Dark Matter, Orihalcon Stone Tablet: Charon, Iris Monsters: Bombander, Grave Wight, Mad Demon, Sky Dragon Boss: Dullahan To reach the chest with Dragon Skin, go to Anemos Sanctum main entrance and use "Reveal" on it. You can walk towards the chest containing that item. For the rest nothing can be done here; this path is just a dead end. Use "Teleport" on the circle in the center of Contigo to reach the actual Anemos Inner Sanctum. In order to advance in this ultimate dungeon you need all 72 Djinn on order to open the door. If you have all Djinn walk up to each elemental symbol and light all 72 dots (one for each Djinni). This will cause the four flames to be ignited opening the way to the last set of enemies and items this game has to offer. Inside the same BGM is used as in GS1's first dungeon: Sol Sanctum (what a coincidence). Walk up to the unguarded stone tablet in order to inherit the power of destruction: Charon. He requires 8 Venus and 2 Jupiter Djinn. Charon is the second strongest Summon after the most deadly force we will obtain at the end of this Sanctum. Continue on downstairs, jump over the gap to the left and in the room behind carefully walk so the mimic stone on your left can reach the button and open the door for you. Watch out he mirrors horizontal movement! In the next room follow the left path, push the pillar to the right (shortcut) and in the room to the north press all the 7 buttons to activate the single tile elevator. On the next floor push the pillar to the far left, then go to the upper left corner and descend two floors. Walk to the left here, go down the stairs and collect some Dark Matter for the chest. Go back and enter the back room of that same part. You will come across another button pusher puzzle with cracked floor tiles. Follow these directions from the entrance: LDDLLUULLDDDDDDRRUURRDDRRRRUULLUUUUR All lights should be on and you can go up to higher level. Take the passage leading down again, push the pillar to the left (shortcut), move on to the far right, "Lift" the boulder and take the lower passage. Follow the left wall and you'll see another mimic stone. In order to solve this puzzle get the mimic stuck above the lone green pyramid then walk down 3 or 4 tiles. The causes the mimic to be 3 tiles above you and Felix can easily guide to the button in the upper right corner without making the mimic fall in a gap. Back in the big room push the 3rd pillar to the far right. Head back to the boulder and use "Lift" to reach the upper room. Go down and push the 2nd pillar in the open gap, finally head back to the boulder again, "Lift" it for the third time, "Move" the pillar below to the far right, jump over the gap and "Move" the upper column to on the left button. Miraculously the door opens and we can continue on. Follow the left path for another mimic puzzle. This one is harder, though. Move in the following directions (take care that the mimic is complete on an individual tile or else the pattern may not work!): 1. URRU - mimic stone is stuck against the lone obstacle from below 2. UUUR - mimic stone is free and three tiles below you 3. UUL - mimic stone is stuck against the lone obstacle from above 4. DDD - the both of you should be on the same horizontal line 5. RUULUULLL - Finish In the next room let Felix go down the left stairs from some Orihalcon. The passage to the right leads to a room with three passages and 9 cracked floor tiles in the center. Go to the left path not touching the upper and right tiles (they must remain complete). "Move" the pillar on the far right, go down the center path and use the tiles that are left over to reach the right path. Cast "Sand" on the sandy area and you'll come by the pillar you just moved. Move it even farther to the right go up and push the last column out of your way. In the final room complete the 6 tile block puzzle representing a bird. This is not difficult, but will take some time to complete. WARNING: This is the final moment to save or "Retreat". After saving go over the gap the battle against the strongest enemy commences and beware strong he is indeed. Use "Hover" on it after bird it is activated. You'll be transported to an area for a showdown with a headless knight. This is the legendary Dullahan! "I am the shadow the keeper of light. If you want the sun's power, show me your own". After these words the knight steps forward towards you. --------------------------------------------------------------------------- Boss: Dullahan -------------- HP: 16000 ATK: 676 AGL: 241 Weak: Wind PP: 300 DEF: 269 LCK: 59 Strong: Earth Special: 'recover 200 HP', 'Attack 2x', Bind, Break, Condemn, Curse, Djinn Storm, Element Swap, Formina Sage, Summon 'Charon', True Collide Exp: 15600 Coins: 6775 Item: - Similar to Deadbeard, this adversary is the optional boss that is much more powerful than the final boss in the game. As you can see the statistics of this fiend are through the roof. Djinn are hardly useful here, because one Djinn Storm and they will ALL go in recovery mode. You really need much power to get him. There is however a small consolation for the Hard Mode players; Dullahan's HP can never exceed 16383 due to technical restrictions (see the glitches section in appendix F). So you only have to cause roughly 16000 Damage either way. The standard way of doing combat will cause defeat way too soon even for high level parties, therefore a strategy has to be devised. Try to get at least you base class agility of some of your characters above that of Dullahan with a margin (at least 250) or else he may attack before you, screwing your attacks up. Dullahan's Main Attacks ------------------------------------------------------ Djinn Storm - Put all Djinn in recovery mode! True Collide - Absorb HP damage Formina Sage - >700 damage Elemental Swap - Dullahan randomly swaps his elemental strengths and weaknesses? Note: I can't find any change after using Elemental Swap in Dullahan's elemental power or resistance... ------------------------------------------------------ The Easiest 2 Round Strategy - The Jupiter Summon Rush ------------------------------------------------------ Here is one strategy that might work out for you. Because Dullahan puts all Djinn in recovery with a huge chance you might as well try to Summon Rush him with the following set up. In both your parties put at ALL your Djinn on Stand-by. I used the following item setup on a party of, which the level is irrelevant! If the AGL of the base classes is below 250, then I suggest training against Wonder Birds in Islet Cave to raise it very quickly. Attack Party ============ Ivan Jenna Sheba Felix / Isaac ----------------- ----------------- ----------------- ----------------- Wind Seer Flame User Wind Seer Apprentice AGL > 250* AGL > 250* AGL > 250* AGL > 250 Jupiter Pow: 164 Mars Power: 164 Jupiter Pow: 154 Venus Power: 144 ----------------- ----------------- ----------------- ----------------- 9 Jupiter Djinn 7 GS1 Mars Djinn~ 8 Jupiter Djinn 6 Venus Djinn 2 Mercury Djinn 1 Venus Djinn 3 GS2 Mars Djinn~ Jupiter Lull All on Stand-by All on Stand-by All on Stand-by All, but Lull on Stand-by ----------------- ----------------- ----------------- ----------------- Swift Sword 'any weapon' 'any weapon' Gaia Blade 'any helm' 'any helm' 'any helm' Warrior's Helm Leda's Bracelet Big Bang Gloves Leda's Bracelet 'any shield' ^ Feathered Robe Ardagh Robe Feathered Robe Planet Armor ----------------- ----------------- ----------------- ----------------- * = Use Running Shirts, Running boots if AGL is less than Felix/Isaac. They must attack before Lull is unleashed. In case that is not enough you can also try to raise it with Mint, or give the Venus Adept some Safety Boots to slow him down... ^ = If you transferred the Spirit Gloves from GS1 then equip them for 5 more Earth points. ~ = Jenna's Djinn must be drained by Summoning BEFORE Felix's. Therefore Set her Djinn manually BEFORE setting Felix's. Back up Party ============= Garet 'other Venus Adept' / Mia / Piers ----------------- --------------------------------- Guard 'variable' AGL > 250 Mars Power: 154 Power doesn't matter ----------------- --------------------------------- 2 Mercury Djinn All the Djinn that are left over 7 Mars Djinn All on Stand-by ----------------- --------------------------------- 'any weapon' Whatever you like best & left over Ninja Hood (AGL+) " Big Bang Gloves " Planet Armor " ----------------- --------------------------------- Indeed, the weapons & armors listed above is all you need, nothing more and nothing less! Armors like Warrior's Helm, Planet Armor, Big Bang Gloves, Leda's Bracelet & Feathered Robe are a must; you CANNOT afford to miss these. Notice that I gave the Venus Adept the Gaia Blade, because raises Earth Power. Finally, this is a party setup that is optimal for this and only this battle! The rest of the lot is actually superfluous for the following reason. This party prefers elemental increases over strong defense or attack, because we are going to beat him using Summons solely and Dullahan never even gets the chance to attack. Therefore we need as much elemental power as possible. 10 additional points for Elemental Power makes a BIG difference when summoning here, because the increase is much more significant. Just make sure that Ivan, Sheba & Jenna are all quicker than Felix, who in his turn must be faster than Dullahan. You need to Summon Catastrophe, Eclipse & Daedalus in the first round, so that's why Felix, Jenna & Garet have such an odd Djinn combination. Jenna will be exchanged for Garet hence all of her Djinn need to be drained, whereas Felix's Mars Djinn must remain active. In order to make sure this happens you have to put her Djinn on 'standby' manually before setting Felix's. Doing this will make sure those Djinn get drained earlier. Exchange 1 Venus Djinn for Felix and give him Lull on SET (again: make sure Felix is the slowest of the four even after he changes into Apprentice class). Use Lull to prevent Dullahan from attacking at all & it puts Lull on Stand-by for another Catastrophe. That's 2 doing two things at the same time! About the attacks I can say the following; use Catastrophe! This guy does more damage than Charon and can be summoned three times in two rounds with this setup as well. Many people think that Charon is the Summon to use, but this is not true. Charon's Damage / Djinn ratio leaves him too weak to be of real use for the simple reason that Dullahan's Venus resistance is too high. With this setup I got the following damage on Hard mode (I rounded the values down to give you even more room!). First round: 6 Venus, 10 Mars, 17 Jupiter & 2 Mercury on Stand-by ------------ Ivan: Catastrophe ~3500 Damage (Jupiter Power maximizes) Sheba: Eclipse ~2100 Damage (Jupiter Power maximizes) Jenna: Daedalus' Initial ~900 Damage Felix: Unleash Lull 0 (Dullahan can't attack!) ----- Dullahan Recovers HP -200 Damage ----- + ~6300 Damage Second Round: 3 Venus, 3 Mars, 10 Jupiter & 0 Mercury on Stand-by ------------- Exchange Jenna for Garet 3 Venus, 10 Mars, 10 Jupiter & 2 Mercury on Stand-by ------------- Ivan: Catastrophe ~4000 Damage Sheba: Catastrophe ~4000 Damage Garet: Ulysses ~1500 Damage Felix: Haures ~1700 Damage (Dullahan should die now) ----- Daedalus' Delayed Missile ~1500 Damage ----- + ~12700 Damage 6300 + 12700 ~= 19000 Damage so any party following this setup can kill him in a mere two rounds in Normal or Hard mode. Provided that the base elemental powers of your characters are strong enough (see equipment)! The Delayed Missile of Daedalus is actually not even required, but it is just there in case he survives Haures. Your attack party may have very poor defense, but even if he manages to kill all four then the Back-up party comes into play at the end of the second round. On top of that this allows the Missile from Daedalus to bump in and kill him no matter what. So even if Dullahan kills everybody Daedalus will get his ass! As with Doom Dragon check the video: www.youtube.com/watch?v=caHWbRrTGxU. Here's a video showing the inventory just before the battle show the viewer of the correctness of this strategy. It's nice video if you wish to see many different summons in one go and watching D die without even getting a chance to attack. :P --------------------------------------------------------------------------- After a successful battle Dullahan seems to have left the building! :) He leaves Summon Tablet unguarded and open for you to examine. Take a look at it and now you are able to call upon the power that is: Iris (As a Lufia player I know that she is the goddess of the Rainbow). She is the ultimate summon who does not only deal enough damage to deliver the fatal blow to any normal monster, but she will also heal all party members completely (including the back up party!). She comes at the price of 9 Mars & 4 Mercury Djinn, though. =========================================================================== Appendix D: The Battle Arena =========================================================================== The Battle Arena is a special feature in the game that you can play just for fun. There are no treasures to be won here (actually you can't earn anything other than a new high score), but this is a nice additional section that can be good especially if you have some friends to compete against. The main thing the Battle Arena consists of is the Monster Battle and the Linked Battle as described below. In order to do battle you will have to collect your first Djinn (Venus Djinni: Echo) if you which to participate in the Battle Arena. I guess don't know the main reason behind this, but that is all that is needed. To get to the Battle Arena select the "Battle" option from the Main Selection screen after you start up your GBA. Then you will have to choose one of the save file. Pick the data file which you want to use; all your Characters, Djinn and Statistics will be used from that data file. After doing so Isaac will enter the arena's waiting Lobby. Check the map below for all the interesting parts (Looks more like a boat, if you don't see the perspective of this picture...): _______________________________________________ | P 4 p | | _ | | |_| M | | P J|�|S | | _ I | | |_| | | ____________________________ G | | | _____ | | | | _ |9|9|9| | | | PP| /D\ ����� |i | | __|____________/DDD\___________|__ | | \ 1 | 3 | 2 / | |______ \--------- o ---------/ _______| | \ \ / / | |_______\ /________| | P P P | | Z __________ __________ P | |___________| |E| |___________| Legend ------------------------------------------------------------ 1. Receptionist - Start Battle 2. Man - Counts consecutive Linked Battles 3. Old Man - Counts consecutive Monster Battles 4. Sanctuary Guy - Same as in the regular game o. Central tile; Gladiator's Circle D. Passageway to the arena 999. Consecutive Linked Battle Counter P. Various people who make some comments about the arena. I. Ivan (if he has joined you) i. Isaac (if he has joined you) J. Jenna G. Garet (if he has joined you) M. Mia (if she has joined you) p. Piers (if he has joined you) S. Sheba Z. Talk to this woman with the shoulder 'R'-button pressed in order to start the Music Test. Monster Battle --------------------------------------------------------------------------- Talk to the lady (1. on the map) behind the counter and the lady will ask if you want to battle a monster right away, when you don't have a second GBA connected to your GBA. If you do have a second GBA attached you will have to opt for the single player battle if you want to battle a monster. She'll tell you stand on the central circle (marked with o ) to start the battle. If you do so you'll enter the arena where you have to fight any monster that you have defeated in battle. This includes the bosses and so on, which means that even Doom Dragon and Dullahan may pop up if you have defeated them in that particular save file. I noticed that you'll only battle the strongest monsters you have defeated, which usually means many Dullahans and other bosses if you bested them. After checking out the statistics of the monsters I found out that the monster in the Battle Arena are a lot stronger than the ones in during regular game play. Just take a look at this example: Statistics Comparison for 3 enemies: Regular game VS. Battle Arena - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Punch Ant Dullahan Mad Demon Statistic | Reg. Arena | Reg. Arena | Reg. Arena --------- | ---- ----- | ----- ------ | ---- ----- HP | 26 937 | 16000 16383* | 716 1317 PP | 0 141 | 300 373 | 96 184 Attack | 26 999 | 676 999 | 567 999 Defense | 8 318 | 269 430 | 234 428 Agility | 6 485 | 241 490 | 213 513 Luck | 2 2 | 59 59 | 29 29 | | | Pow - Ven | 95 200 | 110 200 | 100 200 Pow - Mar | 90 200 | 100 200 | 85 200 Pow - Jup | 85 200 | 100 200 | 85 200 Pow - Mer | 85 200 | 100 200 | 85 200 | | | Res - Ven | 48 48 | 150 150 | 127 127 Res - Mar | 25 25 | 130 130 | 100 100 Res - Jup | 48 48 | 110 110 | 72 72 Res - Mer | 48 48 | 190 190 | 100 100 All Hero Characters are on level 99 upon testing * = 16383 is the maximal value for HP an enemy can have, so it might have been even higher if it wasn't limited due to technical restrictions (See App. F for more details). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As you can see in the above table even a weak enemy like a Punch Ant can become a fierce opponent if your levels are really high. I am not entirely sure if only the levels alone determine the strength of your opponent, but it is certain that they become stronger when you are strong too. Therefore the monsters in the battle arena are a lot harder to defeat than during regular game play. Only the Elemental Resistances and Luck remain the same for each monster. There are some other differences with the regular battles too. For one thing you don't receive any item drops, experience and coins from the enemies you defeat in the battle arena. Secondly, if you party dies (including the back up party) this has no further consequences other than that your consecutive Battle counter gets a reset. Third thing is that all items you use aren't removed from your inventory if you play the regular story again. If you manage to beat a monster and you return to the main lobby you are asked to battle another random monster or quit. If you quit all your characters' HP and PP gets restored to the original values. Linked Battle --------------------------------------------------------------------------- When two GBAs who are both equipped with a Link Cable and they both have a game pack of Golden Sun: "the Lost Age" (no mixes with GS1 are allowed) of the same language you can do a Linked battle against your friend (Watch out when connecting European Versions of the game). An important rule in the Linked battle is that there can only be three allies in the same group in a Linked battle. Therefore Piers (and the entire Back up party) will fall out by default, if you wish to change this you need to move the characters in the statistics screen (press select, select the Statistics option and use L and R to move the characters from left to right here). Second Rule is that again you can't earn any Exp. and coins with these battles. Third and most important rule is that after the other player has inserted all of his commands you only have 15 seconds to set your characters attacks or else the will become "Defend" by default. Talk to the receptionist again and if the GBAs are connected properly you will get an extra option that allows you to challenge your opponent; if your opponent accepts this challenge you both have to step to the center circle for the battle to start. I myself didn't have much experience with the linked battles, but what I did remember from the few battles is that trying to Summon Rush (using all Summons at the same time) doesn't work well if you have an opponent that is not incredibly weak. Therefore you'll need to create good tactics to beat him, since with all the Djinn and healing/reviving spells it sometimes may take a very long time for the two of you to complete one battle. Most tactics you may have used against bosses in the regular game may prove ineffective, but you may find other weaknesses and exploit these. A very effective tactic is entering your attacks very quickly; leaving the other player only 15 seconds to think. This may seem a lot, but many people usually need more than that to come up with a good strategy so playing fast may be a possible tactic to win. Of course you need to bear in mind that playing fast can cause you to make errors all the same. =========================================================================== Appendix E: Golden Sun Linkage =========================================================================== Introduction --------------------------------------------------------------------------- So what's the deal with this linkage system you may have heard about already? Well, basically it allows you to transfer your data from GS 1 to GS2: the Lost Age so you can continue on where you left off in GS. This is a very nice idea and works fine although if you don't have a link cable & a second GBA you will have to do some very tedious and error-prone work first. To make things a little easier there are three levels of passwords which allows you to choose what you do want to transfer and what doesn't get transferred. What gets Transferred --------------------------------------------------------------------------- As I said in the introduction you can choose 3 levels of password you wish to transfer data. They are Bronze, Silver and Gold Medal passwords. Bronze Silver Gold ------------------- ------------------- ------------------- Character Levels Character Levels Character Levels Djinn Djinn Djinn Psynergy Items Psynergy Items Psynergy Items Quest Data(*) Quest data(*) Quest data(*) - Character Stats Character Stats - Coins Coins - - Items in Inventory (*) = This data doesn't appear on the list, but it is in the password. Basically there are six different events that the password memorizes and send to the Lost Age, I was however unable to connect the 6th event... Each event will give you something (be it item or just a message) in Golden Sun: The Lost age. 1 GS1: Talk to the Mayor of Vault after the bandits escape Event: The bandits come by in Madra. After a battle you also get the Golden Boots 2 GS1: Beat the Colosso Event in Tolbi Event: The Gladiators return in the Shaman Village Cave. After a battle you get the Golden Shirt 3 GS1: Save Hsu at the Alpine Crossing before Hama does Event: Upon entering Champa you receive the Golden Ring from Feizhi for saving Hsu/Ulmuch(?) 4 GS1: Beat Deadbeard Event: Some folks in Alhafra tell you that Crossbone Isle is swept clean and Deadbeard was defeated by Isaac. 5 GS1: Save Master Hammet from Lunpa Fortress Event: You receive a chest with Orihalcon, when your ship gets wings. 6. GS1: Talk to Dora in Vale after she gets ill (after reaching Altin) Event: ? (not known) How to transfer data --------------------------------------------------------------------------- Actually this is described in detail in the Golden Sun: the Lost Age manual, so you should read that. It is possible however to look at the data right away using the "Send" option in the Game Selection Menu of GS1. In order to make this appear you need to have at least one "Clear Data" file on the GS1 cartridge. If you have one or more do the following: Start up your GBA with Golden Sun (1) Press 'start' to get to the main file selection menu Press and hold left on the D-pad Press and hold the R shoulder button at the top of your GBA Press 'B' A new option should appear on the far right of the selection menu: Send. Select it and you will have to choose which data file you which to transfer, you can only select the "Clear Data" files; e.g. the files that have been saved after finishing the game. Select one of those files and you get another option: Password or Cable. If you choose "Password" you can choose which level you want, before the game shows you the password. You have to write it down or (memorize it) and enter this in GS:tLA. This password is not that long for Bronze and Silver Medals, but Gold is lengthy 5 pages * 50 characters per page + 10 additional characters = 260 Characters in all. So I recommend you write it down carefully, since you don't want to receive an error after filling in all those characters in GS:TLA. The most problems occur with the letters that look similar in upper and lower case like: v,V u,U o,O w,W and so on. The Cable Option will automatically transfer the Golden Password to the Lost Age using 2 GBAs and 1 GBA Game Link Cable. This is a lot easier than writing down, but not everybody has two GBAs and such a cable around. Furthermore Chris Maka found out that using GBA SP with wireless linking doesn't work. You really need two GBAs with a wired link, in order to transmit the password over to the other cartridge. Apparently Nintendo didn't design their hardware to be backwards compatible. If your uplink doesn't work because of this, then you still have to use the manual password. Passwords --------------------------------------------------------------------------- Here are some of the most interesting patches you may want to use. There are three prefabricated passwords: -Maximum -Realistic -Collector The first one has everything maxed out to get the strongest characters available. The second is game file played by me with normal items and statistics at the end. Finally the third password has about nearly every single artifact so you can get a complete inventory in the Lost Age. Take note that all passwords have been verified with the Password Generator made by Paulygon. I did this to prevent typographical errors in the password codes (I know how irritating an error can be if you just entered 260 characters). In other words: = = = = = = = = = = = = = = = = = = = = = = = ALL PASSWORDS ARE VERIFIED AND ERROR FREE! = = = = = = = = = = = = = = = = = = = = = = = There is however one thing I do wish to point out. On www.neoseekers.com some of the characters are misinterpreted into HTML codes (e.g. "&" sign becomes "&"). I cannot resolve this problem as the error lies at Neoseeker's servers not mine. Please interpret the aformentioned html code with the ampersand sign. See this picture for an example: http://i17.tinypic.com/6g2ergj.jpg Maximum - a hacked password for THE strongest setup - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This password was generated with the objective of making the game as simple as possible (from the perspective of the battles). Initially I used Paulygon's Password Generator to create this password, but I noticed that it is possible to get ANY item from GS2 transferred to GS2. So, I made up my own password that features all of these Uber-items. The statistics are raised to the highest possible levels, but the actual effects may vary due to Djinn or Class properties. I deliberately put the characters on level 54 so all the Psynergies are available and yet you can train them even stronger by leveling up. I also included four of those pretty Ninja Sandals (dummied out... normally), because they seem to be more effective than Hyper Boots. At first I tried to include "Orihalcon *30", but that didn't work out properly and the same goes for the others like Mist Potion and Mythril Silver. You only get 1 of them once the password is read in GS2. I know the problem lies in the GS2 cart, because the password itself did store it as "Orihalcon *30". The main features of the password are: 999999 Coins All Djinn 60x each Statistic Increasing Item All Psynergy Items All Side-Quest completed All Characters Level 54 All Statistics maxed out (as far as possible, that is) Inventory: Isaac Garet Ivan Mia ---------------- ---------------- ---------------- ---------------- Sol Blade Clotho's Distaff Cleric's Ring Catch Beads Lure Cap Atropos' Rod Cleric's Ring Carry Stone Warrior's Helm Lachesis' Rule Lucky Medal *30 Lifting Gem Big Bang Gloves Tisiphone Edge Game Ticket *30 Orb of Force Big Bang Gloves Huge Sword Ninja Sandals Mars Star Riot Gloves Levatine Ninja Sandals Black Orb Berserker Band Stellar Axe Ninja Sandals Frost Jewel Storm Gear Tungsten Mace Ninja Sandals Douse Drop Mythril Helm Valkyrie Mail Cloak Ball Halt Gem Leda's Bracelet Triton's Ward Power Bread *30 Power Bread *30 Leda's Bracelet Triton's Ward Cookie *30 Cookie *30 Planet Armor Ardagh Robe Apple *30 Apple *30 Excalibur Feathered Robe Hard Nut *30 Hard Nut *30 Excalibur Feathered Robe Mint *30 Mint *30 Excalibur Cosmos Shield Lucky Pepper *30 Lucky Pepper *30 ------------------------------------------------------------------------- Bronze ----------- ?Fgcv Z#wVy iR?e& Z ----------- Silver ----------- 9qSJP Ae+xq B?D?j nF+Fi unF+z sJW#d 7N&%P R=C5Q X6JC5 WPG8A mTvcT VdZQU 6 ------------ Gold ----------- uHYyi XLJJB g=VPk 5TteF 27Gp6 gcmA$ b9?Xj dAthh J&qv6 Du$!Q CZzxR qyzz& 5jADY eWb94 Wr?Lv !Zz#q F!eB? =B8Nk FQyzB iw52f w2KJd rVfS$ Ap=Jj T%i%F s7utc HFRP9 Vrm3m j%$Ai QgBTr CJVMc Fxb2i EMtn$ 9S7bd Wbfhy 3gkn7 kqsbs rvxgv z?kzG $+r$A CvAEV H!FKM $KPBS eV7fX U7eK= Z57Q5 9bU9q 9J#jv C5ind rapts Sj!zk jy#$p #TAcE --------------------------------------------------------------------------- Realistic - an Actual Game Password - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This is an actual game file played through to the end, that's why this password is realistic. This is for everybody who wishes to be able to get every feature in GS2, but who doesn't have the original GS or doesn't need to be a god and ruin the game play. To be even more specific it is the game file I used for the creation of the GS1 walkthrough. The main features of the password are: 813168 Coins All Djinn 4x each Statistic Increasing Item (except 5x Hard Nut) All Psynergy Items All Side-Quests completed All rare item drops that can only be found in GS1 Characters: Isaac - Level 47 Garet, Ivan & Mia - Level 46 Bronze ----------- kCDR# Nh=gx X6Edg m ----------- Silver ----------- ju=G? $d+fA F!DyC #68MN E2ncG BE&k9 hSc9n MWPgm vuTrk ?ZK5i k$Pc! PFFC& 6 ----------- Gold ----------- whk?n fQKJV yG86K wUMjQ nCKER !zLQY RxRa! C5#=y dws!5 9pKpB egxKF 4xzRz 6keKZ =uKKU EZ+Z% ?3Kmi RsKEq s=yqu ?NHD? 4CQCK VdeqQ F%#h+ CtPbt uP2Fd 9ND4T Nw#d5 B#BEg k=$7% BLB?b +ixpv +hrS& L&W5J 9A3ad E7ehN Kcjjf gpsTM muxYr y?ZpR r8q2= Cd$Dm HiBJM nFNRw tLTWx QX2?8 V47+Z 8bC5A dgHah kMex4 rSjss QNEzC 3u?$7 v2AUR --------------------------------------------------------------------------- Collector - Nearly Complete Inventory - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This password mainly focuses on getting a complete inventory so you have ALL artifacts this game provides. There are more than 60 Artifacts not attainable in GS2, therefore I had to drop some of them. This is so because the party members can only carry 15 * 4 = 60 Items at most. I chose to drop the following items/artifacts: -Frost Jewel Mia & Piers have it already -Douse Drop Mia & Piers have it already -Cloak Ball "Cloak" isn't required in GS2 -Halt Gem "Halt" isn't required in GS2 -Hermes Water Just a Potion with a different name -Empty Bottle Useless in this game -Cell Key Useless in this game -Machete I had to drop 1 more item to get all the others in -Fur Coat It is not enlisted as a Rare Item, but it can only be found in this game. If you can find a way to drop even more artifacts (i.e. that can be found in this game) it might be possible to transfer these items as well. Password Features: 513000 Coins All Djinn All Side-Quests completed Includes the dummied out Rings, Under Shirts & Boots Only Psynergy Items that are unique are included (see inventory below) Characters: Isaac - Level 35 Garet - Level 35 Ivan - Level 34 Mia - Level 36 Inventory: Isaac Garet Ivan Mia ---------------- ---------------- ---------------- ---------------- Arctic Blade Oracle Robe Vambrace Catch Beads Gaia Blade Cocktail Dress Spirit Gloves Carry Stone Muramasa China Dress Battle Gloves Lifting Gem Elven Rapier Ninja Garb Virtuous Armlet Orb of Force Assassin Blade Kimono Guardian Armlet Mars Star Mystery Blade Storm Gear Warrior's Helm Black Orb Kikuichimonji Water Jacket Adept's Helm Divine Camisole Bandit's Sword Elven Shirt Ninja Hood Herbed Shirt Vulcan Axe Spiked Armor Lucky Cap Casual Shirt Burning Axe Asura's Armor Thunder Crown Knight's Greave Demon Axe Demon Mail Lure Cap Silver Greave Grievous Mace Dragon Scales Mythril Circlet Ninja Sandals Wicked Mace Spirit Armor Glittering Tiara Aroma Ring Zodiac Wand Dragon Shield Fairy Ring Rainbow Ring Fur Coat Earth Shield Cleric's Ring Soul Ring -------------------------------------------------------------------------- Bronze ----------- x=3=U %wUks +jK9x 9 ----------- Silver ----------- ikENZ wBFH9 pYW8W ZWXVt EaUnq kg6ab Q5#fj tqpM% 8LRy! D!A&A Gfw5P =$FLg A ----------- Gold ----------- x9bBU 7nSks 89=Uf 6zmKR G58Ft av=#G eWHct 2?rV4 DN5tt MHK+L tUcyP EqXbf NwDs5 RHhXf BG=W8 SMhN& PyB%c W3ntU 3fUv$ d6XX% zWxW? weBEr n&Xcx PZnG8 Sam8X M4bJB %X5Dq HP9Jq ega&q =wCwB zpDRk $#5Ek %J&3B N=7Fn TEcLX JgQ3A PmV8T rZcX$ w6h4! am8$d fsdBj whFpW ?nLu% sQyBi xV&G? Z=L%e 6ERCa JVGeM P2MjS RNXXV bWu4f 278cs --------------------------------------------------------------------------- =========================================================================== Appendix F: Bugs, Glitches and Stuff =========================================================================== --------------------------------------------------------------------------- Bugs --------------------------------------------------------------------------- -So far no real bugs in this game. Yowza! --------------------------------------------------------------------------- Glitches --------------------------------------------------------------------------- Here I will describe some of the mistakes in the game that may seem odd, but don't influence game play too much. Stone soldier can't use his "Mad Blast" Psynergy Attack (AGAIN) --------------------------------------------------------------------------- Up to this moment this is the only enemy script glitch I could find in the entire game, is identical to the one in GS1. The Stone Soldier you come across in Treasure Island has 6 PP, but in order to cast Mad Blast (a spell this creature has) he needs 10 PP. So this means that this creature has to skip a turn, if he tries to use this Psynergy. I guess the programmers didn't take into account to give him at least 10 PP even after 2 years of the original release! I wonder if they would have fixed it if GS3 would have appeared... Dullhan's HP in Monster Battle & Hard Mode --------------------------------------------------------------------------- It is widely known that Dullahan has 16000 HP in combat during regular gameplay. Many people also know that Hard Mode features enemies that have 150% of normal HP and 125% ATK and DEF. So naturally one would think that Dullahan has 24000 HP, but this is not true! The game cannot give creature more HP than 16383, for the following reason. HP is stored in two bytes each containing 8 bits (oddly the first bit isn't used at all, which means 15 bits only), but the value is signed hence the first bit determines plus or minus. So we have fourteen bits 2^14 - 1 = 16383, which is the maximal value for enemy HP! Lucky you, or else it would have been 24000! This saves you 7617 HP, but then again you still have to worry about his increased attack and defense power. On the other hand Summons grow stronger as the maximum HP gets larger so it might actually become even easier to beat big D. BTW: the same thing applies to Valukar, his HP would exceed this value as well but is bounded too in Hard Mode. Infinite Item Reproduction -------------------------- Hmmm... yes, there is this glitch in Trial Road brought to my attention via Jeffrey Ng. It deals with duplicating some items including the class changing items (the Tomegathericon, Trainer's Whip and Mysterious Card) allowing you to get all your characters in that class! All items work except: Apple, Bone, Bramble Seed, Cookie, Crystal Powder, Hard Nut, Large Bread, Laughing Fungus, Lucky Pepper, Mint, Power Bread, Sleep Bomb, Smoke Bomb & Weasel Claws. Hence you can duplicate rings, boots, shirts and the class items. The trick is to drop these items during Trial Road and then before completing it you must leave this area. By doing so your items return in your inventory, but mysteriously duplicates will also appear in the shop lists as if they were sold... This allows you to keep on generating new items, hence four Tomegathericons or Hyper boots can be obtained which is normally either impossible or very hard! Sand Raising glitch in the Ankohl Ruins --------------------------------------- If you go into the room in the Ankohl Ruins, where you step on the button and the sand rises to a certain level, wait until the sand stops pouring from the head. Do a soft reset WITHOUT saving inside that room. You will reappear in the room with the sand at its highest level. The bottom 1/5th of the screen is glitched and you can step on the button again and the sand will raise and cover half of each platform. The sand stops right before the door so you can exit and re-enter to reset the room (note: this glitch might cause corrupt data, so try it out with caution). Mars Lighthouse's air cracks when breathing fire ------------------------------------------------ After beating Karst & Agatio in the Mars Lighthouse reuse "Blaze" on the flamy pillar to make the heads spit out more fire. If you do this the same special effects will be used causing the 'crack' graphic that previously displayed on the ice sheet to appear floating in the air. The biggest fireball in GS, and yet it can't even hit Felix ----------------------------------------------------------- When travelling through the Mars lighthouse you come upon a section with a switch which activates a moving/blazing dragon head. At a certain point the head will ignite a larger dragon statue causing a huge fire ball to be shot at you. Usually, you run between all the ice shards towards the exit before the ball hits you or otherwise you have to start all over again. However, if you push the switch and stand still the ball will go right through you giving you a free ride to the end of the corridor with ease! For some reason the ball can't hit you when you remain on the switch. Hmm... the people at Camelot became a bit sloppy in this last dungeon I reckon. --------------------------------------------------------------------------- Stuff --------------------------------------------------------------------------- Piers' Lash Pebble non-issue in Lemuria --------------------------------------------------------------------------- Initially, I heard that when Piers is gone from your party during your stay in Lemuria you could get stuck. This because when Piers carries the Lash pebble there would be no way to get to Lunpa. Afterwards, many people mailed me about my mistake and so I fix this issue by telling all others to use another random psynergy on the "Lash" rope, when Piers has the Lash pebble. When this happens Lunpa comes outside and throws down a ladder. Case closed. Rename - all main protagonists --------------------------------------------------------------------------- When you get to rename Felix at the beginning of a New Game press 'Select' 3 times. You will hear a chime. Complete his name and you get to rename the other three members. When you are renaming the characters from GS:tLA press the following button combination: Up, Down, Up, Down, Left, Right, Left, Right, Up, Right, Down, Left, Up Now press 'Select' and there will be chime as well. Take note that this only works, when you are playing a non-linked game. Put all your Djinn on Set / Standby in one go --------------------------------------------------------------------------- A little trick that may be very handy before entering a boss battle to save yourself from doing tedious work is pressing and holding the 'R' button and then press 'select' to set or free all Djinn with a single command. Handy if you do not wish handle each one separately. Warp back to the last Sanctum --------------------------------------------------------------------------- Whenever you continue a saved game you can start in the sanctum you last visited by pressing: Shoulder L, Shoulder R & Start buttons. Infinite Game Tickets --------------------------------------------------------------------------- If you run out of Game Tickets you can sell or buy some equipment, but the more Game Tickets you obtain the higher the value of your purchase needs to be in order to get a game ticket. You can however get Game Tickets for a relatively cheap price by doing the following. Note that this tactic doens't work 100% of the time, but it should get you tickets with 2-out-3 chance. 1. Go to any item shop 2. Buy 30 Nuts from the item selling clerc for a Game Ticket 3. Return to the main menu (where you choose between Buy/Sell/Repair) 4. Repeat step 2. & 3. and sell them if your inventory is full. The crux of this strategy is that you return to the main menu (Buy/Sell/Repair) before buying any more Nuts. If you don't do this the trick won't work. KrrA_InAgOtAbLe who found this interesting method made a video about this on Youtube: http://www.youtube.com/watch?v=Ynt3X5KK2z4 Otherwise, you can use "Scoop" on various locations some random items may appear including (but not limited to) Herbs, Nuts, Antidotes & Sleep Bombs, but also on rare occasions Game Tickets may appear. This way you can get as many tickets in this game as you wish... However obtaining them may be a very tedious chore. The rumor of the 'legendary' Wheat Sword --------------------------------------------------------------------------- For some reason there are always rumors about special items in many games. In this game some people started to spread another silly rumor. Supposedly there is a sword in this game called the Wheat Sword. This item has "Flying Dutchman" as its unleash and has mindboggling statistics... Of course being skeptical about this I initially thought this rumor would kill itself over time. But I've received some mails about it so here's the deal: The Wheat Sword does NOT exist. Here's my proof: each item (be it weapon/armor/item) has a special identification number within the game so the computer knows which item it is dealing with. I hacked the game to get the complete list of items, and guess what? The Wheat sword didn't appear among them. End of proof. Tuff luck guys the weapon is a ruse, so think of something more realistic next time. :P Sheba suffers from delusions --------------------------------------------------------------------------- When you first sea out to sea on Piers' ship the four adepts and Kraden talk about what already happened and what is still to come. Here Sheba mentions that they've met Werewolves and learned new Psynergies. The thing is that you can reach the Lemurian Ship without visiting Garoh or Air's Rock (you don't need "Reveal" to get this far). So I tested this out and skipped Air's Rock and Garoh completely, but Sheba still insists that she saw Werewolves! How can this be? Is she dreaming or something? Hsu's naming inconsistency --------------------------------------------------------------------------- If you meet Feizhi in Champa Felix gets to hear that Isaac saved a guy named Ulmuch in GS(1). This is strange, because there exists no Ulmuch in that game. He did save a man named Hsu however. To keep things simple the cause of this is the bad translation done by the English translators. They probably forgot that they named him Hsu in the previous game and came up with Ulmuch instead for this game... Statistic Boosting Item List --------------------------------------------------------------------------- This is not so important that I want to spend an entire section on, but here is a list of where you can find all the Statistic Boosting Items in this game. I listed these because they are very rare and also, because this is the only way to increase your character's stats manually. In total there are exactly 10 stat increasing items in both games combined. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Apple (Increase Attack +3) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ---------- 1. Alhafra ---------- Check jar on the first floor of the inn. ------------------ 2. Madra Catacombs ------------------ Use "Frost" on the water puddle in the center of town. The chest is easy to reach after that. ----------------------- 3. Gaia Rock (Exterior) ----------------------- Follow the most northern path in the rocky maze near the mountain's top. -------------- 4. Kalt Island -------------- Use "Catch" on the tree to the left of this settlement ------------- 5. Magma Rock ------------- Dropped item Mimic ------------------ 6. Mars Lighthouse ------------------ At the entrance near the left elevator pad ------ 7 - 10 ------ Transfer from GS1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Cookie (Increase max PP +5) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ------------- 1. Air's Rock ------------- Near the left wall, use "Whirlwind" on the Wind Stone here twice (See walkthrough for more details). ------------------- 2. East Indra Shore ------------------- Use "Frost" on the water puddle, then examine the wooden box to the left. -------------- 3. Toapa Swamp -------------- Collect from the chest on the first screen. Get there by navigating through the swampy area. ------- 4. Prox ------- In the left jar outside the inn ------------------ 5. Mars Lighthouse ------------------ Dropped item Mimic ------------------ 6. Treasure Island ------------------ One of the six chests in the second room (requires "Grind" to get) ------ 7 - 10 ------ Transfer from GS1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Power Bread (Increase max HP +5) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -------------------- 1. Kibombo Mountains -------------------- On the second screen drop the crate on the Kibombo Warrior. This allows you to reach the chest without getting caught. After the war is settled you can just collect it for free. ---------------- 2. Alhafran Cave ---------------- Inside the jar in Brigg's Cell (Enter from the back once he escapes). --------------- 3. Ankohl Ruins --------------- In plain sight after you activate the first Stone Face. ---------- 4. Contigo ---------- In a barrel next to the Sanctum ------------------ 5. Treasure Island ------------------ Dropped item Mimic ---- 6. ? ---- ? ------ 7 - 10 ------ Transfer from GS1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Hard Nut (Increases Defense +3) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------- 1. Yampi Desert --------------- Inside the cave to the east in a chest on the center platform. ----------------- 2. Gabomba Statue ----------------- Dropped item of the Mimic ----------------- 3. Tundaria Tower ----------------- In the eastern room with three ice pillar and a chest with Crystal Powder ---------- 4. Lemuria ---------- Use "Growth" on the plant to the east, then "Cyclone" on the bushes on the lower ledge. ------------- 5. Trial Road ------------- After using "Whirlwind" on the big Wind Stone collect it from the chest on the upper ledge. ------ 6 - 10 ------ Transfer from GS1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Mint (Increases Agility +3) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------- 1. Dehkan Plateau ----------------- Fall down the most upper crack after the chest with an Elixir. -------------------- 2. Gabomba Catacombs -------------------- Use "Cyclone" on the bushes in the second room. ----------------- 3. Apojii Islands ----------------- "Cyclone" the bushes in the lower right corner of town ----------------- 4. Tundaria Tower ----------------- Follow RURULDRURUR at the 2nd black ice field to reach the chest --------------------- 5. Jupiter Lighthouse --------------------- Use "Cyclone" on the bushes to the right of the first Cyclone Teleporter --------------------- 6. Jupiter Lighthouse --------------------- Dropped item Mad Plant ------ 7 - 10 ------ Transfer from GS1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Lucky Pepper (Increases Luck +2) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ------------ 1. Mikasalla ------------ Look in the barrel near the oven inside the local inn. ---------- 2. Kibombo ---------- Jar on near left wall of the village ----------------------- 3. Aqua Rock (Interior) ----------------------- In the room on the left side where you find the Aquarius Stone ----------------- 4. Shaman Village ----------------- Can be reach after Trial Road in the right jar inside the Shaman's hut -------------------- 5. Trial Road (Cave) -------------------- Dropped item Mad Plant -------- 6. ? -------- ? ------ 7 - 10 ------ Transfer from GS1 That's it for all the statistic boosting items in this game. You'll have to transfer the last few items from GS1 to get all 10 of each type, however. BGM Test --------------------------------------------------------------------------- Save your game and go to the Battle Arena. Talk to the person in the lower left corner, while holding the 'R' Button. This opens up the BGM Test mode where you can listen to all the BGM from both games. Note that most of the music will become available as you progress through the game. Some of them will only be active on a 'Clear Data' file! 0 => Lemurian Fountain & Battle Lobby 1 => Main Opening Theme 2 => File Select 3 => Venus Lighthouse (Lower Regions) 4 => Dice Games in Contigo 5 => City theme 6 => Kandorean Temple 7 => Daila 8 => Apojii Islands 9 => Izumo (after Serpent defeated) 10 => Izumo (before Serpent defeated) 11 => Sad theme 12 => Kandorean Temple - Interior 13 => Kibombo & Naribwe 14 => Prayer to Gabomba Statue 15 => Lemuria 16 => Madra 17 => Kalt Island & E Tundaria Islet 18 => Garoh 19 => Yallam 20 => Yepp's Song 21 => " " (identical?) 22 => Air's Rock 23 => Aqua Rock 24 => Madra Catacombs 25 => Alhafran Cave 26 => Gaia Rock 27 => Gabomba Statue - Interior 28 => Jupiter Lighthouse 29 => Magma Rock 30 => Mars Lighthouse 31 => Tundaria Tower 32 => Taopo Swamp 33 => Ankohl Ruins 34 => Karst & Agatio's theme 35 => Brigg's theme 36 => Evil Approach 37 => Shaman Village & Loho 38 => Sheba's Problem (just after the boat gets wings) 39 => Trouble 40 => Golden Sun: the Lost Age Opening theme 41 => World Map - Boat 42 => World Map (1) 43 => World Map (2) 44 => World Map - Flying 45 => Running in Altin Peak (GS1) 46 => Trial Road 47 => Jenna's Battle theme 48 => Felix's Battle theme 49 => Mini-boss Battle theme 50 => Boss Battle theme 51 => Sea Battle theme 52 => Karst & Agatio Battle theme 53 => Serpent Room 54 => Doom Dragon Battle theme 55 => Battle Victory fanfare 56 => Battle Game Over 57 => Hamma's theme 58 => Saturos & Menardi theme (GS1) 59 => Sheba falls of Venus Lighthouse (GS1) 60 => Trouble (GS1) 61 => Slaying the Dragon 62 => Sea of Time 63 => Rise of the Sun 64 => Prologue 65 => Parents dying on the Mars Lighthouse 66 => Credits 67 => Final Scene 68 => Last Goodbyes 69 => Vale (GS1) 70 => Kolima (GS1) 71 => Bilibin (GS1) 72 => McCoy's Place (GS1) 73 => Tret Tree (GS1) 74 => Fuchin Temple (GS1) 75 => Kalay (GS1) 76 => Ship on Karagol Sea in trouble (GS1) 77 => Colosso (GS1) 78 => Tolbi (GS1) 79 => Anemos Sanctum / Sol Sanctum (GS1) 80 => Kolima - Cursed (GS1) 81 => Lighthouse Aerie (GS1) 82 => Altin Peak (GS1) 83 => Bilibin Cave (GS1) 84 => Desert (Yampi / Lamakan / Suhalla) (GS1) 85 => Suhalla / Lalivero (GS1) 86 => Crossbone Isle (GS1) 87 => Altmiller Cave (GS1) 88 => Babi's theme (GS1) 89 => Sailing on Karagol Sea (GS1) 90 => World Map (GS1) 91 => Venus Lighthouse - Upper level (GS1) 92 => Isaac's Battle theme (GS1) 93 => Mini-Boss Battle (GS1) 94 => Boss Battle (GS1) 95 => Saturos & Menardi Battle theme (GS1) 96 => Fusion Dragon Battle theme (GS1) --------------------------------------------------------------------------- How to find out your enemies' Elemental Weakness --------------------------------------------------------------------------- If you don't know which to which element an enemy is weak you can easily check it by looking at the end of the line, when you perform an attack. 'Damage here' !!! = Enemy is weak to this element 'Damage here' ! = Enemy is not weak nor strong (normal) to this element 'Damage here' . = Enemy is strong against this element It can be quite convenient to find out which type of element you need to use on your opponent. Of course there are more uses for knowing your opponent's weaknesses and strength see the sections below here for additional data on those. Special Djinn Kill Bonuses ("Dark Panther Method" for enlightened people) --------------------------------------------------------------------------- Many people know this common and nifty trick already, but if you don't read on. If you can kill an enemy with a Djinn Attack of which the element is the weakness of that enemy you will see that the enemy will make a second Growl and changes color several times before it dies. Next to that you receive 133.3% of the regular Experience and Coins, on top of that the chance for an Item drop get Quadrupled too (ICC lowers by 2). This method is handy if you wish to gain more experience or if you want to increase your chances for one of those Rare Item Drops like the Tisiphone Edge. For example take the Wonder Bird, which is weak to Water and has ICC 8 for dropping some Dark Matter: Regular Kill Djinn Kill (Mercury Djinni in this case) ------------------------ ------------------------ Exp. : 8622 Exp. : 11496(!) Coins: 333 Coins: 444 Dark Matter Drop: 0.8% Dark Matter Drop: 3.2% As you can see the numbers can increase quite a lot, when you are fighting a strong enemy. 3.2% is still not much chance for an Item Drop, but there is a way to increase this to 100% by exploiting a little programming glitch using RNG methods. I don't have much experience with RNG methods so I would like to refer the reader to other documents (for example on Gamefaqs.com) that provide information about these strategies. Luckily for you these kills only work in your advantage; if you kill an enemy with a Djinn against which the enemy is strong you still receive normal Experience and Coins. There is however one small drawback to this method that may cause this method to fail sometimes. The elemental power of the attacker must be at least 41 points higher than the elemental resistance of an enemy. For example a Druj is weak to fire (Fire resistance = 72). So the attacker must have at least 72 + 38 = 110 Mars Power the moment he/she unleashes the lethal Mars Djinni, if it is less the Druj will not flash and does not drop more Exp. & Coins then usual. As a final remark I would like to say that this method for getting more Rare Items is by some people also referred to as the "Dark Panther Method" for he was the first person to find out about these properties. Abusing RNGs (Random Number Generators) for your benefit --------------------------------------------------------------------------- This game (as well as GS1) uses 2 RNGs (random number generators) to determine everything that should happen with a 'random' chance. Computers however are actually not suitable to generate true random numbers, because they behave deterministically (i.e. applying the EXACT same input from the same starting state always yields the same results). This leads some people to find strategies that abuse these RNGs so they can force specific outcomes, which should normally be determined by pure chance. Golden Sun actually has a pretty simple RNG function that can be abused very easily to get the specifically required result time after time. The first RNG is used in battle and determines the whether weapons use their unleash, attacks cause a status or a monster drops his item. The other RNG is there to determine randomness of effects in the field. Below I've listed several exploits that allow you to get certain things done (100% of the time), which are normally near impossible to attain in one single attempt. GS:tLA however has a slightly modified RNG which makes it harder to exploit some of the quirks that were possible to do in GS1. The Perfect Bonus strategy for Tolbi's Lucky Dice will NOT work in Contigo's booth. The reason for this is that the Field RNG is modified in such a way that the generated numbers depend on the button presses, when the games starts (regardless of a hard or soft reset). The Battle RNG is still the same so it is still possible to get all the ultra-rare items with 100% success rate. The only problem is finding a fixed monster battle after starting the game. In some cases this can also work into your advantage as well, as some hard to find enemies in GS1 (e.g. Thunder Lizard and Grand Golem) may appear right away. Take note that it is still possible to get the desired results with the Field RNG, but it requires good timing skills. Field RNG - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -None yet. I heard of a method to get the Excalibur by forging Orihalcon at Sunshine, but I don't know how it works. Battle RNG - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This random number generator can be abused in such a way that you can always get the required item drop from an enemy. This can be very handy if you wish to get an item that is extremely rare like the Lachesis' Rule from the Mad Demon. It has normal drop rate of 0.4%, and even with a Djinn Kill it is only a mere 1.6% chance (see above in the stuff section). You can get the item guaranteed if you manage to kill the required enemy when the RNG has used exactly 28 numbers. To be honest the number turns out to be 31 deploying the Djinn and killing the enemy consumes 3 more random numbers. So to keep things simple I will stick to 28. Furthermore, there are other magic numbers too, but they won't work on enemies with extremely rare item drops. The question is how do you know at which number the RNG is? You can't see it and even if you could you wouldn't know at which random number it is. The solution to this problem is using the following method in general: -Restart your game with a Hard Reset by turning the power switch Off and On. When you reload your game the battle RNG resets and it will be on the first number; this is your reference point. -Enter the battle with the enemy that has your item of choice. This has to be the very first battle you come across, at least for the strategy I am going to describe below. This part is harder in GS:tLA as the other RNG is harder to exploit, so just get lucky to find the required enemy. -Use exactly 27 random numbers before killing the specific enemy that holds the item with a Djinn Kill. The death of the enemy will use another random number, hence it will be on 28 (your magic number) when it is downed. -If the monster had the flashy colored death with a double growl AND the RNG was on number 28 THEN you will automatically receive the item you desired. In case there are any other monsters left in the battle you can finish them off any way you like, just make sure you complete the battle. The item is going to appear no matter what in the battle end messages if these first four steps are completed. This sounds complicated, but it not too hard. Below I will provide a short list of all the RN eating battle methods. If you don't want to spend time on creating your own RNG methods just look at the examples below. Type of event in battle | RN usage | Example ----------------------------|--------------|------------------------------- Start of Battle | 1 | - Enemy's Turn (per action) | 1 | - Enemy's Death | 1 | - | | Attack (w/o Unleash) | 1 | - Defend | 0 | - | | Psynergy: Attack | 2 per target | "Briar" on 3 targets = 6 RN Psynergy: Heal | 2 per target | "Wish" on 4 allies = 8 RN Psynergy: Additional | 1 per target | "Resist" on 4 allies = 4 RN Psynergy: Ailment Status | 1 per target | "Bind" on 1 target = 1 RN --------------------------------------------------------------------------- There are some initial requirements that have to be met or else the following strategies will NOT work. First point: Make sure that the Djinn Kill will cause the double growl and colored death of the enemy, because if the elemental power of the character that unleashes the Djinni is too weak the Djinn Kill itself will fail rendering the entire strategy to be doomed (see Djinn Kill Bonuses for more information on this topic). Therefore you should stick to the Djinn setup with Isaac having all Venus Djinn and Mia getting all the Mercury Djinn and so on for the others. Just make sure the power of their natural elemental type is as high as possible. In this game you also want to avoid using Mold, Whirl, Gale and Gasp as their unusual attack pattern may cause the RNG to fail. Second point: As you can see in the methods below there is one initial attack in the second turn for most of the strategies. This means that the Djinn unleashing character has to be slower than the fastest member. This could give rise to a problem if you need Ivan to unleash his Jupiter Djinn, because he is by far the fastest member. In order to overcome this give somebody an Elven Shirt, Running Shirt and/or Running Boots to boost the agility to a level that he/she can outrun Ivan. Third point of interest: you have to make sure the statistics of your characters are not too weak/strong, because prematurely killing on of the enemies in the group will consume an additional RN and thus screws up the entire strategy once again. If this happens, just use a weaker version of the Psynergy that is mentioned (e.g. use "Flare" instead of "Flare Storm"). Now without further ado here are some strategies I came up with for collecting those pesky ultra rare item drops. There are strategies here for the following enemy / item combinations in order of appearance in the game we have: Dropped Item Linked Enemy --------------- --------------- Staff of Anubis <-> Red Demon Prophet's Hat <-> Dread Hound Otafuku Mask <-> Gressil Tartarus Axe <-> Minotaurus Unicorn Ring <-> Sea Dragon Aura Gloves <-> Magicore Healing Ring <-> Nightmare Feathered Robe <-> Wise Gryphon Aeolian Cassock <-> Wyvern Rising Mace <-> Blue Dragon Mist Potion <-> Grand Chimera / Macetail Rule Blade <-> Lesser Demon Hiotoko Mask <-> Little Death Clotho's Distaff <-> Minos Warrior Gloria Helm <-> Aka Manah Giant Axe <-> Earth Golem Tear Stone <-> Gillman Lord Sylph Feather <-> Great Seagull Salamander Tail <-> Pyrodra Blessed Mace <-> Turtle Dragon Atropos' Rod <-> Fire Dragon Riot Gloves <-> Minos Knight Star Dust <-> Sand Scorpion Mythril Silver <-> Soul Army Tisiphone Edge <-> Cruel Dragon Dark Matter <-> Wonder Bird Golem Core <-> Bombander Lachesis' Rule <-> Mad Demon Orihalcon <-> Sky Dragon Fourth point: you canNOT wear any cursed equipment on any of your characters. This because cursed items eat up additional RN, causing any of the strategies to fail. Using the Cleric's ring won't make any difference, if you are stuck with such an item you must unequip it at a Sanctuary. Last note: I will leave out the Battle Start, 'Enemy' attacks and 'Enemy' dies after the first strategy. Also note that the enemy will NEVER attack the very first turn, when you load a new game. This makes this kind of strategy even better to use, because your opponents won't do anything the first turn (but they do use up 1 RN per enemy though). Staff of Anubis --------------------------------------------------------------------------- Dropped by: Red Demon Location: Gabomba Statue Weakness: Wind Battle Entry: 2 enemies (1 of them is a Red Demon) RN Action Target -- -------------------------- ----------------- 1 Battle Start - 9 Jenna -> "Aura" all Allies 13 Sheba -> "Storm Ray" Red Demon 17 Felix -> "Earthquake" Red Demon 21 Piers -> "Cool" Red Demon 23 Skip enemy turns - (no attack, because this is the first battle) 27 Jenna -> "Fume" Red Demon 27 Sheba -> Unleash Gale Red Demon 27 Felix -> Defend - 27 Piers -> Defend - 28 Red Demon dies!!! Staff of Anubis --------------------------------------------------------------------------- Prophet's Hat --------------------------------------------------------------------------- Dropped by: Dread Hound Location: Gaia Rock Weakness: Water Battle Entry: 2 enemies (1 of them is a Dread Hound) RN Action Target ----- -------------------------- ----------------- 1 + 5 Sheba -> "Storm Ray" Dread Hound 9 Felix -> "Earthquake" Dread Hound 17 Jenna -> "Aura" all Allies 21 Piers -> "Cool" Dread Hound 2 +27 Sheba -> "Storm Ray" Dread Hound 27 Felix -> Defend - 27 Jenna -> Defend - 27 Piers -> Unleash Sour Dread Hound 28 DreadHound1 dies!!! Prophet's Hat --------------------------------------------------------------------------- Tisiphone Edge --------------------------------------------------------------------------- Dropped by: Cruel Dragon Location: Islet Cave Weakness: Fire Battle Entry: 2 enemies (1 of them is a Cruel Dragon) -After going back near the entrance to the third or so hallway, save and hard reset. -Walk until a Cruel Dragon appears. So long as it is paired with another monster, you're fine. If it is alone, reset and try again till you find a pair. RN Action Target ----- -------------------------- ----------------- 1 / 5 Isaac -> Clay Spire Cruel Dragon 13 Jenna -> Aura all Allies 17 Ivan -> Shine Plasma Cruel Dragon 21 Garet -> Flare Storm Cruel Dragon 2 /27 Isaac -> Clay Spire Cruel Dragon 27 Jenna -> Defend - 27 Ivan -> Defend - 28 Garet -> Mars Djinni Cruel Dragon 28 Cruel Dragon dies!!! Tisiphone Edge --------------------------------------------------------------------------- ~~~~~More to come~~~~ =========================================================================== Credits =========================================================================== The credits go to: Camelot Software Planning: For creating this brilliant 2-part RPG game. Gamefaqs.com: For putting this up the website. You: For reading this FAQ. Me: As I enjoyed making this FAQ. Lord Torrent: He gave me additional information about the monsters, such as a complete attack list and some of the statistics that I was missing like the ICCs. Paulygon: His Password Editor is the only and the best one of its kind. It allows you to create as many custom passwords for GS:TLA. See the link below to get the editor. A True Gamer: Located an error in the Ultimate transfer password; I missed the Lifting Gem. Jeff Leyden: For correcting the mix up between the effects of Power bread and Apple. Tim Assman: -Used similar type of lay-out for the class Psynergies, which looks much better than the original lay-out that I used. -Found out about a glitch that makes a particular room in the Mars lighthouse dead easy to pass. Taren Long: For informing me that the Dark Panther Method will only work if the Elemental Power of the attacker is higher in some degree than the resistance of the enemy. Emperor: Found out that I missed the "Revive" Psynergy in the list of cures for the Downed Status. Jeffrey Ng: -Informed me about the Wheat Sword rumor -Explained the Trial Road item duplication glitch -Clearing up the RNG value of 31 instead of 28, but my tactics work nonetheless. -Corrected Crystal's weakness to Wind (not Earth) -Told me I missed a step in the Water area of the Mars Lighthouse -I forgot to add: Ocean Dragon / Triton's ward to the rare item drops of the optional dungeons -Explained about the secret of setting all Djinn in one go; saves you much time! Sephiroth leonhart: He found out about my mistake that items aren't transferred if you are playing a new game in Easy mode. Tim Sears: RNG strategy for the Cruel Dragon's Tisiphone Edge. Matthew Casler: Bug problem related to Piers & the Lash Pebble in Lemuria Jadedsol: Found out that the water in Daila's temple will only reside after rescuing Tavi & Riki in the cavern. Chris Maka: Located the problem of the GBA SP linking problem. The game link only works on original GBAs with an old fashioned wired link. KrrA_InAgOtAbLe: Reminded me that I missed to spell out that cursed items can screw up the RNG methods for item drops. He also found a method to gain an infinite amount of Game Tickets. BetaWax: Located my oversight of not including the Fur Coat into the Collector's password, as this item cannot be collected in GS:tLA. Death by Trumpet: Informed me about the Sand raising glitch as described in Appendix F. Juanita Garcia / ReyJavikVI: For clearing my info about the non-issue with Piers and the Lash pebble in Lemuria. soulflame / Brian Smith: Fixed the messed up description of Game Ticket and Lucky Medal. Ashley: Cleared to me that Felix had the Jupiter star rather than the Mars star in the introductory section. Armond: Some additional info on RN data and critical hit boost percentages of certain items. David Grimaldi: There is an (optional) use for "Halt" in this game after all! Manik666: Noticed I missed the Puppet Warrior in the monster list for Treasure Island. James Lau: Found out about a glitch to make cracks appear in thin air in the Mars Lighthouse. ElementalSkaterSMC: Noticed my error in unlocking "Send" option in GS. Nicothraa: Fixed an error in the section numbering during the introduction of Chapter 9. Mysterychan: Cleared out that the Gabomba tile puzzle is randomized in each game! Wolf Link: Corrected the minimal amount of elemental attack power that is required to get a double growl for a successful Djinn Kill. =========================================================================== Copyrights =========================================================================== Iron Knuckle 2005 - 2009 (c) Nothing out of this walkthrough may be copied for use on own websites, or own profit. The following link is the only website on which my FAQ / walkthrough is available, if you wish to upload the FAQ to your own website please notify me before doing so. If I am interested enough I will grant permission for an additional upload. ----------------- Website locations ----------------- http://www.gamefaqs.com http://www.neoseekers.com http://www.mycheats.com http://www.ign.com ----------------------- Other Interesting Links ----------------------- http://home.earthlink.net/~paul3/ This is the home Directory of Paulygon; you can get the Password Hacker here too. http://www.youtube.com/watch?v=caHWbRrTGxU A video link to a battle against Dullahan using my strategy. It shows how Dullahan can be defeated on low levels without taking any damage at all! http://www.youtube.com/watch?v=LDLhMBS31Vg A video link to the battle against the Doom Dragon created using the strategy described in this FAQ. There are small variations, but it was based on the one mentioned here. It shows the Doom Dragon getting slain in 3 turns. Yes, the dragon did not even get the chance to attack! http://www.youtube.com/watch?v=Ynt3X5KK2z4 KrrA_InAgOtAbLe's video for an infinite amount of Game Tickets. http://www.youtube.com/profile_videos?user=Zuqkeo My vid page, there are some interesting videos such as glitches about several video games on display here. ------------------------- Total GameFAQ productions ------------------------- Donkey Kong Country Speed Guide Donkey Kong Country: 2 Diddy's Kong Quest Speed Guide Dungeon Keeper FAQ/Walkthrough Golden Sun FAQ/Walkthrough Golden Sun: the Lost Age FAQ/Walkthrough Jet Force Gemini In-depth; Capacity Crates Lufia 2: Rise of the Sinistrals FAQ/Walkthrough Lufia 2: Rise of the Sinistrals World Map Monkey Island 3: Curse of Monkey Island FAQ/Walkthrough Paper Mario FAQ/Walkthrough Secret of Evermore FAQ/Walkthrough Terranigma FAQ/Walkthrough =========================================================================== E-mail, Questions and Contributions =========================================================================== If you want to ask / contribute / correct anything about this Walkthrough / FAQ about Golden Sun, mail to knuckle_iron(at)hotmail(dot)com . Only send mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't mean to be rude, but this is a Gamefaq. Please, don't submit anything that has been done already in this FAQ. In the section below this you can see a list with examples of things that are incomplete. =========================================================================== Unfinished business =========================================================================== - More information about the spells like the individual base strengths - Any Classes/Monsters/Items/Psynergies/Unleashes/Summons that I missed - Any interesting passwords (e.g. ones with nice features) - Any other special things that I missed or goofed up about - Any RNG methods (not only dropped items) - --===-- - -= END =- -