FAQ: Golden Sun for GBA

FAQ/Walkthrough
Submitted by Ikillkenny
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         FAQ by Ikillkenny             \_____/

============
Golden Sun Comprehensive FAQ/Walkthrough
FAQ by Ikillkenny (Mike Bentley)
	with a Djinn Guide by Baby M
Version 1.95
i.kill.kenny@home.com
Visit My Web Site Golden Sun Anonymous For The Latest Version:
http://www.nin-gaming.com/~comicsoft/gsa/index.php
Also Try:
http://www.cheatcc.com
http://www.gamefaqs.com
=============

LOOK:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
QUICK TIPS FOR VARIOUS ENCOUNTERS:
HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/GSA/QUICKTIPS.PHP
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
A VISUAL AID FOR THE FIRST HALF OF GOLDEN SUN:
HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/GSA/SCREENSHOTS.PHP
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~
~     Looking to test your Golden Sun      !
!	knowledge?  Download my Golden	 ~
~	Sun trivia game at:			 !
!	http://www.nin-gaming.com/		 ~
~ 	~comicsoft/gsa/trivia.php 		 !
!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| Needed: Contributions to the Item List    )
=-=-=-( If you have an item that I don't    )
	( yet, then feel free to e-mail me at )
	( i.kill.kenny@home.com with the item )
	( (Please follow the format in this   )
	( FAQ.)  Violaters will be prosoctued )
	( (read: Contributers will be cited.) )
      =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=============
TABLE OF CONTENTS
=============
1) Frequently Asked Questions
2) Introduction
3) Game Play
4) Monster List
5) Item List
6) Walkthrough
Sub Sections:
	Introduction
	Sol Sanctum
	Going Away...To Vault
	Vault
	On the Road to Bilibin
	Bilibin
	To Kolima/Forest
	Kolima Forest
	Heading North
	Imil
	Mercury Lighthouse
	Back to Kolima Forest
	Fuschin Temple
	Mogall Forest
	Xian
	On the Road Again...
	Altin
	Altin Peak
	Lama Temple
	Lamarkan Desert
	Kalay
	Vault...Again
	Vale...Again
	Kalay Docks
	Tolbi Docks
	Tolbi
	To Altimer Caves
	Altimer Cave
	Collosso
	To Lupna
	Lupna
	Kalay...Again
	To the Suhulla/Desert
	Suhulla Desert
	Suhulla Gate
	Venus Lighthouse Part 1
	Lalivero
	Babi Lighthouse
	Venus Lighthouse Part 2
	What!? We're Backtracking!?
	Crossbone Island
	Venus Lighthouse Part 3
	Ending
7) Boss Strategies
8) The Arena
9) Leveling and Character Classes
10) *Spoiler* Spelled Backwards: EGA TSOL EHT :OWT NUS NEDLOG
11) Credits/Copyright Information

=============
Chapter 1: Frequently Asked Questions
=============

 --------------------------------------------------------------------
| Read these following Frequently Asked Questions before asking me a | |
question via E-Mail or AIM.						
	   |
 --------------------------------------------------------------------

Q) Where are all the Djinn?
A) See the Djinn section or search for a particular Djinn name in the
walkthrough by pressing Control + F on a PC.

Q) What are those numbers in parentheses after "go back from whence you came."
A) These numbers are some stupid joke that the author of the FAQ through in
that count the number of times up until then that he has used that phrase. 
Anyone else notice I'm talking in the third person point of view?

Q) Can I get back to Vale, Vault, etc. later in the game?
A) Yes, look at the section Vale...again and a few of the sections before it.

Q) What do I do with Game Tickets and Lucky Medals?
A) Game Tickets are used for a game in Tolbi.  The game is one of the ones near
the fountain, I believe.  Lucky Medals are also used in Tolbi in the fountain
coin throwing game.

Q) I have a question not answered here.  How can I ask one?
A) E-mail me at i.kill.kenny@home.com

Q) How do you get those nuts in the trees?
A) Thanks to Jag816X@aol.com for this information: Use the Catch Psynergy on
the trees that contain nuts in order to get them.  Nuts are quite helpful in
the early part of the game.

Q) Who is Robin?
A) The default Japanese name for the main character.

Q) How do I Mind Read the monk?  Whenever I go up to him and want to bring up
my menu I just talk to him.
A) Press Select or set Mind Read as a hot key button.

Q) Where do I get the Cloak Ball?
A) It's on Babi's Desk next to his bed.  You can get this after you talk to him
after winning Collosso.

Q) What things do I need before entering Crossbone Island?
A) You need the Cloakball, the Halt Gem (not required), and the Carry Psynergy.

Q) What level do your characters learn their last spells?
A) Somewhere around 54 if you're at the right classes.  Look for an in-depth
FAQ on Class Changes for more information.

Q) How do I get the pink tornado that goes to Crossbone Island back if I
accidently use Douse on it?
A) You have to head out of Suhulla, and when you re-enter it will be back.

Q) Is there any advantage to going to Crossbone Island from the ship to Tolbi
Docks?
A) No, you can't go very far in there without Cloak, Carry and Halt.

Q) I heard this code that if you tap the R button 3 times then the B button 7
times finally the A button 5 times and you'll hear a click and all of your
charaters have infine PP.  Where do I do this?
A) This code is BS and doens't work.  However, there are a few Game Shark codes
avalible at http://www.gameshark.com/gameboyadvance/objects/379896_106.html
that can give you infinite PP, although the game is less fun to play when you
cheat.

Q) What is the correct way to pronounce "Djinn"?
A) Well, Djinn is from, I believe, Arabic and it means Genie.  So, the singular
form of Djinn (Djinni) is Genie, leading me to believe Djinn is pronounced like
the alcoholic drink "Gin."
Here's some updated information from Taz 2012 on the dictionary defintion:
jin·ni or jin·nee also djin·ni or djin·ny
(http://www.atomica.com/lookup2/pronkey.html)
n., pl. jinn also djinn (jin http://www.atomica.com/lookup2/pronkey.html).
In Muslim legend, a spirit often capable of assuming human or animal form and
exercising supernatural influence over people.
[Arabic jinn?, demonic, demon, from jinn, demons, from janna, to cover,
conceal.]

Q) Can you give me the Rom of Golden Sun?
A) No, I do not support roms and/or emulation.  Go pay for the game you lousy
cheapskate.

Q) How do I get Growth?
A) Equip 1 Fire Djinni on Isaac or 1 Earth Djinni on Garret to have the spell
growth (see the Leveling and Characet Classes Section)

Q) I missed Force!  What do I do?
A) You don't actually need force to accomplish anything in the game.  However,
you do need to enter the cave in Fuschin Temple in order to get the Djinni
Zephyr, and without Force you don't get the Xian sidestory.  However, if you
don't have force you can still go through Mogall Forrest, and Garret will kick
the log in Altimer Mines instead of you using Force on the tree stump. 
Anyways, if you missed Force, keep going to Kalay, then head north across the
bridge to reach Vault again.  Retrace your steps to Fuschin Temple, and see the
Walkthrough about getting Force.

Q) Is it true that no one really asks these questions, but you like to make it
appear as if people talk to you?
A) Quiet you... plus, this question was actually asked.  Give Kevin Mofo and
e-mail at skafusion0@mac.com for further information.

Q) What is the best way to contact you?
A) I prefer e-mail via i.kill.kenny@home.com.  I dislike pepole instant
messaging me, but I usually will ask questions via AIM if you're direct, to the
point, don't talk in big type, don't have a colored background on your text,
don't talk in all caps, use reasonably good grammar and don't do a lot of chit
chat.  I will also not go to chat rooms for help.  Instant Message me at
screenname: ikillkenny.  Also, posting a question on the Golden Sun boards at
www.gamefaqs.com is a good way for me or someone else to get an answer to your
question.

Q) What exactly does the Mystery Blade do?
A) I don't recomend using the Mystery Blade because it's not very powerful. 
Occasionaly Mystery Blade will let out Life Nourish which has a chance of
restoring a little bit of health to the character that its equipped on.

Q) I saw this code on the GameFAQ's Message Board:
I don't know if this has been found out yet but I'll tell you how to get her.
In order to get her to join your party you need the cursed emerald necklace. To
get the necklace you need to go to Tolbi springs and win it from the fountain.
I would advise you to get as many lucky medals as possible and save before you
start tossing them. The odds of getting it are probably less then 1%. It took
me about 300-350 tosses(I lost count). When I did win it, the medal bounced 3
times( once of crab and twice of the turtles)and it landed in the middle.
Unfortunately this happened to me before and I didn't get so I'm guessing this
just increased your chances of getting it. Anyway when you get the cursed
emerald necklace, go back to Xian and talk to Feizhi. She will say"Where did
you find my necklace?" Give it to her and then she'll join your party. You have
to alternate between characters since you can only have four at a time. The
best thing about her is she can equip all cursed weapons and she won't be
cursed(with or without the clerics ring)!!!!
A) This is a BS code started by an idiot I don't want to give the credit of
naming.

Q) I'm having trouble getting across the sand waterfalls.  How do I do it?
A) You need to hold the B button (aka run), the direction you're going and up
on the D-Pad.  This should keep you from falling down.

Q) What is the maximum level that you can get to?
A) You can get to Level 99, but I've only heard of anyone getting to this level
with a Gameshark.  In theory you could level up this high, but it's not worth
it because it would take an insane amount of time and you stop learning spells
in the mid-50s.

Q) How do I get the Bastard Sword?
A) You can't get the Bastard Sword as it was changed from its earlier name to
the Bandit's Sword (or maybe the Assasian's Blade.  I've heard two different
accounts).  Plus, you don't want it anyways (in the manual there's a screenshot
of it doing about 7 damage) later in the game.

Q) When I go to load my save, it says "Corrupt Data.  Would you like to save
from the last sanctum?"  What does this mean?
A) This means that somehow the power went out when you were saving the game
(either you turned it off or the batteries ran out.)  Luckily you can still
play (as oppossed to other games where all of yoru data is gone), although you
may be missing some of your items potentially.

Q) When should I turn off my Game Boy Advance to avoid getting a Corrupt Data
save file?
A) I recomend not going for longer than 30 minutes after the light starts
turning red or you risk losing power during a save which could be devastating.

Q) Is it possible to get to Lemuria or Hesperia in this game?
A) No, you'll just have to wait for the sequel ;-[.

Q) When is Golden Sun 2 coming out?
A) It will be out June 2002 in Japan, and will be out by Christmas 2002 in the
United States.

Q) Do you know of any secret codes or secret information on Golden Sun 2?
A) Anything I know is in this FAQ.  I don't hold anything back from the
readers.

Q) How do I go back through Mogall Forest?
A) Sorry, it's not possible to get back through Mogall Forest.  If you want to
get back to the earlier towns you need to make your way to Kalay where you want
to head north.  The bridge broken earlier in the game will be rebuilt and you
will be able to get back to Vault, etc.

Q) How do I get into Collosso Stadium?
A) You first need to save Babi.  See the appropriate section in the Walkthrough
for that information.

Q) How many Djinn can one character hold?
A) Each character can hold a maximum of 7 Djinn each.

Q) Why can't I give a Djinn to another character?  All I get is the option to
trade.
A) You must have a balance in your Djinn.  You can not have more than 1 Djinn
on one character than another.  For example, Isaac can't have 3 Djinn on him
while Garret has only 1 Djinn.

Q) Why are my characters with 0 HP not healing in an inn?
A) Characters with 0 HP have fainted and they need to be revived using the
following methods:
• Visit a Sanctum
• Use Water of Life
• Use a Revive Psynergy or Djinni.

Q) I got to the sign in Altin Peak.  Garet isn't kicking it.  What's up?
A) Garet isn't kicking it probably because you have the Force Gem.  Equip Force
and aim Force at the log.  If you absolutely don't have the Force Gem, try
going as far forward as you can, facing right at the log.  This will most
likely trigger Garet to kick it.  Of course, if you haven't got all of the
Living Statues yet (except the last one), he will not kick it.

Q) I went to Imil before I went to Kolima Forest.  Did I do something wrong?
A) No, Golden Sun is a "non-linear" game, so there are no right or wrong ways
to go.  I just consider Kolima easier than Imil, so my walkthrough went that
way first.  You're free to go as you choose.

See some other FAQs at my Quick Tips Section:
http://comicsoft.hypermart.net/gsa/quicktips.html

=============
CHAPTER 2: INTRODUCTION
=============

------
About This FAQ
------
This FAQ (short for Frequently Asked Questions which you should already know)
should be a helpful guide to anyone stuck and wanting tips for the Gameboy
Advance game Golden Sun.  This FAQ was written by me, Ikillkenny, for use on
CheatCC.com, Gamefaqs.com and my web site Golden Sun Anonymous (see the link 
in the header). I wrote this FAQ because I love Golden Sun and I wish to help 
others playing it.  If you'd like to contribute to this FAQ, give me an e-mail 
at i.kill.kenny@home.com.

For easy navigation to the chapters, hold Control and hit F (when you're on
Windows anyways) in your browser window and type in the chapter you want to go
to.  For example, type in CHAPTER 3 to go to the walkthrough chapter.

------
Coming Soon
------

-Additions to the Monster List
-Finish Djinn Guide
-Make Portions of Walkthrough Less Cryptic
-Psynergy List
-Work on the Item List
-Level 45-ish right now.  Djinn/Class Changing Section gets updated when I
reach Level 54.
-Version 2.0 Will Probably Be The Last Version of this FAQ (coming soon!)

------
FAQ Versions
------
1.95 - Started and Finished on January 1st, 2002
-Added information to the Boss Strategies section
-Added walkthrough for the southern path in Venus Lighthous (not sure how I
missed putting this in.)
-Changed website information, turned off Instant Messenges
-Minor additions
1.94
-Fixed all of the Chapter number errors
-Added a good Item List
-Added several notes to the chapters to clear up confusion
-Corrected several errors (far too many of these for my liking)
-Fixed "Issac" spelling error
1.93 - Off and on Work from December 11th, 2001 to December 19th, 2001
-Started Item List
-Semi-finished Level 29 Class Changing Section (Level 54 coming soon)
-Update to the Linked Battle section
-Help Wanted added for Item List
-Added Screen Shot Link
1.92 - Off and on Work from November 30th-ish, 2001 to December 10th, 2001
-Won the "FAQ of the Week" award ;-]
-Added several minor things.
-Worked a litte more on the Class Changing section (I'll have part 1 of that
finished in the next version)
1.91 - November 27th, 2001 through November 29th, 2001
-Changed "Robin" to "Isaac"
-Added Pointless Ascii Art
-Started Several New Sections
-Many New FAQs
1.9 - November 26th, 2001
-Spell Checked everything
-Added Monster List by Nova Mage
-Added ****SPOILER!***** (spelled backwards): EGA TSOL EHT :OWT NUS NEDLOG
chapter.
-Added Coming Soon Section
-Starting to Tidy Things Up A Little More
-Added More FAQs
-Added ASCII Art Request
1.8 - November 25th, 2001 through November 26th, 2001
-Finished the Walkthrough (now a blue dot worthy FAQ)
-Added Djinn FAQ by Baby M
1.7 - November 25th, 2001
-Expanded Walkthrough up to and including all of Venus Lighthouse (save the
boss) and some of Crossbone Island.
1.7a - November 25th, 2001
-Expanded Walkthrough up to and including some of Venus Lighthouse and some of
Crossbone Island
-Pre-release version.
1.6 - November 24th, 2001
-Expanded Walkthrough up to and including the first part of Suhulla Desert
-Added Help Wanted ad (see above)
1.5 - November 22nd through November 23rd, 2001
-Expanded Walkthrough up to and including Collosso.
-Walkthrough about 2/3 done now.
-100 KBs
1.4 - November 22nd, 2001
-Expanded Walkthrough up to the boat to Tolbi
1.3 - November 21st, 2001 through November 22nd, 2001
-Expanded Walkthrough up to and including Altin Peak
-Added a *little* to the Djinn section.
1.2 - November 21st, 2001
-Expanded Walkthrough up to and including Mercury Tower.
1.1 - November 20th, 2001
-Expanded Walkthrough to Kolima
1.0 - November 17th, 2001 through November 20th, 2001
-First Version of this FAQ
-Walkthrough up to Vault
-Game play Section
-FAQs barely started

============
CHAPTER 3: GAMEPLAY
============

------
Controls
------
D-Pad: Select choice
Menus/Battle/Conversation:
A: Yes/Confirm/Next
L, R: Next
B: No/Back

Walking:
D-Pad: Move
A: Talk To Someone/In-game Menu
Select: In-game Menu
Start: Pause Menu
L, R: Use preset command
B: Run/Back

Notes: Golden Sun's controls are pretty straightforward and you shouldn't have
any problem with them.

------
Regular Play
------
A good deal of Golden Sun is spent in regular play, where your character is
walking around performing certain tasks within towns, forests or dungeons.  In
regular play, you can talk with different people, use psynergy that will have
effects on the map (for example: using Move will move a rock out of the way),
and move around accomplishing whatever goal you may need to achieve.  When
you're outside of protected towns or villages, each step you take will have a
small chance of a random enemy coming up, unless that attempt is thwarted by
obtained a feather or something to that extent.

------
World Map
------
The World Map operates much like Regular Play, except there won't be any people
to interact with or villages to explore.  Instead, the World Map (which is
available once the first temple has been beaten) allows a player to move from
one place to another quickly due to the greater scale of movement (you'll
notice that your character is more pixilated because he is zoomed in on more.) 
You will be able to go through trees, but not over water or mountains.  Random
battles occur here, too.

------
Battle Screen
------
The battle screen, like most other RPGs, is a separate screen from the regular
game window where you and your allies fight various enemies that come along. 
You will have the option of picking what attack, item, etc. each character uses
and on who before each round of attack.  Generally your faster characters will
attack first, then the enemy will attack, then your slower characters will
attack.  This cycle is repeated until you or the enemies are dead.  There are
several important things to look out for in the Battle Screen.  Each character
has HP which represents how much health he has left, and PP which represents
how much psynergy he or she has left.  When HP runs out, that character will
die and can only be brought back by an item that revives, or a Djjin that has a
revive move.  When PP runs out, a character can no longer use Psynergy attacks
with psynergy requirements greater than what is left.  PP can be restored by
finding energy stones.

------
Villages
------
Inside each village there are several things to look out for.  The first is an
Inn where you can rest for a small charge and replenish all of your party's HP
and PP (note: this doesn't affect passed out characters who have no HP left.) 
To revive a character, cure a poison or a bad spell, look for a Sanctum which
is a building with an old man in it (note: If all of your party members die in
battle, you'll end up in the last one of these you visited.)  For a larger fee
than what you paid in the Inn, you will be able to get treated with the things
listed before.  Other important buildings include the Armor and Weapons shops
where you can buy the latest and greatest attack and defensive boosts for your
characters.  I recommend getting the most expensive weapons and armor that you
can afford for each character in each town, because it is very important.  Also
in each town is a shop where you can buy items, but this is not a very
important shop because you should have plenty of the items that the lady sells
from random battle collections.

------
Djinn
------
These little characters probably made their way into the game thanks to the
success of Nintendo's Pokémon, but they are a very welcome addition.  Djinn are
collected usually by battling them (they usually put up a pretty good fight)
when you encounter them in the wild.  A Djinn has the power to alter a
character's stats, moves and even his or her type.  Djinn are useful because
they expose different abilities in different characters, so mix and match
between characters to find the best combination for your situation.  When Djinn
are on standby, a character can summon an extremely powerful elemental attack
that uses the power of many Djinn's combined to inflict strong blows on the
enemy.  If you fight a Djinn and it runs, head out of the screen and come back
to fight it again.

There are 28 total Djinn located in a variety of places along the map.  Use
this FAQ to find the Djinn as you go along, or in the future use this section
as a stand alone to find where the Djinn are.

And now, Baby M's Djinn Guide (exclusive to this FAQ):

Golden Sun Database Guide by Baby M-Version 2.01
1. Thanks
OK everyone, thank you to Camelot/Nintendo for making the game and me for my
amazing RPG skills, and other web sources.
2. Copyright
I copyright this database…that means you can put it on your site or whatever
provided you DON’T ALTER IT IN ANY WAY (That means KEEP MY NAME ON IT!!!). Baby
M is a worker of Mario Nursery, a subdivision of the division of Useless
Products Inc., which is a division of SushiWorld.
Please send mail regarding SushiWorld or any of its divisions/subdivisions to:
SushiWorld Tower
Main Tower of Crystal Street
Kirby’s Dream Land-The closest thing to Heaven in your mortal life.
3. The Guide
Well…here it is.
Part 1-The Djinn
Djinn are vital to your quest. When I was constantly being wiped out at Venus
Lighthouse, I went back and got all the Djinn I missed. My HP nearly doubled,
my Psynergy was much stronger, and my stats were greater! Don’t skip a single
Djinni-you’ll regret it later if you do! Set and Standby-some of the simplest
yet toughest strategy decisions you’ll make in your RPG gaming life. To get the
great stats, you must put your Djinn on set. So why, you ask, would you put
them on Standby? The answer is summoning. When you summon, a great being will
come out and make a great attack on your opponent. Your Djinni won’t be able to
be on Set or Standby after being summoned until it has recovered. Summons can
be anything from the weakest summons (yet still powerful) such as Mars and
Venus to the amazingly powerful wraths of Judgment and Boreas. Experiment a
bit…and save a lot! ALSO: Save before you try to get a Djinni. Some might run
away!
Earth Djinn
1.) Summon
1 Earth=Venus
2 Earth=Ramses
3 Earth=Cybele
4 Earth=Judgment
2.) Set
Name-Ability-Setting Effects-Location
Flint-Swift Strike-HP+8, PSY+4, ATK+3-When you leave Vale, he’ll come right up
to you (just walk forward on the world map).
Granite-Reduce Damage-HP+9, DEF+2, AGL+2, LUCK+1-In Kolima Village, you’ll see
him behind a fence. Walk directly into the back of the house the fence is
connected to (you can’t see the door, camera angle). Follow that secret passage
and you’ll come out to him.
Quartz-Revival-HP+10, PSY+3, AGL+3-In Mogall Forest, you’ll eventually see an
Earth Djinni. There is a puzzle involving moving a rock into a hole, pushing
logs, etc. to get to him.
Vine-Lower Foe’s Agility-HP+12, PSY+4, DEF+3, LUCK+1-At the end of Lamakan
Desert, go north then left over a bridge to a central island in the middle of a
circle river. Keep walking around and battling here until a Djinni attacks you.
Sap-Steal Enemy HP-HP+10, ATK+3, LUCK+1-Revisit Vault when you have Reveal. Go
up to the bell tower and ring the bell. A Djinni will run to a certain spot. Go
to the west side and climb the stairs. Now go around until you find a dog with
a bunch of tombstones. Use Reveal, and then go into the cave and on the other
side will be the precious Djinni.
Ground-Stun Enemy-???-He’s above the mudslide at Kalay Docks. To get him,
you’ll have to sail across the sea to Tolbi, and then walk back (top of sea) to
the docks. You will be only accessible to the mudslide platform, but that’s all
you need! Grab that Djinni!
Bane-Attacks w/ Venom-???-He’s in Crossbones Isle Cave. You will need the Cloak
Ball, and several other things. First, go to the place where you got Flash, the
Fire Djinni. Go into the cave, which ends at a pink tornado. Let it suck you
up, it’ll transport you to an off-map place…go under the mountains and then
into the gap to get into Crossbones Isle.
*WARNING-Dousing the cloud will cause a fight with the Tempest Lizard-a monster
you may not be ready for yet!*
Fire Djinn
1). Summon
1 Fire=Mars
2 Fire=Kirin
3 Fire=Tiamat
4 Fire=Meteor
2.) Set
Name-Ability-Setting Effects-Location
Forge-Raise Attack-HP+10, ATK+2, AGL+2, LUCK+2-In Goma Cave, he’s on a ledge
above a man. You’ll have to Move a bottom pillar so you can jump over later.
Fever-Delude Enemies-HP+12, ATK+3, LUCK+1-In the Northern part of Imil (top
floor), you will see a snowman. Move it with your Psynergy onto the ice. Now go
down to the ice and slide around until you get into the waterfall, where you
will find Fever.
Corona-Increase Defense-HP+12, ???+3, DEF+3, LUCK+1-When you leave Xian, head
North past a bridge. A Djinni should be around.
Scorch-Stun Enemy-HP+8, ATK+3-Go to the top right part of Kalay and go up on
the two story house. Jump onto the grass and head North. Move the statue to get
into a tunnel. Block the water pipe with a statue and get the Djinni.
Ember-Recover PP-HP+9, PSY+4, ATK+2, AGL+2-In the southernmost part of Tolbi,
squeeze right and grow the vine, freeze the puddle and then go to the inn, jump
across using the ice pillar and get the Djinni.
Torch-Lowers Defense-???-In Lavilero, look for a house on the east side with a
ladder going to the roof. Go into the house and climb the ladder, then jump on
the wall, jump to the roof with a Djinni on it.
Flash-Block Damage-???-In Suhalla Desert, you’ll come to a ridge (before the
big storm tornado). At the beginning of it (when you come out of the narrow
crevices) use reveal to show a stump. Jump across and climb down to the Djinni.
Wind Djinn
1.) Summon
1 Wind=Jupiter
2 Wind=Atalanta
3 Wind=Procne
4 Wind=Thor
2.) Set
Gust-Repeated Wind Attack-HP+9, ATK+2, AGL+2-Climb the stairs on the right side
of the town, and walk south to get onto the fence. Whirlwind the vines and
enter the cave. Move the statue inside to get the Djinni.
Breeze-Element Resist Up-HP+12, PSY+5, DEF+2, LUCK+1-He’s hiding on the highest
branch on the right at Tret Tree.
Zephyr-Raise Agility-HP+11, PSY+3, AGL+2, LUCK+1-In Fuchin Temple, there is a
puzzle you can solve to get the Djinni.
Smog-Delude Enemies-HP+9, ATK+3-At the top of the second screen in Lamakan
Desert, one of the circles of stones will have a Djinni in it (use Reveal to
see it).
Kite-Move Twice-HP+8, PSY+4, AGL+3-When you have Lift, go to vale and Lift the
boulder near where you met Kraden. Inside the small cave beyond you’ll get the
Halt psynergy after solving a puzzle, which you must use on the Djinni to catch
it.
Squall-Paralyze Foe-???-I forgot how I got this one…^_^; its in Altmiller Cave
though.
Luff-Seal Psynergy-???-At the entrance to Babi Lighthouse, there are two
ladders. Go down the left one and Move the pillar. Now go to the one on the
right and Move the other pillar. Jump across and go outside, grow the vine, go
through the door, and jump down the slide.
Water Djinn:
1.) Summon
1 Water=Mercury
2 Water=Nereid
3 Water=Neptune
4 Water=Boreas
2.) Set
Fizz-Recover HP-HP+9, PSY+4, DEF+3-When Mia joins your party, she’ll have this
with her. Two-for-one! Cool, huh ^_^?
Sleet-Lower Enemy ATK-HP+12, ATK+3, LUCK+1-At Mercury Lighthouse in the room
with 6 waterfalls, and Sleet will be behind one of them.
Mist-Put to Sleep-HP+11, ATK+4-In Xian there is a girl on the dock that carries
water. Go right of her to the second door on the right. Go right up to it, but
don’t go in. Wait for her to come over. When she stops moving (as you are in
her way), talk to her. She’ll get ticked off because you spilled her water.
Freeze the puddle and climb upstairs, now jump across to the Djinni.
Spritz-Recover Party HP-HP+8, PSY+4, AGL+3-Defeat the water spitting beasts in
Altin Peak (all 3), then enter the bottom mine. Go on the path to the right,
and solve a puzzle to get the Djinni.
Hail-Lower Defense-HP+9, ATK+4, LUCK+1-Leave Tolbi. Go west until you come to a
vertical bridge (go over it). Head Northwest over the other bridge. Run around
for a while, the Djinni will eventually pop up in this area.
Dew-Revive the Downed-???-On the third screen at Suhalla Gate, go down the
third dirt slide from the left.
Tonic-Cure Party Ailments-???-After beating Toadonpa and seeing Master Hammet
off to Bonza at the cave, go back and find Donpa’s quarters. He’ll open a path
for you to get the Djinni.
Part 2: Psynergy
Outside of Battle:
Name-Effect-PP used-How to Get
Move-Move an Object-2 PP-Isaac and Garet know this automatically when you get
to start playing again after the “Three Years Later…”
Retreat-Return to Dungeon Entrance-6 PP-Same as above, but Garet doesn’t have
it.
Mind Read-Read Someone’s Mine-1 PP-Ivan knows this all the time.
Force-Hit from Distance-2 PP-Get this from a special item you get in Fuchin
Falls Cave. If you are stuck in the Dragon room, simply go back, get onto the
left ledge in the room, and feel along the ledge until you start walking in
air. Just feel your way to the next part.
Lift-Lift Rocks-2 PP-You get this in the treasure chest at the bottom of Altin
Peak (tiled room, after beating the big, BIG statue).
Reveal-Show Hidden Stuff-1 PP-At Lama Temple, Master Hama will give Ivan this
Psynergy.
Cloak-Invisible in Shadows-1 PP-After winning Collosso, go to Babi’s bed and
“borrow” (heh, not likely ;]) his Cloak Ball.
Halt-Stop Moving Object-2 PP-When you revisit Vale with the Lift and Reveal
Psynergies, enter the cave near Kraden’s house and solve the puzzles to get the
Halt psynergy before Kite, the Wind Djinni.
Carry-Lift and Move certain things-2 PP-Use Reveal on the weird stone with
faint pics on it. Inside you’ll get Carry somewhere.
Catch-Grab Hanging Things-1 PP-When you leave Vale, a girl will give you a
present from your Mother. It’ll be Catch Beads.
Grow-Grow Vines-4 PP-Several weird classes have this, but the easiest way to do
it is give Isaac a Fire Djinn and he’ll have the Grow Psynergy.
Whirlwind-Blow away leaves-5 PP-Ivan also knows this, as long as you don’t give
him Djinn besides Wind Djinn.
Frost-Turn Puddle into Pillar-5 PP-Mia should automatically know it, but you
can also get it from beating the first water statue thing at Altin Peak.
Douse-Put out Fires & Tornadoes-5 PP-Give Mia Wind Djinn and she should learn
it, or you can get the Douse Drop, which you’ll get somewhere along the way (I
forgot ^_^;)
Cure-Recover 70 HP-3 PP-Isaac automatically knows this move.
Cure Well-Recover 150 HP-7 PP-Evolves from Cure.
Potent Cure-Recover 300 HP-10 PP-Evolves from Cure Well.
Ply-Recover 100 HP or Honor Statue (used in some puzzles)-Mia knows
automatically.
Ply Well-Recover 200 HP-8 PP-Evolves from Ply.
Pure Ply-Recover 1000 HP-12 PP-Evolves from Ply Well.
Wish-Party Recovers 80 HP-9 PP-Mia learns in time.
Wish Well-Party Recovers 160 HP-13 PP-Evolves from Wish.
Pure Wish-Party Recovers 400 HP-20 PP-Evolves from Wish Well.
Revive-Self Explanitory-15 PP-Isaac learns in time.
Cure Poison-Self Explanitory-2 PP-Mia automatically knows it (if not, she will
learn it over time).
Avoid-Less Enemy Encounters-5 PP-Many mix and match Djinn classes have this
move. Example: Isaac as a Defender.
Gale-??? (Theory: Whirlwind Substitute)-3 PP-The Ninja class knows this.
Isaac:
2 Earth=Knight
4 Earth=Gallant
6 Earth=Lord
1 Fire=Brute
2 Fire=Ruffian
4 Fire=Savage
5 Fire=Barbarian
1 Wind=Apprentice
2 Wind=Illusionist
4 Wind=Enchanter
6 Wind=Shaman
1 Water=Swordsman
2 Water=Defender
4 Water=Cavalier
6 Water=Shaman
Garet:
1 Earth=Brute
2 Earth=Ruffian
4 Earth=Savage
5 Earth=Barbarian
2 Fire=Soldier
4 Fire=Warrior
6 Fire=Champion
1 Wind=Page
2 Wind=Illusionist
4 Wind=Enchanter
6 Wind=Ascetic
1 Water=Swordsman
2 Water=Defender
4 Water=Cavalier
6 Water=Ascetic
Ivan:
1 Earth=Seer
2 Earth=Diviner
4 Earth=Shaman
6 Earth=Enchanter
1 Fire=Pilgrim
2 Fire=Wanderer
4 Fire=Ascetic
6 Fire=Enchanter
2 Wind=Magician
4 Wind=Mage
6 Wind=Magister
1 Water=Hermit
2 Water=Elder
4 Water=Scholar
6 Water=Savant
Mia:
1 Earth=Seer
2 Earth=Diviner
4 Earth=Shaman
6 Earth=Cavalier
1 Fire=Pilgrim
2 Fire=Wanderer
4 Fire=Ascetic
6 Fire=Cavalier
1 Wind=Hermit
2 Wind=Elder
4 Wind=Scholar
6 Wind=Savant
2 Water=Scribe
4 Water=Cleric
6 Water=Paragon

More coming soon!

============
CHAPTER 4: MONSTER LIST
============
Here is a very small, but growing monster list by Nova Mage written for this
FAQ.  This will be the next section that I myself will work on, so it will get
much large pretty quickly.  Note: Nova Mage has discontinued working on this
section and if you have experience writing FAQs please e-mail me your resume if
you'd like to help.  My e-mail is i.kill.kenny@home.com.

Enemy		Exp.	    Gold	Item			Found

Vermin		2	2	Herb			Vale
Bat			1	1	Herb			Vale
Wild Mushroom	1	2	none			Vale
Slime			2	2	none			Sol Sanctum
Amaze			3	3	Oil Drop		Sol Sanctum
Zombie		7	8	none			World Map: Vale
Thieves		66	110	Bandits Sword	Vault
Skeleton		10	11	none			Goma Cave
Will Head		9	10	none			Goma Cave
Ghost			9	9	Oil Drop		Goma Cave
Rat Soldier		15	14	none			World Map: Bilibin
Rat			14	17	none			World Map: Bilibin
Ooze			26	40	none			Bilibin Cave
Troll			37	42	none			Bilibin Cave
Ghoul			34	42	none			Bilibin Cave
Gnome			34	40	none			Bilibin Cave
Drone Bee		19	25	none			Bilibin Cave
Mauler		37	45	none			World Map: Imil
Lizard Man		54	67	none			Mercury Lighthouse

============
CHAPTER 5: ITEM LIST
============

The item list is a currently incomplete list of all of the items in the game. 
Please the top of this FAQ for how to contribute items that I have missed on
this Item List.

Format:
ITEM: Type: Details: Location
Key: (C) = Cursed; _ = Blank; (R) = Random Battle;

------
Weapons/Armor
------

GAIA BALDE: Long Sword: Unleashes Tital Blade: Venus Lighthouse
WARRIOR HELM: Helm: Earth power, Critical Hits: Crossbone Island
VAMBRACE: Gloves: Boost Attack: ???
STEEL ARMOR: Armor: _ : Later Shops
CLERIC'S RING: Ring: Removes a curse's effects: Crossbone Island
(C) MURAMASA: Long Sword: Unleases Demon Fire: Crossbone Island
IRON SHIELD: Shield: _ : Later Shops
(C) DEMON MAIL: Armor: Drops Wind Resistance: Crossbone Island
RUNNING SHIRT: Shirt: Boosts Agility: Later Shop???
GREAT SWORD: Long Sword: _ : Later Shop???
KNIGHT'S HELM: Helm: _ : Later Shop?
EARTH SHIELD: Shield: Use to restore 150 HP: ???
(C) WICKED MASE: Mace: Unleashes Poison Death: Crossbone Island
DRAGON SCALES: Armor: Resists Water & Fire: Venus Lighthouse
MYSTERY BLADE: Light Clade: Unleashed Life Nourish: Crossbone Island
GAUNTLETS: Gloves: _ : Later Shop
JERKIN: Robe: _ : Later Shop
BATTLE RAPIER: Light Blade: _ : ?
PLATINUM CIRCLET: Circlet: _ : Later Shop???
LURE CAP: Cap: Increases random battles when equipped: Babi (Win Collosso)
FAIRY RING: Ring: Acts like an Elixer in battle: ???
JEWELED CROWN: Crown: Boosts Luck: Venus Lighthouse (R) ???
ZODIAC WAND: Staff: Unleashes Shining Star: Venus Lighthouse (R)
WAR MACE: Mace: _ : ???
NINJA GARB: Clothing: Boosts Agility; resists Wind: Crossbone Island ???
(C) DEMON AXE: Axe: Unleashes Poison Cloud: Crossbone Island
ORACLE'S ROBE: Robe: Resists Water; boosts HP recovery: Later Shop???
STORM GEAR: Clothing: Resists Water, Fire & Wind: Later Shop???

Here's some further information on item drops in Venus Lighthouse and a few
surronding areas from BlackMaurader from the GameFAQs.com message board:

-The Prophet's Hat is dropped by Dread Hounds in Altmiller Cave (This one is
outdated by the time you get to the Venus Lighthouse though).
-The Feathered Robe is dropped by Wild Gryphons in the Venus Lighthouse, this
one is GOOD. Get two, one for Ivan and the other for Mia, if you can.
-The Blessed Mace is dropped in Venus Lighthouse, I don't know who drops it
though... it's by an enemy on the top floors (where the music changes) though.
-The Aura Gloves are dropped by Magicores in the Suhalla Desert... I have no
clue if these are good or not, since I'm looking for them now.
-The Giant Axe is dropped by Earth Golems (this is only what I heard from one
source, I do not vouch for it's accuracy), and it's special is supposed to be
good.
-The Kukuichimonji Sword is dropped by Fenrirs on the top floors of the Venus
Lightouse.
-Spiked Armors are dropped by Boulder Beasts at the top floors of the Venus
Lighthouse, they're not all that good since, although they do increase attack,
it's usually not enough to make up for the defense loss compared to other
items.
-Finally, Grand Golems in the Venus Lighthouse top floors drop Zodiac Wands. I
don't have these either.

And finally here's a much more complete item guide:
LJUMP12'S GOLDEN SUN ITEM GUIDE
VERSION 1.5.1

----------------------------------------------------------------------------------
-----------------------
--------------------------------------*******--WEAPONS--*******-------------------
-----------------------
----------------------------------------------------------------------------------
-----------------------
Name                                     Effects of Equping              
Details
----------------------------------------------------------------------------------
-----------------------
			--Axes--
Battle Axe		ATK  +24		Axe
Great Axe		ATK  +80		Axe

			--Light Blades--
Short Sword		ATK  +08		Light Blade
Hunter's Sword		ATK  +28		Light Blade
Battle Rapier		ATK  +58		Light Blade
Mater Rapier		ATK  +86		Light Blade
Swift Sword		ATK  +104		Light Blade: Unleashes Sonic Smash

			--Mace's--
Mace			ATK  +06		Mace
Battle Mace		ATK  +56		Mace

			--Long Swords--
Long sword		ATK  +14		Long Sword
Broad Sword		ATK  +40		Long Sword
Claymore		ATK  +70		Long Sword
Great Sword		ATK  +90		Long Sword

			--Staves--
Wooden Stick		ATK  +04		Staff
Shaman's Rod		ATK  +10		Staff
Witch's Wand		ATK  +32		Staff: Unleashes Stun Voltage
*Zodiac Wand		ATK  +102		Staff: Unleases Shining Star
Frost Wand		ATK  +76		Staff: Unleashes Frost Bite

			--Unleashes...--
Bandit Sword		ATK  +12		Unleashes: Rapid Smash
Magic Rod		ATK  +16		Unleashes: Murk
Eleven Rapier		ATK  +44		Unleashes: Vorpial Slash
Blessed Ankh		ATK  +46		Unleashes: Psyphon Seal
Arctic Blade		ATK  +55		Unleashes: Blizzard
PsyEnergy Rod		ATK  +64		Unleashes: Psyenergy Leach
Angelic Ankh		ATK  +83		Unleashes: Lifeleach
Mystery Blade		ATK  +84		Unleashes: Life Noursish
Burning Axe		ATK  +84		Unleashes: Broil
Assasin Blade		ATK  +90		Unleashes: Mortal Danger
Ninja Blade		ATK  +94		Unleashes: Cyclone Attack
ShamShir		ATK  +99		Unleashes: Acid Bath
Burning Axe		ATK  +100		Unleashes: Heat Mirage
Crystal Rod		ATK  +106		Unleashes: Drown

			--Extra Abilities--
*Blessed Mace		ATK  +126		Mace: Unleases shining Star
			HP Rec. +2
Demonic Staff		ATK  +92		Unleashes: Bad Omen
			*CURSED*
Silver Blade		ATK  +108		Unleashes: Aqua Sock
			- Wind Power +10
Righteous Mace		ATK  +112		Mace: Unleashes Binding Stone
			HP Recovery +3
Muramasa		ATK  +126		Unleashes: Demon Fire
			*CURSED*
Demon Axe		ATK  +132		Unleashes: Poison Cloud
			*CURSED*
Wicked Mace		ATK  +132		Unleashes: Poison Death
			*CURSED*
Gaia Blade		ATK  +135		Unleashes: Titan Blade
			- Earth Pow/Res +20

----------------------------------------------------------------------------------
--------------------------
----------------------------------------*******--ARMOR--*******-------------------
--------------------------
----------------------------------------------------------------------------------
--------------------------
Name                                     Effects of Equipping             
Details
----------------------------------------------------------------------------------
--------------------------

			--Robes--
One Piece Dress		DEF  +04		Robe
Jerkin			DEF  +26		Robe

			--Gloves--
Padded Gloves		DEF  +02		Gloves
Gauntlets		DEF  +23		Gloves

			--Circlets--
Circlet			DEF  +06		Circlet
Silver Circlet		DEF  +16		Circlet
Gaurdian Circlet	DEF  +25		Circlet
Platinum Circlet	DEF  +29		Circlet

			--Hats--
Wooden Cap		DEF  +10		Hat
Leather Cap		DEF  +03		Hat
Mail cap			DEF  +23		Hat

			--Helms--
Open Helm		DEF  +09		Helm
Iron Helm		DEF  +20		Helm
Steel Helm		DEF  +27		Helm
Knights Helm		DEF  +33		Helm

			--Clothing--
Cotton Shirt		DEF  +03		Clothing
Travel Vest		DEF  +07		Clothing
Silver Vest		DEF  +28		Clothing

			--Armor--
Leather Armor		DEF  +12		Armor
Chain Mail		DEF  +25		Armor
Armored Shell		DEF  +30		Armor
Steel Armor		DEF  +36		Armor

			--Shields--
Wooden Shield		DEF  +06		Shield
Bronze Shield		DEF  +14		Shield
Iron Shield		DEF  +20		Shield
Knight's Shield		DEF  +28		Shield

			--Braclets--
Leather Armlet		DEF  +07		Braclet
Heavy Armlet		DEF  +25		Braclet

			--Extra Abilities--
Mythril Shirt		DEF  +10		Shirt: Boosts HP
			Max HP +05
Running Shirt		DEF  +01		Shirt: Boosts Agility
			AGL  +15
Silk Shirt.		DEF  +06		Shirt: Boosts Luck
			LCK  +01
Dragon Shield		DEF  +26		Shield: Resists Fire
			- Fire Resist +30
Earth Shield		DEF  +31		Shield: Resists Earth; Restores HP
			- Earth Resist  +20				
			- Number of Uses
			- It might Brake
			- If used in Battle
Hyper Boots		DEF  +04		Boots: Critical Hits Increase
Quick Boots		DEF  +03		Boots: Boosts Agility
			AGL  +20
Fur Boots		DEF  +02		Boots: Increases Resistance to 
Water
			- Water Resist +15
Turtle boots		DEF  +03		Boots: Decreases Agility
			Agility X .5 (1/2)
War Gloves		DEF  +32		Gloves: Boosts ATK
			ATK  +10
Spirit Gloves		DEF  +34		Gloves: All elemental power +5
			- Fire power +05
			- Earth power  +05
			- Wind Power +05
			- Water Power +05
Aura Gloves		DEF  +36		Gloves: Use to resist all 
elements.
			- Number of Uses
			- It might Brake
			- If used in Battle
Gaurdisn Armlet		DEF  +27		Braclet: Boosts Defense
			- Number of Uses
			- It might Brake
			- If used in Battle
Spirit Armor		DEF  +32		Armor:Resists all Elements
			- Earth Resist +15
			- Water Resist +15
			- Fire Resist +15
			- Wind Resist +15
Spiked Armor		DEF  +34		Armor: Boosts Attack; Crit. Hits 
Increase
			ATK  +10
Dragon Scales		DEF  +44		Armor: Boosts Water and Fire 
Resist
			- Water Resist  +30
			- Fire Resist  +30
Elevin Shirt		DEF  +22		Armor: Boosts Agility
			AGL X 1.5 (1-1/2)
Storm Gear		DEF  +42		Armor: Boosts Water,Wind, And 
Fire Resist
			- Water Resist  +30
			- Fire Resist  +30
			- Wind Resist  +30
Ninja Garb		DEF  +36		Armor: Boosts Agility; Boosts 
Wind Resist
			AGL  +30
			- Wind Resist  +10
Demon Mail		DEF  +50		Armor: Decreases Wind Resistance
			- Wind Resist  -10
			*CURSED*
Asura's Armor		DEF  +42		Armor:Boosts Attack;Replenishes HP
			ATK  +05
			HP Recovery  +8
Water Jacket		DEF  +30		Clothing:Resists Water & Fire.
			- Water Resist +30
			- Fire Resist +20
Blessed Robe		DEF  +36		Robe: Recovers HP
			HP rec. +05
Featherd Robe		DEF  +45		Robe: Increses Wind Power Water 
Resist; Agility
			AGL  +30
			- Wind Power +20
			- Water Resist  +30
Kimono			DEF  +25		Robe: Resists Fire; Boosts Agility
			AGL  +10
			- Fire Resist  +10
Oracle's Robe		DEF  +43		Robe: Resists Water; boosts HP 
recovery
			- Water Resist +43
			HP recovery  +10
China Dress		DEF  +19		Robe: Drops Enemy's Attack
			- Number of Uses
			- It might Brake
			- If used in Battle
Magical Cassock		DEF  +39		Robe: Replenishes PP
			PP Recovery +2
Mirrored Shield		DEF  +39		Shield: Deludes Enemies
			- Number of Uses
			- It might Brake
			- If used in Battle
Vambrace		ATK  +5			Gloves: Boosts Attack
			DEF +27
Battle Gloves		ATK  +8			Gloves: Boosts Attack
			DEF  +26
Spirit Armlet		DEF  +38		Braclet: Used to cure Ailments
			-Earth Power +10
			-Water Power +10		
			- Number of Uses
			- It might Brake
			- If used in Battle
Virtuous Armlet 	DEF +35			Braclet: Used to restore 100 HP
			- Fire Power +10
			- Wind Power +10
			- Number of Uses
			- It might Brake
			- If used in Battle
Lucky Cap		DEF +33			Crown: Boosts Critical Hits; 
Restores PP
			Critical Hits Increase
			PP Recovery +2
Thunder Crown		DEF  +40		Crown: Restores PP
			PP Recovery  +4
			*CURSED*
Jeweled Crown		DEF  +35		Crown: Boosts Luck
			Luck  +05
Prophet's Hat		DEF  +30		Cap: casts Cure
			- Number of Uses
			- It might Brake
			- If used in Battle		
Ninja Hood		DEF  +28		Cap: Boosts Agility
			AGL  +20
Warriors Helm		DEF  +35		Helm: Critical Hits Increase
			- Earth Power +10
Lure Cap		DEF  +20		Cap: Increase battles when 
equipped.		
			Boosts monstor encounters


----------------------------------------------------------------------------------
---------------------------
-----------------------------------------*******--ITEMS--*******------------------
---------------------------
----------------------------------------------------------------------------------
---------------------------
Name                                     Effects of Equping              
Details
----------------------------------------------------------------------------------
---------------------------
				--Psyenergy Items--
Catch Beads		Bestows Psyenergy	Bestows Catch When Equipped
Orb Of Forcce		Bestows Psyenergy	Bestows Force When Equipped
Frost Jewel		Bestows Psyenergy	Bestows Frost When Equipped
Douse Drop		Bestows Psyenergy	Bestows Douse When Equipped
Lifting Gem		Bestows Psyenergy	Bestows Lift When Equipped
Halt Gem		Bestows Psyenergy	Bestows Halt When Equipped

				--Rings--
Healing Ring			-		Ring: Used to restore 70 HP

				--Healing Items--
Herb			Single-Use		Replenishes 50 HP
Nut			Single-Use		Replenishes 200 HP
Vial			Single-Use		Replenishes 500 HP
Potion			Single-Use		Replenishes all HP
Antidote		Single-Use		Cures Poison
Psy Crystal		Single-Use		Replenishes all PP
Water Of Life		Single-Use		Revives Downed Characters

				--Attack Items--
Crystal Powder		Single-Use		Causes Damage with Ice
Weasles Claw		Single-Use		Causes Damage with Claws


----------------------------------------------------------------------------------
-------------------------------------------
VERSION 1.5.1
CREATED 12/2/01
MY E-MAIL IS: ljump12@msn.com
MY AIM S/N IS "ljump12" (NO QUOTES)
Note: a * Before name of Item = very rare
----------------------------------------------------------------------------------
-------------------------------------------
************************************************************************
Special thx to lilb0706 for all the help getting back to the earlier cities,
(and making me feel stupid for not knowing how to do it.)
 I would also like to thank him for giving me all the higher level weapons,
 and Armor. You've been a great help
************************************************************************
----------------------------------------------------------------------------------
-------------------------------------------
COPYRIGHT 2001 BRIAN GIARROCCO
PLEASE DO NOT STEAL MY WORK BLAH BLAH BLAH. YOU MAY REPRINT THIS AS LONG AS IT
IS REPRINTED IN
ITS ENTIRETY, AND I AM GIVEN FULL CREDIT. CREATED BY LJUMP12.
----------------------------------------------------------------------------------
-------------------------------------------
UPDATE GUIDE.

12/6/01 Version 1.1
Added more weapons from earlier stages.

12/6/01 Version 1.1.5
Put in order.

12/7/01 Version 1.2
Added more lower level items
Fixed Formatting problems... i think... i hope.

12/8/01 Version 1.3
Adeed Categories
Added Many Higher Level Weapons

12/17/01 Version 1.4
Finally Finnished adding in all of the things that Lib0706 has given to me.
As i find new items in the game i will update it. This is close to the final,
if not the final version.
If you would like to make any corrections, Or add any any Items, put them in
the format of this FAQ and
send it to me. ljump12@msn.com.

12/18/01 Version 1.5
I added a New Items Section, There will be another Update containg more items

12/19/01 Version 1.5.1
I added 3 new Rare Items( they were found off of monstors.)


============
CHAPTER 6: WALKTHROUGH
============
------
Introduction
------
The first thing to do in Golden Sun is to name yourself.  The default name is
Isaac, but you may want to change this because it will be the only name you can
change (unless you press select three times to change the names of other party
members.  NEW: (source midgetjackietran) After pushing select three times, push
up, down, up, down, left, right, left, right, up, right, down, left, up, and
select to name Felix, his sister, and the girl that King Babi kidnaps.)

Golden Sun starts off in a small village in Vale.  Dora, your mother, tells you
to get up and that a storm is brewing and a giant boulder will crush you if you
don't make it to the town plaza.  Well, after lots of conversation and cut away
shots, you finally get to command your character.  You're told to get down to
the town plaza in order to escape danger from falling boulders.  Ordinarily,
you would be able to get to the town plaza by just going down the various steps
in Vale.  However, small boulders fall in all of these staircases (jee, what
are the odds?) due to the storm, and prevent you from walking down.  So, head
north a little bit to find your first party member, Garret.  After instructing
him to leave his bags where he's standing so that he won't die, Garret joins
your party and you two are off westward.  Climb the ladder and cross the bridge
westward.  Eventually you'll arrive at the western most part of the town, and
at this point you'll want to pull a U-Turn and start heading southeast.  Before
doing this you'll meet up with a guy who's faking an injury worse than a
Brazilian soccer player (although if you say that he is going to die he will
disapear and actually die.)  He tells you to watch out for some monsters on the
way.

Heading back east you probably will encounter a few monsters, but they're
nothing to worry about at all.  Climbing down a long staircase you'll see a
tragic incident in which a young boy, Felix, is hanging on for dear life to a
small tree stump in a raging river.  The tragic thing about it is that his
relatives are all out of Psynergy and can't help him.  Two sisters will be
deployed for help after everyone is done talking, and, surprise, it's up to you
to go to the town plaza to find someone with enough Psynergy remaining to save
Fenix.  Travel south under the bridge, then take a ladder back up and cross the
same bridge.  Shortly there after you'll arrive in the Town Plaza.  Walk to
some of the men in the southern part of the plaza and one of them will
volunteer to help Felix (the other two will go to help save the town against
the boulder).  Jenna and a muscular dude with some Psynergy left will join you.
 After returning to the house where Felix is drowning, Jenna and her relatives
engage in a conversation.  Right as the muscular guy who's with you goes down
to save Felix, the giant boulder breaks lose and tragically drowns the people
on the dock and Felix.  It's now up to you to go find someone to save everyone
from drowning.  Head back towards the town plaza to discover a man and a woman
talking about the awesome power of Alchemy and how it unleashed the boulder on
the town.  They then battle you.  Don't worry about this one, because you're
meant to lose it (there is no way to win.)  NEW: If you use a Game Shark and
cheat to win the battle, you still will have the same result as if you lose the
battle (like you're suppossed to.)  Left for dead, so begins the first part of
Golden Sun (as you'll see by the intro screen appearing.)

Three years later the town is still rebuilding.  In fact, you're patching up
the roof for Dora which results in a really LONG conversation.  Jenna and
Garret arrive and dish their deal about how you've now started to master
Psynergy.  After Garret breaks your roof, you're off to see Kraden in the
Western most part of the town.  On the way you'll meet up with the evil duo you
met earlier.  This time they won't want to fight, but instead will just run off
to the mountains.  Keep going a little further west, and head up the stairs to
meet with Kraden.  He'll ramble for a while about Alchemy and how Saturos and
Menardi seemed to have actually beein the Sanctum before, and eventually give
you a mission: take him the Sol Sanctum up in the mountains.  Once the
conversation is done, head back east back towards the direction of your house. 
Once you get across the bridge, head to the left of the brown sanctum.  A guard
will stop you and tell you that no one is allowed up there.  Simply walk back
that way again and you're on your way to the first dungeon, Sol Sanctum.

------
Sol Sanctum
------

Once you arrive in the Sol Sanctum, head forward until you get to a stepping
stone area over water.  Use the right most path, and once you get near the top,
turn left and then do a U-turn.  Head through the unusually long tunnel and
fend off the easy monsters that will attack you.  Eventually you'll arrive in
another room with stepping stones on it, and head up the middle, arriving on
the other side in the middle path.  Open the treasure chest at the end of the
path and head back.  When you're on the stones again head right, advance in the
pathway.  Use the gem you got from the chest on the statue there to open up a
new path accessible by traveling on the far left stepping stones.  In the next
room you'll find a "dead end" with lots of statues that Kraden doesn't think is
the actual Sol Sanctum.  Obviously this isn't a dead end, so go up to the
statue in the right hallway that has a white dash around it.  Push that statue
to the side and go through the door.  You'll end up in a large chamber with
many different paths.  Head left, then up, then right to the wall, then up to
the wall, then left to the wall, then down to the second narrow path on the
left where you'll want to enter and find a treasure chest with a small gem in
it.  Head back from whence you came (I love saying that) and go up to the
narrow hallway to the left that you skipped earlier.  At the end of the hallway
go through the door to find Kraden talking about using your Psynergy to move
statues across the river.

Go up to a ledge and press A to activate your in-game menu.  Choose the
Psynergy option and then choose Move under Isaac or Garret.  The ledge you want
to go to first is the one on the farthest left.  Move this to reveal a figure
that you will put a gem into.  This opens a path in the door all the way to the
right of the room.  Head to the right to enter the real Sol Sanctum room.  Here
you learn that Saturos and company were here to rob the Sol Sanctum (oh no!) 
Head right to enter the Luna room where Kraden will hang out until you find a
secret passage.  To activate this secret passage, head to the bottom of the
Luna room and up the stairs.  In the first room with the four statues, don't
touch anything because it's a trap.  Instead, go to the left to the sun room. 
Push the two statues at the top corners onto the white squares, then hop into
the center and use your move psynergy to move the big statue into the lighted
area.  Move back to the room on the right and start pushing the statues into
the gray squares.  Once all of the statues are in place, head back down to the
bottom staircase if you want a Psynergy stone that will restore all of your PP
(you may not need this though.)  Then head back from whence you came (how many
times will I say that in this FAQ?) and go back to where Kraden is.  He'll get
very excited and tell you that you need to find something that's changed.  Head
left and observe the crack of light coming from the wall.  Once Kraden's done
talking walk up to it, press A and open up a portal that takes you to the inner
Sol Sanctum.

You'll find yourself on a small blue rock in the middle of a large room. 
Kraden will start talking his head off about the Elemental Stones and you and
Garret will have to go retrieve them.  You'll obtain a bag to place the stones
in.  Now, go to the northeast corner of center rock and hop to the ledge.  Make
your way to the right and eventually down once you can go right no longer. 
You'll end up on an island with a white statue.  Press A when facing it to get
the first stone.  Now, head back up north, and you'll notice that it's now
possible to get to the statue in the northeast corner.  After activating this
one, make your way back to the center island.  Now, use the path leading from
the bottom of the island and SAVE BEFORE YOU GET THIS STONE.  Once you get this
stone get ready for one of the longest conversations of the game.  When Kraden
doesn't tell you to go get another stone, you both look back towards the center
island to find Kraden and Jenna being held hostage by Saturos and company. 
They demand the elemental stars and want you to go get them the last one.  Here
an interesting plot twist develops, where it turns out that Felix is still
alive and was in fact saved by the evil duo.  Garret will give your current
elemental stones to Alex who mysteriously appears on one of the stones. 
Finally you will take command of your character again, and you'll want to save.
 Head back right and to the center island.  Go to the northwest ledge again,
and start heading all the way north.  Once you get all the way north, start
heading to the left until about 3 squares from the Northwest corner where
you'll want to head down and the further left.  Get the last stone and get
ready for more conversations.  This time a giant eyeball who is actually the
protector of the Sol Sanctum appears and starts creating a fierce eruption. 
The gang in the center will take off with Jenna and Kraden as their hostages,
and the "giant eyeball thing" as Garret calls it will transport you back into
the Luna room.  Here you'll want to use your "Retreat" psynergy to get
transported back to the start of the dungeon.  Congratulations, the first
dungeon is complete!

------
Going Away...To Vault
------

Head out and back towards town to find many people gathered near the brown
building worrying that you two might be hurt in the eruption.  You go into the
Sanctum and discover that the Great Healer had a vision from the Giant
Eyball/Protector of the Sol Sanctum.  He says that Vale will be protected, but
a terrible power is coming to ruin Vale's future.  Surprise, surprise, it turns
out that the only ones who can save Vale and the rest of the world's future is
you two.  Once that sequence is complete, there's a going away party for you at
the town gate.  Your Mom, Dora, has Garret's sister give you the item Catch
Beads which allows you to grab items that you couldn't normaly get (such as
nuts in the tree or keys beyond a jail cell.)

You're now in the world map.  See the "game play" section for some more
information about the World Map.  Start heading south to find your very first
Djinn, Flint a Venus Djinn, flying around.  He'll come up to you and explain
the advantages of collecting Djinn and exactly what they do.  He'll teach you
the basics of using Djinn in battle, so pay attention if it's your first time
playing.  Once that's all finished, make your way along the dirt path, heading
southeast to the town of Vault.  Before you can enter the town, you'll see
Master Hammet, the greatest merchant of all time, leaving the town in his group
of covered wagons.  He'll talk about how Ivan is responsible for his rod
getting stolen, and how he has Psynergy that he'll need to retrieve it. 
Getting scared by a falling rock, he eventually ends up heading north to Lupna.
 Now you'll find yourself in the town of...

------
Vault
------

Note: There is a Djinn in vault in the trees.  It may look like there's a way
to get this Djinn, but there is no way (at this time.)  Keep playing the game
until you finally come to Vault...Again where you will have the skills
necesesary to get this Djinn.

The first thing that you want to do in any town is head to the inn.  Here, for
a small fee, you can get all of your characters' health and psynergy points
completely restored.  Next, head to the weapons shop in the northeastern part
of town and buy the best weapons and armor upgrades that are available (you'll
want to do this routine at every town.)  Now it's time to find Ivan, the one
that Master Hammet said lost his rod.  Head to the house on the hill in the
northwest part of the town.  In the northwest corner of the house stands Ivan. 
Talk with him and he'll start to read your mind.  You tell him about psynergy
and the works, and decide that you can use his Mind Read to find who stole the
rod.  Ivan will then join your party, and you're off to the inn in the south
part of town.  If you talk with the people in the downstairs floor of the inn
you'll discover that the two people upstairs were gone during volcanic eruption
at the Sol Sanctum.  So, head upstairs to find the two men with incredibly bad
Beatles-esque haircuts.  They'll be scared of you, and no matter how hard you
try you won't be able to corner one of them to mind read them.  So, leave the
room and Ivan will suggest that you split up to corner them.  You and Ivan will
now easily corner one of them and he'll read the criminal's mind.  You end up
outside of their room and Ivan concludes that the people upstairs are the
criminals.  He also reveals that the stolen goods are somewhere in the inn. 
Head outside the inn and climb up the ladder going up to the roof of the inn. 
Walk over the hole in the roof to fall into the hidden cellar where the
criminals are hiding the stolen goods!   Use your psynergy to move the large
box blocking the door, then jump across the gap and go into the room.  Talk to
the kid tied up to have the three bandits come in and start talking about
Lupna.  To keep you from "ratting" them out, the criminals attack you.  Get
ready for your first boss fight of the game!

These guys are very easy to beat.  Have Ivan and Garret use their Psynergy on
them, while Isaac uses Flint's attack and the Mercury Summon them.  You
shouldn't even have to use any health boosting substances to defeat these easy
evil do-ers.  Now the mayor will come and get back his stolen Precious Urn. 
Ivan also finds Master Hammet's stolen rod in one of the chests.  Climb back
out of the cellar and head back to the house where you found Ivan at (it's in
the Northwestern part of town up on a hill.)  The Mayor will give you some
Water of Life that can revive a downed character.  Before you leave town, stop
back at the inn to get your HP and PP recovered once more.

------
On The Road To Bilibin
------

Note: If you have not yet completed your tasks in Vault, you will not be able
to pass through the cave because Ivan won't follow you up there.  Please see
the section above for more information.

>From Vault you want to head east.  Keep heading east until you cross the
bridge, and from there you want to start heading north.  Keep progressing this
way until you find a cave entrance.  Make your way up the ladders until you get
to a gap with a tree stump covered by leaves.  Your psynergy isn't going to
help you for this one, so try jumping over.  When you try this, Garret comes
out and tells you that your Psynergy isn't going to work.  By totally random
coincidence here comes Ivan who will blow the leaves off of the stump thanks to
his new rod.  He now wants to join your quest, and you're back in command. 
Now, move the stump, jump across and use Ivan's Whirlwind psynergy to clear the
leaves at the gate to get in the cave.

In this cave you'll find a lot of ghosts and skeletons which aren't too tough. 
Primarily, you should use group attacking Psynergy that hits multiple enemies
at once (like Ivan's lightening attack.)  Inside the cave head up until you get
to a stopping point (as in a cave wall.)  Hop over the stepping stone there and
head down.  Next, head up the stairs and through the door.  Head down the
stairs and to the right.  Here you'll see a traveler on the ground a Djinn on a
ledge.  Push the wood tree stump as high as it goes and so that it's in the
middle of the two ledges.  Now, head back from whence you came (3), but instead
of going back up the staircases, head south and hop across a small stream. 
Continue along the path going through the various doorways.  Eventually you'll
get to a stepping stone that you'll want to hop across and to the other side. 
Go up the staircases and start ledge hopping.  When you arrive at a ledge with
a large tree stump, use Move to push it to the right.  Hop onto this ledge then
the ledge to the south, then Move the stump back to the left.  Hop over and
then over and to the right to obtain the treasure chest.  Make your way back
from whence you came (up to 4) and get back to the ledge surrounded by water. 
Go to the stepping stone to the right of the stairs, hop across and go up the
stairs there.  From here jump across the stump that you placed earlier to get a
battle the Mars Djinn on the ledge.  This Djinn is harder than your normal
enemy, but he's not too tough.  Use your existing Djinn on him, and also use
your lone summon plus Psynergy attacks to beat him pretty Handily.  Once he's
defeated you will obtain this Mars Djinn, Forge.  Head back to the ledge with
the staircases and proceed upwards.  You'll see a stump blocking the ledge that
you have to hop to, so use Move to push that into the water.  Hop across, go up
and across the bridge and at the end of the hallway you'll be out of the
tunnel.  3 seconds of moving right later and you'll be in...

------
Bilibin
------

When you first enter this town you'll find a tree that looks like a man and is
spooking everyone in the town out.  Well, the deal about the tree is that it
was cursed by the big, evil, dieing tree in the forest that you'll travel to
later.  Head into the Inn to restore all your stats, then to the weapons shop
not too far from there.  If you were clever you would have noticed that there's
a statue in the center of town that you can move.  This statue leads to an
underground tunnel.  However, you're not going to be able to get the Djinn down
there by this entrance.  Instead, head to the Northeastern part of town and
take a walk on the wooden logs that make up the fence of the town.  Make your
way all the way to the western part of the town and whirlwind a leaf covered
entrance.  Go down the ladder, and move the statue back using Psynergy, then
hop across and press A to the Djinn to get it (no battle required this time.) 
You now have the wind Djinn, Gust.

Come back all the way from whence you came (5) and proceed to the north part of
town.  Go up the large stairs and arrive at the town castle.  Talk to the guard
on the left and he'll let you in.  Keep heading forward to arrive at Lord
McCoy's chambers.  He'll offer you the key to get past the Barricade he set up
to block passengers from going to Kolima forest, but then he decides that he
doesn't want to send warriors so young to their "deaths" so he retracts his
offer.  However, thanks to another guard leaking some information you discover
that the barricade was very hastily built.  Head out of town and you're now on
your way to Kolima forest.

------
To Kolima/Forest
------

Head southeast until you get to the Barricade.  Here, go up to the box on the
far left and use your Move psynergy.  Tada!  The Barricade has been broken, and
you're now off Northeast to Kolima.

At this point you have a few options in the game.  You can go either to the
town of Kolima, to Kolima Forest, or to Imil to the north.  This guide
recomends you go to Kolima first to obtain the Djinn there and then to Kolima
Forest because it will be much easier than Imil.

Kolima, as it turns out, has been completely turned into a log-person town. 
The opening cinematic shows how the people of Kolima were turned into
log-people, and explains the instinctive Psynergy that occurs only when it's
needed and can't be controlled.  After the particularly long and dull
explanation, you can start exploring Kolima.  However, the only way to figure
out what's going on in Kolima is Ivan's handy mind-read function, but it really
isn't too useful.  in fact, the only thing to do in Kolima right now is head to
the eastern part of town where there is a Tree-House with a Djinn surrounded by
a fence.  Go in the non-visible door in the back of the Tree-House and travel
around the especially long basement to end up in fenced-in area.  Here you will
obtain an Earth Djinn, Granite without a battle.  Head back form whence you
came (5) and out of the town completely.

------
Kolima Forest
------

Kolima forest is not a long walk away from Kolima.  Head northwest and you'll
see on the map a forest with a gold entrance to it.  Go up to it and prepare to
enter Kolima forest.  The enemies in Kolima forest will start to become more
plentiful and a little more difficult than usual.  They're still nothing to be
afraid of, but make sure that you don't run out of PP on Isaac and get left
without a heal.

Head due north to get to the first easy puzzle of Kolima forest.  Head
northeast and go across the river using the log path that's already there. 
Head west, push the log that's in your way west and then go around it to the
north.  Keep going west until you get to the next screen.  Here you want to
head south and then west, pushing the log in your way to the left.  Keep
heading north along that trail until the path pulls a U-turn that will take you
to the next stage.  On the next screen, hang to the right and go up.  Push the
vertical log towards the west, then head north around all the stumps.  Push the
horizontal log down, then the vertical log east, then go down to the log on the
bottom and push that one down.  Push the horizontal log above it back up, and
then push the vertical log all the way back to the west.  This will place the
log in the water, so jump across it.  Head up the stairs and to the east to get
to the next stage.  This next screen is a little tricky, but at least there
aren't any monsters on it.  Go east until you see a switch that a sign says do
not touch.  Obviously you have to switch that, so press A when you're next to
it to lower the water level.  Now, head down the stairs and push the topmost
vertical log to the left.  Go back to the switch and hit it again to fill up
the water level, then hop across the logs to get to the ledge on the other
side.

On the next screen you will find Tret and his lady counterpart.  Head over to
the east to find Tret, and climb the vine on the front of him to enter in the
door above his head.  The main objective of the Tret "Dungeon" is to get to the
top floor where you will then proceed to fall down on a leaf in the middle, and
continue to fall through those open holes in the middle of each screen to reach
the basement where Tret is.  So, when you first enter the tree give it a nice
save incase you die later on.  Now, head to the right, then proceed north and
then to the left.  Climb the vine to reach the next floor.  On this floor, head
all the way to the bottom most part of the ledge.  Now, jump across the three
leaves on the bottom to reach the other side.  Note: jumping back over a leaf
you've already jumped on means falling down at least 1 floor.  Head out the
door on the right to end up in one of Tret's branches.  Head east without
deviating from the main branch to find a vine to climb up to.  Do so, and then
start heading back west.  Once you're back in the tree, head around the tree
clockwise, until you can reach an inner ledge.  Note: You can jump for the Psy
Crystal at the north part of the screen, but you really shouldn't need it. 
Jump to the leaf and continue north, as you don't especially need the treasure
chest (it contains a healing ring that will restore 70 HP (thanks to Josh Moore
for that correction) when equipped, although it gets worn out reasonably
quickly.)

On the next floor, head out the bottom door and go east until you get to a
branch which you should climb up.  Follow the branch until you get to the main
one, and here head left just a little and then up the first branch to the
north.  Here you'll find a Djinn that you're going to have to battle, so save
and heal before you fight him.  This guy is a little harder than usual, so make
sure that you keep your health up using herbs and Isaac's Cure Psynergy.  When
you're in the battle, use Flint to his best abilities, also try to summon any
elements that you have.  This Djinn doesn't like to be captured, so unless you
beat him substantially he will run.  If he does run, head back to another
screen and then back to where he was.  He should show up again and you can give
another shot at him.  Once you defeat him you'll get the Jupiter Djinni Breeze.
 Head back into the tree using the main branch to get a treasure chest that has
a nut in it.  Then you'll want to intentionally drop down to the previous
level.  Now that you're on the previous floor, head counter clockwise and out
the door on the left.  Go off the first deviant to the south and up the vine. 
From here, go back east until you get back in the room.  Here, go to the
southern most part of the room and hop to the middle leaf.  Once there, hop one
to the right and then back to the middle leaf to fall down the center and into
the basement.

Now that you're in the basement, it's time to fight Tret.  Save before you do
this and inactivate all your Djinn.  Make sure you have full health, as well. 
Tret has about 350-450 HP, so it's going to take you a few rounds to get him. 
Your best bet is using Summons, then Flint with Isaac, and using Psynergy with
the others.  Tret's attacks aren't too great, so you shouldn't have too much of
a health problem.  Once he's dead Tret will come to, realizing that he
shouldn't have turned people into trees.  However, he no long has the strength
to cure Kolima, so you need to begin a trek to get an item to heal him (more on
that later.)  Once Tret is done talking the talk, use retreat to get to the
entrance of the tree, then use retreat again to end up back at the start of the
forest.

------
Heading North
------

The next village that you'll have to go to is the plague infected Imil.  First
you'll want to head back west to Bilibin to stop at the inn and heal all of
your party members.  Once you're done, head out of Bilibin and start heading
northwest.  You'll cross over a bridge and have to go due west for a while,
fighting a few easy monsters on the way.  Cross the other bridge and continue
along the white dirt path.  Finally you'll reach the Bilibin Cave entrance. 
Hop the waterfall and enter in the open cave door there.  Head right at the
first fork and continue that way until you can go down the stairs.  Do so and
head east through a room with lots of ice cylinders around (it's getting
colder.)  Follow that straight through to get to the exit door and arrive very
close to Imil.  Start traveling north and then to the west and gradually you'll
end up in the town of...

------
Imil
------

Imil is being plagued by a terrible cold, and the only one who can save them is
Mia.  The first house you want to enter is the first one directly ahead of you
when you first enter town.  First, go to the treasure chest and get the empty
bottle.  This is very important for later on!  Now, talk with the old man and
he suddenly becomes very ill (what did you do to him? ;-] )  You're told to go
find Mia right away, so head out and take a rest at the inn.  Hey, Mia can wait
for you to regain health.  Once you're done sleeping, head to the northwest
part of town, go up the stairs and then head south.  Proceed to the church and
talk to the girl near the entrance inside the building.  She'll say that Mia
had just gone back to the old people's home and you must have missed her.  So,
go back to their home to find Mia curing the old man in bed.  Suddenly there's
a flash at the lighthouse and Mia runs off.  Before following her to the
lighthouse, let's get another Djinn!  Go up the bridge in the north part of
town, and go to the stairs on the right.  Right before going down the stairs,
go up and on the snow face the snowman there and move him to the left using
your Psynergy.  Now, go across the bridge to the left, and head down until you
get to the first opening of ice.  Here's the exact movement that you have to do
now: Right, Up, Left, Up, Left, Up, Right, Up, Left, Up, Right, Up and you'll
now find yourself in an ice cave.  You'll automatically slide right up to the
Mars Djinn Fever, and without a battle you've obtained another Djinn!  Now,
head to the east part of town and leave that way.  Proceed the few steps to the
large lighthouse on the coast.

------
Mercury Lighthouse
------
Go up the stairs and talk to Mia.  Once she's done talking, go up the ledge to
the right of the statue and use Move to move the statue out of the way
revealing a portal.  We now learn that Mia is an adept and part of the Mercury
clan.  Using Ply Mia opens the door and you're now free to follow her.  Go up
to the large lizard blocking Mia's way, press A and get ready for a battle. 
The Lizard Man isn't anything to worry about, he's just a little stronger than
your standard enemy.  Head the either door in the next room, and then the door
in the center in the following room.  Now, jump across the stone directly in
front of you and go up the staircase.  Down the hallway in this room you'll
find Mia who once again has had her path stuck.  Move the statue towards you to
clear the boundary and have Mia join your party!  Here's an interesting note
about Mia: In this lighthouse she has infinite PP so feel free to use her
Psynergy to the fullest extent.  Hop over the statue and proceed to the next
room to find several waterfalls.  Unlike later waterfalls, you can't go through
any of these so just move east and go through the door there.  In this room you
will find a series of pipes that roll just like logs, only this time you'll
want to connect pipes to make water flow.  Move the first vertical pipe that's
in your way right to connect it and start the water flow.  Now move down and
then go down and then up the stair case.  Go down again, and the around
clockwise to another down-and-up staircase.  Go all the way up the right wall
to find yet another down-and-up staircase.  Here you will find a discolored
pipe on your left, so push that to your left.  Go down and then through another
staircase until you can finally go south to a door.  Go directly down, jump the
gap and then stay on the ledge (read: don't go down the ladder.)  Go all the
way around until you get to a statue.  You'll notice a LONG dotted line path
and a square on the other end.  Taking about 57 seconds, push the statue all
the way from where it originally was to the square on the western side.  Once
that's been dong, head back all the way from whence you came (6 I think) and
head down the ladder.  Travel back west once you're down the ladder, through
door, up the ladder and into the next room.  In the next room slide down into
the hole to land in the middle of the room with water surrounding a plank and a
goddess on the wall.  Hop over the goddess and use Mia's Ply Psynergy on her. 
Now, jump back on the square.

Now that you're on this square you have a special power to jump 3 times over
water, and then one last time to a safe place.  So, jump to your right and then
head up the door.  From here go to the right, and using the water hopping
ability you just got, jump over to a ledge and then down into the door.  In
this room there will be three waterfalls.  In this room there will be a
treasure chest in the right corner.  Watch out!  It contains a powerful Mimic! 
If you did get this chest, though, use your powerful one person attacks,
psynergies and your summons.  While Mimic doesn't attack very hard, he has a
ton of health and has the ability to drain PP from a character.  When you beat
him you'll get a handy Water of Life which will revive fallen characters.  Any
ways, head through the third waterfall by pressing up on it and across the
water to get Psynergy Armor, which you should equip on a character.  Head back
out from whence you came (7) and into the center door.  Hop onto the only
square you can get onto, then move east making sure to end up on another
square.  Head east again, then go north.  Continue along the side wall,
remembering that you have exactly four hops to get where you want to go.  Head
counterclockwise around the corner, and then keep heading south until you reach
a door.  You'll end up to the left of the door where you entered the large room
with all of the hopping.  Head through the door and then through the center
waterfall.  Head straight the next door and into the door to the north.  In
this room go to the northern most horizontal pipe and push that up.  Now, push
the other horizontal pipe up, and then push the vertical pipe to the left. 
This will fill the water up in the other room, allowing you to now hop over the
water using your water hopping ability.  So, go back and hop over and go up the
stairs.  Head up the stairs twice, ignoring the switch.  Head all of the way
along the left wall, and go through the down-then-up staircase.  The objective
of this room is to push the statue with flowing water in the hole below.  Push
the discolored vertical pipe all the way to the left, then move the horizontal
pipe so that the vertical pipe can only move back to the right once.  Do so and
get the water moving the statue in the first out of three directions.  Now,
move the horizontal pipe out of the way and push the vertical pipe all the way
to the right.  Finally, move the pipe back to the left and the statue will be
dropped below onto the floor below.  Head back from whence you came (8) all the
way down the stairs and then push the statue onto the switch.  Now, head
through the open door.  This room will have a series of statues that,
surprise!, have hidden doors behind them.  Head all the way to the right, then
go down the ladder and up the ladder all the way to the right.  Use Move
Psynergy to move the statue here.  Now, jump through the door and push the pipe
into connection to reveal a door in this room.  Head through this door to enter
*another* waterfall room.  Go through the 4th waterfall in this room to find
another Djinn.  This time you're going to have to battle, so save before you
fight it.  Watch out for this Djinn, because he has a very powerful Water of
Life.  Your best strategy is to throw everything you have at him as fast as you
can before he can attack you very much.  Once you beat him you'll get Sleet, a
Wind Djinn.

Now, head to the west and through the door.  Go down the hallway and go to the
next room.  Go down this hallway, and hop the gaps present.  The next room has
still more waterfalls, jeez.  Go in the very last waterfall and go
counterclockwise along the bottom and right walls in the new room you just got
in.  Move the statue using Psynergy, hop across and go up the staircase.  Head
down the hallway, and you'll end up a room or two later in front of a waterfall
with a statue there.  Use Ply on that statue to float up the waterfall and end
up on the top of the statue.  Note: Before gonig up this waterfall you may want
to level up to around Level 9 or 10 as the upcomming boss is very difficult.

As soon as you can here, save.  You'll also get a handy Psynergy Crystal, so
heal up before you use that.  Jump across the ledges and head up the stairs to
find none other than Saturos, Jenna, Felix, Kraden and the rest.  After some
rambling back and forth Saturos will finally challenge you to a battle. 
Saturos is not going to be a pushover, so you're going to need to work out a
good strategy to beat them.  One good one that I used was to pummel Saturos
with Flint/Summons with Isaac, use regular attacks and occasionally fire
psynergy with Garret, use plasma and occasionally impact with Ivan, and keep
using Ply with Mia.  After a long time, you should be able to "fell" Saturos. 
Remember, his AI is pretty bad and you'll have some luck in keeping characters
alive.

Once you finally defeat Saturos, it's revealed that no, it wasn't a fair battle
and his powers were weekend by the Mercury Tower's strength.  Don't worry, you
don't have to fight him again (yet ;-])  After a particularly long and
repetitive conversation, you'll finally be able to hitch a ride back down the
light house.  Also, Mia will permanently join your party!  So, when you finally
get command of your character again, head west and watch as the elevator comes
back up.  Hop across the stepping stones and onto the elevator that will take
you down to the now overflowing fountain.  This fountain water has the power to
heal whomever it's used on, so the town no longer needs Mia.  The water also
has the power to heal Tret, so go up to the fountain and use your Empty Bottle
item on it to fill it up.  If you do not yet have the empty bottle, exit the
Lighthouse and go to the house with the two sick old people in the southern
part of Imil.  The bottle is located in a chest in the northwest part of that
house.  If you for some reason dropped the empty bottle, I believe you can pick
it up in the "Artifacts" menu in the Item Shop in Imil.  Now that you have
Herme's Water, save your game and head down and out of the Mercury Lighthouse. 
Congratulations, you've now beat this dungeon of sorts!

------
Back To Kolima Forest
------

Head out of the light house and go to Imil.  Heal all of your characters at the
Inn, and if you want to see a little optional story head to the monasteries to
say your good byes to the two children there. Next, head back to Bilibin cave. 
Backtrack your way in the Bilibin cave and head back to Bilibin.  Next, keep
heading east through the barricade and into Kolima forest.  You'll want to head
back to Tret, and if you need help with that refer to the Kolima forest walk
through earlier in this FAQ.  Once you get to Tret talk to him then give him
Hermes' Water that you got from Imil.  Suddenly the forest will light up and
Tret will realize what he's doing.  He will now revive the people of Kolima to
their original state.  The other lady tree will also use her powers to deduce
that the monsters that you fight now were once monsters and that they exist in
more horrible forms elsewhere (who would have figured?)  Once you're back in
command, retreat out of the forest and head to Kolima.  Here you can buy the
latest upgraded weapons and armor, but there's not much else to do in the town.

Now head all the way back west to Bilibin and give Lord McCoy a visit.  The
guards will actually call you "Sir" before arresting you.  Don't worry, though,
you'll just be taken to Lord McCoy.  He'll tell you how he's gracious of you
restoring Kolima to its original state and lets you pick from one of four of
his treasure chests.  Thanks to altrongundamcustom of the GameFAQ's message
boards for this information: The chests contain, from left to right, Vail,
Potion, Psy Crystal, Water of Life.  I for one would take Water of Life because
you'll find it to be a little more useful than a Psy Crystal later in the game.
 Now, exit the city and start heading east once again towards Kolima.  This
time you won't go to Kolima, but instead go well past it.  Follow the dirt path
around until you get to a bridge.  A guard will now open it (he wouldn't open
it if you had gone before).  On the opposite side of the bridge you still want
to continue along the dirt path.

------
Fuschin Temple
------

You'll see Fuschin Temple wedged between two mountains to the north of a dirt
path.  Once you get in, head up the stairs and go into the lone building in
Fuschin Temple.  Use Ivan's Mind Read Psynergy on the main monk there and he'll
talk about you taking a test.  In order to mind read him you have to either set
Mind Read as a hotkey (hold L or R when you have it highlighted in the pysnergy
menu) or press Select to bring up the in-game menu.  Talk with him afterwards
and he'll tell you to go talk to the monk down in the waterfalls.  Do as he
says, go down the stairs and hop the stones to talk with the monk at the
waterfalls.  He'll step aside and you'll be able to pass through the waterfall
into the Fuschin Temple Cave.

In this cave there will be logs that you can move to cross water gaps.  Right
as you get in you'll notice a relatively easy treasure chest to get.  However,
this treasure chest is really a trap!  Yes, if you try to open that chest
you'll be attacked by a Mimic.  Where you want to go is on the log to the left
and then advance up to the next screen.  Here you'll have to hop across
different wooden stumps in water.  You'll want to make your way to the western
part of the screen, as you don't really need to go in the doors to the east and
north.  Once you've hopped the hop to the western door, enter it and proceed
north through the hallway until you get to another door.  In this room there's
a "secret path" that you'll need to cross to get force (note: you're supposed
to do this later but it's a lot simpler just to do it now.)  The path you want
to take is, from one square from the top of the ledge: Right until you can go
right no longer, up until you can't go up anymore, right until you can't go
right again, then up to the door on the right hand side.  Continue forward
until you get to a ledge where you can slide down.  Do so and enter the door in
the middle.  Here you want to jump across the water and get the treasure chest.
 Held within it is force!  Now, you have the option to go find and put the
dragon's eye in that dragon statue in the room with the hidden path.  You
really don't need to do this, but since I haven't tested whether or not you
have to do this I'll mention how to do it any ways.

Start heading back from whence you came all the way into the room with lots of
stepping stones.  Once again you'll want to go to the door on the west side of
the room.  Go up the stairs and continue to the dark room.  Instead of taking
the secret path, head to the staircase on the left hand side of the room that's
also near the bottom.  Go down this staircase and you'll arrive in a room with
two logs.  Head across the vertical log to the south to find a treasure chest
with an Arctic Blade which can be very useful.  Now, head back across that log
and roll down on the horizontal log that was near the door.  Go through the
door in here.  In this room hug the left wall and go down until you reach a
vertical log.  Take this log across, go north and then east and down the door. 
You'll now find yourself in the starting room, but this time you'll be all the
way to the west.  Take the vertical log east and enter the door on the other
side.  Hug the wall here going down to avoid taking damage in the spiky rocks. 
Here you'll want to take the horizontal log down, then take the vertical log to
the left.  Head down on the ledge below and take the horizontal log back up. 
Hop over the stone from one log to the next and head east.  Now take the
horizontal log that you can now get to all the way north to get to a new door. 
In this room you'll see two horizontal logs in a row a little north of the
door.  Ride this log all the way up to the northern part of the screen, then
take the vertical log there west.  Hop on the horizontal log and bring that one
up, then head all the way around clockwise hugging the wall and take the
horizontal log up.  Head across the stone and down the stairs to get the
dragons eye.  Now, hop north along all of the logs and then quickly into the
next room to the north.  Now you can use your dragon's eye item you just go on
this dragon to light the room.

Along this path you'll find a Djinn that's not very hard to fight and beat. 
It's a Mercury Djinn called Zephyr.  Here's one of the descriptions I got from
macserv@home.com: Hop over the stone from one log to the next and head east. 
To the north you'll find a Mercury djinn, and he wants a fight.  He has some
speed and power, but it's not a very difficult fight.  Once you've beaten
Zephyr, head due south and take the horizontal log all the way north to get to
a new door.  I'll revise this when I have a chance.

Once you've put the dragon's eye in the dragon, start heading back from whence
you came into the room with the three logs.  Head all the way down and across
the small log at the southern part of the screen to get near the entrance.  Or
you could have just used retreat ;-].    From here just backtrack, go out of
the waterfall and up to the temple.  Here the monk will talk to you about the
powers of Force you just got.  It turns out that it will show all of the
monsters in the upcoming forest, and they'll run away from you if they're seen.
 So, Force is basically just a monster repellent.

------
Mogall Forest
------

Note: It is not possible to go back through Mogall Forest.  However, it still
is possible to make your way through Mogall Forest without Force (just follow
the directions to go in this walkthrough.)

No, not Muggles from Harry Pottery but Mogall.  Here you'll see a green monster
climb into a tree.  Use force on this tree to see the Djinn run out to the
south.  On this screen you'll see another big stump, but you don't want to use
force on this or you'll have to fight an Ape.  Push the vertical log to your
right, the horizontal log down, the vertical log back to the left, and then the
horizontal log up.  This will land the horizontal log in the water and you
should jump across it.  Use Force on the stump you're now next to in order to
see the monster escape the east.  Follow him!  Use Force on the western most
stump to see that pesky monster run south, so yet again follow him.  On this
screen head east to arrive at a horizontal log that's being constricted from
moving due to a rock.  Use your Move Psynergy on this rock to push it in a hole
and move the horizontal rock down.  Roll the next horizontal log in your way
down, then move the vertical log to the right.  Move the horizontal log all the
way up, then once again move the vertical log west into the water.  Before you
hop over to the next part, go to the southwest part of the grass section you're
currently on to find a Djinn!  Save before you fight this guy, because you'll
need to battle him.  He's not very tough to beat, so you don't need to worry
too much as long as you have your Djinn inactive before hand to hit him with
summons.  Now, hop across the log and use Force on the stump there.  The
monster will jump across the island gap, but you won't be able to jump across
that.  So, head back from whence you came (9 I think) to the northern part of
the screen.  Walk across the log path that was already there, and go through
some trees to arrive at the big stump.  Force on the stump to have the monster
run off to the west.  Follow him and go through the screen going west.  You'll
now arrive at a place with three stumps.  Here you'll want to use Force on the
middle screen to have the monster run south.  Head west and then down the log
over water path there.  You'll see a vertical log blocked by a rock here, so
use Move to move the rock into the hole.  Once you've done this, push the
vertical log right and jump across the water to the island in the middle.  Use
force on this stump to have the monster jump across to the water to the south. 
Jump back across to the west and head around the mini-stumps counter clockwise.
 Push the vertical log east, then the horizontal log south.  Head around
counter clockwise again and push the vertical log east into the water.  Save
before you hop across this log, because you're about to get a boss battle.  Use
your Force Psynergy once again to force the monster out of the stump and to the
south.  Follow him and make your way towards the stump in the middle on the
next screen.  When you walk towards the log in the center you'll see the
monster jump to the south.  Follow him, but get ready for his BIG counterpart
to ambush you.

It's now time for a boss battle against Killer Ape.  This guy has a lot of
health, and his attacks aren't too shabby.  The first thing you want to do is
cast all of your summons against him to do a good deal of damage (by now you
should have at least one 3-Summon) to him.  Now, Isaac should also have a nice
new attack called Ragnarok that packs a huge wallop (it's my favorite looking
attack in the game.)  Have Garret use his normal attack (I equipped that Arctic
Blade on him that I liked pretty much for this point in the game), use Ivan's
Plasma and occasionally Impact on Isaac, and keep using Ply with Mia to keep
your other party members alive.  When you beat this Ape you'll get 1500 coins
and Douse Drop that's required much later in the game.  Head south once more to
find yourself out of Mogall forest.  Note: You can't go back through Mogall
forest no matter how hard your try.

Head east and go north over a bridge to reach Xian.

------
Xian
------

Note: If you do not have Force, do not bother about knocking over the log in
Master Feizhi's temple, as you can't do it.  Simply continue along on your
quest, it will not affect your game in the long run.

It may not look like it, but the building just north of you when you enter town
is an inn.  Stop there and heal up all of your characters.  Right away you
should notice a Djinn on a cliff in the eastern part of town.  In order to get
this, you're going to need Freeze.  Mia should have this if you equip two
Mercury Djinn on her.  Now, you want to talk to the girl walking back and forth
between the docks and near the cliff.  Where you want her is 1 from the top and
1 from the right in order to be able to jump on the pillar once you freeze it
from one side of the garbage blocking your way to the other.  So freeze it, go
up the stairs and hop over to the eastern cliff.  You won't need to battle this
Mercury Djinn, Mist.  Now, head back across the ice and into the building right
there on the cliff.  Here you'll see a tree stump surrounded by a white line. 
Get *right* up next to that white line without physically touching it and use
force to knock it down.  If you didn't hit the white line the door will open
and out come Feizhi and her father, Master Feizhi, discussing her visions. 
They also mention that Hsu is late and Feizhi will run out to find him.  Now,
Master Feizhi will come over and make you use Force on the log again.  When you
do this Master Feizhi goes into a long conversation about how you use Chi from
your mind (aka Psynergy) instead of Chi from you hand like him.  All of this
doesn't really do anything for you, as you don't get any items or anything
important, but you do get a little more feel for the plot.  Now, head to the
weapons shop in the northwestern part of the town and buy the latest and
greatest weapons.  You're now done in Xian, so head out of town.

------
On The Road Again...
------

The first thing you want to do is to go due north of Xian.  Continue going past
a forest and over a few bridges until you get to a small island.  On just about
all islands like this you'll find Djinn, and this is no exception.  Here you'll
find a Djinn in a random battle, so get ready for a fight.  When you defeat him
you'll get the Mars Djinn, Corona!  Head back south until you get past the
forest area and then head northwest over a bridge to arrive at Alpine Crossing.
 Here Feizhi will meet up with you and will start moaning about how Silk Road
is blocked due to a boulder.  Head north at Altin Crossing and you'll see the
town of Altin.

------
Altin
------

You arrive in Altin and things are a mess.  The water is overflowing and
flooding most of the homes in the village.  Head west a little and you'll see a
statue that you can move.  Use Move on it to enter a small cave with a treasure
chest in it.  This chest will give you a useful Psy Crystal that you'll want to
hold onto for later.  Head to the inn to rest up, then go down the ladder right
in front of the inn.  Head south to find a Water Monster who's spitting water
into the lake that was once a town.  He'll flee into the cave and you should
follow him.  Go a little north in the cave to find the monster hopping very
slowly up a ledge and to the other part of the cave.  You'll probably want to
save this point and inactivate all of your Djinn.  Hop across the ice and then
slide down the cliff and press A to battle the Living Statue.  These guys are
hard core water, so fire attacks are simply devastating against them.  Like
most of the earlier bosses, he has a lot of health but his attacks aren't all
that powerful.  As always, cast all of your summons against him off the bat,
then hit him with Ragnarok with Isaac, Heat Wave with Garret, Plasma with Ivan
and either attack or Ply with Mia.  Once he's been defeated, you'll obtain a
frost jewel that lets you use Frost when equipped (note: Mia should already
know Frost.)  Go down the ladder and frost the puddle.  Now, jump across the
ice pillar and go out of the cave.

You'll now notice that the water level is a little lower than it once was, but
it's still not what it should be.  Head to the east part of the town and go
down the two ladders there.  You'll now be able to go into the Mine Shaft
called...

------
Altin Peak
------

To find the first Water Monster in Altin Peak you're going to want to follow
the mine track for several screens.  Eventually you'll arrive at a screen that
has a large lake with another one of those Living Statues there.  In order to
get this guy, you're going to have to take the mine cart, so head around the
bottom and Left walls clockwise to find the mine cart.  However, you'll need to
flip the switch a little east of the mine cart first in order to have the track
go the correct direction to reach this water monster.  After a roller coaster
ride of sorts, you'll end up right next to the Living Statue, so save your game
and inactivate all of your Djinn.  Approach the Living Statue and press A when
next to it to challenge it to a battle.  See above for my strategy to beat this
enemy.  When you beat him you'll get a Vial that restores 500 HP and the water
level will drain a little again.  You'll now want to head back from whence you
came (8) on the mine cart, then go east followed by south towards a ladder and
a door.  There is a treasure chest in this door, but it's blocked by a large
rock that you'll need lift to get past (more on that later.)  Head up the other
ladder, and go clockwise until you get back at the door.  Continue back along
the track until you get to the next screen.  On this screen continue going
along the track until you see a door to the north that you haven't gone in yet.
 Proceed through this door and climb down the ladder in this room.  Go through
the door and head west.  You'll see a train track going south when you get to
the western wall, so go down from there.  Here you'll want to change the switch
to go west as opposed to east, then head north along the train track.  When you
reach the mine cart head in and find yourself across the lake next to a door. 
Proceed through this door.  In this room head west until there's a fork where
you'll want to head south.  In the next room, don't go up the ladder until you
freeze the puddle of water in between two ledges.  Now that you've done that,
head up the ladder and jump over the ice pillar to the other side.  Go through
the door to find a room with a mine cart and a Living Statue visible.  Hrmmm, I
wonder if you'll have to use the mine cart to get this living statue? ;-] 
Climb down the ladder from the ledge you were on and head west.  When you see
another ladder going up to a connecting piece of mine track (it's got jumps on
either end) head north just to the west of this and freeze the puddle there. 
Don't go up that ladder just yet, though.  Instead, go west some more and go up
the ladder there.  Flip the switch from left to right, then go down that ladder
and up the ladder in the middle.  Jump across the ice pillar and hop in the
mine cart.  You'll end up on a ledge northwest of the lake.  Here you should
climb down the ladder, save your game and standby all of your Djinn and get
ready for another Living Statue battle.  See above for strategies.  By this
time you may even be able to beat him in one round ;-].  Now, use retreat and
head out of the cave and stop by the inn and weapons shops.

Now, you want to go to the lowest entrance of the mine and follow the mine
tracks.  When you get to a fork near the beginning of the track, head right and
continue until the track ends a few screens later.  When the track ends, go
clockwise in that room and then head south.  In this part, you'll want to head
east then start heading north.  Keep going along the path to eventually end up
a door that you want to go through.  In this room, you'll see a Djinn on a
ledge.  Let's go get another Djinn!  Go to the eastern part of the room where
you'll see a stump and a puddle of water.  Move the stump one square to the
left and freeze the puddle.  Head north and climb up the ladder.  Change the
switch when you get up there and head south along the mine cart.  Hop across
the ice pillar and stump and into the mine cart.  You'll first go in the
apparent wrong direction off to the right, but hop in the cart again to land
just north of the Djinn.  Head south and prepare for a battle.  By this point
Djinn really shouldn't be posing much of a challenge to you, especially if you
use the right attacks against them.  For example, fire attacks wreck havoc on
this Mercury Djinn, Spiritz.  Now, head back in the mine cart and get out. 
Head west to find a water puddle that, surprise, you'll have to freeze.  Don't
climb up the ladder quite yet, as there's another puddle you have to freeze a
little further west.  Now, go back east and head up the ladder.  Ledge hop and
go through the door.  In this new room, take a left and head south for a long
time until you reach a door.  In this room, go north through a rock filled
tunnel until you find a sign and a dead end.  Read the sign that talks about
falling rocks.  If you didn't have Force by now Garret would get angry and kick
the tree causes a boulder to come after you.  If you do have Force, line up
facing the tree stump and use force on it.  A giant rock will fall and you'll
automatically run away.  It will cause a giant hole in the middle of the rail
road tracks.  Climb down the ladder then slide down the mountainside.  Now,
head to the north part of the hole and climb down the broken track as if it was
a ladder.  Head west to find a paved area that apparently was a secret buried
deep beneath the mines.  At this point you'll want to save your game because
it's just about boss time.

It's time to fight the final boss of Altin Peak.  As always put all your Djinn
on standby.  Cast all of your summons against this boss to do a substantial
amount of damage.  Now, use Ragnarok with Isaac, Heat Wave with Garret, Impact
on Garret and Storm Ray with Ivan, and Ply with Mia.  This boss has a really
bad attack and the fear of dieing really shouldn't be there.  On his death you
get 2400 coins and a Lucky Medal.  Plus, you'll get a treasure chest behind the
boss that contains the Lifting Gem that lets you lift large rocks in your way. 
Now, use retreat and heal your wounds in the Inn.  If you haven't done so yet,
get the latest weapons and armor from the shops in town.

Once more enter the mine entrance at the lowest possible point.  Go along the
mine tracks until you reach the fork.  Here you'll want to go forward at the
fork, and use the Lift Psynergy that you got from that Lifting Gem on the brown
rock there.  The rock will now hover over your head allowing you to pass to the
door.  In this screen head left, but don't go to the far left unless you're
really interested in getting a Vial behind a statue.  When you head up the
middle path there will be another rock there that, surprise, you have to lift. 
Continue along this path, and the next door you go through will put you back on
the world map, this time near...

------
Lama Temple
------

There's not a lot of things to do in Lama Temple except go up to the main
building in the northwestern part of town.  Before you get there, however,
there's a Psynergy stone that you really don't need but can get if you really
want it.  Walk in the temple to start talking with Master Hama (who is a girl
by the way.)  She apparently has the power of anticipation.  After a lengthy
conversation she'll reveal to you how to make Ivan use reveal (bad pun.) 
Reveal is a very useful tool to find hidden objects, doors and other things in
the game and is required crossing the Lamakan Desert.  During this conversation
Feizhi who was off to find Hsu and the others earlier will pop in and said that
the transfer did work.  Then Master Hama and Feizhi will rush off to Alpine
Crossing where Hsu is trapped.  You'll want to follow them, but before you
leave town jump the small stream to end up on the east part of town.  Use your
new Reveal Psynergy to reveal a chest that contains some Water of Life.

Head directly east of Lama Temple to reach Alpine Crossing and to see the
trapped Hsu.  At first it appears there's no way to get to him besides going
back through Altin, but once again use Reveal to open up a secret door.  Pass
through the small temple to reach the other side.  Go up the rock and use Lift
on it to free Hsu from the boulder.  When you come back later the rocks will
now be cleared and you can freely pass through Alpine Crossing.  Once you save
him you'll end up back in Lama Temple where the characters go on and on and on
about whether or not Master Hama looked at Ivan.  Sheesh, what bad
storytelling.  Leave the Temple Area and head southwest to reach...

------
Lamarkan Desert
------

When you first enter Lamarkan Desert you'll notice something different.  There
is a heat bar on the left, and if it reaches the top you will lose about 1/4 of
your health on all the characters.  To make the heat bar go down, you must find
Oasases which are pulls of water surrounded by a circle of rocks.  In order to
find these pulls of water you'll need to use reveal.  However, some of the
rocks are traps, so use reveal when you're well away from them or you risk
getting sucked into one and fighting a difficult monster.

Head along the path for a while until you reach the first circle of rocks.  Use
reveal on this to reveal a pool of water that you should jump into.  Continue
along the path and at the first branch off go up it to find another rock circle
that has water in it.  Head northwest up the narrow path, and take the eastern
path over the western one.  Don't go in the rock circle at the beginning of
this path because it contains a crab ready to attack you.  Instead, continue
along in that direction to find a rock circle after the path starts heading
north that contains much needed water.  After cooling down, continue up to
reach the next screen.  This screen is much more open than the other screen, so
you have to know which way to go.  Stay south, finding in the first rock group
a treasure box with a potion in it and in the next one a pool of water.  After
cooling down, head north a little and go around the cliff there.  Shortly after
going around that cliff you'll find another pool, this one containing a water
hole.  Just northwest of there is the entrance to the next zone.  However,
don't go there quite yet, as we have a Djinn to get!  Head all of the way north
and the start heading east.  You're not going to be able to get enough water to
sustain yourself, so be prepared to do some healing.  Once you get to the
eastern wall, head one group of stones south then start heading back West. 
You'll see a rock formation that has a full circle with a semi-circle on its
side (it looks like this: c0)  In the small semi-circle you'll find the Jupiter
Djinn Smog, who you'll get without a battle.  Now, start making your way back
north, then keep heading west until you get to the wall where you'll want to
head south.  Once you can move left to the next screen do so, and you'll find
yourself in an area with several sand waterfalls.  Simply run across these sand
waterfalls to the other side and they won't cause much trouble.  Keep your
bearings along that trail until you reach a "dead end" with a sand waterfall
where you'll want to use Reveal to reveal a hidden door to a cave entrance. 
Head around this cave and come out the other side.  Cross the sand waterfalls
and get ready for a tough boss battle.  Here you'll see another "dead end", but
before using reveal save your game!

Now, use reveal on the sand waterfall to expose Manticore, who will scare you
off.  Approach him, press A and get ready for battle.  As always use all of
your summons against him right off the bat to inflict major damage.  You have
to watch out, though, as Manticore attacks twice every turn.  So, you'll
definitely want to just use Ply and Ply
Well with Mia each turn (if you have Wish or Wish Well you will want to use
that instead of Ply and Ply Well).  As always, use Ragnarok with Isaac, use
regular attacks with Garret, and use Plasma and occasionally impact on Isaac
with Ivan.  Manticore has some pretty lethal attacks that pack a whollop even
after the initial attack has been done.  Watch out for his pesky poison and
curse attacks that will take health away from you each time that character
attacks.  If a character is poisoned, have Mia use Cure Poison on him, and use
a healing item or Isaac's heal on that character to keep him alive.  Manticore
has about 1500-1800 HP, so don't expect to beat him in the second round as you
may done with previous bosses.  As long as all of your party members stay alive
you should be able to squeak past Manticore.  When you beat him you'll get a
load of coins, a psy crystal and you'll be able to pass through the hidden
passage that he was blocking thanks to Reveal.

Head through the tunnel going through the linear path.  Head out of the door to
get back on the world map.  Head due north for a little, then cross a bridge to
reach a small island.  On this island is a new Djinn that you'll encounter in a
random battle.  Defeat him to get Vine, the Venus Djinn.  Now, head south and
cross the bridge going west.  Continue going west until you reach the town of
Kalay.

------
Kalay
------

Kalay is just bustling with tourists who are eager to board the ship at Kalay
Docks that's heading towards Collosso.  Head to the inn and buy the latest
weapons and armor as usual.  Once you're done with that, head to the north part
of the town and up the stairs to reach Lord Hammet's castle.  The guards won't
let you in at first, but the Ivan (remember, he was originally Lord Hammet's
servant) will persuade the guards to let you in.  You then go meet with Lady
Lana and engage in an exciting (sarcasm alert) emotiocon conversation with her.
 She talks about how she can't declare war on Lupna or they will kill Lord
Hammet.  Once she's done talking the talk (which, by the way, will take a very
long time) head out of the castle and down the castle stairs.  Head into the
inn, but instead of taking a rest talk with *everyone* in the inn in all of the
floors of it.  Now, head out of the inn and out of town.  But before you can
leave the tour guide summons everyone up and in a very pointless and very long
conversation the tourists will finally make their way to Kalay Docks where the
ship to Tolbi will be.  Once that's all over, head out of town and start
heading north.

You'll reach the bridge that was broken earlier when Lord Hammet tried to cross
it with his caravan before heading to Lupna.  Now that the bridge is fixed,
freely cross over it and the bridge just north of it to find yourself back in
Vault.  In most of these old towns there are now Djinn to get that you couldn't
get before.

------
Vault...Again
------

Head to the northwestern part of vault and go up the stairs there.  Continue
past the graves and over the bridge.  Keep going counterclockwise until you
reach a large tower where you should climb up.  Ring the bell on this tower to
have the Djinn jump to the ledge to the east.  Now, head clockwise back around
the town until you get to a bunch of graves with a dog near them.  Use reveal
on this area to expose a secret ladder in the middle of the graves that leads
to the Vault caves.  Head down this ladder, and don't fight the treasure chest
that you see immediately because it's actually a Mimic.  Instead, head west and
then north and go through the door.  The next room you'll enter has some water
in it with several underwater doors and ladders.  Head east and then go down
the stairs to find a room with a movable torch.  Move this onto the Flame
square on the ground to open the gate there.  Head through the door to find a
room with a *lot* of water drops in it.  Head north to find a door obstructed
by a group of leaves.  Use Ivan's Whirlwind Psynergy to open up this door.  In
here there's a treasure chest that has an item that will boost your attack when
equipped, which is quite useful.  Head back down and climb down the ladder. 
Freeze all of the water drops here expect for the eastern most drop, then head
back up the ladder.  Hop across all of the ice pillars you just made and enter
the next room.  In this room head down the one ladder and then up the ladder to
the left of it.  Head into the door, then go east a little and up the stairs. 
Flip the switch here to force the water into the room you were just in with the
two ladders.  Head back into the previous room and go down the stairs in the
south part of that room.  Go down the stairs again to find a room with several
torches.  Push the torch that has a flame on it on the flame switch to open the
gate.  Now, go through the gate and through the door.  Take the stairs to the
west and continue south through this room.  You'll now be able to go down the
ladder that once was drowned by water.  Do so and proceed through the door into
the next room.  In here hop over the gap and up the ladder.  Go to the next
room and out the door to find yourself right under the Djinn.  Go up the stairs
to get the Venus Djinn Sap without a battle.  Head back into the cave and use
retreat to go back to the beginning.  Climb up the ladder and then proceed out
of Vault.

------
Vale...Again
------

Yes, there is a Djinn in your home town as well.  However, before you go get
this Djinn go get a power bread that's located in a cave behind the Shop in
town.  You'll need to use Ivan's Whirlwind Psynergy on this (equip just Wind
Djinn on Ivan to get this Psynergy) bush blocking the entrance.  Thanks to
Michael Sutton (suttmi@selwyn.ca) for this tip.

Now, go west from Vault across the bridge, then go north to find yourself back
in Vale.  The Djinn in Vale is in the far western part of town, behind the
fenced in area next to Kraden's house.  So, climb up the staircases then start
making your way west across the bridge.  When you get to the fence next to
Kraden's house you'll notice a large, brown rock.  Guess what, it's time to use
that Lift Psynergy (!)  Lift up the rock and proceed north to the next screen
and then into the cave.

Head north as soon as you get into the cave and you'll notice a circle of
stepping stones on your left.  At first it appears it's impossible to cross
these stepping stones, but a true RPG gamer knows that rarely are there
complete dead ends in RPGs.  So, use your Reveal Psynergy to reveal a hidden
square in the middle and hop across to the other side.  Climb up the ladder and
go through the door.  In this room jump across the stepping stones and hop onto
the platform to the west.  Face the large box and move it into the water to
create a makeshift stepping stone that you can use to jump to the log above
you.  Roll this log all the way east go through the door here.  In this room
take the western path and head north.  Keep following the path all the way
until it gets to a door.  Go through the door and push down the logs on either
side into the river.  Now, slide down the cliff via the indentation on the
western cliff and push the horizontal log north.  It will slide across the two
logs and allow you to hop to the ledge to the north.  Proceed along the hallway
until you get to the next room.  In here you'll see the Djinn you're after. 
There's also another very important item that you'll need to get another Djinn
*much* later in the game, along with this Djinn, the Halt Gem that's in a
treasure just right after you climb the ladder to the north of the door.  Once
you get the gem, head south towards the Djinn who will slide down the cliff. 
Follow him and he will continue to run away.  So, head down the cliff and use
the Halt Psynergy that you get by equipping the Halt Gem on the Djinn.  This
will freeze him in his place, and simply go up to him to get Kite, a Jupiter
Djinn.  Head through the door and continue south eventually getting out of the
cave.

Before you head back to Kalay, take this time to round up any Djinn that you
may have forgotten to get earlier in the game.  If you have all the Djinn, head
back from whence you came (hrmm, I haven't said that in a while... I think it's
9 now) all the way back to Kalay.  When you get back to Kalay heal in the Inn
and then proceed to Kalay Docks which you can get to by simply going around the
south pole of the caves.

------
Kalay Docks
------

Note: If you have not yet talked with the tourists in Kalay and went through
the cutscene with the missing passenger, please go back to Kalay and read the
topic about the tourists in that section.

Second Note: Before going on the ship, I recommend going back and get