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  ^/ \^   .'ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ'.   ^/ \^
 //   \\  |    Please click the link above to recommend this FAQ    |  //   \\
/ Ż| |Ż \ |    to other users. This is the best way you can show    | / Ż| |Ż \
Ż| | | |Ż |   your appreciation for my FAQs. Thank you very much!   | Ż| | | |Ż
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 |_|Ż|_|     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     |_|Ż|_|
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(          -=-   GameFAQs.com: One Million Hits: April 7th, 2012   -=-        )
 o_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_o
   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

                                                 
                                                 .---.
                                               ,'     \
                                              /        |
     .---.       .--.                         |  .--.  /
   ,' __  \     /_  |  _                      |  |  |,'   __  ___  __ .-.
  /  /  \ /  .--. | | / `---.  .----.--.--.   |  '.      /_ |/_  |/_ '   `.
 |  |   '/  /.-. \| | `. .-. \' .--'\  .-. \   \   `.     / |  | |  |  /\  \
 |  |  ,--.| |  \   |  / |  |   |__  | |  \ |   `.   `.  / /   | |  | |  \  |
 |  | '-. || |  |   |  | |  |    _,' | |  | |     `.   \ | |   | |  | |   | |
  \  \  | ||  \_| . |__| |_/ /\ `._  | |  | |       \   ||  \  | |  | |   | |
   `. `-' | `.__,'|___,'.__,'  `.__/ | | / /         |  | \  `.' |_ | |  / /
     `--. |                          |,'/_/    /\    |  |  `.__.__/ | | /,'
        | |                                   /  `._,'  |           | |
        |,'                                   `.       /            `.|
                                                `.___,'
        _   _   _             _   _
       | \ /_\ |_) |_/       | \ /_\ |  | |\ |
       |_/ | | | \ | \       |_/ | | |/\| | \|

                             

- ASCII art by my friend DomZ -
(Check out his site at http://www.freewebs.com/domz_ninja/asciiart.htm )



FAQ/WALKTHROUGH

VERSION 3.0

Authored by: BkStunt_31 ( Gregorio31 @ gmail . com )

Weapon and Armor Lists by: Salty

______________________________________________________________________________
______________________________________________________________________________

.___        __                    .___             __  .__               
|   | _____/  |________  ____   __| _/_ __   _____/  |_|__| ____   ____  
|   |/    \   __\_  __ \/  _ \ / __ |  |  \_/ ___\   __\  |/  _ \ /    \ 
|   |   |  \  |  |  | \(  <_> ) /_/ |  |  /\  \___|  | |  (  <_> )   |  \
|___|___|  /__|  |__|   \____/\____ |____/  \___  >__| |__|\____/|___|  /
         \/                        \/           \/                    \/ 
______________________________________________________________________________
______________________________________________________________________________


Hey guys, Bkstunt here with a walkthrough for Golden Sun: Dark Dawn. It's been
awhile since we had a Golden Sun game, huh guys? 

Made by Camelot Software, the first Golden Sun game came out for the Gameboy
Advance in 2001, and was followed closely by the sequel: Golden Sun: The Lost
Age (also on the Gameboy Advance) which came out in 2003. They were excellent;
some of the best and most original RPG's on the system. I have no idea how it
took 7 years to get a new Golden Sun game, but the draught is over.


This guide will strive to bring you everything you need to complete Golden
Sun: Dark Dawn. I am by no means perfect, and have always viewed
my guides as community driven. With that in mind, if you see something that
can be improved, or that I missed, feel free to email me at the address above.


==========
FOLLOW ME!
==========

Want to talk about some games!? Maybe throw out some ideas for what YOU want
to see me write about next? I made a facebook account for just that reason!

You can 'Like' me at:

Facebook.com/Bkstunt


=========
Donations
=========

First of all, let me say that my primary motivation for writing guides is,
and always will be, for the gamer. However, as I've learned by writing just
a few guides on new games, it can hit your pocket book! I wish they'd give me
these games so I could crank out great guides, but they don't! Ah, maybe one
day!

Until then, if you've found this guide helpful please consider donating to
help me offset my costs. You can donate to my paypal account below:

Paypal ID:

Gregorio31 @ Gmail . Com


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Please be sure to send me an email so I can thank you personally as well! Or
just send me an email to say "Thanks!" Every one of those I read makes my day!

~ Bkstunt


Onto the table of contents.


______________________________________________________________________________
______________________________________________________________________________

___________     ___.   .__                   _____ 
\__    ___/____ \_ |__ |  |   ____     _____/ ____\
  |    |  \__  \ | __ \|  | _/ __ \   /  _ \   __\ 
  |    |   / __ \| \_\ \  |_\  ___/  (  <_> )  |   
  |____|  (____  /___  /____/\___  >  \____/|__|   
               \/    \/          \/                
_________                __                 __          
\_   ___ \  ____   _____/  |_  ____   _____/  |_  ______
/    \  \/ /  _ \ /    \   __\/ __ \ /    \   __\/  ___/
\     \___(  <_> )   |  \  | \  ___/|   |  \  |  \___ \ 
 \______  /\____/|___|  /__|  \___  >___|  /__| /____  >
        \/            \/          \/     \/          \/ 

______________________________________________________________________________
______________________________________________________________________________



Note that you can quickly navigate this guide by using the codes to the right
of the section that you want. Use CTRL + F, type in the code, and there you
go!


Introductions

Donations

CONTROLS ------------------------------------------------------------[DD 1.00]


WALKTHROUGH ---------------------------------------------------------[DD 2.00]
  
     Part I:     Every Tale has a beginning... ----------------------[DD 2.01]
     Part II:    Finding Tyrell. ------------------------------------[DD 2.02]
     Part III:   Patcher's Place ------------------------------------[DD 2.03]
     Part IV:    Carver's Camp & Konpa Ruins ------------------------[DD 2.04]
     Part V:     Harapa, Passaj, and the Alchemy Forge --------------[DD 2.05]
     Part VI:    Kaocho ---------------------------------------------[DD 2.06]
     Part VII:   Ayuthay --------------------------------------------[DD 2.07]
     Part VIII:  Barai Temple ---------------------------------------[DD 2.08]
     Part IX:    Ouroboros and the Sol Mask -------------------------[DD 2.09]
     Part X:     Harapa Ruins ---------------------------------------[DD 2.10]
     Part XI:    Craggy Peak Ruins ----------------------------------[DD 2.11]
     Part XII:   Te Rya and the Teppe Ruins -------------------------[DD 2.12]
     Part XIII:  Exploring Belinsk ----------------------------------[DD 2.13]
     Part XIV:   Border Town and Port Rago --------------------------[DD 2.14]
     Part XV:    Kolima Village and the bad dream. ------------------[DD 2.15]
     Part XVI:   Kolima Forest --------------------------------------[DD 2.16]
     Part XVII:  Talon Peak -----------------------------------------[DD 2.17]
     Part XVIII: Belinsk Ruins --------------------------------------[DD 2.18]
     Part XIX:   The Event ------------------------------------------[DD 2.19]
     Part XX:    Harun Village --------------------------------------[DD 2.20]
     Part XXI:   Yamata ---------------------------------------------[DD 2.21]
     Part XXII:  The Umbra Map and Tonfon ---------------------------[DD 2.22]
     Part XXIII: Umbra Hunting --------------------------------------[DD 2.23]
     Part XXIV:  Ice and Fire ---------------------------------------[DD 2.24]
     Part XXV:   Loose Ends -----------------------------------------[DD 2.25]
     Part XXVI:  The Final Assault ----------------------------------[DD 2.26]

Optional:

     Part XXVII: Burning Island and Otka Island ---------------------[DD 2.27]
     Part XXVIII: The Lost Ship -------------------------------------[DD 2.28]
     Part XXIX: Crossbone Isle --------------------------------------[DD 2.29]


Djinn List -----------------------------------------------------------[DD-DJN]

     Order acquired in game:          -----------------[DJ-ORD]
     Order by element:                -----------------[DJ-ELE]
     Djinn descriptions (by element): -----------------[DJ-DES]


Summon List ----------------------------------------------------------[DD-SMN]

Class List -----------------------------------------------------------[DD-CSL]


     Matthew  -  [DD-MTW]
     Karis    -  [DD-KAR]
     Tyrell   -  [DD-TYR]
     Rief     -  [DD-RIF]
     Amiti    -  [DD-AMI]
     Sveta    -  [DD-SVE]
     Eoleo    -  [DD-EOL]
     Himi     -  [DD-HIM]


Bosses ---------------------------------------------------------------[DD-BOS]

Weapons --------------------------------------------------------------[DD-WPN]

Armor ----------------------------------------------------------------[DD-AMR]

Encyclopedia --------------------------------------------------------[DD-ENCY]

Frequently Asked Questions -------------------------------------------[DD-FAQ]

Credits --------------------------------------------------------------[DD-CRE]


______________________________________________________________________________
______________________________________________________________________________

_________                __                .__          
\_   ___ \  ____   _____/  |________  ____ |  |   ______
/    \  \/ /  _ \ /    \   __\_  __ \/  _ \|  |  /  ___/
\     \___(  <_> )   |  \  |  |  | \(  <_> )  |__\___ \ 
 \______  /\____/|___|  /__|  |__|   \____/|____/____  >
        \/            \/                             \/ 

______________________________________________________________________________
__________________________________________________________________[DD 1.00]___


You can play Golden Sun: Dark Dawn with either a stylus or classic controls.
Personally, I'm using classic controls as I lose too many stylus thingies. 
Anyway... here's the controls in case you need to reference them. (Taken from
the game manual)



                _________________________________________________
               /      []    _________________________    []      \
               |           |.-----------------------.|           |
               |           ||                       ||           |
               |           ||                       ||           |
               |           ||                       ||           |
               |           ||                       ||           |
               |  .......  ||                       ||  .......  |
               |  .......  ||                       ||  .......  |
               |  .......  ||                       ||  .......  |
               |  .......  ||_______________________||  .......  |
               |      []   '-------------------------'   []      |
              /\____________| |_________|       |_| |____________/\
             |-----------. ..-----------------------.. .-----------|
             |    ___    | ||                       || |  __   __  |
             |   '---'   | ||                       || | '--' '--' |
             |    .-.    | ||                       || |           |
             |  __| |__  | ||                       || |    (X)    |
             | |__   __| | ||                       || |  (Y) (A)  |
             |    | |    | ||                       || |    (B)    |
             |    '-'    | ||                       || |           |
             |           | ||_______________________|| |           |
             |           | |                         | |           |
             |___________| |_________________________| |___________|
             |               |mic                 ||               |
             `.___________________________________________________,'


(Yes, I have a "fat" DS!)


                Stylus Controls   [Button Controls]


Menu Selection: Tap Icon.  [D-Pad]

Movement: Tap and hold in the direction you want to travel. [D-Pad]

Confirm: Tap to select an icon. ["A" Button]

Talk/Investigate: Tap a person or object while standing nearby. ["A" Button]
(Note: If you tap and hold [Hold "B"] you will cancel successive options.)

Cancel: Tab the "B" button on the screen. ["B" Button]

Display Field Commands: Tap the "X" button on the screen (it looks like a
compass). ["X" Button]

Open/Close Map: Tap the "Y" button on the screen (it looks like a map). ["Y"
Button]

Use Psynergy Shortcut: Tap the "L" or "R" buttons on the screen. ["L" and "R"]


Also note that you can press the "L" button, "R" button, Start, and Select
buttons simultaneously together to return to the title screen (Commonly known
as a "Soft Reset"). 


______________________________________________________________________________
______________________________________________________________________________

 __      __        .__   __      __  .__                              .__     
/  \    /  \_____  |  | |  | ___/  |_|  |_________  ____  __ __  ____ |  |__  
\   \/\/   /\__  \ |  | |  |/ /\   __\  |  \_  __ \/  _ \|  |  \/ ___\|  |  \ 
 \        /  / __ \|  |_|    <  |  | |   Y  \  | \(  <_> )  |  / /_/  >   Y  \
  \__/\  /  (____  /____/__|_ \ |__| |___|  /__|   \____/|____/\___  /|___|  /
       \/        \/          \/           \/                  /_____/      \/ 

______________________________________________________________________________
___________________________________________________________________[DD 2.00]__


==============
THINGS TO KNOW
==============


Before we jump into the guide, let me point out several things about Dark Dawn
that you shoud know.


About Djinn: 

As you probably know, Djinn are those cute little creatures that you can find
all throughout the game. Think of them like skills. Djinn are a key element to
a lot of Dark Dawn's battle system. For example:

The number (and type) of Djinn you equip will change your class, which
directly affects your stats and what psynergy you can use.

Using Djinn puts them into a "standby" mode. But the more you use, the more
your stats decrease (due to the above point).

However, having Djinn in "standby" allows you to use ultra-powerful summons.
See, there's a tradeoff here.

About Weapons:

Now, I touch on this in the guide a bit, but when you go to equip weapons
you'll notice a number of things, so I'll explain them below:

Each weapon has an experience bar, known as your weapon skill. As you fight
with a particular TYPE of weapon, you'll get better at wielding it. Note that
if you use a sword for awhile, master it, then switch to an axe for awhile but
find a newer, better sword that any experience you earned mastering that first
sword WILL be applied to the new sword.

Also note that unlike the first two Golden Sun games, weapons in Dark Dawn can
have MULTIPLE unleashes. No, you can't pick which ones are unleashed. Yes, you
have to work towards mastering a weapon to see them all.

You'll also notice that when you equip a weapon, you'll see TWO different stat
increases: your attack will increase (naturally), but there's also an "Attack
Factor". Now what if you want to choose between two weapons, and one DECREASES
your attack, but INCREASES attack factor? Well, check this out:

Current Attack Stat = Attack Factor Increase + Weapon Attack Increase.

Also be sure to take unleashes into account. I'll often add in
"recommendations" throughout the guide as well. And remember, it's a game! Use
the weapon YOU want to use.


And don't forget the basic rules of all RPG's: Explore everywhere and talk to
everyone! Remember to loot whatever you can as well.

Also, there are plenty of missables in this game. If you want EVERYTHING, be
SURE to follow the guide and use the chapter checklists to be sure you got
everything.


Onto the guide!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part I: Every Tale has a beginning...                              [DD 2.01]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

       
o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Leather Cap     |              \    \_\  \         | [] N/A             |
| [] Short Sword     |               \______  /         | [] N/A             |
| [] Sun Saga 1      |             _________\/          | [] N/A             |
| [] Padded Gloves   |            /   _____/            |                    |
| [] Herb            |            \_____  \             o--------------------o
|		     |		  /        \            
o--------------------o		 /_______  /
		                         \/ 


--------------
Lookout Cabin
--------------


Upon starting the game, you will be prompted to name the main character. I'm
going with the default name: Matthew.


Read the rather lengthy intro to the game and learn about the land's
back-history, as well as the four alchemic elements: wind, water, fire, and
earth. This first portion of the story will be familiar to you Golden Sun vets
as it basically tells you what happened before and during the events of the 
first two Golden Sun games.

The next portion of the story focuses on what happened after the Golden Sun
was releases. Basically, it let alchemy loose, giving back the planet it's 
life but also releasing chaos in the form of natural disasters as the planet
goes through some re-birthing woes. The people, like most humans, are
impossible to please, and so some thank the heroes from the first Golden Sun
while others blame them.


After the story and title logo, you'll finally see Isaac as his grown-up self.
One thing to note here is that the game will often underline words in your 
dialog, which you can tap to view in your encyclopedia. I will put the entries
in the guide when they come up, but remember you can also go check out the
encyclopedia section of the guide at [DD-ENCY]. There will be a lot of new
encyclopedia entries near the start of the game, but that's to be expected.

Also, notice that the game retains the emoticons to show you how the
characters feel, which is neat, as the first two games also did that.


o-----------o
|  Matthew  |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This young man is a promising Earth Adept, just like his father was when   |
| he started his adventures 30 years ago.                                    |
|                                                                            |
| And just like Isaac, who led the famous Warriors of Vale, Matthew is a     |
| person of few words but strong convictions.                                |
|                                                                            |
o----------------------------------------------------------------------------o


You live with your dad in a cabin, near the foot of Mt. Aleph. Keep talking
with your dad about the view to unlock several new encyclopedia entries.


o---------------o
|  Mount Aleph  |
o---------------o------------------------------------------------------------o
|                                                                            |
| This mountain, home to Sol Sanctum, was mostly destroyed when the Golden   |
| Sun effect exploded above it.                                              |
|                                                                            |
| The mountain once stood over the town of Vale, which was obliterated by    |
| that cataclysmic event 30 years ago.                                       |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------o
|  Golden Sun  |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This powerful explosion happened above Mount Aleph 30 years ago, releasing |
| elemental energy throughout Weyard.                                        |
|                                                                            |
| Though the Golden Sun event brought the dying world back to life, the      |
| magnitude of the power released has caused disasters.                      |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
|  Alchemy  |
o-----------o----------------------------------------------------------------o
|                                                                            |
| The force of the four elemental powers and the study of how they combine   |
| to create reality is known as Alchemy.                                     |
|                                                                            |
| The ancients sealed away the force of Alchemy, and the Warriors of Vale    |
| went on their Golden Sun quest to restore Alchemy.                         |
|                                                                            |
o----------------------------------------------------------------------------o


Isaac will re-iterate the main story that you just read, but also goes on to 
give you a geography lesson. Sounds like more encyclopedia entries to me!


o---------o
|  Angara |
o---------o------------------------------------------------------------------o
|                                                                            |
| This continent is in upper Weyard. It is divided by long mountain ranges   |
| that make travel between its regions difficult.                            |
|                                                                            |
| The northern side of Angara is cold, while the southern part is very dry.  |
| Mount Aleph and the Goma Plateau are in the west.                          |
|                                                                            |
o----------------------------------------------------------------------------o


o----------o
|  Weyard  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| The world of Weyard is a flat, disklike planet, composed of four elements: |
| earth, wind, fire, and water.                                              |
|                                                                            |
| The elemental forces of Alchemy, once sealed away, have returned to        |
| Weyard, bringing new life - but also destruction.                          |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------o
|  Sol Sanctum  |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient temple hidden in Mount Aleph was said to be the birthplace    |
| of Alchemy and the repository for the Elemental Stars.                     |
|                                                                            |
| After the stars were used to start the Elemental Lighthouses, creating the |
| Golden Sun, the resulting havoc ruined the temple.                         |
|                                                                            |
o----------------------------------------------------------------------------o


Isaac will continue to ponder on the events that have happened, and then
appeal to the Wise One for guidance on what to do next. Read the encyclopedia
entry for an interesting tidbit on the Wise One.


o------------o
|  Wise One  |
o------------o---------------------------------------------------------------o
|                                                                            |
| This absolute being looks like a floating boulder with one central eye. He |
| watches over Weyard and holds unimaginable power.                          |
|                                                                            |
| The Wise One is now known to be what the ancients called a Philosopher's   |
| Stone, a creature they forged through Alchemy.                             |
|                                                                            |
o----------------------------------------------------------------------------o


Afterwards, you'll get to meet Garet in HIS grown-up form. Huh, mustache. Did
NOT see that coming. Looks good, though. It's cool that these two friends are
still by each-other's side after all this time. By his dialog, it seems he 
hasn't changed a bit either. You can get a lot of entries here, and learn
about something interesting called Psynergy Vortexes. Also take note of the
particular vortex that was named the Mourning Moon. 


o---------o
|  Isaac  |
o---------o------------------------------------------------------------------o
|                                                                            |
| This Earth Adept left his hometown of Vale over 30 years ago - and         |
| returned to find it destroyed by the Golden Sun event.                     |
|                                                                            |
| He lives in a cabin that looks upon distant Mount Aleph, where he trains   |
| his son, Matthew, in the use of Psynergy.                                  |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
|  Garet  |
o---------o------------------------------------------------------------------o
|                                                                            |
| This old friend of Isaac's fought alongside him as a Warrior of Vale in    |
| the events leading to the Golden Sun phenomenon.                           |
|                                                                            |
| He is Tyrell's father and a Fire Adept just like his son. He lives near    |
| Mount Aleph, helping Isaac monitor the area.                               |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------------o
|  Psynergy Vortexes  |
o---------------------o------------------------------------------------------o
|                                                                            |
| These are distortions in space that suck the elemental energy out of the   |
| world - and from Adepts.                                                   |
|                                                                            |
| They're thought to be an aftereffect caused by the Golden Sun event.       |
|                                                                            |
o----------------------------------------------------------------------------o


o----------------o
|  Mourning Moon |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This immense Psynergy Vortex once unleashed unimaginable destruction in    |
| the center of Angara.                                                      |
|                                                                            |
| The misery it caused was so widespread, it became known as the Mourning    |
| Moon.                                                                      |
|                                                                            |
o----------------------------------------------------------------------------o


They will go on to discuss another friend who traveled with them, Ivan, who
has made a device that can glide upon the winds. Leave it to a wind adept...


o-------o
|  Ivan |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Warrior of Vale traveled with Isaac during their quest 30 years ago.  |
| He now lives in the nearby land of Kalay.                                  |
|                                                                            |
| He and his daughter, Karis, are Wind Adepts, descendants of the Anemos,    |
| an old civilization thought long gone.                                     |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
|  Soarwing |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This remarkable invention allows its wearer to glide upon the winds.       |
| Soarwings are hard to make and so are quite rare.                          |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
|  Vale |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This village lay at the foot of Mount Aleph until the Golden Sun event,    |
| when Aleph exploded, devastating the area.                                 |
|                                                                            |
| The people of Vale have settled elsewhere, with most making their home     |
| around the new Goma Plateau and the Goma Mountains.                        |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
|  Karis  |
o---------o------------------------------------------------------------------o
|                                                                            |
| This young Wind Adept has long known Matthew and Tyrell, often visiting    |
| them at their Goma Plateau cabin.                                          |
|                                                                            |
| Her father, Ivan, was a Warrior of Vale. She has inherited her father's    |
| indomitable spirit and powers of observation.                              |
|                                                                            |
o----------------------------------------------------------------------------o


Oh, fun! It sounds like we get to take soarwing lessons! But not before we
get to meet Karis and Tyrell in person. It seems Tyrell is a bit like his 
father used to be. In other words: brash and prone to get into trouble!

Here, you'll also learn how to reply to what people say using emoticon's. 
You're four choices are happy, gleeful, worried/sad, and angry. Make your
choice to carry on the conversation. 


You'll now be given control of Matthew for the first time, and can inspect
your menu. Not that you have much in there, but I'll give you a quick run-down
anyways. Note that the game will also scroll instructions on how to navigate
the menu as you look at it. 

The "Y" button opens up a map of your current location. A very welcome
addition to the series. From here on, if I say anything like "according to
your map" or "reference your map to see..." or anything like that, you know
what I mean.


The "X" button has a wealth of menu options for you to explore. From left to
right, they are:


"Settings":

Here you can change your message speed, speech sounds, and the quick select
option (Which makes a selection when you tap it twice. For use with stylus
players).


"Psynergy":

Here you can use psynergy from the menu. Selecting this option will then let
you select WHO you want to pick, and then the psynergy to use. Notice that you
can also set psynergy shortcuts here by selecting the person and psynergy, and
then setting it to either the "L" or "R" buttons. 

This is a very useful feature. Use it to set up psynergys that you know you
will be using a lot. Also note that Matthew has already learned several 
earth-based psynergy spells already. 


"Items":

Here you can use items from the menu. Selecting this option will then let you
pick WHOSE items you want to use. You can also see equipped items at a glance
here, if you so wish.


"Status":

Ah, what would a RPG be without a status screen? Here you can look at your
party members in detail. Just select the party member and then you can view
their stats, how many Djinn and what types they have equipped, as well as
their current psynergy build and items.


"Encyclopedia":

Here we can view all of those descriptions I've been writing out. Useful if
you want to learn about a certain subject, or get caught up with something. 


"Atlas":

Here you can check out your current surrounding, as well as a Map List, which
shows you where you have been. 


Ok, not that we've covered that, let's continue. Climb up the ladder nearby
to continue the game. Karis will edge you over to Tyrell, who is ready to try
out the soarwing without being given instructions. Sheesh, talk about brash!
Anyway, before getting a chance to talk him out of it, he's off. And, of
course, he'll start to lose altitude right away. You'll also get a few new
encyclopedia entries. 


o----------o
|  Tyrell  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This young man is a Fire Adept, following in the footsteps of his father,  |
| Garet.                                                                     |
|                                                                            |
| He has a reputation of being a troublemaker, but Matthew is still proud to |
| call him his best friend.                                                  |
|                                                                            |
o----------------------------------------------------------------------------o


o------------o
|  Psynergy  |
o------------o---------------------------------------------------------------o
|                                                                            |
| Controlling the elements with the mind is known as using Psynergy.         |
|                                                                            |
| Those who use Psynergy are called Adepts - masters over earth, wind, fire, |
| and water. Many effects are possible through the use of Psynergy.          |
|                                                                            |
o----------------------------------------------------------------------------o


o----------o
|  Adepts  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| Those who can use Psynergy are known as Adepts.                            |
|                                                                            |
| Adepts are the rare descendants of an ancient culture that has long since  |
| passed. Wind Adepts are especially rare.                                   |
|                                                                            |
o----------------------------------------------------------------------------o


Well, Tyrell is too low now to be saved, so Isaac advised him to fly to a peak
on the otherside of the forest and wait for them there. Thankfully, Isaac will
recommend that Karis and Matthew come with them to find Tyrell (even if Garet
thinks they will only slow them down). 

Cool, now we have something to do. Isaac will leave us to gear up and meet him
at the bridge nearby. In the cabin, Karis will give us something from Isaac, a
[Leather Cap]! She will then teach us how to equip items by using our item
menu and then show us how to save our game. This unlocks the "Travel Log"
option in our menu, so we can now save whenever we want!


Open the chest nearby to acquire a [Short Sword], and then equip it in your
menu to arm yourself (always make sure to equip any new equipment, guys).
You can also check out Isaac's diary on the nearby table to learn more about
the Mourning Moon.

Head up the ladder and inspect the house. You can find the [Sun Saga 1] book
on one of the bookcases to the left (which you can use to tell the story of
the first Golden Sun), as well as two more encyclopedia entries on different
travel psynergies (Move and Growth, both of which Matthew already knows). 


o----------------o
|  Move Psynergy |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy allows the user to move objects along the        |
| ground. Objects far too heavy for human hands can be moved with little     |
| effort.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------------o
|  Growth Psynergy  |
o-------------------o--------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy causes plants to grow rapidly, sometimes         |
| creating climbable vines to new locations.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


Head up the stairs nearby to get the [padded gloves] from the chest. You can
also check out the telescope nearby if you wish for a good view of Mount
Aleph. Now that we're done, lets go talk to Karin, and she will join our 
party! She comes with her own basic equipment and a spell of her own: 
Whirlwind.

Head out of the house and go down the southwest path to get to the garden
area. You can find a [Herb] in the southern pot here. Now head to the east to
eavesdrop on Isaac and Garet, who are planning on putting you two to the 
test. Well, bring it on! Now head eastward to the Goma Plateau.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part II: Finding Tyrell.                                          [DD 2.02]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Herb            |              \    \_\  \         | [] N/A             |
| [] Bramble Seed    |               \______  /         | [] N/A             |
| [] Elixir          |             _________\/          | [] N/A      	     |
|		     |            /   _____/            |                    |
o--------------------o            \_____  \             o--------------------o
		                  /        \            
		                 /_______  /
		                         \/ 

-------------
Goma Plateau
-------------


Head onwards, towards the cave to the east. You can try to go west down the 
steps, but Isaac will just stop you as that isn't the proper way, so play
along for now. 

Once inside the cave, a light will flash a few steps in, which can only really
mean one thing: Battle Time! Well, it would be, but Isaac and Garet step in
first to let you know that walking around like this will eventually lead to
battles. Move on a little further to get into your first battle.

This one is pretty easy, so just attack to win. Since battles are random, I
won't be writing down every battle you'll get into. Instead, I'll focus on 
boss battles and any other battles of note. If there is a particularly hard
enemy in the area, then I'll point that out as well, along with the occasional
tip on how to make battles easier.

Speaking of first tips, if you get into any fights against three or more
enemies, be sure to use Karis's whirlwind ability. You will recover your 
psynergy points by walking around (as you'll soon learn), so you may as well
make things easy on yourself.


Also, you may have noticed after the fight that "Karis has mastered the wooden
stick". Basically, as you fight with certain weapons, you will get better with
them. Go check out your item inventory after the fight and select your weapon.
Hit the "select" button while checking out your weapon to see all sorts of
useful info, such as any effects the weapon has, as well as how far you have
to go to master it, and what unleash skill it uses.

Unleash skills are special abilities that a weapon will use occasionally. You
don't HAVE to master the weapon for it to happen, though, but it seems like
it happens more often when you do (I have yet to ascertain this. If anyone has
run any tests on this, let me know). These initial weapons just have "Critical
Strike" on them.


Keep heading down the slope to find a rock column blocking you way. Try to use
your "move" psynergy on it and Isaac and Garet will stop you and explain how
to use psynergy from the menu and how to assign it to shortcuts. 

Move the rock column and you'll also learn about recovering PP by walking as
well as psynergy stones.


o------------------o
|  Psynergy Stone  |
o------------------o---------------------------------------------------------o
|                                                                            |
| This is a Psynergy-rich mineral that forms over many years as elemental    |
| power slowly crystallizes.                                                 |
|                                                                            |
| Adepts can regain Psynergy Points by touching a stone, which then          |
| shatters.                                                                  |
|                                                                            |
o----------------------------------------------------------------------------o


Keep going onwards, exiting the cave. Go down the steps when you get back
outside and move the rock column down here to the right so you can use it as a
stepping stone.

Further on, Isaac will explain about the upcoming forest, tanglewood, and how
it changes to trap adventurers. Fun. No stopping now, though. 


o-------------o
|  Tanglewood |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This forest is said to transform at night, changing into a wood that       |
| ensnares those brave - or foolish - enough to enter it after dark.         |
|                                                                            |
o----------------------------------------------------------------------------o


-----------
Tanglewood
-----------


Head into the forest and Isaac will be torn on what to do. He'll eventually
decide to loan you and Karis some Djinn so that you won't be such an easy
mark. 

He'll bring out one of his Djinn, Flint (the very first Djinn he met in the
original Golden Sun) to come out and explain how Djinn work. 

They will first teach you about setting Djinn to a party member, and how that
can change your class. Pretty important, as your class determines your stats 
as well as what kind of psynergy you can use!

You'll then be tossed into two battles to show you how to use an individual
Djinn in battle as well as how to use Djinn to summon monsters. Notice how you
have to put Djinn in standby to summon, and how using Djinn moves them from a
"Set" mode to "Standby"? You can also put Djinn on "Standby" ahead of time,
too, and any party member can call a summon from this pool of "Standby" Djinn.


o----------o
|  Djinni  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| A Djinni is a creature of pure elemental energy. Adepts use Djinn to       |
| enhance their own powers and summon spirits.                               |
|                                                                            |
| Djinn fall into four elemental categories: Mars (fire), Mercury (water),   |
| Venus (earth), and Jupiter (wind).                                         |
|                                                                            |
o----------------------------------------------------------------------------o


After the Djinn lesson, you'll get six Djinn to temporarily borrow. You'll
also get to keep on leading the party (learning about Felix along the way),
but now Isaac and Garet will join you in battle. They might occasionally help
out, but are mostly there to suck up damage, as they let you and Karis keep
doing most of the work. 


o---------o
|  Felix  |
o---------o------------------------------------------------------------------o
|                                                                            |
| Another one of Vale's Earth Adepts led a second party that joined up with  |
| Isaac's group in the days before the Golden Sun.                           |
|                                                                            |
| Felix's sister, Jenna, and the scholar Kraden were others from Vale in his |
| party. He left his homeland - and has not been seen since.                 |
|                                                                            |
o----------------------------------------------------------------------------o


The Djinn/Classes you start out with ("Ruffian" and "Diviner") are good enough
for now. It lets Karis do the healing if needed, and she has more PP anyway.

Afterwards, just head to the right as the left path is blocked. On the right
you can either take the left path or the right path. Well, the left path leads
to a dead end, so go right and get next to the water. Leap on the rocks to the
left to reach a chest with a [Herb] in in. Go back to the semi-L rock and head
up this time to reach another section of the forest. 

True to it's description, this section has large roots which bar your way and
force you to take a certain path. Head down the linear path towards the exit
on the right. Grab the [Bramble Seed] from the chest here. As you can tell,
there is no exit this way either. 

Thankfully Garet notices the problem. You'll get to see a cool scene now
that shows you how to get rid of the forest's roots: by shooting the 
flowers with a fireball. You'll also get a few new entries. 


o-------------------o
|  Warrior of Vale  |
o-------------------o--------------------------------------------------------o
|                                                                            |
| This group of Adepts saved the world by unsealing the force of Alchemy and |
| causing the Golden Sun event 30 years ago.                                 |
|                                                                            |
| But because that event also brought mass destruction, the Warriors of Vale |
| are widely seen as a controversial group.                                  |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------------o
| Fireball Psynergy |
o-------------------o--------------------------------------------------------o
|                                                                            |
| This fire-based Psynergy focuses heat energy into a ball of flame that the |
| user can throw to incinerate a target.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

Now that we know the secret to the forest, let's continue. You can go down the
left path to the south and get rid of some roots if you want, but we don't
need to, we just need to go out the exit to the right.


This next area ia a maze of sorts, but it's not too hard. Go up the first set
of steps here and back down to the south. Go all the way east and take the 
second south here (take note of the small plant moving around to your north).
This is actually a linear path that winds around to the south-eastern area,
so wind your way over there. 

Here, get on the roots (are these things roots? rocks?) and make your way to
the left so you can fry the flower with a fireball. Go around to the left and
get on the platform. Now you can use the "walls" of the maze to jump around
on. Head towards that plant from earlier and use the walls to walk down to it.
As you've probably guessed, use the psynergy growth on it so you can climb it.
Now you can cast fireball on another flower. With those roots gone, you can
finally get to the northern exit. 

Here, push the rock columns into the water so you can use them as stepping
stones. You can also reach the chest to the right for an [Elixir] as well
doing this. 

Now use the roots to jump your way to the north. Use your "move" psynergy to
move the rock column south into the water and make another stepping stone.
Then of course use growth on the plant to climb upwards. You'll find the
soarwing nearby, broken to smithereens! Well, that sucks. Continue onto the
cave. 


-----------------------
Abandoned Mine, 1st Fl
-----------------------

Head into the mine and use the psynergy stone if you need to, then head south
through the door. Head east now until you're stopped by the broken track, then
make the small plant grow so you can continue upwards. Head down the stairs to
the east and continue onwards to reach another part of the cave.

In here, everyone will shout for Tyrell with no luck. Garet will throw around
some fireballs to try to light up the place, until they find one of those
psynergy vortexes we learned about. You can also see Tyrell nearby,
unconscience due to having no psynergy. Eck, what a pain. Isaac and Garet will
also try to explain the reasons behind the vortex's, which doesn't help Tyrell
very much.


o------------------------o
|  Elemental Lighthouse  |
o------------------------o---------------------------------------------------o
|                                                                            |
| There are four of these towers that sent their beams of elemental energy   |
| over Mount Aleph to cause the Golden Sun event.                            |
|                                                                            |
| This released the force of Alchemy, which had been sealed away by the      |
| ancients, back into the world of Weyard.                                   |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
|  Kraden  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This old scholar is one of Weyard's foremost authorities on Alchemy,       |
| Psynergy, and ancient cultures.                                            |
|                                                                            |
| He traveled with the Warriors of Vale, and he now conducts his research    |
| with two young apprentices.                                                |
|                                                                            |
o----------------------------------------------------------------------------o


Head around the path, around the vines and past the vortex. Yeah, you can't
touch it. What? Yeah, I tried. What? Anyways, use your growth psynergy on
the plant, and now you can walk around and climb down it. Get near the flower
and hit it with a fireball. Um.. that was a good idea, right?!?


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Tangle Bloom  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                        [HP: Around 979 HP] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: Tangle Bloom hits you with a vine. Low damage.               +
+                                                                            +
+ Defend: Tangle Bloom reduces incoming damage.                              +
+                                                                            +
+ Tangle Bloom is assessing the situation: Tangle Bloom does nothing. Easy.  +
+                                                                            +
+ Tangle Bloom is examining the situation: Tangle Bloom does nothing. Easy.  +
+                                                                            +
+ Tangle Bloom is the first boss battle, and he's pretty easy. Heck, if you  +
+ want to, you can chill out and let Isaac and Garet take care of the entire +
+ boss battle.                                                               +
+                                                                            +
+ So basically, just use your most powerful moves and remember to heal up    +
+ when you need to.                                                          +
+                                                                            +
+ After the fight, you gain 143 experience, 77 coins, and a Psy Crystal.     +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the battle, run over to Tyrell to start another scene. Isaac and Garet
will infuse some psynergy to make Tyrell wake up, and after all the verbal
lashing that follow, will task us with getting new materials for another
soarwing. 


o---------------o
|  Mountain Roc |
o---------------o------------------------------------------------------------o
|                                                                            |
| These gigantic birds are so rarely seen that they're beyond legendary.     |
|                                                                            |
| A single feather can provide enough material to help craft a soarwing.     |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Morgal |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This country occupies the northeastern part on Angara, with the capital    |
| city of Belinsk at the center.                                             |
|                                                                            |
| Morgal is home to many wonders, from the tree village of Kolima to the     |
| ancient dock facilities of Port Rago.                                      |
|                                                                            |
o----------------------------------------------------------------------------o


You can use the northern exit for a shortcut that leads to where the soarwing
crashed, so you can salvage it. Can you believe Tyrell is so lazy? 

Anyways, you'll be in the cabin next, discussing your future. To fix the
soarwing, you need a roc feather, which Isaac and Garet decided you will find.
Isaac then decides you should meet up with Kraden in Carver's Camp, as he can
help you. You'll get a lot of new entries here as well. 

Read the rest of the dialog and tell Garet when you're ready to go. It looks
like Tyrell and Kiras will be joining you as well. 


o---------o
| Bilibin |
o---------o------------------------------------------------------------------o
|                                                                            |
| Once a small town, Bilibin has grown since the time of the Golden Sun to   |
| the point that it's now a country.                                         |
|                                                                            |
| While supposedly governed by the McCoy men, it's rumored that the queen    |
| actually is ruling the realm.                                              |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------o
|  Border Town |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This town is the major crossing point between Morgal and Bilibin.          |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------o
| Carver's Camp |
o---------------o------------------------------------------------------------o
|                                                                            |
| This lumberjack camp stands at one end of a valley that leads through the  |
| Goma Mountains to Bilibin and the rest of the continent beyond.            |
|                                                                            |
o----------------------------------------------------------------------------o


Head out to the bridge to have Garet see you off. Even though Isaac should see
his son off, he's still busy sending the carrier pigeon off. Garet advises you
to dig up info at Patcher's Place. You can actually come back and try to see
your Dad, but he's inacessable right now. Garet will give you info on the 
Goma Mountains, though. 


o-----------------o
| Patcher's Place |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This general store serves up just about everything refugees from Vale      |
| might need to survive. A small settlement is huddled around the store.     |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
| Patcher |
o---------o------------------------------------------------------------------o
|                                                                            |
| This Vale refugee has built a large general store and inn for fellow       |
| survivors of the Golden Sun event.                                         |
|                                                                            |
| Though not exactly a mayor, Patcher is the closest thing to a leader this  |
| outpost has.                                                               |
|                                                                            |
o----------------------------------------------------------------------------o


o----------------o
| Goma Mountains |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This range divides the Vale refugees from the rest of Angara. Isaac's      |
| cabin is on a plateau that is part of the new highlands raised up by the   |
| Golden Sun.                                                                |
|                                                                            |
o----------------------------------------------------------------------------o



Move down and exit the southern exit to get to the world map. 



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part III: Patcher's place                                          [DD 2.03]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

       
o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] 3 coins         |              \    \_\  \         | [] Flint           |
| [] Power Bread     |               \______  /         | [] Forge           |
| [] Elixir          |             _________\/          | [] -----           |
| [] Antidote        |            /   _____/            |                    |
| [] Smoke Bomb      |            \_____  \             o--------------------o
| [] Gate Card       |            /        \            
| [] Water of Life   |           /_______  /
| 	             |                   \/ 
o--------------------o


We'll now be on the world map, but before we go to far, Flint will come to see
us. He'll bring a message from Isaac as well, telling us that he's here to
oversee us on our journey, as well as a few places to go to. He'll then be set
to Matthew. Allright, our first Djinn!

Oh, and we now have Tyrell. He's got a few fire spells (Fireball and Flare), 
and comes with some basic equipment and starts out at level 4. 

You can't really go anywhere optional, really, even though you're on the world
map, so just head west past the bridge until you get to Patcher's Place.

---------------
Patcher's Place
---------------

Head into the village and inspect the first barrel for a measly [3 coins].

Go into the store and you'll learn why Tyrell isn't really welcome in
Patcher's Place. I wouldn't want him either if he nearly burned my store down!
After Tyrell comes down, go around Patcher's counter to grab some [Power
Bread] in a chest. 

Talk to Patcher in front of the counter to get a quick and to the point
explanation of shops. Basically, home signs are inns, swords are weapon shops,
armor is an armor shop, and the leaf is an item shop. Complicated, huh? 



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb              10  |                            | Cotton Shirt:     20  |
| Antidote          20  | Patcher's Place            | One-piece Dress:  25  |
|                       |____________________________| Wooden Shield:    40  |
| Artifacts:            |____________________________| Padded Gloves:    10  |
|                       |                            | Leather Cap:      30  |
| Water of Life   3000  |            ________        |                       |
|                       |           /  _____/        | Artifacts:            |
o-----------------------o          /   \  __         |                       |
|                       |          \    \_\  \       | N/A                   |
o-----------------------o           \______  /       |                       |
| Weapon Shop:          |         _________\/        o-----------------------o
|                       |        /   _____/          | Inn:                  |
| Long Sword:      200  |        \_____  \           |                       |
| Short Sword:     120  |        /        \          | 6 Coins to stay.      |
| Mace:             80  |       /_______  /          |                       |
| Wooden Stick:     40  |               \/           o-----------------------o
| Short Bow:       300  |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: Whatever you want to upgrade, go   |
|                       |    ahead. The short bow is a great upgrade for     |
| N/A                   |    Karis, if you can swing it. The long swords     |
|                       |    are good as well.                               |
0-----------------------0----------------------------------------------------o


If you're like me, and want to buy the best of everything, you may want to go
grind for some gold right about now. I did until I could buy the best of
everything. It honestly didn't take long. Also notice that when you buy new
equipment, you can not only equip it at the store, but also you can sell your
old equipment. Be careful when selling stuff, though, lest you sell something
you wanted to keep!

Oh, I've also noticed that our encyclopedia entries are changing! Did you? 
Sometimes when we get new info (like the last Tyrell entry), our old entry
will be updates. I won't be typing these out, so if you want to see them make
sure to click on them. (You can find them in the encyclopedia section, too).

Head through the door to the left of Pratcher to reach another section of the
shop. Here you can find a herb in the barrel to the right. Oh, also let me
tell you about the shop with the beam of light on it. This is the healer's
place, where you can go to revive dead character, get rid of poison, get rid
of hauntings (repel evil), and get rid of a curse. Keep this place in mind if
you ever need to revive anyone. 

You can get up to the second floor via the stairs by Patcher to go back
outside. The barrel to the left here has an [Elixir] for you. The house to the
right here has an [Antidote] in the pot on the left. You can also see a Mars
Djinn above you, but lets finish rounding up all the goodies in town. For 
example, if you take the stairs towards the south exit, you can find a [Smoke
Bomb] in the barrel. You can also find 11 coins in the house underneath
Patcher's place, in the right dresser.

Since you're down here, you may as well grow the nearby plant. Ok, now go to
the house in the upper left-hand corner. The bookcase on the left here has the
[Sun Saga 2] book.

Here's a tip about some items I may have missed. 

[Tip From: Henry]


Found two extra items in Patcher's Place: There's an herb in a barrel in the
left-most door in the shop (think it's in the bottom one? can't remember
clearly), and there's also an Oil Drop through the door next to the exit and
the shortcut vine, in the pot conveniently covered by Green Shirt Guy (pretty
sure on the location of that one).  Sorry I can't verify the locations
exactly, already saved past there :(.  Anyhow, thought you might like to know,
and thanks again for the FAQ!

[END TIP]

You can also find some new entries by talking to people around town.


o------------o
| Lord McCoy |
o------------o---------------------------------------------------------------o
|                                                                            |
| This ruler of Bilibin got his start as the mayor of a small town. Over the |
| years, it has grown into a full-fledged kingdom.                           |
|                                                                            |
| While Lord McCoy is the ruler of his domain, there are widespread rumors   |
| that his wife plans to put her son on the throne.                          |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------o
| Konpa Ruins |
o-------------o--------------------------------------------------------------o
|                                                                            |
| These ruins are thought to have been a major center where ancient Adepts   |
| could share ideas with visitors.                                           |
|                                                                            |
| Little else is known about this mysterious location, which only came to    |
| light after the Golden Sun.                                                |
|                                                                            |
o----------------------------------------------------------------------------o


-------------------------
Psynergy Training Grounds
-------------------------

Ok, now lets head up to the psynergy training grounds. Lots of kid's are
playing around here, but we're after that Mars Djinn. First of all, use your 
move psynergy to move the first rock column to the left. Move to the left and
you'll see the kid climb up and down the tree. Ah, now it all comes together.
Now move the other two pushable rock columns so you can climb the tree and use
the columns to jump to the ground to the right. Here, jump on the tree to the
right and climb down. Use growth on the plant to make a vine extending
downwards, and then use it to reach the Mars Djinn, Forge, who will join you
without a fight.


When you're ready, go talk to the man blocking the opening to the training
grounds. Choose "Tips?" if you want a sneak preview of the course, otherwise
just choose "We're Ready!". 

We have 10 minutes to complete each section of the course, but that's more
than enough time!

------------------
Mercury Lighthouse
------------------

Just an FYI, we're going to be using "Fireball" a lot in these sections, so
you may want to map it. Personally, i'm running with "Move" and "Fireball"
mapped. 

For the first part, run up to the monster looking thing and cast fireball on
it. This will drop the bridge, so run over it and push the log. Use move on
the rock column to move it to the right one space, then push the lower log to
the right. Now push the horizontal log up to get past this.

Climb up the three by the monster and smoke him with a fireball as well. Move
on and push each of the rocks over the water when you can, then stand on the
middle water patch so you can make it up to the "lighthouse". Cast fireball
on the monster to pass this section.

----------------
Venus Lighthouse
----------------

You can read the first few signs here to gather some intel. You'll also
notice that another 10 minutes has been put on your clock. Let's go!


o------------------o
| Venus Lighthouse |
o------------------o---------------------------------------------------------o
|                                                                            |
| This lighthouse provided the earth energy that combined with the other     |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is in Gondowan and was one of the four that were lit to trigger |
| the Golden Sun event.                                                      |
|                                                                            |
o----------------------------------------------------------------------------o


o----------o
| Gondowan |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This vast continent is south of Angara. The Warriors of Vale famously      |
| traveled to Gondowan to light the Venus Lighthouse.                        |
|                                                                            |
| This continent, once joined by land to Angara, has since split away due to |
| the seismic effects of the Golden Sun.                                     |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------------o
| Mercury Lighthouse |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This lighthouse provided the water energy that combined with the other     |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is in the Imil region of Angara and was one of the four that    |
| were lit to trigger the Golden Sun event.                                  |
|                                                                            |
o----------------------------------------------------------------------------o


Ok, first thing's first, move up the course and cast whirlwind on the first
track switcher. We have to switch the tracks so we can make it through. After
the first one, switch the second one. Keep going through the track on foot,
and skip the third track switcher, but switch the fourth track. Now go back
and jump in the railcar.

Read the next billboard for even MORE intel. This place is a goldmine for this
stuff, apparently. 


o--------o
| Kraken |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This giant squid plagued the Karagol Sea, capsizing all ships that fell    |
| into its grip.                                                             |
|                                                                            |
| While sailing across the Karagol, the Warriors of Vale slew the vicious    |
| squid.                                                                     |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------o
| Karagol Sea |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This vast inland sea once was a vital crossing between Angara and          |
| Gondowan.                                                                  |
|                                                                            |
| After the two continents were split from each other by the Golden Sun, the |
| Karagol Sea became joined to the ocean.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


After all the info, jump over to the tentacles moving back and forth. Cast
fireball on each of them, then one more time on the Kraken face that appears.
This will raise the central platform. 

Use it to get over to the wooden columns, which you need to jump between to
pass. The columns are pretty easy to navigate, just jump from one to another
in a "S" pattern. Make the plant grow at the base of the "lighthouse", and
then cast fireball on the two enemies above to finish this section.


------------------
Jupiter Lighthouse
------------------

Talk to the guide here for some info on the Jupiter Lighthouse course. We have
10 minutes again, and like last time you can read the signs here for a LOT of
info, mostly pertaining to the first games in the series (If you don't care
about this info stuff, just scroll down past the boxes. Personally, I like
the info as it's hard to remember details about the earlier Golden Sun games).


o--------------------o
| Jupiter Lighthouse |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This lighthouse provided the wind energy that combined with the other      |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is now in western Gondowan's Atteka region and was one of the   |
| four that were lit to trigger the Golden Sun event.                        |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Indra |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This continent was where the Warriors of Vale found the ship that allowed  |
| them to sail around the world.                                             |
|                                                                            |
| Indra was once east of Gondowan, but the seismic effects of the Golden Sun |
| have pushed it far from that continent.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Osenia |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This large continent is far to the south, across the ocean from Angara.    |
|                                                                            |
| The Warriors of Vale crossed its desert expanse and scaled its immense     |
| Air's Rock plateau using wind-based Psynergy.                              |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Piers |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Water Adept from the remote civilization of Lemuria joined Felix's    |
| party in his quest to ignite the lighthouses.                              |
|                                                                            |
| He now sails the world in his ancient ship, investigating mysterious       |
| phenomena.                                                                 |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
| Lemuria |
o---------o------------------------------------------------------------------o
|                                                                            |
| This legendary island city is home to an advanced civilization isolated    |
| from the world by surrounding and ever-present mists.                      |
|                                                                            |
| Time passes slowly for its citizens, who sometimes travel the world in     |
| powerful ships of distinctive design.                                      |
|                                                                            |
o----------------------------------------------------------------------------o


o----------o
| Poseidon |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This sea god stood in the way of all those who tried to sail past him.     |
|                                                                            |
| The Warriors of Vale had to acquire the Trident of Ankohl in order to      |
| breach Poseidon's invulnerbility.                                          |
|                                                                            |
o----------------------------------------------------------------------------o


o----------------o
| Gabomba Statue |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This huge statue was revered by a village in central Gondowan.             |
|                                                                            |
| The statue was the entrance to a vast clockwork labyrinth that was         |
| powered by Psynergy.                                                       |
|                                                                            |
o----------------------------------------------------------------------------o


Ok, now that the history lesson is done, run up the steps and cast whirlwind
on the wind spinner. This will make the statue's tongue stick out and allow
you to cross. In this second part, use move to get all the column's to sit in
front of the wind so that you can cross. 

This next part is going to take a little time. You have to "assemble" the 
tridents, which means you have to move three rock columns. Use the rocks to
jump downwards and then use the boxes in this area to get to each of the three
rock columns and use your move psynergy on them. Make sure you aren't standing
in the space you want to move them to!

Once you've done that, just go cast fireball at "Poseidon" to eliminate him
and continue onwards. Use whirlwind on the wind spinner to ascend to the top,
and then hit the enemies there with some more flames. Done.


----------------
Mars Lighthouse
----------------

Here you'll get another 10 minutes on the clock, as well as some more
back-history (but not nearly as much). 


o-----------------o
| Mars Lighthouse |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This lighthouse provided the fire energy that combined with the other      |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is now in the lands north of Angara and was one of the four     |
| that were lit to trigger the Golden Sun event.                             |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Anemos |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This tribe of Wind Adepts is said to have raised its ancient city into the |
| sky, where its underside is still visible as the moon.                     |
|                                                                            |
| All modern Wind Adepts are thought to be descended from the Anemos.        |
|                                                                            |
o----------------------------------------------------------------------------o


Ok, melt the ice in front of you, then melt the two ice columns holding up the
dragon boxes. Push the log, and that use the stairs to melt the last ice
column so that you can make the dragon's picture. Go around the log and push
it to the right so that it'll land in the water. Here, cast whirlwind on the
wind spinner to make some stairs jut out and then use them and the dragon box
to make it to the next area.

Here,use a combination of your move psynergy and pushing the log to make it
past the flames. Now shoot all the ice out in the northern section by the
tight-ropes. You'll have to use each tight rope once and the ground once to
get them all. To the right, wait until the fire passes the plant and starts
heading to the left to grow the plant and use it to climb upwards. Move up the
steps here and cast fireball on the two enemies, until the "dragon" comes
forward. Well, what do you know, it's a boss! Fun!


+=+=+=+=+=+=+=+=+=+=+
+ Boss: Dim Dragon  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                        [HP: Around 333 HP] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: Dim Dragon hits you with a "claw". Low damage.               +
+                                                                            +
+ Scary Jinx: Haunts a single target. Target will die in a few turns.        +
+                                                                            +
+ Gasping Breath: Hit-all breath atk. Low chance to curse. Low dmg.          +
+                                                                            +
+ Pebble Breath: Single target breath atk. Low-Med dmg.                      +
+                                                                            +
+ Sizzle Breath: Single target breath atk. Def. Down. Med dmg.               +
+                                                                            +
+ Out of Order: Dim Dragon breaks down. Free turn.                           +
+                                                                            +
+ Repairs: Dim Dragon's healing move. Low healing done.                      +
+                                                                            +
+ Dim Dragon is our first real boss, and he has some moves to watch out for. +
+ Lay into him hard and fast, you don't want him to put Scary Jinx on you.   +
+ He will occasionally try and repair himself or break down, which gives you +
+ a break.                                                                   +
+                                                                            +
+ Use Karis's Fresh Breeze if you need to and hit hard and fast.             +
+                                                                            +
+                                                                            +
+ After the fight, you gain 179 experience, 60 coins, and a Nut.             +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


Afterwards, you have to pick which chest you want. I'm pretty sure you get the
gate card no matter what you pick, since you can run through the course a
second time for the second treasure.

Right chest: [Gate card].

Left chest: [Water of Life].


If you want to, you can choose to run through the course a second time, except
that now the course will be a "harder" version. Just so you know, the course
itself hasn't changed one bit, but your time limits have. Here's the new time
limits for the course:


------------------
Mercury Lighthouse
------------------

2 Minutes. 

----------------
Venus Lighthouse
----------------

3 Minutes.

------------------
Jupiter Lighthouse
------------------

4 Minutes.

----------------
Mars Lighthouse 
----------------

3 Minutes.


Having already run through these courses before, this shouldn't be too hard
for you. Oh, one last thing, the Dim Dragon at the end? Yeah, they improved
him. He seems to have all of the same attacks, but has a different paint job
as well as more HP. He seemed to hit harder, too. 

A few good rounds of Flint >>> Atk >>> Forge, Atk >>> Venus >>> Mars should
do the trick. Don't forget to heal when needed.


+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Dim Dragon Plus  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                        [HP: Around 539 HP] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: Dim Dragon hits you with a "claw". Low damage.               +
+                                                                            +
+ Scary Jinx: Haunts a single target. Target will die in a few turns.        +
+                                                                            +
+ Gasping Breath: Hit-all breath atk. Low chance to curse. Low dmg.          +
+                                                                            +
+ Pebble Breath: Single target breath atk. Low-Med dmg.                      +
+                                                                            +
+ Sizzle Breath: Single target breath atk. Def. Down. Med dmg.               +
+                                                                            +
+ Out of Order: Dim Dragon breaks down. Free turn.                           +
+                                                                            +
+ Repairs: Dim Dragon's healing move. Low healing done.                      +
+                                                                            +
+ Dim Dragon is our first real boss, and he has some moves to watch out for. +
+ Lay into him hard and fast, you don't want him to put Scary Jinx on you.   +
+ He will occasionally try and repair himself or break down, which gives you +
+ a break.                                                                   +
+                                                                            +
+ Use Karis's Fresh Breeze if you need to and hit hard and fast. This is     +
+ the PLUS version, which has some more HP and hits a tad harder.            +
+                                                                            +
+ After the fight, you gain 267 experience, 80 coins, and a Nut.             +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


Now we truly have nothing left to do in the area. Time to move on, lets take
the southern exit out of here and back to the world map.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part IV: Carver's Camp & Konpa Ruins                               [DD 2.04]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

       
o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Mint            |              \    \_\  \         | [] Chill           |
| [] Themis Axe      |               \______  /         | [] Gust            |
| [] 123 Coins       |             _________\/          | [] Fever           |
| [] Sleep Bomb      |            /   _____/            | [] Flower          |
| [] Herb            |            \_____  \             | [] Jolt            |
| [] Lucky Pepper    |            /        \            | [] Sleet           |
| [] Herb            |           /_______  /            |                    |
| [] Nut             |                   \/             | Summoning Tablet:  |
| [] Hard Nut        |                                  |                    |
| [] Antidote        |                                  | [] Zagan           |
| [] Elven Shirt     |                                  |		     |
| [] Psy Crystal     |					o--------------------o
| [] Elven Rapier    |
|		     |
o--------------------o


We're still stuck on a pretty linear path out here, so fight around if you
wish and then move southeast to the next landmark. Go into the one past the
bridge to the north.


--------------------
Goma Highlands Road
--------------------

Head up in here to see a Djinn playing around with the weather and then
heading north. You will be ours, Djinn!

Well, we can play around with the wind too. Head up the steps and jump over
to the sign. Here, use whirlwind on the flower to the right of the lower tree,
so we can climb the tree and then jump onto the higher ledge with the flower.
Ah, I wish I was skinny enough to have my weight supported by a airborne
flower...

You'll be up with a bunch of stumps. Well, these are lumberjacks! You can ride
on the gondola nearby by sitting in it and blasting it with a fireball. Ride
it across the screen and jump out to find a [mint] in a chest. With no Djinn
in sight, move onto the northern exit. 

Here push the log up to get by, then jump the stream to the north and push
that log west. Jump over to where the log was and push the third log south,
which will let you push the original log back down. 

Now push the two eastern logs again (the only ways they can go) then you can
push the western log east. Watch if fall down the cliff and make you a road.
Use that road to jump the river and find a tree nearby with a treasure chest.
Use whirlwind on the flowers east of the tree (you can get them both up in the
air with one shot) so you can climb the tree and reach the chest for a 
[Themis Axe] (I gave it to Tyrell).

With no obvious way to get the Djinn, move forward into Carver's Camp.


--------------
Carver's Camp
--------------

Here, you'll have a chance to be a hero right away and use your whirlwind
to save a small boy. It seems a vortex tore the bridge apart and has separated
father from child. Well, at least the kid is safe. You can also talk to Carver
and watch him use some broken gondola's to get across to the other side of the
camp. Yeah, he's fairly crazy, but afterwards the two lumberjacks will tell
you about the alternate route to Bilibin.


o--------o
| Carver |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This leader of the lumberjack camp is known as Carver, though as an old    |
| Vale refugee, it's unknown whether he's always been called that - or just  |
| loves his job.                                                             |
|                                                                            |
| He never shies away from a task at hand, which sometimes worries his men.  |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------o
| Grip Psynergy |
o---------------o------------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy can grasp faraway objects and bring them close.  |
| It can also carry the user across some gaps.                               |
|                                                                            |
o----------------------------------------------------------------------------o


Well now that we're free we may as well raid the camp. Go to the southwest
corner (down some stairs) and around the far west house to make your way to
some jars (you have to go around the house). One of the jars here has [123
coins]. Go into the store and you can find a [sleep bomb] downstairs in the
barrel. Go inside the main house in the north and you can find a [herb] in the
second barrel on the right by the entrance. Also, push the log by the shop
west so you can use it to enter the chimney of the house to the west. You
can find some [Lucky pepper] in the right barrel in this house. 

With our item raid out of the way, go to the south of this place and jump
over to the ladder leading down to the east south exit. Climb down it to
find a Mercury Djinn. Use growth on the plant and go down to meet Chill,
who will happily join you. 

Giving Chill to Karis takes away her healing breeze, which I like. Don't worry
about it too much for now, as we're about to meet another friend. 

Take this time now to check out the shops in Carver's Camp (The three-dot
sign means that the store in question deals in everything). Right now, you can
sell the two nuts that you got from the dragon fights and afford the best of
everything, which is what I recommend.



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb              10  |                            | Travel Vest:      50  |
| Antidote          20  | Carver's Camp              | Circlet:         120  |
|                       |____________________________| Wooden Shield:    40  |
| Artifacts:            |____________________________| Padded Gloves:    10  |
|                       |                            |                       |
| Water of Life   3000  |            ________        |                       |
|                       |           /  _____/        | Artifacts:            |
o-----------------------o          /   \  __         |                       |
|                       |          \    \_\  \       | N/A                   |
o-----------------------o           \______  /       |                       |
| Weapon Shop:          |         _________\/        o-----------------------o
|                       |        /   _____/          | Inn:                  |
| Long Sword:      200  |        \_____  \           |                       |
| Battle Axe:      280  |        /        \          | 12 Coins to stay.     |
| Short Bow:       300  |       /_______  /          |                       |
|                       |               \/           o-----------------------o
|                       |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: The travel vest's are a good idea. |
|                       |    Upgrade your weapons too, if you can swing it.  |
| Magic Rod:       380  |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Once your done, go around the norther house now (counter-clockwise) and cast
move twice on the rock column there (you needed to be on this level to make it
work) so you can use it to get back out to the Goma Highlands.

Once out here, you can find another [Herb] in the right jar to the north.
Head south to the gondola and spit a fireball at it to bring the stupid thing
back around. Now you can sit on it and ride it to the other side, where we can
follow the path to the Jupiter Djinn. This one doesn't want to join without
a fight though, so teach it some manners to acquire Gust!

Once I got Gust, I set him to Tyrell, making him a swordsman. This way I get
to keep all my healing abilities, and it does nothing but up Tyrell's stats.
Sure, he loses some fire abilities, but he can also cure poison now.

With that done, head through the main south exit to get back to the world map.
Here you can visit the east portion of Carver's lumberyard if you wish.

-------------------
Carver's Lumberyard
-------------------


Take the gondola to the west and you can also unlock a shortcut between the
lumberyards by moving a rock column into place. Also, you can raid the flower
field to the right of the gondola to find a [Nut] and a [Hard Nut] underneath
the flowers. 

Jump back on the gondola and go back to the previous lumberyard. You probably
noticed the cave here? Well, use the stairs to get down to the forest floor,
and make your way to the tree on the west hand side. Use whirlwind to get
those three flowers to the left of the tree in the air, and then use them to
get onto the higher ledge.

Go down the stairs and push the only pushable log to the right. This opens up
another set of flowers you can send airborne, so do so and use the nearby
tree to jump to the cave.

In the cave you will find your first summoning tablet. These tablets give you
the "ingredients" you need to summon. This one is Zagan, and you can now
summon him if you have one Venus and one Mars Djinn on standby.


Oh, very important, you can find a wild Mars Djinn by battling south of
Carver's Camp/Lumberyard. I personally found him on the road while heading
south. This Djinn is named Fever.

Anyways, head south and around the windy path to make your way to Konpa Gate.


----------
Konpa Gate
----------

Here you'll see that you need a gate card to get anywhere. Thankfully we have
one. You'll also see a Venus Djinn chilling above us by some flowers. Not
much we can do yet, so get the gatekeeper to open the gate, then use his steps
to get up near his house. Jump onto the western tree to get down to the
flowers.

Of course, the Djinn will be difficult and try to hide underneath a flower,
but his efforts are in vain. Simply whirlwind him out and you'll get the
Venus Djinn Flower.

You can also get an [Antidote] if you visit the gatekeeper's shack. Continue
north when you are ready to go back to the world map.

The monsters out here jump in difficulty, but they aren't bad. I imagine you
should be somewhere around level 8-9 by now, with the best equipment from all
your nut sales. 

The path is still linear, and no matter what you do you're bound to end up at
the Konpa Ruins.


-----------
Konpa Ruins
-----------

Ah, some ruins. Fun. Examine the place and you'll soon see that the chest in
the upper left corner requires someone to freeze a puddle (which you'd be
familiar with if you played the previous Golden Sun games). 


Head into the ruins to find several doors and some pillars with some info on
them. Keep heading straight and the game will tell you to put the flower
pieces into place. You can push the first piece in now, but we don't have all
the pieces yet. 

Head up the stairs to the right, and take the far right door. In here, jump
over the gap and continue onto the far right door again. In this room, the
game will tell you that the orb must be in place to unleash the power of
earth. Move the orb forwards to bring some much needed life to this place.

Move to the glowing sigil in the corridor now, and you'll open up all the 
doors down this path. Head down it and enter another room. Move the statue in
front of you to the right to bring up some stepping stones. Now move the
statue to the left in place to bring up more stones. Yep, you guessed it, move
the right statue now. Jump north past where that statue was to the next
statue and move it to the left to open the way to the door. 


Go down this corridor to the next room, where you can bring up some more
stepping stones and push down a rose piece. Excellent. 

Go out the southern door on the left and hit another glowing switch to
activate some stairs. Now go back up and use the southern door on the far
right to get to those stairs. Follow the path and the ensuing corridor to
another room. This room requires you to use whirlwind on the orb, so do so.
This will not only put a bunch of glyphs on the floor, but also activate some
fan lifts in the main area.

Now you want to whirlwind these glyphs so you can jump across to the door on
the left. Here's an easy solution:

  o---------o
o-|       X |
|   X   X   |
|           |
|  X 1O O O |
|           | 
| O O O2  X |
|       X   |
|    X      |
o---    ----o


The glyphs you want to activate are the ones marked with a "O". You need all
six of them active at once, so get into position "1", shoot a whirlwind east,
then hurry to position "2" and shoot a whirlwind west. Now get to the stairs
and use them to jump to the other side. 

In the next room, shoot up the bottom left set of three glyphs and use them
to jump to the column. Push the column down and move it right and down one.
Now get all six of the lower glyphs up and use them and the column to get to
the column on the far right. 

You may as well whirlwind the southern left set of glyphs and the three
vertical glyphs north of those to get to the treasure chest. You can get an
elven shirt here, which is a big bump in defense and agility. I gave it to
Tyrill as he could use the agility. 

Now move the right column up to match with the two glyphs aligned with the
door. Move the left column to the upper right corner. Now just whirlwind the
two glyphs by the door and then whirlwind the southern left set of glyphs to
make yourself a path to the door. 


Follow the path up the wind elevator and around to another door on your right.
This leads to another room where you can push another rose piece down. Go back
and ride the elevator down so you can get to the fan elevator on the right
side of this area. This will take you to the last rose piece, so push it down!

Now you can go back to the main area and complete the rose picture. Once you
do, you'll be instructed to go sit in the statue's hands, as the game promptly
shows you. Go do it and you'll get the glyph book. With the book in hand, go
check out the tablet in the rose room. The tablet give you another easy
puzzle: When the four statues point to the center, the flower will rise.

Well, this is easy. Push the upper left one down, the southern left one right,
the souther right one up, and the upper right one left. This will turn the
flower blue and let you ride it to a higher level.


Take the left path and make your way up the exterior of the ruins. You'll
come across another glyph that you can step on to open a door. Enter this room
grab the chest to get the grip crystal. Equip it to gain the grip psynergy!
But you didn't think it would be that easy, did you? The room transforms and
locks you in. No worries, though, just use your new psynergy to grab the spire
on the right and then use it to grab the rotating blue key. Go back the way
you came and use the blue key to exit this room. 

Now let's go after that Djinn. Bo to  the left and up the stairs and ladder
to the north. Use grip to get across and the Djinn will run away. Chase it to
the left and up the ladder. Now if you just chase it here, it'll always flee
from you. What you do is get it between you and a pillar, so you can use grip
to quickly close the gap. After this you'll have to fight it as well, but 
after the battle you will claim the Jupiter Djinn, Jolt, who can revive a
party member.


Now make your way east and across to the next screen on the right. To continue
this way, we need a water adept again, which we don't have, so go down the
steps to the left (take the lower path!). Before going into the door, you can
go down the vine here to make your way to that chest from earlier, which is
housing a [Psy crystal].


Head back to the door and take the right door. Go straight ahead through
another door and through the corridor that follows. This is the mars room, 
where the game will tell you to essentially use a fireball on the orb. Do so
and you'll see a few things light up. 

Head back through the previous corridor and nuke the glowing red thing. Of
course it'll explode, so continue past it and ride the flower back down. Nuke
the other glowing red thing and it'll blow up to. Fun.


----------
Konpa Cave
----------

Go down into the basement and follow the path through the first room. In the
second room go forward and grip your way past the first gap. On the slope,
grip your way to the middle ledge and push the rock column off. Go down and
move it one space left, then go get on the middle ledge again. Now you can
grip your way to that treasure chest and collect the [Elven rapier] in it. 

Go through the northern exit to continue, and keep going forwards to see a
scene. 

Ah, it's Kraden! Finally! We'll also meet his two apprentices, all of who are
busy examining a vortex down in the caves. We are given some good info as well
about his apprentices.

o--------o
| Nowell |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This young woman is one of Kraden's two highly promising Alchemy students, |
| along with her brother, Rief.                                              |
|                                                                            |
| She has immense respect for her mentor and spends most of her time         |
| studying ancient ruins and artifacts with him.                             |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
| Belinsk |
o---------o------------------------------------------------------------------o
|                                                                            |
| This fortress city is the capital of Morgal, the country of beastmen. It   |
| is a bastion of both military might and cultural sophistication.           |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Rief |
o------o---------------------------------------------------------------------o
|                                                                            |
| This Water Adept has traveled the world with his teacher, Kraden, studying |
| Alchemy and other traces of the ancient world.                             |
|                                                                            |
| Rief is the son of Mia, a Water Adept who traveled with the Warriors of    |
| Vale.                                                                      |
|                                                                            |
o----------------------------------------------------------------------------o


Before getting a chance to examine a peculiar looking machine, some weird
soldier will pop out of nowhere, right behind Matthew and his group. Wha..?
Who do you guys think you are?


+=+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Stealthy Scout x3  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                      [HP: Around 340 each] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: The scout shoots you. Low-Med dmg.                           +
+                                                                            +
+ Stifle Shot:  The scout shoots you. Low dmg and a loss to AGI.             +
+                                                                            +
+ Psy Grenade:  The grenade his the target and those around it. Everyone     +
+               loses PP.                                                    +
+                                                                            +
+ Paralysis Shot: The scout shoots you. Med dmg, chance to paralyze.         +
+                                                                            +
+ Herb: Heals a target to recover a low amount of damage.                    +
+                                                                            +
+ Scouting: The scout will assess the situation. Free turn. Rare             +
+                                                                            +
+                                                                            +
+ These scouts can mess you up if you aren't careful. The biggest pain in    +
+ this fight is the Psy Grenades, as they can take psynergy out of the       +
+ fight. Focus on one at a time, hit them as hard as you can, and try to     +
+ take them out. The fight is much easier with one dead.                     +
+                                                                            +
+ Have someone be a dedicated item healer, if you must, and keep Jolt        +
+ ready if you need him. Pay attention to how stifle shot may effect who     +
+ goes first!                                                                +
+                                                                            +
+ After the fight, you gain 877 experience, 468 coins, and a Psy Grenade.    +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the fight some shadow figures will start talking to us out of nowhere,
and it seems that they have nabbed Rief as well. Well crap. They definitely
don't sound like they are on our side. When they finally show themselves,
Golden Sun veterans will notice a certain resemblance right away on one of
these villains.


So, they plan on leaving Rief at one of the two exits. We wanted to head
north for you journey, but it looks like we're heading south instead. 
Wonderful. Oh well, at least you got some good info.


o------------o
| Glyph Book |
o------------o---------------------------------------------------------------o
|                                                                            |
| This tome is a primer to the lost language of the ancients. It was kept    |
| safe in Konpa so that future generations could learn its legacy.           |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Harapa |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This former ruin has been rejuvenated into a thriving city since the       |
| Golden Sun event. Elemental energy now flows throughout Harapa.            |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Blados |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This master swordsman is commander to a mysterious group of soldiers.      |
|                                                                            |
o----------------------------------------------------------------------------o


o------------------o
| Khiren Mountains |
o------------------o---------------------------------------------------------o
|                                                                            |
| This massive mountain range separates Ei-Jei in the south of Angara from   |
| Morgal in the north.                                                       |
|                                                                            |
| Its tall, snowcapped ridge seems to go on forever, and the Khiren Glacier  |
| is nestled among its highest peaks.                                        |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Ei-Jei |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This is a general term for the region in the southeast part of Angara that |
| includes Ayuthay, Kaocho, Sana, and Champa.                                |
|                                                                            |
| It is generally a sophisticated and prosperous area.                       |
|                                                                            |
o----------------------------------------------------------------------------o


**************
* IMPORTANT! *
**************

We're coming up to a point of no return, so if you want to, make a save file
right now so you can go back and scour all the areas you've come across so
far. (I extremely recommend making a save file here. I'm pretty sure I've
found everything up to this point, but you never know).


Head out the south exit and push the log to cross the gap. Push the next log
to get past it, then go push down the log on the right. After that push the
bottom log back up, then push the left log down. Go across your newly-made log
path and exit. 

You'll meet Blados out here again, and he'll blow up some rocks above the door
you just used, rendering back-tracking impossible. The weird thing is that he
isn't being aggressive, he just wants you to continue. 

Exit and you'll rescue Reif from a box, gaining a fourth party member and a
water adept. He also comes with the Mercury Djinn, Sleet. Congrats! 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part V: Harapa, Passaj, and the Alchemy Forge                     [DD 2.05]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Cookie          |              \    \_\  \         | [] Cinder          |
| [] 32 Coins        |               \______  /         | [] Bark            |
| [] Nut             |             _________\/          | [] Ether           |
| [] Apple           |            /   _____/            |                    |
| [] Sleep Bomb      |            \_____  \             | Summoning Tablet:  |
| [] Khiren Water    |            /        \            |                    |
| [] Herb            |           /_______  /            | [] Megaera         |
| [] Sacred Feather  |                   \/             |                    |
| [] Oil Drop        |                                  o--------------------o
| [] Leather Boots   |
| [] Blow Mace       |
| [] Antidote        |
| [] Power Bread     |
| [] 55 Coins        |
| [] Nut             |
| [] 10 Coins        |
| [] Sun Saga 3      |
| [] Smoke Bomb      |
| [] High-Quality    |
|    Zol             |
|                    |
o--------------------o


Well, our plans are all messed up. With the closest path to the north barred,
our team will talk about what they are going to do next. For now, move to the
right and use the tree to get up the ledge. Grow the plant her to get up
another ledge and go left, using the slope to get down. The statue here
depicts the Wise One, and will completely restore HP and PP. Go into the
cave here to get a [Cookie] from the chest you saw earlier.


Exit south to the world map. How about another summon? Head left and make your
way to the Konpa Shrine. In here, head up the stairs on the left and jump onto
the only pillar that isn't on fire. Use Reif's skill "Douse" to put out the
other two flames and continue. Grab your way to the other side and inspect the
tablet for the Megaera, which requires one Mars and one Jupiter Djinn on
standby to use. It's got a pretty cool animation and will also raise your
attack after using it. 


Not too much else to do around here, so head south down to the beach and make
your way right to Harapa.


-------
Harapa
-------

Well, time for our mandatory raid-the-town dry run. Let's see what we can
find....


[32 coins] in the upper barrel in the first house. You can also get a [Nut] by
going upstairs and inspecting the small box to the right of the exit.
Go out this exit here and use the arch to go right and grab an [Apple] out of
the left barrel here.

Go into the southern blue house and you can find a [Khiren water] in the urn by
the door. The right southern blue house has some kids by it that will teach
you how to use douse, but you already knew, huh? Go into the house by them and
grab a [Herb] from the box against the right-hand wall.

There's a [Sleep bomb] in the left-most barrel in the inn. 


You can also get some geography lessons from talking to the citizens. Huh,
seems like the cities around here are at war.


o--------o
| Passaj |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This mountain town is home to craftsmen. Though atop a remote peak, Passaj |
| is said to have gotten its name because it is, or was, a passage of some   |
| sort.                                                                      |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Kaocho |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This powerful nation was founded by King Wo, who wages war against Passaj  |
| and Ayuthay from its rich palace.                                          |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
| Ayuthay |
o---------o------------------------------------------------------------------o
|                                                                            |
| This country is well known for its beautiful stonework. Its towers, walls, |
| and courtyards are the envy of all Ei-Jei.                                 |
|                                                                            |
o----------------------------------------------------------------------------o

Towards the east part of the city, you can also find a fortune teller shop,
as well as get some more info.




o-------o
| Nhamu |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This fortune-teller peers into the distant future by gazing into her       |
| crystal ball.                                                              |
|                                                                            |
| She and her partner, Nhemo, provide their psychic talents in the city of   |
| Harapa.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Nhemo |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This fortune-teller probes the near future by looking into the calm waters |
| in her golden bowl.                                                        |
|                                                                            |
| She and her partner, Nhamu, provide their psychic talents in the city of   |
| Harapa.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o

Visit them if you wish, the "near future" fortune teller will tell us of a
labyrinth we'll have to access, as well as two general barring our way.

If you talk to the "distant future" fortune teller, you'll freak her out!
Well, that's not good. Sounds like we have some dark days ahead of us.


You can also find a [sacred feather] by examining the upper left gravestone by
the temple. Go into the temple and up the stairs and grab the [oil drop] from 
the vase here. Now exit onto the roof and use douse on the flames to the
north. Follow this path and you can acquire the Mars Djinn, Cinder, who like
Jolt can also revive a party member. Always good to have options. 


Let's go and get some new equipment now. There's nothing really special here,
just get whatever is an upgrade and you'll be ok. 




o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Travel Vest:      50  |
| Antidote:         20  | Harapa                     | Leather Armor:   240  |
| Elixir:           30  |____________________________| Travel Robe:     200  |
| Khiren Water:    100  |____________________________| Leather Armlet:  180  |
|                       |                            | Open Helm:       180  |
| Artifacts:            |            ________        | Circlet:         120  |
|                       |           /  _____/        |                       |
| Water of Life:   3000 |          /   \  __         | Artifacts:            |
|                       |          \    \_\  \       |                       |
o-----------------------o           \______  /       | N/A                   |
| Weapon Shop:          |         _________\/        o-----------------------o
|                       |        /   _____/          | Inn:                  |
| Long Sword:      200  |        \_____  \           |                       |
| Battle Axe:      280  |        /        \          | 28 Coins to stay.     |
| Hunter's Sword:  520  |       /_______  /          |                       |
| Heavy Mace:      500  |               \/           o-----------------------o
| Long Bow:        800  |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: Just upgrade your weapons and      |
|                       |    armor and you'll be ok.                         |
| Witch's Wand:    860  |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Now that our shopping is done, we'll have to figure out what to do next. The 
ruins are up north, but you can't really get anywhere (well, not now, at
least). Exit through the south-eastern exit and the team will discuss what to
do next. Looks like our next target is Passaj. Onwards!


This world map is a bit more expansive than we're used to. We can actually
visit a number of places from here, but let's do this in some sort of order.

The first place you'll pass is the Passaj Mountain Climb, so we can get to the
town of Passaj. But first cross the bridge to the right and fight around that
area for awhile. There's a wild Jupiter Djinn around here that you can find.
It's name is Ether, and it may take a bit of fighting around this area to find
it. Nothing wrong with a little leveling up though. When you find him, go back
to the Passaj Mountain Climb.


----------------------
Passaj Mountain Climb
----------------------


This area is pretty straightforward. The door on the right leads to a room we
have no use for right now. Oh, to get that chest that you see on the climb up
here you need to move the rock column to the right once you use it to jump
past. This way you can use a drop that is up above to reach it. You could also
use the upper exit to reset the rock column, but getting it on the way is
easier. Open this chest for some [Leather Boots] and grow the vine here to get
back up.

I'll also note that you often get 4-5 enemies at a time in these battle in
here. Throw in a quake sphere (Matthew) and a nova (Tyrell) for an easy 
victory every once in awhile. No point running around with full PP all the
time, guys.

Head up the path and use whirlwind on the flower to bridge the gap and enter
the northern door. In here are some floating boxes and another gap to the
right. Looks like an elevator system, huh? Move through the norther door
to find an area with holes shooting out wind gusts. Wonderful. Use the rock
column to block the air gusts and move east. Here just run past the next air
gust and push the floating box out of your way to continue. 


In this room you'll learn that these floating boxes are called "Zol", and that
this is actually a mine. Huh. 

o-----o
| Zol |
o-----o----------------------------------------------------------------------o
|                                                                            |
| This unique minera, also called "floating stone," floats in the air when   |
| touched by the wind.                                                       |
|                                                                            |
o----------------------------------------------------------------------------o

The Venus Djinn is protected by wind spurts... for now. So move to the left
and pop the Zol box into the air to cross over it and exit the room. Move
through this next uneventful corridor and in this next room push the box to
the right and climb up the ladders here. Dodge the wind spurts and drop down
the right slope. Push the box down and then to the right again. This will make
it float, so move to the right and use it to get the [Blow Mace] from the chest.

Continue through the door to go back to the room where the Venus Djinn is. 
Speaking in Venus Djinn, go down the slope, dodge the wind, and go grab him.
He won't go down without a fight, but you'll soon have the Venus Djinn Bark
on your side. Continue up the ladders to get back outside.

Follow this linear path until you can drop down a slope. Drop down the first
one and then use growth on the vine. Now you can drop down the second slope
and work your way up to the vine. Keep heading up the stairs to come to 
the town of Passaj.


-------
Passaj
-------

Before exploring the town, Reif will show us where Kraden believed we could
continue onwards. Reif gives us some background info, as well. 


o-------------o
| Craggy Peak |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This mountain was once home to the Neox. Their ancient but highly advanced |
| civilization created many remarkable devices.                              |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Jenei |
o-------o--------------------------------------------------------------------o
|                                                                            |
| In ancient times, those who could use Psynergy were known as the Jenei.    |
|                                                                            |
| With their powers and their understanding of Alchemy, the Jenei created a  |
| great civilization, which all faded when Alchemy proved too dangerous for  |
| the ancient world.                                                         |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Neox |
o------o---------------------------------------------------------------------o
|                                                                            |
| The Jenei ruled all civilization with their powers. Those who lived in     |
| what is now called Craggy Peak were called the Neox.                       |
|                                                                            |
| The Neox worked with the Exathi to create the Alchemy Machines. But when   |
| Alchemy vanished from the world, so did the Neox.                          |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------o
| Alchemy Forge |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient machine was built by the Neox and is powered by the element   |
| of fire. It is thought to create wondrous things.                          |
|                                                                            |
o----------------------------------------------------------------------------o


After the talk about the alchemy forge, we'll be free to explore. Lets go
check out the city of Passaj now. First talk to the first man you come across
for some more background history.


o--------o
| Exathi |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This ancient people gained the respect of the world - and even the Jenei - |
| with their great craftsmanship.                                            |
|                                                                            |
| Though the Exathi had no Psynergy, their skill made them partners with the |
| Jenei in creating things that used elemental power.                        |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Fori |
o------o---------------------------------------------------------------------o
|                                                                            |
| In ancient days, the Fori were those who had neither Psynergy of the Jenei |
| nor the craftsmanship of the Exathi.                                       |
|                                                                            |
| The word itself - Fori - even seems to be an ancient insult that meant     |
| "simple people."                                                           |
|                                                                            |
o----------------------------------------------------------------------------o


The big building right by us is actually the alchemy forge, so let's leave it
alone for now as you know we have some looting to do. Lets go to the far left
house. Here you can find an [Antidote] in the bottom right jar. Go up the north
door and grab an herb from the barrel. Go up to the living quarters to the
left. There's some [Power bread] here in the barrel. Sweet. 

Go back to the corridor. You can take the other northern exit here to get to
another house that has [55 coins] in the southern jar on the left wall. Go back
down and take the south door to the inn and jar city. The only jars with stuff
in the is the one by the door on the left, and the middle jar on the left hand
wall, which have a [Nut] and [10 coins] respectively.

Head down to the temple and go through the door on the right. There's an easy
puzzle room here. Just push the block right, down, right, and up to bridge
the gap. This leads to a chest with some [High-quality zol] (which is 
forgeable). Also, go to the elder's house (the house in the north-western
corner of town). You can find the third Sun Saga book, [Sun Saga 3] here.

Here's a tip from Paul, listing some items that I may have missed:

[Tip From: Paul]


So, I found something that maybe you could add.  There is a Bramble Seed in
the lower right corner of Passaj in the pile of crates. In Passaj, there is a
Herb in a barrel in the hallway that connects the entire left inside of
Passaj.  

[END TIP]


The only other thing to about the town here is that there is a treasure
vault in the building in the upper north-east corner. The guy won't let you in
of course, but he does give out some info. 


o-------o
| Bogho |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This elder of Passaj, like all descendants of the ancient Exathi, is a     |
| blacksmith of great craftsmanship.                                         |
|                                                                            |
| He is stubborn and short tempered but devoted to protecting his people,    |
| especially against incursions from Kaocho.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


As for shopping, the weapons and armor shop are in one place, and you can find
a [Smoke Bomb] in the upper vase on the right-hand wall. It also looks like
the shop needs some floor blocks pushed into place, but the shopkeeps are in
the way. No matter, they won't sell us anything anyways. Here's what IS
available, (it isn't much).



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | N/A                   |
| Antidote:         20  | Passaj                     |                       |
| Elixir:           30  |____________________________|                       |
| Sacred Feather:   70  |____________________________|                       |
|                       |                            |                       |
| Artifacts:            |            ________        |                       |
|                       |           /  _____/        |                       |
| Water of Life:   3000 |          /   \  __         | Artifacts:            |
| Potion:          1000 |          \    \_\  \       |                       |
o-----------------------o           \______  /       | N/A                   |
| Weapon Shop:          |         _________\/        o-----------------------o
|                       |        /   _____/          | Inn:                  |
|   N/A                 |        \_____  \           |                       |
|                       |        /        \          | 32 Coins to stay.     |
|                       |       /_______  /          |                       |
|                       |               \/           o-----------------------o
|                       |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: Not much to do here yet. Hang      |
|                       |    in there!                                       |
| N/A                   |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Ok, now go into the alchemy forge building. You'll get a scene where the team
tries to figure it out, and they do get the gist of it. This isn't too hard.

First move the column on the right with "move" (the one with the red stripe),
then push the green block up, left, and up. 

Go over to the left side and push the green block with the straight line in
(move it right and then up). Now push the other block left, up, right, and 
then up. Now go throw a fireball to start up the machine.

Bogho will barge in, followed by a rather lengthy dialog. Turns out that we
aren't quite done bringing this thing up and need a sol mask. Thing is that
it's under Kaocho in a labyrinth. Should have seen that one coming, huh?


o----------o
| Sol Mask |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This ancient relic is said to be related to the Alchemy Forge in some way. |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
| Ouroboros |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This legendary labyrinth is said to be quite serpentine, ensnaring those   |
| who dare to enter its twists and turns.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
| King Wo |
o---------o------------------------------------------------------------------o
|                                                                            |
| The military-minded ruler founded the new country of Kaocho in the name of |
| his home empire, Sana.                                                     |
|                                                                            |
| He spends his days plotting how to take over more of Ei-Jei and has        |
| mysteriously built his palace upon ancient ruins.                          |
|                                                                            |
o----------------------------------------------------------------------------o


We'll also learn about the ruler of Ayuthay and the fact that they have an
ancient machine of their own. Interesting. Bagho will then invite you to his
house to discuss this in further detail.


o---------o
| Paithos |
o---------o------------------------------------------------------------------o
|                                                                            |
| This ruler of Ayuthay is known as King Paithos. He has presided over a new |
| era of prosperity brought by the restarting of Ayuthay's Alchemy Well.     |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------o
| Alchemy Well |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This ancient machine was built by the Neox to produce water in vast        |
| quantities.                                                                |
|                                                                            |
o----------------------------------------------------------------------------o


Make your way to the elder's house (the north-western one, remember?). In here
you will meet the city elders as well as Baghi. Most of the elders are 
worthless, so talk to Baghi to learn a few things. Follow him when he offers
to get you something. 


o-------o
| Baghi |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This young man helps his grandfather, Bogho, look after Passaj.            |
|                                                                            |
| He lost his parents at an early age and has since devoted himself to       |
| serving the people of Passaj.                                              |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Amiti |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This nephew to King Paithos is the prince of Ayuthay. He is also a good    |
| friend to Baghi from Passaj.                                               |
|                                                                            |
o----------------------------------------------------------------------------o



Baghi will look around for awhile and then find a tree flute and give it to
you. This item will let us get into Ayuthay through a tree. Fun. 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part VI: Kaocho                                                  [DD 2.06]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Sanan Dress     |              \    \_\  \         | [] Steel           |
| [] Elixir          |               \______  /         | [] ---             |
| [] 29 Coins        |             _________\/          | [] ---             |
| [] Smoke Bomb      |            /   _____/            |                    |
| [] Grandmother's   |            \_____  \             |                    |
|    Gift            |            /        \            |Summoning Tablet:   |
| [] 5 Coins         |           /_______  /            |                    |
| [] Mint            |                   \/             | [] ---             |
| [] Nut             |                                  |                    |
| [] Herb            |                                  o--------------------o
|                    |  
o--------------------o


Well, time to go get us a mask. The elevator in the Zol mines is working now,
so you are free to use it to get to and from Passaj with ease.


For now, lets travel east and check out the town of Kaocho. We still gotta rob
this place blind, after all. 


-------
Kaocho
-------


Let's get that first chest. Head east over the bridge and use the lilypad here
(the bottom one) to get to the chest for a [Sanan Dress]. Might as well give it
to Karis, she's the only one that can use it. 

Go to the house above the rice field and grab an [Elixir] from the right jar.

Go back over the bridge to the left and into the first house. You can nab
[29 coins] from the lower jar in here. Ok, now there's a LOT of bookcases in
here, and so we'll get a LOT of history about the town and it's people, which
I'll list below (I personally find this stuff interesting). If you don't care
or just want to read it in-game, just skip the next few boxes.


o------------o
| Emperor Ko |
o------------o---------------------------------------------------------------o
|                                                                            |
| This warmongering tyrant was once emporer of Sana and known as the Dread   |
| Emperor for his aggressive expansionism.                                   |
|                                                                            |
| On his death, a civil war in Sana eventually crowned Unan as the new       |
| emperor, bringing much-needed peace to the region.                         |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Sana |
o------o---------------------------------------------------------------------o
|                                                                            |
| This country makes up the eastern part of the Ei-Jei region. It used to be |
| a fearsome and aggressive colonial power.                                  |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------o
| Sanan People |
o--------------o-------------------------------------------------------------o
|                                                                            |
| The Sanan people have spread from their homeland, Sana, throughout much of |
| Angara - including Kaocho and Morgal.                                      |
|                                                                            |
| Their original country has been both an aggressor and a peacekeeper        |
| throughout the history of Angara.                                          |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------o
| Endless Wall |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This massive, ancient edifice divides Ei-Jei and Morgal. Its origin and    |
| purpose are largely unknown.                                               |
|                                                                            |
o----------------------------------------------------------------------------o


o----------o
| Ku-Tsung |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This older of the two Kaocho generals is renowned for his combat skills.   |
| He is master of the Dragon Spark attack.                                   |
|                                                                            |
| Ku-Tsung is fairly reasonable, unlike his cogeneral and brother,           |
| Ku-Embra.                                                                  |
|                                                                            |
o----------------------------------------------------------------------------o


o----------o
| Ku-Embra |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This younger of the two Kaocho generals is celebrated for his              |
| swordsmanship. He is a master of the Zealous Fury attack.                  |
|                                                                            |
| Ku-Embra is brash and temperamental, unlike his cogeneral and brother,     |
| Ku-Tsung.                                                                  |
|                                                                            |
o----------------------------------------------------------------------------o

You can also check out the bookcases in the healing house across the way for
some more intel.


o--------------o
| Emperor Unan |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This wise and educated monarch rules Sana from the capital of Tonfon.      |
|                                                                            |
| He succeeded the warlike Emperor Ko after a bloody civil war, uniting      |
| and bringing peace to his war-torn country.                                |
|                                                                            |
o----------------------------------------------------------------------------o


Now that the intel is soaked in, let's continue pillaging. Oh, you probably
noticed those two Djinn off to the side? We'll get to them, I promise.

You can find a [Smoke bomb] in between the two sets of houses north of the
healing house in a jar (by the woodpile). Enter the door to your left and
talk to the grandma at the table. She'll ask you to take a gift to her
grandchild in Sana, so you can get the [Grandmother's Gift] here. You can also
find [5 coins] in the dresser with red ribbons on it. Whohoo, we're rich now!

Go to the house below this one and check the stove for some [Mint]. Sweet!
You can also get a [nut] from the stove in the upper right hand house (the one
left of the item shop). 

Ok, let's get the Venus Djinn now (We'll have to settle for him for now. What?
We'll get the other one later!). Go to the house below the one you robbed some
mint from, and walk along the concrete blocks by the water. Go north using
this path to the next screen. Here use the lilypads to get past the rock, then
go up the stairs to get on the castle.

Go to the flag and use grab to get across to the other side. Keep following
this path down to the lower screen to have the Venus Djinn Steel join you. 


Now that we're done gathering, let's check out the shops here. 



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Leather Armor:   240  |
| Antidote:         20  | Kaocho                     | Travel Robe:     200  |
| Elixir:           30  |____________________________| Bronze Shield:   500  |
|                       |____________________________| Leather Gloves:  220  |
| Artifacts:            |                            | Wooden Cap:      400  |
|                       |            ________        |                       |
| Potion:          1000 |           /  _____/        |                       |
| Water of Life:   3000 |          /   \  __         | Artifacts:            |
| Psy Crystal:     1500 |          \    \_\  \       |                       |
o-----------------------o           \______  /       | N/A                   |
| Weapon Shop:          |         _________\/        o-----------------------o
|                       |        /   _____/          | Inn:                  |
| Broad Sword:    1000  |        \_____  \           |                       |
| Hunter's Sword:  520  |        /        \          | 32 Coins to stay.     |
| Heavy Mace:      500  |       /_______  /          |                       |
| Long Bow:        800  |               \/           o-----------------------o
|                       |                                                    |
| Artifacts:            |                                                    |
|                       |    Recommended: The Broad Sword makes a nice       |
| Magic Rod:       380  |    Themis Axe replacement. Be sure to grab the     |
| Blessed Ankh:   1600  |    Bronze Shields for the guys and gloves for the  |
|                       |    gals.                                           |
0-----------------------0----------------------------------------------------o


--------------
Kaocho Palace
--------------

Well, that's about all we can do for now. You can go upwards and try to enter
the palace, but the guards will stop you and ask you if you are adepts or not.
Say no to get away, and yes to be allowed free reign. Once inside, you can get
a [herb] from the warehouse on the right, and the exit on the left leads to the
maze. 

Head up into the throne room to see the Emperor with a shifty-looking
character named Chalis. What's she got on her head, horns? And a heart on her
shirt? Wha..?


o--------o
| Chalis |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This woman brims with a beauty that's rarely seen among the people of      |
| Angara.                                                                    |
|                                                                            |
| Chalis has become a trusted advisor in King Wo's court, though it seems    |
| that her strange wealth of information is what has caught the Kaocho       |
| ruler's attention.                                                         |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
| Kan-Shuku |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This cabinet minister in King Wo's court oversees Kaocho's military        |
| efforts in Passaj and Ayuthay.                                             |
|                                                                            |
| Kan-Shuku has grown frustrated by the failures of his troops, and he fears |
| King Wo's growing displeasure.                                             |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Meisa |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This woman is the assistant to King Wo's advisor, Kan-Shuku.               |
|                                                                            |
| In practice, however, Meisa is the one who keeps King Wo's court on        |
| course. Her shrewd insights have earned her a permanent place next to his  |
| throne.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o


We'll learn some new info about Kaocho's current leadership, and it's pretty
obvious that none of them are worth anything, yet somehow we are discovered
in our hiding spot. The Emporer then gives us a letter saying that we will
help his siege of Ayuthay. Yeah, right. 

Once we get too defiant, we'll have the old trapdoor trick pulled on us and
fall down into Ouroboros.


----------
Ouroboros
----------


Whew, what a fall! What am I worried about, we're the heroes, we can't die!

Pick yourself up and head out the only door here on the left. Move through
this next section and enter the next room. Push the snake aside here so you
can jump south. Move the obvious snake here so you can exit out to Kaocho. 
And no, there's nothing behind the other snakes, I checked.


-------
Kaocho
-------


Out here, grow the plant to get out of the pit. Well, we didn't get to really
explore Ouroboros much, but we do have the letter that Wo wrote. So with that
in mind, let's head south.



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part VII: Ayuthay                                                  [DD 2.07]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Herb            |              \    \_\  \         | [] Breath          |
| [] Antidote        |               \______  /         | [] ---             |
| [] Apple           |             _________\/          | [] ---             |
| [] Cookie          |            /   _____/            |                    |
| [] 53 Coins        |            \_____  \             | Summoning Tablet:  |
| [] 44 Coins        |            /        \            |                    |
| [] Open Helm       |           /_______  /            | [] N/A             |
| [] Nut             |                   \/             |                    |
| [] Crystal Powder  |                                  o--------------------o
| [] Power Bread     |                               
| [] 299 Coins       |
| [] Leather Boots   |
| [] Glittering      |
|    Tiara           |
| [] Water of Life   |
|                    |
o--------------------o

Ayuthay is south/southwest of Kaocho, down by the beach area. 


--------
Ayuthay
--------


Upon entering the town, you'll find that it is indeed flooded with Kaocho
soldiers, who are honestly just standing around as they have no idea where the
Ayuthay soldiers are. 

Before talking to the soldiers, you can find an [Herb] in a barrel to the left,
and an [Antidote] in a jar to the right. 

Now talk to one of the guards by the water and show him Wo's letter to get by.
You can even tell them you're not there to help them, and they'll still let
you by. Ha.

To control the raft, you have to cast whirlwind in the opposite direction of
where you want to go (I recommend mapping it to a shoulder button). This first
raft doesn't have very many travel options, so just go up and left. Use the
lilypads here to jump over to the landmass. Climb up this skinny tree and you
will find an [Apple]. Nice. Look to the right and find... another raft!

Get on this one and shoot yourself up and left to get to the chest to claim a
[Cookie]. Gotta love those stat items! The north exit leads nowhere, so get
back on the raft and shoot yourself right and down, then right and up. Go up
the north path. 

Of course, the tease us with a Jupiter Djinn right off the bat with no way
to get it. Fairly standard. Head up and show the guards your letter. Follow
him into the door. Here you'll meet the two Kaocho generals, who look like
they could be from Dynasty Warriors. After reading your letter, they decide
to have you clear out the evil spirits in the place. Bah, well we're not here
to help him, instead we have to find the tree that Baghi talked about.

The north path is closed off for now, so take the right path and go outside.
Grow the plant and go through the door on the left (notice how this place is
overgrown?). In here, take the right path and continue on to get back outside.

You're now by the tree, but before you play the flute, go into the left door
and grab [53 coins] from the first jar. Now go inspect the tree, and when
prompted use the tree flute on it. 

Whew, now there's some funky side effects to playing a flute. The flute will
draw you down into Ayuthay, and you'll meet Baghi's friend Amiti finally. 

o------------o
| Tree Flute |
o------------o---------------------------------------------------------------o
|                                                                            |
| This flute is said to be made from ancient trees that once grew near       |
| Ayuthay Castle. Its craftsmanship is undeniably old.                       |
|                                                                            |
o----------------------------------------------------------------------------o

The team will explain their situation to Amiti, and Amiti will want us to
meet their king Paithos. He'll lead us forward, and Karis won't let us go
explore, so just follow. Up here, the man will tell us that the generals
already know we're gone. Grab some money, [44 coins], from the top jar on the
right as well.

Continue on to meet Paithos, who is apparently living in the lap of luxury.
Ah, I want to be a king! The team will introduce themselves and learn that
Amiti's mother Veriti brought their treasure, the Alchemy Well, back to 
working order. Ah, what a heartwarming tai.. what, it's a lie? 


Apparently a powerful adept was the one behind it, and was also Amiti's 
father. Hmm, I wonder if it's anyone we know? 

Paithos basically tells us that he's counting on us to make the well
work with the forge to bring life back to this part of the world. After
letting him know we need the Sol Mask, he'll tell us about the insight
glass, which we apparently need to solve the puzzles in Ouroboras.


o--------o
| Veriti |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This Ayuthay was Amiti's mother, who passed away not long after her child  |
| was born. She was also the sister of King Paithos.                         |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
| Luna Mask |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This ancient artifact puts the Alchemy Well into operation. It is a        |
| silvery, shining mask crafted by the ancient people of Passaj.             |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------o
| Insight Glass |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient Jenei artifact is Ayuthay's most treasured possession.        |
|                                                                            |
o----------------------------------------------------------------------------o


o------------o
| Barai Pond |
o------------o---------------------------------------------------------------o
|                                                                            |
| This man-made pool was built by the Ayuthay. It serves as a reservoir for  |
| runoff water from the Alchemy Well.                                        |
|                                                                            |
| At the bottom is an underwater temple containing untold treasures.         |
|                                                                            |
o----------------------------------------------------------------------------o

But of course, it's not just ready for us. Instead, it's hidden in a submerged
temple, Barai Temple (which is under Barai Pond). Apparently the alchemy well
filled up the reservoir, so it looks like we need to drain the water. Amiti
will join us while we are here, so at least we have a guide. Time to go check
out the Alchemy Well.


A bit more looting first. You can find an [Open Helm] in the drawers by the
weapon racks  if you go down into the rigth hand room first. The left hand
room has a ton of boxes and barrels (and a treasure chest we will come back
for), but you can grab a [nut] from the box on the left hand wall. 


The exit on the eastern part of the map leads to a jail, that has
surprisingly few inmates. Grab an [Elixir] from the middle barrel here. 

You can take the southern exit here (or either of the previous floor's central
two exits) to reach the "hub" of Ayuthay. And look, more shops! Sweet.


(A quick note about shops from now on: When you sell artifacts, such as the
Themis Axe, you can always buy them back from stores, therefore they will
always be listed. However, I won't be listing them again and again in each
and every store. From now on, I'll just be listing NEW artifacts.  This goes
for weapons and armor for now. I really haven't been buying the item
artifacts, so I don't know if they restock yet. If they get too numerous
I will probably drop off the old ones as well ~ Bk)



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Leather Armor:   240  |
| Antidote:         20  | Ayuthay                    | Adept's Clothes: 850  |
| Elixir:           30  |____________________________| Bronze Shield:   500  |
| Sacred Feather:   70  |____________________________| Leda's Bracelet: 900  |
|                       |                            | Bronze Helm:     600  |
| Artifacts:            |           ________         | Silver Circlet: 1300  |
|                       |          /  _____/         |                       |
| Water of Life:   3000 |         /   \  __          | Artifacts:            |
| Psy Crystal:     1500 |         \    \_\  \        |                       |
| Potion:          1000 |          \______  /        | Safety Boots:    700  |
o-----------------------o         ________\/         o-----------------------o
| Weapon Shop:          |        /   _____/          | Inn:                  |
|                       |        \_____  \           |                       |
| Broad Sword:    1000  |        /        \          | 32 Coins to stay.     |
| Broad Axe:      1400  |       /_______  /          |                       |
| Battle Rapier:  2900  |               \/           o-----------------------o
| Battle Mace:    2600  |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: Big price jump! Personally, I just |
|                       |    grabbed Karis a Rapier and got everyone else    |
|                       |    armor. Adept's clothes are a good choice.       |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Well, this is the first time I couldn't afford everything at the store thanks
to the price hike. Oh well, make your choices and be at peace. Go into the
central door here to continue on to the Alchemy Well.


Here Amiti will hear a "sand prince" talk to him. Check out the encyclopedia
entry for him. That sounds EXACTLY like what we're looking for. After the
conversation, go into the north exit. 


o----------o
| Elements |
o----------o-----------------------------------------------------------------o
|                                                                            |
| The elements of earth, wind, water, and fire are the building blocks of    |
| matter, and also promote the growth of all things.                         |
|                                                                            |
| When the Elemental Lighthouses were lit, elemental power surged back into  |
| the world, making the use of Alchemy possible again.                       |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------o
| Sand Prince |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This legendary man, whose powers are based in fire, has been sealed in the |
| Sand Prince Stone since the era of the ancients.                           |
|                                                                            |
| He has waited below Ayuthay for someone worthy enough to claim the         |
| gemstone, for it holds a great power.                                      |
|                                                                            |
o----------------------------------------------------------------------------o


Get ready for a boss fight, guys (save).

Go up to the stone and use your tree flute to begin.


+=+=+=+=+=+=+=+=+=+=++
+ Boss: Sand Prince  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 1609] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: He hits you with his sword. Low dmg.                         +
+                                                                            +
+ Earthquake:  Earth Psynergy, hits everyone. Med dmg.                       +
+                                                                            +
+ Eruption:  Fire Psynergy, hits up to 3 people. Med dmg. (High dmg to       +
+            Karis/Reif).                                                    +
+                                                                            +
+                                                                            +
+                                                                            +
+ The Sand Prince is all about the fire and earth attacks, and spreading out +
+ the damage. His basic attack is pretty weak though, and he uses it quite   +
+ a bit, so this shouldn't be too hard. Keep your HP up, as Eruption can do  +
+ 100+ damage to your squishier targets like Karis and Reif.                 +
+                                                                            +
+ Keep your HP up and hit him with water psynergy and some summons. You      +
+ should be able to pull off Judgement and Nereid at least. Also make sure   +
+ to use Bark and Sleet, as they can help out.                               +
+                                                                            +
+ After the fight, you gain 1540 experience and 825 coins.                   +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the fight, you'll gain the Arid Heat gemstone. Equip it to Tyrell to
give him a new psynergy power, just what you need to figure out the Alchemy
Well. 


Go back out to the Alchemy Well room and use your new power on the water bowl
in front of the mask. This will stop the water flow and in turn open up a few
new paths. 

Head out into the hub to see what I mean. Go down the south east exit and you
can follow the path to get to a chest with some [Crystal Powder]. Now go to
the south west exit and then head to the north west exit to get to the bottom
of the workshop area. Here, push the middle column to the northwest (we just
want it out of the way). 

Go back to the hub and move north from where you're at. This will take you to
the inn, but in the water portion, and you can find a [Power Bread] in the
chest by the inn-keep. Hope he doesn't miss it! Go back down to the water
drained path and go into that first self-contained room for a chest with [299
coins].

Now that we got even more looting done, go out the south exit to go back
outside and find another raft. Jump on it and shoot yourself to the left to
get that chest and some [Leather Boots]. Now shoot yourself right, down, and
right again to get caught up in some lilypads. Use them to push the column to
the south down into the water. 

Jump up to the landmass to the north and get on the new raft. Shoot yourself
down and then left, and then down to get the [Glittering Tiara] from the
chest, which is a very nice upgrade for Karis. 

If you thought that was good, this is better. Shoot yourself up and left, then
up, left, up, and right. Ignore this first ladder and use the lilypads to get
to the second one and go up a screen.

Here, use the raft and shoot yourself left to nab the Jupiter Djinn Breath
from the giant lilypad. He can restore HP before anyone acts, which can be a
lifesaver. You can also get a rare [Water of Life] by shooting the raft up the
canal and grabbing the chest.


Now go back the way you came and use arid heat to enter Barai Temple.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part VIII: Barai Temple                                            [DD 2.08]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Storm Brand     |              \    \_\  \         | [] Surge           |
| [] Kimono          |               \______  /         | [] Mist            |
| [] Dragon Shield   |             _________\/          | [] Claw            |
| [] Vial            |            /   _____/            | [] Mellow          |
|                    |            \_____  \             |                    |
o--------------------o            /        \            | Summoning Tablet:  |
                                 /_______  /            |                    |
                                         \/             | [] N/A             |
                                                        |                    |
                                                        o--------------------o

-------------
Barai Temple
-------------


After descending the elevator, move past the beautiful water room and use the
stepping stones on the left in the next room to continue. Move through the
next room. See the chest there? Yeah, it's empty. Move through the south exit
and cast arid heat on the water bowl here. 

Go down the later and move the column to the right left one space. Go left now
and up through the door. The chest in here has no treasure, but a letter that
tells us that we must find the true depths of the temple. Pfft.

Move the stone on the right over a space. You can now return to the water bowl
and fill it up to come back to this room and access the chest to the right,
which has the [Storm Brand] in it. This weapon was quite an upgrade to the
blow mace I was using, so be sure to nab it. 

Make the water lower again and move south past the last block you moved. Now
you can get even lower. Go through the next couple of rooms to come to a room
with a bunch of waterfalls. Before going on, go to the waterfall on the far
left and jump through it. There's a chest here with a [Kimono]. Now move
through the far right waterfall and use the stepping stones to get to the next
water bowl. Here you have to make a walkway to the north by pushing the blocks
around. This is really easy, just remember that you can jump one space at the
max, so move one block directly underneath the door (touching the wall) and
the other one in between the two northern pillars (so you can jump to it). 


Oh, there's a Djinn in here. To get this Djinn to join you, you're going to
have to be a bit mean. First, go shoot it with a fireball. I know, I know. 
It'll jump into the water. Now go use arid heat on the water to lower the
water level, and then go get him. He'll be mad though!

This next room challenges you to make water flow into the pool. Go use the
far right stepping stone to get by the bowl and then put some water into it
(Reif). Now, climb up the stairs and make the plant grow. Use the slope you
created to continue, and push the block off to the right. Go through the 
door. 

This next room doesn't even deserve to be called a puzzle, as you just have
to push the pipe sections into place. No tricks here guys, this is easy. 
Once you're done, go fill up the water bowl. 

Go back to the previous room and use arid heat to take the water out of the
bowl below. Now go put water into the bowl on the right. This will open up
a path, but you still need to climb up to where the water is pouring out and
ride it to continue onwards.

After the fall, we'll meet a giant talking water face, who basically tells us
that we need to fight the return of Alchemy? What? Wasn't the world dying
without it? We'll also learn about the "Insight" power. 

o------------------o
| Insight Psynergy |
o------------------o---------------------------------------------------------o
|                                                                            |
| This water-based Psynergy allows the user to view the true solution        |
| required, among other deeper views.                                        |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------------o
| Whirlwind Psynergy |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This wind-based Psynergy summons a small tornado. Light objects may be     |
| blown away by the wind. The whirlwind also pushes the user back slightly.  |
|                                                                            |
o----------------------------------------------------------------------------o


And with that, the insight glass will choose it's new owner... Amiti! (I was
totally guessing Reif or Karis here). Amiti will show you how it's used (even
though you can't use it), so use whirlwind on the spinner here and backtrack
through the temple.

--------
Ayuthay
--------


Once outside, blow yourself upwards on the raft and enter the door here.


You'll meet Paithos and tell him everything that happened. Also, realizing
that you need the insight gem to have a chance in ouroborus, Amiti will decide
that he must join you. Paithos is hesitant at first, but gives his blessing
and will tell the guards to allow you to leave at any time.

The party will also convince Amiti that he needs to dress warmer for the trip,
so he will leave you now to go find better clothes, promising to meet you by
the exit. Afterwards, Reif will go turn the Alchemy Well back on for the
people. 

BUT... I'm going to turn it off again. Almost forgot that we need it off to
go grab a chest. From the hub, go up the left hand stairs and into the room on
the left. See the chest in the pit? Go down there and grab the [Vial] from
it.

Okay, go turn on the water now and go back to the hub. Go into the far left
exit, where the workshop is. Remember the column that we moved earlier? With
it out of the way, take the raft left to claim the awesome [Dragon Shield]
from the chest. You can also upgrade the rest of your equipment if you wish.

Once you're ready to go, go the the south of the huge corridor area and use
the central exit. Here, Amiti will join your party and you will learn how to
switch out party members in the menu and in battle. As a note, you can also
replace the order of your party this way. I'm replacing Reif with Amiti for
now as well. Amiti also comes with three Mercury Djinn for you: Mist, Mellow,
and Claw. He also has good equipment and a new appearance, so he truly is
ready to go. Now is a good time to save, as well.

Amiti will show you how to come and go out of the city, so go ahead and try to
leave out the central exit. Ah ah ah, not so fast! You'll be stopped by the
generals, who by this point have realized you're traitors. Boss time.


+=+=+=+=+=+=+=+=+=+=++
+ Boss: Ku-Tsung &   +
+       Ku-Embra     +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                 [HP: Ku-Tsung: Around 837] +
+ Moves:                                          [    Ku-Embra: Around 924] +
+                                                                            +
+ Ku-Tsung:                                                                  +
+                                                                            +
+ Basic Attack: He hits you with his sword. Med dmg.                         +
+                                                                            +
+ Gunpowder Bomb: Hits three people, Med dmg.                                +
+                                                                            +
+ Pure Hatred: A vicious body charge. High dmg. Deals 1/2 of the damage      +
+              dealt back to Tsung.                                          +
+                                                                            +
+ Gong of Battle: Raises defense for Tsung/Embra by a LOW amount.            +
+                                                                            +
+ Rice Ration: Tsung heals for low health.                                   +
+                                                                            +
+ Dragon Spark: Hits three people, Med to Med/High dmg.                      +
+                                                                            +
+ Ku-Embra:                                                                  +
+                                                                            +
+ Basic Attack: He hits you with his sword. Med dmg.                         +
+                                                                            +
+ Fireworks: Embra puts a random Djinn on standby.                           +
+                                                                            +
+ Cyclone Slash: Hits three people for Med dmg. Puts Embra in a delusion.    +
+                                                                            +
+ Inspiring Speech: Raises attack for Tsung/Embra by a low amount.           +
+                                                                            +
+ Zealous Futy: A three-hit sword combo. High dmg.                           +
+                                                                            +
+ Aim for Tsung first since he's a bit squishier. The battle is MUCH easier  +
+ with one of them dead. Stay on your toes, as they both have moves that can +
+ do a HIGH amount of damage, so don't let anyone sit around with low HP     +
+ when their turn comes.                                                     +
+                                                                            +
+ You can use fireworks to your summoning advantage as well. Also, be sure   +
+ to put Bark to good use. Their Gong of Battle and Inspiring Speech moves   +
+ don't help them out very much either, so as long as you heal you'll be ok. +
+                                                                            +
+ After the fight, you gain 1647 experience, a plump dumpling, and a rice    +
+ ration.                                                                    +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the fight, the king and his ministers will come out and tie up the
generals. Good! The team will decide to keep the generals in prison, and
let the troops wander aimlessly in Ayuthay, which is a good plan since it
will keep them distracted. 

Now it is time to head back to Kaocho. That Sol Mask isn't going to find
itself after all.

Head out of town and let the soldier give you a lift on the raft. Make your
way back to Kaocho.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part IX: Ouroboros and the Sol Mask                                [DD 2.09]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Ixion Armor     |              \    \_\  \         | [] Lava            |
| [] Psy Crystal     |               \______  /         | [] Vortex          |
| [] Vulcan Axe      |             _________\/          | [] Brand           |
| [] Zol Ring        |            /   _____/            |                    |
| [] Vial            |            \_____  \             | Summoning Tablet:  |
| [] Hard Nut        |            /        \            |                    |
| [] Prophet's Hat   |           /_______  /            | [] N/A             |
|                    |                   \/             |                    |
o--------------------o                                  o--------------------o
                                                     


-------
Kaocho
-------


Upon entering the town, Amiti will come out of the party and tell you to look
for the entrance to Ouroborus in a cave, as the real entrance is not inside
the palace.

Also, we can grab the Mars Djinn that we had to leave here last time. Use
Amiti's new "Insight" skill on the man who is obviously blocking the Djinn to
find out he wants food. Go to the food shop (north of the healing house) to
buy a Kaocho Dumpling. Give it to the man to get him to move so you can claim
the Mars Djinn Lava.


(-NOTE-) Reader Matt Lastname writes in: When you return to Kaocho after
getting the Insight Glass, the food store that was previously closed is now
open. Inside, there is a lucky pepper you missed in the right pot in the
northwest corner.  Maybe you figured you'd already explored the building
earlier. :)


Now head towards the area that you had to climb out of Ouroboros last time.
Head past the vine and enter the room on the left. Here Amiti will
automatically use insight to show you that you need to use the tree flute on
the rock, so stop the water with arid heat and do so. You'll now be in the
Ouroboros.


---------
Ouroboros
---------


Go through the first room to reach an open area that you probably remember
falling through. The exits to the north and south have nothing for us right
now, so take the stairs to the east. 

Head through this first room and enter the next, where you must climb down
the ladder and pop the block up with a whirlwind. Take the north path here,
but don't bother with any of the snakes except the last one. Move him and
hop over to the treasure chest for a set of [Ixion Armor]. This is a good
piece to replace Matthew's adept's clothes with. 

Exit this room and go down the slope and the south exit to continue. Here the
tablet will tell us how to continue: when the snake flicks its tongue out at
us, simply hit it with a fireball. 

In this next room be prepared, because the chest in here is really a mimic
monster. It isn't too hard, though, so whomp on it to get the chest's real
treasure: a [Psy Crystal].

In this next room, sizzle the snake and then catch a ride on the rock. Do the
same thing in the opposite order to get even further left and claim the 
[Vulcan Axe] from the chest, which is a nice upgrade for either Matthew or
Tyrell. Personally, my Matthew is using a Storm Brand and I gave Tyrell
the Vulcan Axe. He seems like an axe kind of character, right? Which is
the same thing I thought about his dad all those years ago...


Enough nostalgia, go down the slope and up to the next room. Here we'll be
teased with a Jupiter Djinn, so lets get him. Whirlwind the block and climb
the ladder to the left. Jump upwards when you can, and then cross the block.
Go north but move that snake statue above you one space to the left. Now you
can get over there, so use the ledge to head south and move the snake statue
by the Djinn all the way to the left. To get back to ground level, use the
slope all the way to the left.

Now push the block one space to the right and whirlwind it to reach the Djinn.
It won't be happy, so teach it some manners and welcome the Jupiter Djinn
Vortex into your fold. Use the block to reach the northern exit. 

Go deeper into the dungeon, past the elevator thing and find a tablet that
explains to you that you need to make the wind blow to climb up to Sol. Ok,
have Karis cast whirlwind on the fan to make a cool updraft start and create
new stairs out of the snake that was eating itself.

Head back and have the elevator take you up a level so you can use previously
mentioned self-eating snake. Follow this path to get the Sol Mask. What, no 
boss fight? Too easy.

Anyway, Reif and Karis will come out and tell you to head to the Alchemy Forge
now, so backtrack the way you came in. I have to say, for how talked up the
"labyrinth Ouroboros" was, it was pretty disappointing. 


------
Passaj
------


Make your way back to Passaj and feel free to set the Sol Mask in place. 

Once you do, a rather lengthy cutscene will ensue. Passaj has transformed
completely, sprouting pillars up everywhere and becoming a fortress. Also,
since both machines are now active, Ayuthay will start to spring up even
more water than before. If fact, it will renew the land, bringing
vegetation to the surrounding area and will also bring water to Harapa. 

Bagho will come in shocked, and so the team will talk to him and his
grandson for awhile. Amiti then finally learns that our team is composed of
the children of the warriors of Vale. 

Now, with such a transformation taking place, we have a few things to do.
First, go to the weapon store. The clerks will have opened shop again, but
more importantly they have moved. There is a floor puzzle here for us to
solve. It's pretty easy, the line piece goes to the top hole, the corner goes
to the middle hole, and the three-way piece goes to the bottom. Push the
bottom two pieces to the left to get them out of the way, then push the
three-way piece down and set it in place. The corner piece is next. Now push
the line piece through the gap on the left (not the right) and set it in
place.

This will start up the forges in the back and the shop keeps will be VERY
grateful. So grateful that they'll give us a sweet reward: a [Zol Ring], which
almost DOUBLES agility. I gave it to Karis, as it pretty much guarantees her
to go first in case I need any healing in battle. 

Feel free to shop, too, which is nice since the last time we were here we
pretty much couldn't buy anything. 



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Psynergy Armor: 1000  |
| Antidote:         20  | Passaj                     | Adept's Clothes: 850  |
| Elixir:           30  |____________________________| Silk Robe:      1400  |
| Sacred Feather:   70  |____________________________| Iron Shield:    1200  |
|                       |                            | Leda's Bracelet: 900  |
| Artifacts:            |           ________         | Iron Helm:      1600  |
|                       |          /  _____/         | Bronze Helm:     600  |
| Water of Life:   3000 |         /   \  __          | Silver Circle:  1300  |
| Psy Crystal:     1500 |         \    \_\  \        | Leather Boots:   270  |
| Potion:          1000 |          \______  /        |                       |
o-----------------------o         ________\/         | Artifacts:   N/A      |
| Weapon Shop:          |        /   _____/          o-----------------------o
|                       |        \_____  \           | Inn:                  |
| Broad Sword:    1000  |        /        \          |                       |
| Broad Axe:      1400  |       /_______  /          | 40 Coins to stay.     |
| Battle Rapier:  2900  |               \/           |                       |
| Battle Mace:    2600  |                            o-----------------------o
| Composite Bow:  1600  |                                                    |
|                       |    Recommended: The Composite Bow is a good choice.|
| Artifacts:            |    Also be sure to grab Iron Helms and Boots.      |
|                       |                                                    |
| Psynergy Wand   3800  |                                                    |
0-----------------------0----------------------------------------------------o


Oh, we may as well raid the treasure storage too, which is to the northeast
corner. The jar by the chests has a [Vial] in it, and you can find a [Hard 
Nut] and a [Prophet's Hat] in the chests.

Head out of the treasure vault and use the stairs to walk on top of the city's
ramparts. Go to the south near the southern exit and go down the western
rampart exit. Follow this path to make your way to that Mars Djinn that we saw
long ago to acquire Brand. You can use growth on the nearby plant to get back
up.

(You can actually skip to the next part at this point, but the following
paragraphs and actions will show and tell you what you need to do next.)

Ok, now go ahead and try to use the cloud passage. The cloud that comes out,
though, is... not too impressive. Bogho will come out of nowhere and share his
wisdom with us about the Ice Queen Stone, which is apparently what we need.

Amiti will confirm this after he hears the sand prince talk to him again.
Everyone will then come to their senses and decide that our next destination
is Harapa Ruins.


o-----------------o
| Ice Queen Stone |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This gem was created by the ancient Neox.                                  |
|                                                                            |
o----------------------------------------------------------------------------o


Go ahead and leave Passaj now and make your way to Harapa.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part X: Harapa Ruins                                              [DD 2.10]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Lucky Pepper    |              \    \_\  \         | [] Serac           |
| [] Bone Armlet     |               \______  /         | [] Brick           |
| [] Crystal Powder  |             _________\/          | [] ---             |
| [] Viking Helmet   |            /   _____/            |                    |
| [] Mystery Blade   |            \_____  \             | Summoning Tablet:  |
| [] Crystal Powder  |           /        \             |                    |
|                    |          /_______  /             | [] Flora           |
o--------------------o                  \/              |                    |
                                                        o--------------------o


-------
Harapa
-------

Move through Harapa and go to the ruins. You can now make your way throw to
the ruins now since you've brought life back to the region.


------------
Harapa Ruins
------------


Hop across the logs and stepping stones to make your way to the ruins. Once
in the ruins, go down and step on the big green block, which will take you way
down into the ruins.

Take the left path, as the right leads to a dead end. You can tell we're not
really supposed to be here right now, as this place requires powers that we
don't have yet. 

Follow the left path past the ice section, and open the door in the next
corridor. Stay on dry land and go south, heading east when you can (stay on
dry land). You'll find two chests on this route with a [Lucky Pepper] and a
[Bone Armlet]. Good haul.

Use the ice path on the left to shoot yourself right. Go in the right hand
door here and down the path to spot a Mercury Djinn and a chest with some
[Crystal Powder] in it. Keep heading to the left and you can get another chest
with a [Viking Helmet] in it. Sweet. We can't get the Djinn yet, though.


Head back and go into the door on the left this time. Move the statue down
onto the ice and you can now get on the ice and slide over to the left.

Now we're in the BIG ice room. Our goal is to shoot down the south exit so
we can grab that Djinn. Now just go up, right, down, and left. Follow that
with up, left, down, right, and finally down. 

The Djinn won't go down easy, so battle him to add the Mercury Djinn Serac
into the flock. Wow, we have a lot of Mercury Djinn now. 

Go back up and get back on the ice. Go up, right, down, and left again,
followed by up, left, up, right, and up. Go up to the stone.

Here you'll have some choices. To fight the monster here, answer "no" and
then "yes". Boss time.


o-----------o
| Ice Queen |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This cruel woman was once imprisoned in a gemstone, luring men who were    |
| foolish enough to be attracted to her beauty.                              |
|                                                                            |
| Her freezing powers helped revive the Harapa area from near ruin.          |
|                                                                            |
o----------------------------------------------------------------------------o


+=+=+=+=+=+=+=+=+=++
+ Boss: Ice Queen  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 1723] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: She hits you with her staff. Low-Med dmg.                    +
+                                                                            +
+ Break: Returns all party stats to normal.                                  +
+                                                                            +
+ Frostbite: Hits up to three characters. HIGH dmg.                          +
+                                                                            +
+ Ply Well: Heals her for Med-High dmg. Used rarely.                         +
+                                                                            +
+ Ice Missle: Hits up to three characters. Med-High dmg.                     +
+                                                                            +
+ Icy Kiss: Deals Med dmg to one character. Low chance to kill.              +
+                                                                            +
+ Illusion Veil: Attempts to wrap entire party in delusion.                  +
+                                                                            +
+ The Ice queen isn't too hard, but she does have some attacks that deserve  +
+ your attention. Be ready to heal quickly after her HIGH dmg attacks, which +
+ should be easy with Karis, Fresh Breeze, and a Zol Ring.                   +
+                                                                            +
+ I also like to cast some stat buffs (Tyrell's Def Up) to try and tempt her +
+ into using Break. Focus on Psynergy or Djinn if you get caught up in her   +
+ delusion. Icy Kiss MAY kill someone, but the chances are low.              +
+                                                                            +
+ After the fight, you gain 3122 experience and 1606 coins.                  +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the fight, you will get the Ice Queen Stone. You'll also re-awaken the
monk Nyunpa, who was behind the ice and can apparently read minds. I wish I
could read minds! Apparently he was trying to do the right thing and it went
wrong. Poor guy. 

Equip the Ice Queen Stone to one of your Mercury Adepts to gain the psynergy
"Cold Snap", which can freeze puddles of water and other items to ice. Do it
on this central puddle so we can get out of this place, as defeating the Ice
Queen turned everything to water. 

You'll end up turning the whole place back to Ice, so slide down and to the
right to the conveniently placed stairs. You can also unlock the door in the
right hallway by going through the door near you, but it's hardly necessary.

Go up the north exit and open another door to reach a beginning section of
this area. Here, grow the plant if you haven't already and jump past the
puddle. Turn around and freeze the puddle, then grow the next plant and
use the frozen column to jump across to the left. You'll have to move a statue
out of the way to continue, but it's worth it as you'll find a [Mystery Blade]
in the chest. 

Head back to Harapa now. On the way Nyunpa will part ways with you, and
comment on how much your party reminds him of Isaac's party back in the day.


-------
Harapa
-------

Night time in the city! Oh yeah! You may try to book it out of town, but you
can't, as the wall automatically raises everytime it gets dark. May as well go
sleep at the inn now.


Don't be too hasty to leave in the morning, as we got some stuff to find.
First, go put your new power to use and freeze a puddle south of Harapa's west
entrance. Now head for the south-east exit, but don't go to the world map. Hug
the edge of the west wall and cast growth on the vine. Use the vine to get up
on the wall and then use the ice column to jump over to second floor of the
nearby house. Grab a [Crystal Powder] from the jar on the right, and then go
inside. 

Head down the stairs and continue onwards to find the Venus Djinn Brick ready
to join you.

Make your way back to Passaj now.


-------
Passaj
-------

Before we do anything, let's make a sidetrip. Head out the south exit and
follow the path down the mountain. Remember that room under the wooden bridge?
Head there.

Now with cold snap we can actually do something here. Push the first block up,
right, and up to set it in place. Now push the second one up, then freeze the
puddle. Push it left and then down. Now you need to turn the ice back into a
puddle (fireball). Now push it north to unlock the door.

In here you can find the summon tablet Flora, which requires 1 Venus and 2
Jupiter Djinn.

With the Ice Queen stone in hand, head into the Alchemy Forge and use cold
snap on the two puddles to put the thing into reverse. The elder will come in
and comment that the cloud machine should work now, so lets go try it. 

***IMPORTANT NOTE***
Once you continue on, you won't be able to come back. You can't exactly make
the cloud go in reverse!

Before going, Karis will comment that we may not get to return in awhile.
To check up, we should have those three summon tablets (Zagan, Flora, and
Megaera) and 22 Djinn. Do a quick check and remember that you can get anything
you missed now as long as it was AFTER you acquired Reif.

The elder will come by to wish you well as a strong wind carries us off.
Interestingly enough, we'll float up to a new section.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XI: Craggy Peak Ruins                                        [DD 2.11]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Herb            |              \    \_\  \         | [] Doldrum         |
| [] Spiked Armor    |               \______  /         | [] ---             |
| [] Grievous Mace   |             _________\/          | [] ---             |
| [] Lure Hat        |            /   _____/            |                    |
| [] Vambrace        |            \_____  \             | Summoning Tablet:  |
|                    |            /        \            |                    |
o--------------------o           /_______  /            | [] N/A             |
                                         \/             |                    |
                                                        o--------------------o
                                                        

----------------
Clouds of Passaj
----------------


Use the zol blocks here to move forward and jump onto the next cloud. Use
whirlwind to shoot yourself right and down. Huh, apparently there's even
vortex's here. Move right and use the rotating platforms here to continue.

Use the cloud to shoot yourself to the left and jump on the land. Use grab on
the pillar to the north to continue. Get on the cloud here and go down, then
right, then up to hit a giant air current which will shoot you to the next
screen.

Also, here's a note from Nico about an item I missed:

[Tip from: Nico ]

Just wanna point out that you are missing some items. The first I noticed is
that on passaj cloud, there is a nut that can be gotten (similar way like
getting the herb, by using whirlwind on the flowers, but on previous
screens). This is not important though, its not even worth it making
backtracks.

[END TIP]

Here use the platform on the right to continue and make you way forward. Get
on the next rotating platform and jump off to the north to get to another one
to the east. Jump off and follow the linear path to the next screen. Use the
psy crystal if you need to. 


This next section has rotating vortex's that you need to avoid, which is
fairly easy to do if you just wait to cast whirlwind after it passes. If
you do happen to hit one, you'll be sent downwards to a lower section where
you need to get to a plant and make it grow to get back to where you were.

Keep following the path and you'll eventually see the next air draft. You can
hit the vortex's here to drop down and then cast whirlwind on the flowers
there for a [Herb], but it's not really worth it if you don't want it.

Continue on to reach a LONG section of stairs. Zol stairs. Nice. After the
long climb you'll finally arrive at the Craggy Peak Ruins.


-----------------
Craggy Peak Ruins
-----------------


As soon as you get up here, your magical cloud steps will disappear. Bah! 
Nothing to do but go forward. Tyrell will use his incredible power of smell
to deduce that no one lives here, since he can't smell food. Ok......

There's a Wise One statue to the right here if you need it. Check out the
mirror thing above the circle to see a centaur instead of your reflection.

Go to your left and grow the vine here so you can climb up. Use grab to
get over to the right and grow the other vine. You can also move this statue
to the right. Up on the top, you can check out the tablet, but then enter the
door you just opened. Cast whirlwind on the fan to make a pillar appear down
below.

Go down and grab it to make the stones align and a walkway appear. Get on the
slab to be taken down below.


Down here is a room FULL of doors. Wow. Well first of all I recommend setting
grip to a shoulder button. Lets go through this, room by room. You can do some
of these out of order, but only barely. The rooms are also depicted by the 
signs of the zodiac, and often contain puzzles based around them.

Oh, and you can also get water's of life from the chimera monsters in here,
just FYI.


Aquarius (The Urn Room):

Move upwards into the urn room.  In this room, go to the left and grab the
spire to turn the central walkway. Go up the stairs here and cast a fireball
on the lion holding the chest. Make your way back and move the walkway again
to get to the chest, which has some [Spiked Armor]. Now move the walkway again
to continue. 

In here, cast douse on the urn to open another door in the door room. Head
back and enter it.


Leo (The Lion):

Probably the easiest room, just shoot fire at the lion. It'll open up two more
rooms.


Gemini (The Twins):

Take the upper path to come to a very clever puzzle where pushing one statue
effects the other. Here's what you have to do to solve this puzzle. Remember
that if you can't physically do the moving, use Matthew's "Move" psynergy.

Up, Up, Left, Left, Left, Down, Left, Left, Up, Up, Right, Up, Up, Right,
Right, Down, Right, Right, Up, Up, Up, Right.

(If you find anything easier, please email me).


Libra (The Scales):

Jump on the scale and move onwards. The tablet in here advised that the four
angels must find balance. Fun. Jump onto the right scale here and move the top
statue onto the scale. Step off of it (to the south) and the scales will
remain in place. Move to the left scale and jump on it. This will bring it all
the way down (apparently Matthew weighs more that the statues), so move the
top statue on to THIS scale and step off. Half way done!

Now just do the same thing over again and you'll solve this puzzle and get
closer to opening up some more doors.


Virgo (The Woman):

Move the central walkway here to continue. This "puzzle" is pathetic, just use
grab once and then grow once.


Pisces (The Fish):

Go to the right and move the central walkway to continue.  Cast douse on the
two fish here to solve the "puzzle".


Aires (The Ram):

Go down the stairs and to the next room. 

Now you want to spit a fireball at the ram wall, but doing so will make the
two rams on either side of it pop out. Not good, since you want all rams gone.
This isn't that bad, though. Just shoot the first one, then the one on the
right. Shoot the far right one now, and then just shoot the one in the middle. 


Cancer (The Crab):

Move up the right hand side here and grab the pillar on the statue to make it
turn and a chest show up. You can find a [Grievous Mace] here. Use grab on the
middle pillar to move on.

Use arid heat on the bowl in here to solve this room.


Scorpio (The Scorpion):

Go to the left in this room and use grip at the end to make a stepping stone
to the next room. Make a note of the warrior and scorpion here.

In here, you have to match the scene you saw in the earlier room. Push the top
left block to the right and then down so it's in front of the soldier. Now
push the top right block to the left. You can also get a [Vambrace] from
inspecting the soldier statue here.

Now push the scorpion block to the left and up. One more push to the right
and your done. 


Taurus (The Bull):

Well, there are two movable gears/steps in here in the middle and the top. 
There's also a Jupiter Djinn stuck in a lion's mouth! Move the top one to get
up by the door and shoot the lion here with a fireball. Go back down and grip
the lower steps to get to that Djinn. It won't be happy, but you should soon
have the Jupiter Djinn Doldrum.

Go into the room above for a clever puzzle about a bull's horns. Here you have
to douse the two recess to put water into them, and then freeze them both to
make "horns".


Capricorn (The Goat):

In this room go to the left and grip the statue to bring around the chest, but
it's just pretending to be a chest since it's really a mimic. These things
still aren't too hard, so defeat it to get the real treasure: a [Lure Cap].
This thing ups the monster encounter rate, so if you want to do some
grinding... go for it! It's helpful to have around.

Now this next room gave me a LOT of trouble. Yeah... I thought you had to make
EVERY tile grey at first, since the table says "leaves no trace", but I was
wrong (thank god). The easiest way to solve this is to use Amiti's skill
"Insight" to see the solution. Follow that solution and you'll be good. You
still have to do a lot of pushing, but knowing to use "Insight" here is the
secret.

Now that we have that gauntlet out of the way, go into the last door.


Sagittarius (The Archer):

Grip the wheel here to continue on to the north. In this next room, freeze the
puddle and then grip the pole to make the archer face himself. This will take
on a literal meaning apparently in the cut scene.

Now get back onto the moon and sun lift and go back up. Go to the right of the
ice arrow and grip it to make it start swinging, like a pendelum. This will
make the lands below rise up and give you a way off this accursed rock. 


Head to the left and you'll get to a new part of the world map.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XII: Te Rya and the Teppe Ruins                               [DD 2.12]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Vial            |              \    \_\  \         | [] Fury            |
| [] Nurse's Cap     |               \______  /         | [] Dewdrop         |
| [] 1 Coin          |             _________\/          | [] Fleet           |
| [] Apple           |            /   _____/            | [] Waft            |
| [] Water of Life   |            \_____  \             | [] Bolt            |
| [] Sword of Dusk   |            /        \            | [] Breeze          |
| [] Warrior's Helm  |           /_______  /            | [] Haze            |
| [] Mythril Circlet |                   \/             | [] Vine            |
| [] Mint            |                                  |                    |
o--------------------o                                  | Summoning Tablet:  |
                                                        |                    |
                                                        | [] Moloch          |
                                                        |                    |
                                                        o--------------------o


You'll exit Craggy Peak and end up in a snowfield. We need to find Morgal
somehow. But first, like any good RPG we need to go to the "dead end" sections
of the world. This means take a trip to the west, past the bridge and up the
slope to find a cave.

In this cave you need to melt the ice pillars to get past them. Melt the first
one to get in, then melt the ice on the left to reach a chest with a [Vial].
Make sure to refreeze that puddle when you're done. Now go to the right and
melt one of the ice column's in the back to get up the stairs (don't refreeze
this one). Jump to the left and then use grip to get over even further. Move
up into the gap and cast cold snap on the puddle/glyph. This will freeze the
area near the tablet. 

Now just get back to the top and claim the tablet to learn how to summon
Moloch, which requires 2 Mercury and 1 Jupiter Djinn.

Now head back towards Craggy Peak and take the north path. Before long you'll
run into a town.


------
Te Rya
------


The guard will stop you and have a match of "wits" with Tyrell, but an older
man will come by and stop them. Tyrell will remark that they aren't even from
the village, which they don't deny. Hmm, something fishy is going on here.


o--------o
| Te Rya |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This nomadic tent village is located in the snowy Khiren Mountains. Its    |
| people survive by staying mobile and following their flocks of sheep and   |
| goats.                                                                     |
|                                                                            |
o----------------------------------------------------------------------------o


Oh well, ignore them for now. Before we start raiding, move to the right and
climb up the tree. Use it to jump to the ledge to the north. Here move down
the ladder. See that sheep there? The poor thing is freezing! That's kinda
cruel of whoever owns him! Do him a favor and light the torch nearby. Now you
can backtrack down the tree and recover the Mars Djinn Fury.


Enter the nearby house and listen to the conversation for some more info. Stop
being nosy already! You can also find a [Nurse's Cap] in the dresser here.
Head back out to see a mysterious figure run away.


o-------------o
| Teppe Ruins |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This ancient home of the Jenei Adepts was built into the northern face of  |
| the Khiren Mountains.                                                      |
|                                                                            |
| Time has not been kind to the Teppe ruins, and the Golden Sun event        |
| damaged them further. They crumble a little more each day.                 |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Hou Ju |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This young girl is much beloved by the villagers of Te Rya and especially  |
| Ryu Kou.                                                                   |
|                                                                            |
o----------------------------------------------------------------------------o


Down in the inn/healing house you can find a whopping [1 Coin] in the jar by
the healing guy. Yeah... feel free to skip that. Anyways head east and enter
the house up the steps for another scene. You'll learn quite a bit of the
happening going on and learn the names of those guys from earlier.


o---------o
| Hou Zan |
o---------o------------------------------------------------------------------o
|                                                                            |
| This elderly man is Ryu Kou's tutor, mentor, and friend. His calm,         |
| rational manner balances his pupil's fiery nature.                         |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
| Ryu Kou |
o---------o------------------------------------------------------------------o
|                                                                            |
| This hotheaded Sanan youth has taken up residence in Te Rya village after  |
| apparently being on the run.                                               |
|                                                                            |
o----------------------------------------------------------------------------o

Apparently his sister is being kidnapped, but Hou also tells us that the
Teppe Ruins are to the north. You can find an [Apple] in the northern jar in
the house next to yours. 


o----------o
| Beastmen |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This is the term applied to the people and animals that were transformed   |
| into hybrid forms by the Golden Sun.                                       |
|                                                                            |
| Besides their altered appearance, some beastmen are said to possess        |
| strange powers that humans cannot gain.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


Go ahead and visit the weapons and armor shop if you wish (see my
recommendation sections for why I say "if you wish"). Be sure to grab the
trusty staff, though. 



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Chain Mail:      2000 |
| Antidote:         20  | Te Rya                     | Jerkin:          2400 |
| Elixir:           30  |____________________________| Gauntlets:       1600 |
| Sacred Feather:   70  |____________________________| Heavy Armlet:    2000 |
|                       |                            | Mail Cap:        2000 |
| Artifacts:            |           ________         |Guardian Circlet: 3400 |
|                       |          /  _____/         |                       |
| Water of Life:   3000 |         /   \  __          | Artifacts:            |
| Psy Crystal:     1500 |         \    \_\  \        |                       |
| Potion:          1000 |          \______  /        |                       |
| Trusty Staff:       8 |         ________\/         o-----------------------o
o-----------------------o        /   _____/          | Inn:                  |
| Weapon Shop:          |        \_____  \           |                       |
|                       |        /        \          | 50 Coins to stay.     |
| Claymore:       4000  |       /_______  /          |                       |
| Composite Bow:  1600  |               \/           o-----------------------o
|                       |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: Only marginal upgrades, you can    |
|                       |    skip all this if you wish. Be sure to grab the  |
| Frost Wand:     5400  |    trusty staff, though, we need that!             |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Once you are done, let's leave the village and head north to the Teppe Ruins.


-----------
Teppe Ruins
-----------


First things first. See that Mercury Djinn? Throw a fireball at him. Now go
check out the house on the left. In here talk to the man at the stove, who
will complain that he can't go fishing due to not having a good enough rod.
Well, good thing we bought that trusty staff, huh? Go ahead and give it to
him and he'll fish up the Djinn. And surprisingly despite being roasted and
then fished up like dinner, the Mercury Djinn Dewdrop will join you with no
resistance.

Now head up the hill and enter the cave on the left. Here go towards the chest
and after getting rid of the snow with a fireball you can acquire a [Water of
Life]. 

Go into the ruins and you'll see the shadow girl running from you again. Go
down the left path here. In the next room ignore the path to the north but go
through the door. In here, push the log down, then the next one right. 

Now you're going to want to use "Move" psynergy on the column. Move it until
it's in the top right-hand corner so you can climb up the vine and jump
across. Go onwards to the next vine and down to get a [Sword of Dusk] from
the chest. Not a bad upgrade. Grip yourself back to where you were and take
the right south exit this time to see the shadow girl move down a rope.

Move to the next room to see a huge statue with a clown nose. Interesting.
The team will comment on it only to have the shadow girl, who we should have
running from us, come in from behind. She introduces herself as Sveta, and is
a beastmen. Read the entry to find out that she's even an adept. 


For some reason, Sveta will want us to return the bag that we learned was
lost in Te Rya. She even offers to be a guide for us in Morgal. Well let's 
see, do you want a mind-reading beastwoman on your side? 

Yikes, I can hear your "YES!" through the monitor. Ok, ok, just say yes and
take the elegant bag. You can actually even move forward up the vine here as
that path leads you back to the cabin from earlier.

Head back to Te Rya now.


o-------o
| Sveta |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This beastman Adept has enhanced senses and can read other's minds and     |
| render scents visible.                                                     |
|                                                                            |
o----------------------------------------------------------------------------o


o--------------------o
| Mind Read Psynergy |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This wind-based Psynergy allows the user to listen to the thoughts and     |
| strong emotions of people and animals.                                     |
|                                                                            |
| Only very specialized Wind Adepts such as Ivan and Sheba can master this   |
| esoteric technique.                                                        |
|                                                                            |
o----------------------------------------------------------------------------o


o---------o
|Volechek |
o---------o------------------------------------------------------------------o
|                                                                            |
| This leader of beastmen is the king of Morgal. He was crowned after        |
| leading the successful uprising against Sanan colonists.                   |
|                                                                            |
o----------------------------------------------------------------------------o


-------
Te Rya
-------


Back here you'll see Ryu and the gang talking about the bag and Hou Ju. Wow,
this thing is really important to them. Go ahead and hand it over. Ryu will
then spill the beans about what's really happening. 

Time to go back to Sveta.



-----------
Teppe Ruins
-----------

Sveta will show us how to go forward with her slap psynergy (slap psynergy?
really?), and will then join our group! Hurrah! She also comes equipped with
the following Jupiter Djinn:

Fleet
Waft
Bolt
Breeze
Haze


Quite the haul, huh? Sveta also has some unique options in combat, being able
to "unleash the beast within" and transform into a beast form, which gives her
a few unique combat options. She also includes healing spells, but unlike
Karis they are single-target. Anyways, continue onwards.


o---------------o
| Slap Psynergy |
o---------------o------------------------------------------------------------o
|                                                                            |
| This wind-based Psynergy conjures a blast of air with unusual properties.  |
| It's good for knocking things around or waking up sleeping people.         |
|                                                                            |
o----------------------------------------------------------------------------o


Sveta will show us how to get past the clown statue thing, so continue
onwards. Head through the right door here and go down the steps. You want to
move the column one space to the right so you can jump on it. Use it to grab
the spire by the chest for a [Warrior's Helm], a nice helm for Matthew. Use
"Slap" on the next clown statue thing to move on.

Move forward through one room and in the next a small earthquake will happen.
Sveta will then explain her "Track" psynergy to the team. Use it if you wish,
but it's a linear path and we can only go a single way anyways. Follow the
scent into the next room and up the vine.


o----------------o
| Track Psynergy |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This Psynergy heightens a user's sense of smell, making it possible to     |
| detect faint odors and track them back to their source.                    |
|                                                                            |
o----------------------------------------------------------------------------o


Our here you can track the scent if you wish, but head up and use the stairs
to get around the obsticales. Be sure to grab the [Mythril Circlet] from the
chest that you'll pass. Note that there's also a [Mint] nearby that you can
get from using your tracking synergy too! It's in the middle of the grass
circle. Thanks to all the readers out there that pointed this out.

You'll come up to a section with four different slopes to choose from. Here,
"Track" will actually be useful, as you can see which one you need to take
(it's the far left one).

Continue on the linear path for awhile until you come back to the earthquake
room, where you can push the column up to fill the hole in case you want to
backtrack for whatever reason. Continue on and freeze the bottom two puddles
to continue down to the door.

Past the door, you'll see a Venus Djinn look surprised at you and start to
hide and run away in the nearby grass. To get him, go up one level (use the
left stairs by the clown statue) and jump over to the column so you can push
it down. Now chase it and it will run into the column and move north, allowing
you to grab the Venus Djinn Vine. 

**Warning!** 

Sveta is about to leave the party. Unequip anything that you may want.

Slap the clown to continue.


Out here the team will discuss with Sveta their plans, and when the subject
of the Roc comes up she gets very concerned. She'll leave the party even,
saying that she can't fight the Roc with you, but tells you of the Arangoa
Prelude which will summon her back to her side. For now lets head to Belinsk
and see if we can't find Kraden.


o-----------------o
| Arangoa Prelude |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This ancient musical incantation has no sheet music - each of the six      |
| parts is given by a master musician to one apprentice.                     |
|                                                                            |
| While it is extremely demanding to play, properly performed the piece is   |
| said to cause miracles.                                                    |
|                                                                            |
o----------------------------------------------------------------------------o


You can check out the cabin here if you wish, but move on to the world map and
the next section.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XIII: Exploring Belinsk                                      [DD 2.13]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] 11 Coins        |              \    \_\  \         | [] Furrow          |
| [] Assassin's Blade|               \______  /         | [] Spout           |
| [] Sun Saga 4      |             _________\/          | [] Torrent         |
| [] Sacred Feather  |            /   _____/            |                    |
| [] Herb            |            \_____  \             | Summoning Tablet:  |
| [] Sacred Feather  |            /        \            |                    |
| [] Muni Robe       |           /_______  /            | [] N/A             |
| [] Power Bread     |                   \/             |                    |
| [] Vial            |                                  o--------------------o
| [] Smoke Bomb      |                                                       
| [] 66 Coins        |
| [] Dried Lizard    |
| [] Crystal Powder  |
| [] Khiren Water    |
| [] Nut             |
|                    |
o--------------------o


Well, we are now in the biggest part of the world map that we've been to so
far! We have a LOT of choices on what to do and where to go, but for the sake
of guidance this guide will follow the path to Belinsk and do what they want
us to do, with one exception.

That one exception is a little detour to pick up a wild Djinn. Check out the
map. See that small island in the middle of the lake. Head there and walk
around on it. Sooner or later you should get into a battle with a Venus Djinn.
After beating it you will have Furrow on your side. 

Now head to the west and you'll soon see a rather large town. Check out the
billboard outside of it to learn about the surrounding towns in this area if
you wish and head inside.


o-----------o
| Port Rago |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This harbor is home to proud shipwrights in the ancient Exathi tradition.  |
| The docks there are a beautiful heirloom of the town's distant past.       |
|                                                                            |
o----------------------------------------------------------------------------o


o----------------o
| Kolima Village |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This town is essentially built into the four great trees that comprise it. |
| Its troubled history leads neighboring folk to think of it as cursed.      |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Saha |
o------o---------------------------------------------------------------------o
|                                                                            |
| This town rests on the former marshland made habitable by Kolima Village's |
| migration. It is a popular stop for people wanting to buy dream leaves.    |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------o
| Border Town |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This town is essentially two towns: one in Bilibin and one in Morgal. As   |
| the nations involved become more hostile, the town is increasingly divided.|
|                                                                            |
o----------------------------------------------------------------------------o


--------
Belinsk
--------

The team will talk a bit upon entering Belinsk and take mental note of the
band. You can go talk to them and even request songs with the squirrel, but
since they only have five band members right now they can't play Arangoa
Prelude. You can have them play other songs if you want, though, all of which
are pretty good! Gotta love a good soundtrack!


You can also find out some interesting information about a Champa pirate named
Eoleo by talking to people around town. They plan on boiling him alive! Ok,
that's a little too much.


o--------o
| Champa |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This seafaring nation has a long tradition of piracy. Despite their        |
| reputation as seagoing thugs, the Champa people have a strong national     |
| pride.                                                                     |
|                                                                            |
o----------------------------------------------------------------------------o


o-------o
| Eoleo |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This young pirate has succeeded his father, Briggs, as the scourge of the  |
| Eastern Sea.                                                               |
|                                                                            |
| He has been captured by Morgal forces and is being held in Belinsk.        |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------o
| Eastern Sea |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This great sea lies to the east of Angara and includes both the Otka Sea   |
| and the Sanan Sea within its expanse.                                      |
|                                                                            |
| In the wake of the Golden Sun event, it was separated into northern and    |
| southern regions.                                                          |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Briggs |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This grizzled sailor is the de facto ruler of the notorious Champa pirates |
| and father of Eoleo.                                                       |
|                                                                            |
| Despite his brash demeanor, he has a sentimental side, as seen in his      |
| attachment to his old and worn-out ship.                                   |
|                                                                            |
o----------------------------------------------------------------------------o


Ok, enough learning. Let's see what loot we can find in this town. Start by
going into the inn and down the stairs behind the counter. You can find [11
Coins] in the jar down here. Now go to the healing house and downstairs. Here
there are a LOT of bookcases, but take notice of the chest? Just use "Move" on
the bookcase to the right of the chest so you can climb up and get it. You'll
acquire an [Assassin's Blade], a great upgrade for Karis. Now go check the
bookcase with the books on it by the stairs for [Sun Saga 4]. You can also get
a [Sacred Feather] in the bookcase below that.

Now lets do some more bookcase moving. See those bookcases below the stairs?
Move the right one right two spaces and the middle one right. Ah, a door!
Enter in to get to an obscure entrance to the Belinsk Ruins. Follow this path
and you'll find the Mercury Djinn Spout.

Ok, head back to the healer's house and go up the north stairs now. You can
find a [Herb] in the north barrel here. Move west across the town to the other
private home, where an old beastmen couple live. Check the bookcase here for
a [Sacred Feather]. Go into the door on the left to their bedroom and check
the dresser for a [Muni Robe]. 

Go outside and up the stairs to another section of the house. You'll see a
Mercury Djinn hanging out here, but we can't get him quite yet. Just remember
him for now. Check the box here for some [Power Bread].

We may as well check out the weapon, armor, and item shops now. You can also
find out about Lord Kuan here from one of the patrons.

o-----------o
| Lord Kuan |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This Sanan royal was killed during the battle in which Morgal won its      |
| independence.                                                              |
|                                                                            |
o----------------------------------------------------------------------------o




o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Armored Shell:   3600 |
| Antidote:         20  | Belinsk                    | Jerkin:          2400 |
| Elixir:           30  |____________________________| Knight's Shield: 3000 |
| Sacred Feather:   70  |____________________________| Heavy Armlet:    2000 |
| Nut:             200  |                            | Steel Helm:      3100 |
|                       |           ________         | Platinum Circlet:4200 |
| Artifacts:            |          /  _____/         |                       |
|                       |         /   \  __          | Artifacts:            |
| Water of Life:   3000 |         \    \_\  \        |                       |
| Psy Crystal:     1500 |          \______  /        | Knights Greaves: 2700 |
| Potion:          1000 |         ________\/         o-----------------------o
o-----------------------o        /   _____/          | Inn:                  |
| Weapon Shop:          |        \_____  \           |                       |
|                       |        /        \          | 70 Coins to stay.     |
| Claymore:       4000  |       /_______  /          |                       |
| Great Axe:      5200  |               \/           o-----------------------o
| Master Rapier:  6800  |                                                    |
| War Mace:       6200  |                                                    |
| Composite Bow:  1600  |    Recommended: Only marginal upgrades, again.     |
|                       |    Grab the War Mace for Reif is you wish, but you |
| Artifacts:            |    can skip everything else.                       |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Ok, now let's check out the north-west exit. 


-------------------
Belinsk Opera House
-------------------

Ooo, fancy! Grab the [Vial] from a box to the left and a [Smoke Bomb] from a
barrel to the right. The patrons inside will tell you that one of the 
chandelier's here is actually a dragon. Ok... 

Follow the path up to the second floor and back down to the back of the opera
house. In the back you can find [66 Coins] from a barrel. The exit here leads
back to Belinsk.


--------
Belinsk
--------

To the left out here you can see Eoleo in a cage, shaking it around. Continue
on to find a graveyard and grab the [Dried Lizard] from the middle grave. The
building on the right is locked, so head back to the main town now.


Head to the north-east exit now to the docks. Climb down the ladder on the
left to find some [Crystal Powder] in the barrel. Go through the right exit
and grab the [Khiren Water] from the barrel below the boxes. There's also a
[Nut] in the last wooden box on the pier. Now go down the ladder and move the
boxes and freeze the puddle so you can reach the Mercury Djinn Torrent.

You can also check out the entrance to the castle to the north, but no matter
what the guards won't let you in. Having checked everywhere and finding no
Kraden, try to leave town. The team will comment on their bad luck and then
meet two musicians. 

The team will learn about the musician Vande as well, who is looking for the
Roc. 

o-------o
| Vande |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This musician is a member of Belinsk's popular minstrel troupe. He has     |
| visited many lands in search of musical inspiration.                       |
|                                                                            |
o----------------------------------------------------------------------------o


They will then decide to head West to Bilibin and try and meed Kraden on his
way, leaving to the world map and the next section.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XIV: Border Town and Port Rago                               [DD 2.14]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Potion          |              \    \_\  \         | [] Gears           |
| [] 8 Coins         |               \______  /         | [] Sirocco         |
| [] Sacred Feather  |             _________\/          | [] Coral           |
| [] 6 Coins         |            /   _____/            |                    |
| [] Herb            |            \_____  \             | Summoning Tablet:  |
| [] Lucky Pepper    |            /        \            |                    |
| [] Weasel's Claw   |           /_______  /            | [] Ulysses         |
| [] 55 Coins        |                   \/             |                    |
| [] Nut             |                                  o--------------------o
| [] Hard Nut        |                                                       
| [] 24 Coins        |
| [] Planet Armor    |
| [] Water of Life   |
| [] Kaocho Dumpling |
| [] Oil Drop        |
| [] Quality Zol     |
|                    |
o--------------------o


Well, now let's head west. Before going to far though, check out the map. See
that piece of land towards the north sticking out into the water? Go fight on
it for awhile and you'll encounter yet ANOTHER Venus Djinn. Defeat it to
acquire Gears. 

Now go across the nearby bridge, once you get Gears, and follow this path
until you get to a cave.


----------------
Border Town Mine
----------------


In here, stay on the ground floor and move past the stairs. Find a puddle to
freeze and a rock column to move. Now go back and climb the stairs. Follow
the skipping stones you've put up and hit EVERY switch as you make your way to
the mine cart (you should hit three of them). Now jump in the mine cart and
it'll stop at a chest with a [Potion] in it.

Now move the cart back and jump down the slope. Change the first switch on
your way back to the cart and ride it again. Now just have Tyrell throw a
fireball at the bomb to reveal a summon tablet! Go grab it and claim Ulysses,
who requires 2 Mercury and 2 Mars Djinn. Feel free to exit the mine now.

Now let's head back across the bridge and south towards Border Town.


-----------
Border Town
-----------


In town, move down towards the bridge and you'll be stopped by two pirates.
After talking to them you'll learn that they too are trying to find Kraden,
but since the border is closed they can't. It seems you are good enough,
though.

(-NOTE-) Be SURE to talk to these pirates. I've had someone tell me it is
         necessary to continue the game's story.

So, to rescue Brigg's son or not? The team will discuss it, but ultimately
they'll agree to go see Briggs in Port Rago, where the pirates believe he will
most likely be since his ship will probably need repairs.

Go into the nearby bridge guard house and check the north pot for [8 Coins].
You can look through the telescope on the second level if you wish (boy that
vine looks tempting, doesn't it?). Head outside now and move to the ledge on
the right. Use "Grip" here to get on top of the other house and go down the
stairs to find the Jupiter Djinn Sirocco. 

If you head up towards the inn, you'll meet a Belinsk band member, who will
start heading back towards Belinsk after you talk to her. Go into the inn and
downstairs. Here you can get a [Sacred Feather] from the box. There's also a
woman here who advises you that if you eat a dream leaf here you may dream
about being across the border. Hmm, probably good to remember.

Go ahead and check out the shops here, although there really isn't anything
worth noting. 

(Note: I am only going to list new ITEM ARTIFACTS from now on.)



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Gauntlets:       1600 |
| Antidote:         20  | Border Town                | Mail Cap:        2400 |
| Elixir:           30  |____________________________|                       |
| Sacred Feather:   70  |____________________________|  Artifacts:           |
| Nut:             200  |                            |                       |
|                       |           ________         |                       |
| Artifacts:            |          /  _____/         |                       |
|                       |         /   \  __          |                       |
| Mist Potion:     9000 |         \    \_\  \        |                       |
|                       |          \______  /        |                       |
|                       |         ________\/         o-----------------------o
o-----------------------o        /   _____/          | Inn:                  |
| Weapon Shop:          |        \_____  \           |                       |
|                       |        /        \          | 70 Coins to stay.     |
| Broad Axe:      1400  |       /_______  /          |                       |
| Battle Mace:    2600  |               \/           o-----------------------o
|                       |                                                    |
| Artifacts:            |                                                    |
|                       |    Recommended: Nothing. Save your money.          |
|                       |                                                    |
|                       |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


May as well go see if this Briggs guy is at Port Rago or not. Head out to the
world map. You can find Port Rago ALL the way to the east and a bit to the
south. 


---------
Port Rago
---------


Here we are, port town! Go into the first house here and check the upper urn
for [6 Coins]. The woman in here will tell you about the Otka Sea as well.
What's that? Dangerous? You know that means we'll be crossing it someday.

o----------o
| Otka Sea |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This eastern sea lies between Port Rago and Yamata City. It is quite       |
| dangerous, with rough waters and deadly monsters.                          |
|                                                                            |
| The only ships that consistently survive crossing it are those made in     |
| Port Rago.                                                                 |
|                                                                            |
o----------------------------------------------------------------------------o

The box by the inn has a [Herb] in it. Go into the inn and check out the
stove for some [Lucky Pepper]. Climb up the tree and jump onto the ledge. You
can find a [Weasel's Claw] in the jar. While you're up here, move around the
ledges and get on the house's roof. Push the box off the house, trapping
the inhabitants forever until they die! Oh, I mean, so you can push it south
into the water. Yeah...

You can also check out the shops here, if you wish.



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Armored Shell:   3600 |
| Antidote:         20  | Port Rago                  | Silver Vest:     3200 |
| Elixir:           30  |____________________________| Knight's Shield: 3000 |
| Sacred Feather:   70  |____________________________| Silver Armlet:   4000 |
| Nut:             200  |                            | Platinum Circlet:4200 |
|                       |           ________         |                       |
| Artifacts:            |          /  _____/         | Artifacts:            |
|                       |         /   \  __          |                       |
|                       |         \    \_\  \        |                       |
|                       |          \______  /        |                       |
|                       |         ________\/         o-----------------------o
o-----------------------o        /   _____/          | Inn:                  |
| Weapon Shop:          |        \_____  \           |                       |
|                       |        /        \          | 75 Coins to stay.     |
| Great Axe:      5200  |       /_______  /          |                       |
| War Mace:       6200  |               \/           o-----------------------o
|                       |                                                    |
| Artifacts:            |                                                    |
|                       |    Recommended: Not much. Someone may benefit from |
|                       |    a silver armlet or platinum circlet.            |
|                       |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


If you head to the left, an old man will run up to you and just volunteer 
information about Briggs being in town. Ok, no one asked you, guy! Go down to
the docks and grab [55 Coins] from the barrel on the docks. Now use the box
you pushed down earlier and get over to the right. Here, move a box to the
left and you can access the door.


---------------
Port Rago Canal
---------------

In here jump up to the board and go down when you can to find a [Nut] in a
barrel. Keep heading left and following the path to get back out to Port Rago,
where you can find a chest with a [Hard Nut] in it.

Head back and take the right path this time. Note the Mercury Djinn in the
water here, then take the northwest ladder up to the docks.


----------------
Port Rago Docks
----------------

Matthew will automatically push the box out of the way as you enter. Check the
barrel to your right for [24 Coins], then head left to get up the chain. Move
around the boxes here and use "Grab" to bring the ladder over. Go down the
steps here and climb the chain to reach a chest with some [Planet Armor] in
it. 

Head all the way to the left and down the plank to a small place surrounded by
boxes. Examine them all to find a [Water of Life] and a [Kaocho Dumpling]. Now
go back up and to the right, staying on the lower level. The jar in the corner
here has an [Oil Drop] in it. Here you can cast "Arid Heat" on the jar and
make the water drop. Use the nearby ladder and go through the door to get
to that Mercury Djinn we saw before. After a short battle you will have Coral
on your side! Nice!

Also note that you can take the southern path here to find some [Quality Zol],
which was pointed out to me by numerous readers. Thanks guys!

You may or may not have talked to the pirate Briggs by this point, but you can
find him in the south watching his ship being worked on. He'll recognize you
right away, as well as share info about your mom, Jenna. Veterans from the
first game no doubt guessed that she was Matthew's mom. Why there's been no
mention of her until now or why she isn't with Isaac? No idea...

He'll ask you (and tease you) by telling you of a man named Tret, who can
apparently not only tell Briggs how to assault Belinsk Castle but knows about
about our Roc. Hmm, well it seems Kolima Forest is our next destination.
Briggs will also give us a "gift", some Hermes Water. 


o-------o
| Jenna |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Fire Adept was a Warrior of Vale who fought at Felix's side. She      |
| currently resides in Kalay, along with other Vale survivors.               |
|                                                                            |
| While her son Matthew's powers are inherited from his father, he did get   |
| her bright and determined spirit.                                          |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Tret |
o------o---------------------------------------------------------------------o
|                                                                            |
| This is an old friend of Isaac's who lives in Kolima Forest. Apparently he |
| has useful information about Mountain Rocs.                                |
|                                                                            |
o----------------------------------------------------------------------------o


o---------------o
| Kolima Forest |
o---------------o------------------------------------------------------------o
|                                                                            |
| This mysterious forest is in northeastern Angara. Isaac's old friend,      |
| Tret, can be found somewhere among its trees.                              |
|                                                                            |
o----------------------------------------------------------------------------o


If you try to leave through the front door, Briggs will stop you and tell you
that the way is unpassable, so go back the way you came instead. Once you're
back in the city you'll run into another musician, who will have had his fill
of inspiration and go back to Belinsk. Good! 

Let's head out to the world map and go towards our next destination.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XV: Kolima Village and the bad dream.                        [DD 2.15]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Nut             |              \    \_\  \         | [] Garland         |
| [] 7 Coins         |               \______  /         | [] Glare           |
| [] Sacred Feather  |             _________\/          | [] Wisp            |
| [] 30 Coins        |            /   _____/            |                    |
| [] Elixir          |            \_____  \             | Summoning Tablet:  |
| [] Antidote        |            /        \            |                    |
| [] Cookie          |           /_______  /            | [] N/A             |
| [] 21 Coins        |                   \/             |                    |
| [] 33 Coins        |                                  o--------------------o
| [] 777 Coins       |                                                       
| [] Herb            |
| [] Bramble Seed    |
| [] Apple           |
| [] Sun Saga 5      |
| [] Safety Boots    |
| [] Weasel's Claw   |
| [] Oil Drop        |
| [] Mint            |
| [] Faery Vest      |
| [] Giant Axe       |
| [] Sleep Bomb      |
| [] Virtuous Armlet |
| [] Ninja Garb      |
|                    |
o--------------------o


So our new destination is Kolima. We can't exactly go there, though, not yet.
From Port Rago, head north. This is Saha Town, so let's enter. Also, check out
that item list! We got lots of good stuff to find!


---------
Saha Town
---------


Talk to the couple to the north to learn that if you go in the forest, you'll
just end up waking up in town. Interesting. Also, these two are vendors and
want a Roc feather and offer you a ton for it. Well, at least talking to them
makes them go back to work!


o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Plate Mail:      4400 |
| Antidote:         20  | Saha Town                  | Silver Helm:     3900 |
| Elixir:           30  |____________________________| Knight's Shield: 3000 |
| Sacred Feather:   70  |____________________________| Platinum Circlet:4200 |
| Nut:             200  |                            |                       |
|                       |           ________         | Artifacts:            |
| Artifacts:            |          /  _____/         |                       |
|                       |         /   \  __          |                       |
|                       |         \    \_\  \        |                       |
|                       |          \______  /        |                       |
|                       |         ________\/         o-----------------------o
o-----------------------o        /   _____/          | Inn:                  |
| Weapon Shop:          |        \_____  \           |                       |
|                       |        /        \          | 75 Coins to stay.     |
| Claymore:       4000  |       /_______  /          |                       |
| Master Rapier:  6800  |               \/           o-----------------------o
|                       |                                                    |
| Artifacts:            |                                                    |
|                       |    Recommended: Nothing. The stuff you have now is |
|                       |    better. Save your money.                        |
|                       |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


Not that there's anything we want from them! You can go in the inn and find a
[Nut] in a box under the stairs. You can also find [7 Coins] in the top barrel
by the side of the inn (outside). There's a [Sacred Feather] in the box behind
the items woman. Go into the house by the item girl and grab the [30 Coins]
from the first barrel. 


Up in the house above the inn, you can find out some info about the Hermes
water as well as an [Elixir] in the southern pot.

o------o
| Imil |
o------o---------------------------------------------------------------------o
|                                                                            |
| This snowy northern land is home to the Mercury Lighthouse and its         |
| protectors, the Mercury Clan.                                              |
|                                                                            |
| Hermes Water flows naturally from the local springs, a product of the      |
| lighthouse's elemental influence.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

The house to the east has an [Antidote] in the jar outside. Inside talk to the
woman to learn that one of the trees in Kolima Village is sick and is cursing
the place. Hmm, well good thing we got some Hermes Water, huh? You can also
move the big box here to the right (Use "Move" Psynergy) to find a chest with
a [Cookie] in it. 

You can go up to the north exit and see it closed for yourself. The old woman
here will also tell you about Dream Leaf, which is an interesting sounding
item. 

o------------o
| Dream Leaf |
o------------o---------------------------------------------------------------o
|                                                                            |
| These leaves grant pleasant dreams to those who eat them. They grow from a |
| rare tree in Kolima, and people travel far to buy them.                    |
|                                                                            |
o----------------------------------------------------------------------------o

(-NOTE-) CyberMaroon has this to add about the Dream Leaf encyclopedia entry,
which may just help someone out:

 "But I have something to note: the Encyclopedia entry for Dream Leaf.
According to your FAQ, and many others, this entry is gotten by talking to the
old woman in front of the Saha/Kolima border gate. This was not the case for
myself, probably because I am using the EU version of the game.

 The entry simply wasn't there. I found the entry by NOT picking up the
Crush Tusk or healing the Dream Tree and instead walking out immediately
towards the Dream Leaf vendor. To the lower right of the tree where he is,
were two NPCs, a man and a woman. Talking to the man (and answering Yes to his
question) resulted in him giving me the entry (he mentions the Dream Leaf
merchant and calls you a thug for bullying Sludge).

[END TIP]

With all that out of the way, jump down the western well and you'll see a
Jupiter Djinn just chilling there. Not much we can do about him, but move the
small rock to the right to make a path for later.

Go back up and move to the right well. You'll need to move the center box out
of the way, then jump down the well. Here you can go through to the left, but
you'll see why we can't get that Jupiter Djinn yet so go back and to the
right. Take this path and grab onto the other side and climb up the well.


--------------
Kolima Village
--------------

As you'll find out, this well takes you to Kolima Village. Now to find Tret.
May as well loot while we go. The box to your north has [21 Coins]. Go into
this first house and check out the bottom right jar for [33 Coins]. Go up to
the second floor and out the exit to see that the trees here go everywhere. 
You can jump to the southern branch though to get [777 Coins]. 

Go to the south tree and find out about the Dream Tree from a lady standing
off to the left. You can also get a [Herb] from the southern jar by her.

o------------o
| Dream Tree |
o------------o---------------------------------------------------------------o
|                                                                            |
| This is the source of the dream leaves that grant pleasant dreams. It is   |
| one of the great trees that Kolima Village is built into.                  |
|                                                                            |
| Because of an unknown disease, the Dream Tree's leaves have been altered   |
| to cause nightmares.                                                       |
|                                                                            |
o----------------------------------------------------------------------------o

You can get into a storehouse by walking into the north part of this tree.
Despite the massive number of jars and stuff in here, there's only a [Bramble
Seed] in the left hand jar. Further on there's an [Apple] in a chest. Upstairs
there's a woman by the bookcase who will offer to take you to the dream tree,
but you can just say no since we're still looting/finding stuff now. You CAN
find the [Sun Saga 5] in the bookcase by her though. Go out the exit now.

Out here you can see a Venus Djinn nearby. We'll get him in a bit. For now go
south and jump to the next tree. Now jump to the next tree to the northeast.
Keep going as we'll be jumping for a bit. You should be jumping to the north,
then the south, then the north again so we can get that chest. It has some
[Safety Boots] in it (which drop too much agility for my tastes). Now, go back
a bit and go west past that slide to the south. Jump to the south and you'll
be able to get the Venus Djinn Garland down here!

Now let's check out the third tree, by the item shop. To the left of the tree
on the ground you can find a [Weasel's Claw] in the box. Now go into the tree,
where you can find an [Oil Drop] in the jar. 

That's it for that tree. The last tree (where the inn is) looks... diseased.
So THIS is the Dream Tree. Notice how the main entrance is branched off? Well,
the only thing to do now is to go talk to the lady who offered to take us to
the dream tree. Say yes to her this time and they'll give you some dream
leaves and put you in the dream tree. Well... after we fall asleep, we'll
"wake up" and go through the hole, landing in the Phantasmal Bog.


--------------
Phantasmal Bog
--------------

The yellow light here will let us return from the dream, but why do that? Jump
to the right and upwards, and watch the weird crocodile thing try to smash
you. He'll try it again on the weak looking ground parts, but no worries, just
follow the path counter-clockwise, push the rock in the bog, and exit south.

Continue south and take the right exit. Continue down the path until the big
lake on the 1F, as it's pretty linear. Head north at the lake and in the next
room cast arid heat on the puddle. This will dry up the lake. Jump back to the
start of this area and down into the lake bed so you can grab the [Mint] from
the chest. 

Now go down into the next area and push the log south, and then up. Now push
the south log left, and then the north log down one more time. Now go fill up
the leaf with water and come back here. You'll be able to get to the chest on
the left now for a [Faery Vest]. With that treasure in hand, go back and drain
the water and come back to this lake. Push the south log right again and the 
other log down. Now push the south log left.

Go refill the lake now and come back. You can now get to the south bank. Go
through the south exit and follow the path. In this room there's a Mars Djinn
hanging out on a ledge. Ah, we must have him!

Go freeze the southern puddle and push the left log to it. Now push the
northern log south and then freeze that puddle to make a bridge. Then you can
grab your new Mars Djinn, Glare, after a quick fight. Continue to the next
room.

In here the only thing you can do is push a log into the water below. Now if
you played around with turning the water into ice you'll see right away why
this is important (if you didn't oh well, you couldn't have done anything
that way anyway). Slide down the convenient slide here to get back to the
lake quickly. Jump to the leaf and freeze it. Now slide to the right, down,
up, and left to access a new portion.

Move on to a new frozen section. To get the chest here we need to get over to
the other side. Slide down, right, up, left, up, right, down, and left. To get
the chest, walk on the ground to the northern stairs and slide down, right,
and up for a [Giant Axe], which is a good upgrade to the Grievous Mace that I
had Isaac using (and the Grievous Mace upgraded Reif's weapon in turn). Get
back to the land on the right and go south.

Follow this path and push the block down to continue. You'll come to a place
where you need to grab to continue. You'll also see the tip of the massive
chunk of ice, so melt it to continue. Push the next block into the water as
well. Now go into the door you freed. You may want to save now, as we have a
boss coming up. Go north to see what I mean.


+=+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Sludge and Skulls  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 1932] +
+ Sludge is accompanied by three different types of skulls. They all have    +
+ one special move and can do a basic atk as well. Sludge can also summon    +
+ more of them. Here's what they can do:                                     +
+                                                                            +
+ Shield Skull (Around 384 HP): Sludge Shield: Protects Sludge.              +
+                                                                            +
+ Haunt Skull (Around 496 HP): Witchlight: Low-Med Dmg.                      +
+                                                                            +
+ Curse Skull (Around 313 HP): Condemn: Chance to kill target.               +
+                                                                            +
+ Sludge:                                                                    +
+                                                                            +
+ Call Skull: Tries to summon another one of the skulls above. Limit 3.      +
+                                                                            +
+ Crush: Crush Psynergy. Low-Med Dmg to one target.                          +
+                                                                            +
+ Tail Slap: Low-Med Dmg to up to 3 targets.                                 +
+                                                                            +
+ Healing: Sludge heals for up around 300 damage.                            +
+                                                                            +
+ Sludge himself isn't really a challenge. The biggest threat here is        +
+ honestly the Curse Skull. With either Karis or Reif's heal-all abilities   +
+ you'll be able to tackle this battle with ease.                            +
+                                                                            +
+ You'll also get a varying amount of experience and coins here, depending   +
+ on how many skulls you kill.                                               +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


--------------
Kolima Village
--------------

After the battle, be sure to grab the Crush Tusk off of the ground. With this
thing equipped to a fire adept you can crush boulders. Go to the northeast
corner of this area and use the Hermes Water on the tree to heal it. You'll
be thanked by a Venus Djinn, Pewter, who brings a message from Laurel of
Kolima Forest, telling us that she wants to see us.

o--------o
| Laurel |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This member of the Waelda tribe is one of the guardians of Kolima Forest,  |
| along with Tret.                                                           |
|                                                                            |
| Her emissary, Pewter, has some trouble remembering his manners.            |
|                                                                            |
o----------------------------------------------------------------------------o

Before we go though, let's do some last things in the village. With the tree
healed, you can go into in now. Grab a [Sleep Bomb] from the jar in the inn
(which is 80 coins to stay at, by the way). Go up a level and out the exit.
Jump south to get a [Virtuous Armlet] from the chest. Go back inside and up
the stairs and grab the excellent [Ninja Garb] from the dresser here.

We can also get some Dream Leaf from the item shop in town now, so be sure to
grab a few. The gate between Kolima and Saha is open as well. More importantly
don't forget about that Jupiter Djinn in the well! You can try out your new
"Crush" psynergy as well. Enter from the Kolima side and follow the path to
it, using your psynergy on the way to acquire the Jupiter Djinn Wisp.

Now we need to head to Kolima Forest, so take the north exit out of here to
the world map.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XVI: Kolima Forest                                           [DD 2.16]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Hard Nut        |              \    \_\  \         | [] Pewter          |
| [] Potion          |               \______  /         | [] Teardrop        |
| [] Yew Bow         |             _________\/          | [] ---             |
| [] Apple           |            /   _____/            |                    |
| [] Mythril Silver  |            \_____  \             | Summoning Tablet:  |
|                    |            /        \            |                    |
o--------------------o           /_______  /            | [] Haures          |
                                         \/             |                    |
                                                        o--------------------o



There's only one place to go to here: the forest to the northwest.


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

Once you enter you'll see Pewter, but if you go towards him he'll just leap
away, trying to lead you onwards. Don't blindly follow all the time, though,
as you can get a [Hard Nut] from the box by the house to the right. Follow
Pewter now.

In this next area, follow Pewter to the right. He'll go on, so go and grow the
vine on the right so you can follow him. Keep going to find Pewter scamper off
to the left again, so grow the next vine. Use it to reach the chest with a
[Potion] inside of it. Now go back up the vine and jump across to the next
stump and slide down it.

Grow the leaf and move to the next vine. Jump over to the next stump and grow
the vine downwards so you can follow Pewter. In the next section, crush the
boulder and jump onto the tree for a scene. Here you'll learn that Laurel is
a... tree?!

Well, a Waelda to be more specific. The group will also meet Tret as well,
who is growing off to the right. He'll remember the group from the first
Golden Sun and read the children's aura's to see who their parents were. 
Interestingly enough, he'll see that Amiti is a relative of... Mia? Is that
right? Veterans of the series will no doubt know who Amiti's father really is
right now.

We'll then talk about the Roc and how to obtain a feather. Turns out the thing
is asleep, and only "Slap" can wake it up. Hmm, I doube Sveta will agree to
that. Good thing there's an object called a Slap Glove in Belinsk. The team
will then discuss how to get into Belinsk Castle/Prison, but warn us about
a dangerous device there.


o--------o
| Waelda |
o--------o-------------------------------------------------------------------o
|                                                                            |
| These plant-based beings live for many human generations and gather        |
| immense knowledge over their long lives.                                   |
|                                                                            |
| Certain Waelda tribesmen, such as Tret and Laurel, have gained enough      |
| wisdom to be deified and known as enlightened trees.                       |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Sludge |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This monster was born from the angry spirits of the creatures killed when  |
| the Golden Sun relocated Kolima Village.                                   |
|                                                                            |
| Its curse altered the Dream Tree to produce nightmare-causing leaves.      |
|                                                                            |
o----------------------------------------------------------------------------o


o-----o
| Mia |
o-----o----------------------------------------------------------------------o
|                                                                            |
| This Warrior of Vale traveled with Isaac. She is a Water Adept whose       |
| powers were inherited by her son, Reif.                                    |
|                                                                            |
| She is descended from the Mercury Clan, keepers of the Elemental           |
| Lighthouse of the same name.                                               |
|                                                                            |
o----------------------------------------------------------------------------o


o------------o
| Slap Glove |
o------------o---------------------------------------------------------------o
|                                                                            |
| This glove creates the same effect as the Slap Psynergy unique to beastmen.|
| Even those without Psynergy powers can use this treasure of Morgal.        |
|                                                                            |
o----------------------------------------------------------------------------o


o----------------o
| Alchemy Dynamo |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient machine is found in the Belinsk ruins. It is said to be       |
| dangerous but is not currently functioning.                                |
|                                                                            |
o----------------------------------------------------------------------------o



Afterwards, Laurel will wish you good luck and set you down. Pewter will meet
you below and join your party (a give from Laurel). Go down and exit through
the exit here. Cross the bridge and you'll see a man in a tree. Ah, well we
found the guards that the Saha merchants hired! Go up the vine and make a vine
down to the man. Go down and talk to him, as he'll reward you with a [Yew
Bow], a good upgrade for Amiti. Make sure to get the [Apple] as well (use
"Grab" psynergy).

Head back and take the north path this time. Here, go a bit towards Belinsk
and you'll be stopped by Ryu and Hou. Watch the scene to see the Slap Glove
and learn quite a bit about Sveta. You'll partner up with them afterwards and
get the Slap Glove. Equip it to anyone you want to gain the slap psynergy
again. 

Now we're supposed to head to the right to get to Talon Peak, but let's do a
few things first. Head left and push the log down the slope, then use "Crush"
to make a bridge. Now you can hop up and find the Mercury Djinn Teardrop. 

We can also get a new summon now. Well, to be honest we could have gotten it
anytime we had dream leaf. It's a trip though. Head all the way back to Border
Town. Remember the woman saying that people sometimes dream about the time
before the border was closed. Yep, just stay in the inn and you'll be asked
if you want to use dream leaf. Do so to start having a dream.

In the dream, the border is open, but most of the houses and exits are blocked
off. No matter, go around to the human side and grow the vine to reach a cave
which houses the Haures Summon, which requires 3 Venus and 2 Mars Djinn.

We can also take a quick side trip back to Teppe Ruins now. Remember that big
boulder above the last clown door? Break it to find a room with a chest in it
and some [Mythril Silver] for you. 

With that done, head back to the junction and head towards Talon Peak. This
leads to the world map and its a short trip from there to your destination.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XVII: Talon Peak                                             [DD 2.17]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Cookie          |              \    \_\  \         | [] Puff            |
| [] Aura Gloves     |               \______  /         | [] ---             |
| [] Sylph Rapier    |             _________\/          | [] ---             |
| [] Magma Shard x4  |            /   _____/            |                    |
|                    |            \_____  \             | Summoning Tablet:  |
o--------------------o            /        \            |                    |
                                 /_______  /            | [] N/A             |
                                         \/             |                    |
                                                        o--------------------o


----------
Talon Peak
----------

First off, climb the tree straight ahead and jump off to the left. Jump left
to the next tree and climb down to reach the chest with a [Cookie] inside. Go
back and freeze the middle and right puddles. Climb the right tree and use the
ice to jump to the ledge. Use the other ice block to climb upwards. Up here
you can move the block out of the way. Slide down now and climb the un-blocked
path. Be sure to push the rock column to the left, under the steps. Climb the
other steps and make your way to the rock, jumping to the left as this path
has a chest with some [Aura Gloves] in it.

Go back and take the right climb this time. Jump to the left and go up the
stairs, crushing the rock on the way. Continue to the next area.

Oh, those are some big footprints! Move the rocks here to make stepping stones
to the other side, we'll come back later to move onwards. Use the stepping
stones to grab the chest and a [Sylph Rapier]. Go back and move the rocks
under the climbable area to climb up. Climb and climb until the rocks break.

Use grab and growth to continue on, then slide down and break the rock. Use
your new slope to get back to where you should be. You can use growth on the
vine to the left to make a way back, but you also need to go down it to shimmy
to the left and continue on. There's a psynergy stone here too, if you need
it. 

Continue up and follow the path until you get to the same ledge as the red
object. Know what I'm thinking? Yep, slap it hard! Move up again and give him
another slap! That'll know a feather loose, so go down and grab it. Finally,
we have a Roc Feather! Our entire goal up until now! 


Try to leave and you'll be interrupted. Ah, it's our old friend Blados. Oh,
and Chalis is here too. Lovely. 

We'll be treated to a long scene where we learn quite a bit. It seems this
magma orb is really important to them. Well, we don't have a lot of choices
about the matter, because as soon as they leave the Roc attacks us.

o-----------o
| Magma Orb |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This object is a power source strong enough to fuel the Alchemy Dynamo.    |
|                                                                            |
o----------------------------------------------------------------------------o


Here he comes!
For reference, I was around level 29 for this fight. 


+=+=+=+=+=+=+=+=+=+=++
+ Boss: Mountain Roc +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 3150] +
+ Moves:                                                                     +
+                                                                            +
+ Stone Molt: Allows the Roc to heal 150HP every turn.                       +
+                                                                            +
+ Stone Spire: Earth dmg on up to 3 people. Med dmg.                         +
+                                                                            +
+ Upward Blast: A drop from on high! Med-High dmg to one person.             +
+                                                                            +
+ Potent Cure: Heals the Roc for around 280 dmg.                             +
+                                                                            +
+ Shriek: Hits up to 3 people. Low dmg. May drop atk.                        +
+                                                                            +
+ Seismic Stomp: Hits up to 3 people. High dmg.                              +
+                                                                            +
+ Definitely more of a challenge than you've had up to now. The Roc will     +
+ start the fight off right away with Stone Molt. And yes, it lasts for the  +
+ ENTIRE fight. The roc can focus on healing for an entire round with Potent +
+ Cure and heal himself for 400+ hitpoints. Hardcore.                        +
+                                                                            +
+ He doesn't use Potent Cure very much, though, and seems to use Seismic     +
+ Stomp and Upward Blast even less, so you're looking at a lot of Shrieks    +
+ and Stone Spires. Keep your HP up and try to unleash Thor and Meteor.      +
+ You can unleash a whole round of level 4 summons in fact. Just put Reif    +
+ on healing duty with Wish Well.                                            +
+                                                                            +
+ I'll also note that a reader pointed out to me that you can actually make  +
+ "Stone Molt" disappear by using "Slap". It may also not start the fight    +
+ that move, but you have a counter now, making this fight easier.           +
+                                                                            +
+ Another reader points out that it may also use a move called "Fire Breath" +
+ which deals low-med fired damage.                                          +
+                                                                            +
+ After the battle you'll get 12,852 experience points and 140 Coins.        +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


Well, I didn't really want to KILL the poor thing, but it did attack first!
Sure, we slapped it a bit but...

Anyway, pick up the magma shard nearby. If you try to exit, Ryu won't let
you. There's a reason for this, instead go INTO the mouth of the Roc. Proceed
to pick up the shards here until you see the orb. Here Ryu will play the fool
and run off with it, taking our slap glove and a magma shard with him. Well,
no one double crosses me, even if it is to save their sister! And why he
wouldn't just let us save her I have no idea. You'll be left with 4 [Magma
Shards] though.

Anyway, exit the "back" of the bird and move down and to the right. Use your
crush psynergy here to make a drop that leads down to the screen below and
right into the lap of the Jupiter Djinn. Battle it to win over Puff to your
cause. You can go back down now. 

Make your way back to Kolima Village and talk to the musician who will have
acknowledged seeing the Roc and will return to Belinsk. Let's follow him
there.


BUT FIRST!


I'd like to note here that you can actually GO BACK to Port Rago and enter
Brigg's Ship. Who would've thought to do this?! Apparently it's open now
though, as several readers have let me know about it!

Here are the reported goodies you can gain by exploring the ship (there's a
scene with Briggs as well):

Power Bread
Nut
345 Coins
Zodiac Wand


As you can see, it's worth it to make a quick trip back. When you're done,
move onto the next section.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XVIII: Belinsk Ruins                                         [DD 2.18]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Storm Gear      |              \    \_\  \         | [] Chasm           |
| [] Vial            |               \______  /         | [] ---             |
| [] Sacred Feather  |             _________\/          | [] ---             |
| [] Lucky Pepper    |            /   _____/            |                    |
| [] Water of Life   |            \_____  \             | Summoning Tablet:  |
| [] Psy Crystal     |            /        \            |                    |
| [] Mist Potion     |           /_______  /            | [] Eclipse         |
| [] Quality Zol     |                   \/             |                    |
| [] 600 Coins       |                                  o--------------------o
| [] Hagbone Mace    |
| [] Potion          |
|                    |
o--------------------o


***IMPORTANT NOTE***

Continuing on past this point will start a point on no return. In fact,
following this section will make you unable to leave Belinsk. Make sure you've
gotten everything up to this point!

***IMPORTANT NOTE***


-------
Belinsk
-------

Now that all the musicians are back, you can ask them to play the Arangoa
Prelude. Go ahead. Hmm it's pretty good, but soon the music will start to
mesmerize everyone and will even open up a door in the middle of the square.
Sveta will then talk to the groups minds, urging them into the door before the
music stops. Well, even though we have questions for her I guess we better go.


-------------
Belinsk Ruins
-------------

Take the staircase leading up to the left first to get to that chest we
couldn't reach earlier for some [Storm Gear]. Go back to the ruins and through
the first door here. The tablet will tell you to offer a piece of the
volcano's power to enter, so put a magma shard on the pedestal.

In the next room you can jump up the middle set of stones to reach another
pedestal and put another magma shard on it. This will raise the rest of the
stones and let you reach that chest for a [Vial]. Continue on and go through
the north door. 

Up here use another magma shard on the north pedestal. You'll soon meet Sveta
again who will urge you to be quiet as Blados and company are here. She'll
learn of what's happened and realize her brother was helping Blados and ask
for forgiveness. 

o-----------o
| Tuaparang |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This enigmatic nation has great scientific and military prowess. They fly  |
| in a giant airship, giving them the name "Zenith Tribe."                   |
|                                                                            |
| They are obviously interested in all things related to Alchemy, including  |
| ancient devices and Psynergy Vortexes.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

Sveta will also re-join the group, bringing back the Jupiter Djinn she took
away for a time. You'll have (should have) 43 Djinn at this point, and they
probably got shuffled around changing your classes, so take care of that now
as well. You'll only be able to use one 8-Djinn Class (Like "Slayer") for now.

You can try and go south, but Sveta will insist you head north. North, however
is a dead end, so after the scene go south a ways and through the door. Here
you'll see a scene with Ryu and Hou. We all agree that we're in a trap here
and that backwards and forwards are both bad options. Hmmm, well we don't have
an awful lot of choice here so let's press on.

The tablet here will tell you to arrange the sun, moon, and matter into a
whole to push on. Push the sun and moon into place, then stand on the matter
circle to unlock the door. The next room's tablet tells you that one column
affects the other. In other words, if you push one down another one will pop
up. 

Crust the bottom one to reach the chest with the [Sacred Feather] in it. Go
down and crush them both again to continue. Go down a level and up to where
the Venus Djinn is hanging out. Use Crush to make him jump to the stairs, then
use crush again to take away his column. Go around to the right and up to meet
him. After a brief fight you'll have the Venus Djinn Chasm.

Stay on the lower level and go down, up the stairs on the left to reach a room
with a chest and some [Lucky Pepper]. Move the column here to make a path and
go back to the previous room. Head back to the higher level and make your way
to the right half of the room. Now you can get to this halve's lower level and
use some stepping stone to take the east exit. Here there's another chest with
some [Water of Life] in it. Move this column as well.

Go back past the stepping stones and on the left crush the column to set up
our path to the north exit. You can go down past the stones again "Grab" your
way back to the center path. Go back up and crush the two pillars here, then
use them all to reach the north exit.


In this next room we'll see a chess board like terrain with some broken
statues. The team will talk about who could have done this and explain the
Tuaparang to Ryu and Kou. Examine the tablet to clear the board and hear the
explanation. You'll have to use "Move" to make the soldier move each turn.

First, move him east, then north, and west. You'll notice after each move that
the enemies do a check around them, that's why we're staying out of range. 
Watch him kill the first soldier, then move him west, north, and west to kill
the second. Now just go west, north, and east to kill the king and the other
soldier. This opens the gate and lets you get the [Psy Crystal] from the
chest.


Go down the ominous staircase to a huge gear room. Take the only path here up
north and use your last magma shard. This will power up the place, so go back
and you can get to the east section now. Go through the north exit and
navigate the gear room to reach the southeast section of the big gear room.
Push the column in place and grab the [Mist Potion] from the chest. Go up the
stairs now.

In this room, push the block right and then left to get to the chest for some
[Quality Zol]. Push it right again then down, west, north, east, and north. 
Now you can cast whirlwind on the block and go through the door. Cast
whirlwind on the orb in here to power up an arm in the gear room, so get back
there and jump on it. Move to the west side and push the column into place
down the stairs so you can get the chest with [600 Coins] in it. 

Go up the stairs and through the door. Go up the stairs and head to the far
east door. Here you'll find a LOT of those crushable block things. Here we
need to get a chest and then move on. Lets label them like this:

|-----------------|
|  1   2     3    |
|             ____|  
|4   5    6   |
|-------------|


Now to get the chest, just crush 1, 2, and 3. The chest houses a [Hagbone
Mace], a good upgrade for Reif. Now go back down and crush numbers 4, 5, and
6 to reach the door. Easy. Up here cast fireball on the orb to make another
arm rotate. Ride it to the other side.

Here, go up the stairs and through the first door and the next one after that.
Follow the path in the gear room to get to the lower floor. Use the nearby
gear to go right and use crush on the gear on the left to make the gears
change direction. Ride it back to the left and then you can ride the south
gear to the right and down. Here cast grow on the orb to make another arm
start. 

Use it to head west and come to a room filled with water. Use the stepping
stones to get up to the north exit (push the column into the water). Use Arid
Heat on the water and push the lower right stone up two spaces. Fill the bowl
with water now and move the column to the right into the water. Dry the water
up now and use the right exit to reach the orb. One douse later and another
arm is up and running. Ride this one to the right part of the room and another
door.

In here skip the puzzle for a second and grab the chest on the left for a
[Potion]. The tablet in here will tell you to line the orbs, so do so for a
scene. Jump on the stones to the south and hit the huge orb with slap for
another scene. The mercury orb will take you down to a lower level now.

Follow the path and check out the tablet. The northwest room here shows the
proper alignment of elements:

Northeast: Mercury
Southeast: Jupiter
Southwest: Mars
Northwest: Venus

The northeast room has a HUGE psynergy crystal.


You can also talk to the ward by the gate to the north. This will pop up a
bunch of crystals that we need to use our powers on, which is probably why
Blados and company needs us: for our diversity. Despite knowing that we
probably shouldn't, the team goes on for Eoleo and Kou's sake. 


o------o
| Ward |
o------o---------------------------------------------------------------------o
|                                                                            |
| These ancient systems protect the ruins beneath Belinsk by replicating the |
| will of the Warden of the North, a Jenei official.                         |
|                                                                            |
| The systems test Adepts who wish to enter, and only those who pass are     |
| allowed access to the Alchemy Dynamo's core.                               |
|                                                                            |
o----------------------------------------------------------------------------o

Cast spells on the right crystals following the guide above to unlock the
gate. Now is a good time to save as well (well, everytime is a good time to
save). 

Go into the next room and check out the central pedestal to view some scenes.
After some big talk from both sides a boss fight will start with Blados and
Chalis. Finally!


+=+=+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Blados and Chalis +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                      [Blados: Around 1980] +
+ Blados:                                              [Chalis: Around 1885] +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Spark Shuriken: Low dmg. Stuns the target.                                 +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Firecracker: Low-Med dmg to up to 3 targets.                               +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of of PP.                       +
+                                                                            +
+ Punish: A stylish attack! Low-Med dmg. May KO.                             +
+                                                                            +
+ Chalis:                                                                    +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of PP.                          +
+                                                                            +
+ Illusion Perfume: Chance to wrap up to 3 targets in delusion.              +
+                                                                            +
+ Scornful Caress: A rather stylish attack. Med dmg.                         +
+                                                                            +
+ Vial: Heals around 350 HP to one target.                                   +
+                                                                            +
+ Firecracker: Med dmg to entire party. Only seen her use it w/o Blados.     +
+                                                                            +
+ A much easier fight than the Roc, your party should have no problem with   +
+ these two. The Psy Grenades aren't as bad as before, due to your increased +
+ PP. Having a character stunned is probably the worst thing they can do to  +
+ you if you keep your HP up.                                                +
+                                                                            +
+ After the battle you'll get 15,702 experience points, 2880 Coins, a        +
+ Spark Shuriken and some Illusion Perfume.                                  +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the battle you'll see that the masked man used this time to get Ryu by
the pedestal. He also confirms that he's not from Tuaparang. With his sister
being threatened, Ryu will put the orb on the pedestal. And... cue dramatic
music. The masked man will give us his real name: Arcanus. After some dialog,
Arcanus will teleport out, leaving us to rush out. 

o---------o
| Arcanus |
o---------o------------------------------------------------------------------o
|                                                                            |
| This masked man is apparently in league with the Tuaparang.                |
|                                                                            |
o----------------------------------------------------------------------------o


To escape, go up the first stairs and to the left, casting whirlwind on the
box to get past the gap. Push the next block to the right and whirlwind it to
go up the ladder. In here go up the spiraling stairs to reach a tablet at the
top and learn the summon Eclipse, which requires 2 Mercury and 3 Jupiter Djinn
to use. Go back down and take the south exit now to leave the ruins.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XIX: The Event                                               [DD 2.19]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Power Bread     |              \    \_\  \         | [] Pincer          |
| [] Beast Knuckles  |               \______  /         | [] ---             |
| [] Apple           |             _________\/          | [] ---             |
| [] 20 Coins        |            /   _____/            |                    |
| [] Oil Drop        |            \_____  \             | Summoning Tablet:  |
|                    |            /        \            |                    |
o--------------------o           /_______  /            | [] Crystallux      |
                                         \/             |                    |
                                                        o--------------------o


-------
Belinsk
-------


Ah, back in Belinsk. Jump across the right stones and use the raft to shoot
down and reach the [Power Bread] in the chest. Go through the Opera House to
get back into the city. You can now go into the house below this exit (take
the downstairs entrance) and get the Djinn there. To do it, talk to the man
sleeping in the bed. For some reason he'll get up to make tea, but spill it.
Go back to their kitchen and first cast douse on the fire then freeze the
puddle. Follow this path to reach the Mercury Djinn Pincer.


You can go directly to the castle now, as you can see. The guards will say
that the masked man gave you permission. Hmmm. Go in and take the stairs
upwards. Hit the bell to distract the guard and get past him. Follow this path
to a chest outside with some [Beast Knuckles]. Hopefully you know who to give
these to.

Go back and through the main door. The man here will tell you that the girl
is to the right, so go that way. In here you'll see Hou Ju who's locked up. 
Volecheck will come in and offer to unlock her. We'll also re-unite with
Kraden, who will talk to Volecheck for awhile. It seems Volecheck is being
tricked. What a shame. Explanations will have to wait, as Kraden will advise
the Sanan's to flee the city. Now to rescue Eoleo.

o---------------o
| Eclipse Tower |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This lighthouse-like structure is hidden away in the Belinsk ruins.        |
|                                                                            |
o----------------------------------------------------------------------------o

Grab the [Apple] from the jar in the cell and exit. Go down the left corridor
and through the north door and you can grab [20 Coins] from the jar here. Up
the stairs you can find an [Oil Drop] from the lefthand jar. Go out the left
exit and hit the cage with a good slap. Now go down the stairs and out the
south exit to meet Eoleo. 

Eoleo will notice Kraden and his distinct lake of aging, which is of course
due to the Golden Sun event. After asking what the rush is, you'll see a
scene. Or as I say... the event.

Eoleo will join us, but only temporarily. Kraden will then tell Matthew to
get to the pier immediately. Once out of the castle, Sveta's Spirit Sense will
activate on its own. You'll then see a scene with Volechek and the Opera
House. Kraden will then suggest going to the Opera House.


o-----------------------o
| Spirit Sense Psynergy |
o-----------------------o----------------------------------------------------o
|                                                                            |
| This wind-based Psynergy allows users to read minds. Only Sveta can wield  |
| this power, though Ivan and Sheba were known to use a similar ability.     |
|                                                                            |
o----------------------------------------------------------------------------o


The town will now be monster-infested. Travel counterclockwise around the
square to make it to the Opera House. Inside take the right exit and follow
the path. You'll see the monsters down below. Keep going and you'll get onto
stage with them. Here you'll see the chandelier turn into a dragon, just like
the legend we heard! A small girl will come out and try to protect it, but
get battered aside. We won't stand for that!

This fight is against some normal monsters, and will take you but a minute to
complete. After the fight you'll talk to the girl for a bit who will pass
away, saddening the dragon. He'll want to help you in return, netting you
the summon Crystallux which requires 3 Venus and 2 Mercury Djinn to use.

Afterwards you'll end up at the graveyard. How sad. No sign of Volechek
though. Now head to the pier, where the team will talk about what happened.
We'll eventually see Brigg's ship on the pier and Briggs knocked out on it.
Eoleo will jump in and Kraden will advise us to save him. 

Jump on the ship and fight the monsters, who are nothing special. After the
fight watch the touching scene. This will motivate Eoleo to vengence, making
him join out party. 

Talk to everyone now if you wish, but talk to Eoleo when you are ready to go.
Sveta will hear Volechek apologize for being used and receive a Blue Orb from
him (which he stole from Blados. Awesome). He'll stay behind in the capital as
he should.

After escaping the party will be woken up by Kraden and talk about the Blue
Orb and what to do next. Unlike usual, Kraden will have no idea what to do
next, telling us that our best course of action is to do stuff. He'll advise
to go talk to chieftains and try to find a city outside the eclipse range.

Keep going and we'll take over the ship, as Eoleo has made us the captain,
leading to the next section. 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XX: Harun Village                                            [DD 2.20]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Herb            |              \    \_\  \         | [] Reflux          |
| [] 432 Coins       |               \______  /         | [] Wrath           |
| [] Elixir          |             _________\/          | [] Chili           |
| [] Crystal Powder  |            /   _____/            | [] Glow            |
| [] Nut             |            \_____  \             | [] Stoke           |
| [] Hard Nut        |            /        \            | [] Spring          |
| [] Lucky Cap       |           /_______  /            | [] Chain           |
| [] Muramasa        |                   \/             |                    |
| [] Cookie          |                                  |Summoning Tablet:   |
| [] Dragon Mail     |                                  |                    |
|                    |                                  | [] Coatlicue       |
o--------------------o                                  |                    |
                                                        o--------------------o


First of all, check out the darkness to your left and the sunshine to the
right. Notice how the music changes? The monsters to the left are like the
ones you fought on the ship while the sunshine monsters are easier. You can
get some good experience from the shadow monsters and it a decent way to pump
up your levels a bit (I got everyone up to 35). Be careful of the "Drag Down"
move as it sometimes kills you, so be prepared.

Second of all, you need a name for your ship. I recommend "Betty". 

Third of all, you now have Eoleo to put on your team. He needs some better
equipment but comes with five new Mars Djinn:

1. Reflux
2. Wrath
3. Chili
4. Glow
5. Stoke

Very nice! Of course you'll also have to spread out the Djinn a little more
now. Now, as to where to go. There are a couple of area to the west that we
should keep in mind. Notably, there's a locked (yes, locked) cave past a beach
to the far west and a place called Iceburg Outpost before that (by a crashed
ship). However, it requires a psy power that we don't have... yet. You can get
varying amounts of coins from pressing "A" while you're on dark patches of
water, just keep that in mind. So for now we may as well explore the landmass
close to us. Head east to the island. You can't take the west entrance, so
sail around to the east and get out there. 

This is Harun Village.


-------------
Harun Village
-------------


Now here's a simple looking place. By the inn you can find a [Herb] in the jar
to the right. You can also find [432 Coins] in the southern jar by the
multi-store. 


o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Steel Armor:     4900 |
| Nut:             200  | Harun Village              | Silver Vest:     3200 |
|                       |____________________________| Knight's Helm:   4600 |
|                       |____________________________| Silver Armlet:   4000 |
|                       |                            |                       |
|                       |           ________         | Artifacts:            |
| Artifacts:            |          /  _____/         |                       |
|                       |         /   \  __          |                       |
|                       |         \    \_\  \        |                       |
|                       |          \______  /        |                       |
|                       |         ________\/         o-----------------------o
o-----------------------o        /   _____/          | Inn:                  |
| Weapon Shop:          |        \_____  \           |                       |
|                       |        /        \          | 126 Coins to stay.    |
| Great Sword:    7000  |       /_______  /          |                       |
| Master Rapier:  6800  |               \/           o-----------------------o
| War Mace:       6200  |                                                    |
|                       |                                                    |
| Artifacts:            |    Recommended: Equip Eoleo with the best stuff.   |
|                       |                                                    |
|                       |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


You can find an [Elixir] in the southern jar in the healer's house. There's
also some [Crystal Powder] in the left jar by the house south of the healer's
house. Go inside to find a [Nut] in the jar between the houses. Go outside
and check out the jar to the south for a [Hard Nut]. Talk to the person out
here to learn about the storyteller of the village, Ikan, who lives in the
house next to us.


o------o
| Ikan |
o------o---------------------------------------------------------------------o
|                                                                            |
| This storyteller is the historian of Harun Village. He is distracted by    |
| worry since his son and grandson disappeared.                              |
|                                                                            |
o----------------------------------------------------------------------------o

Go inside and talk to him to learn about his son and grandson. How sad.

o------o
| Kaba |
o------o---------------------------------------------------------------------o
|                                                                            |
| This boy has been missing since the eclipse.                               |
|                                                                            |
o----------------------------------------------------------------------------o

Now go down into the shallow water and use "Crush" on the rock. Go into the
cave and crush the rock inside. Now you'll have to push some logs around to
reach the Djinn.

1. Push the right lof left (it's the only one you CAN push right now).
2. Push the next log down (again... only choice...).
3. Push the next horizontal log up.
4. Push the first log right.
5. Push the third log down.

Now you can reach the Mercury Djinn Spring.


Now go back out and head west out of the village to the world map.

Here travel west until you get to a cave. This is Harun Channel.

-------------
Harun Channel
-------------

Go down the path and through the tower door, going down the steps. See the
people below? We can't get to them yet, so move on through the door. This next
room has a sign saying to not hit the see-saw... yeah, you're known for
listening to signs, aren't you? Move the box until it's infront of the sign,
then hit the see-saw once. Now stand on the see-saw and hit it again to get to
that chest for a [Lucky Cap]. Get on it and hit it again to continue.

Go down the path until you come to another see-saw. Get on it and hit it to
go back another route. Here move the rock into place to get to Kaba and his
dad. Reif will heal the dad's broken leg. I wonder why Kaba just didn't go
get help?


o---------------o
| Harun Village |
o---------------o------------------------------------------------------------o
|                                                                            |
| This small village on Harun Island is home to some ancient ruins with a    |
| legacy of traditions. It is famous for the local seaweed.                  |
|                                                                            |
o----------------------------------------------------------------------------o

Anyway, after rescuing the pair, head out the exit here and around the boat to
get to that earlier chest. Open it for a [Muramasa], which is cursed.

Cursed items are... often more powerful than normal items, but if you use
them you may be unable to act in battle. It's a risk. Also, if you do equip
one and want it removed you have to visit a healer in town who can do the job
for a fee.

That's all we can do here for now, so backtrack back to Harun and go see the
elder Ikan.


-------------
Harun Village
-------------

Back in the village, Ikan will thank you for finding his son, and then ask to
see your psynergy. Move the box nearby for him. Afterwards the team will talk
to Ikan about the eclipse. Hmm, trying to control light and dark as well, huh?
We'll then talk about the watchtower and warrior's hill, which is nearby.
Ikan will then give us the watchtower key. Sounds like we have a purpose
again!

o------------o
| Watchtower |
o------------o---------------------------------------------------------------o
|                                                                            |
| This legendary building sits atop Warrior's Hill on Harun Island, waiting  |
| for worthy champions.                                                      |
|                                                                            |
o----------------------------------------------------------------------------o

Go back to the world map, but instead of the cave this time go to the tower
on top of the hill.


--------------
Warrior's Hill
--------------

Go into the only building here and down the stairs. Here enter the left door
and go down the ladder, jumping on the platform to descend. Make sure to jump
off to the left for the [Cookie] in the chest. Continue down the device and
move all the way to the left (past the door). This will take you back to the
canal.


-------------
Harun Channel
-------------


In here keep going left for quite a few screens. You'll get to the dead end
from earlier, so get down into the dry area and push the block into place,
then freeze the two puddles. Now you can go back up and use the ice pillars
to get near the boulder and crush it. This will clear the way for the sea to
fill up the channel and start another set of gears. Go back to Warrior's Hill
now.


--------------
Warrior's Hill
--------------

Now you can ride this close set of gears. Go through the door here and up the
stairs and jump on the ledge. Now ride it around once so that you start
descending. You'll see why in a second as a chest comes into view. Jump over
to it to grab the [Dragon Mail]. Now ride it up all the way and jump off to
the left. Get to the right hand side (you can walk on the gears here) and go
up the ladder into the nest room.

In here, go through the left door and use "Move" to push the gear down. You're
going to want to backtrack as well to get down there so you can push the gear
into the nearby gap. This will start up the other side of gears and make a new
building open up. Go up these new stairs and climb the tree to the left. You
can now reach the Venus Djinn up here, so after a short fight welcome the
Venus Djinn Chain to the team.

Go back down and take the door in the center circle. Move the gear down and
into the obvious recess in the floor, then launch yourself up there with the
see-saw. Use the gears and go down a floor, where you can get an [Aegis
Shield] from the chest. Go back up using the door.

Now use the see-saw to continue (ignore the second one). Move around and find
another gear to move into place, which will rise the last building. Go back to
the hub and use the stairs to go up. Up here, enter the door with the
watchtower key and view the scene. Hmm, quite the rock. Well, despite not
knowing what it does for us, grab the Third Eye and depart. 


Before going back to the village, make a quick stop by the Harun Channel from
the world map.


-------------
Harun Channel
-------------

Inside the channel, take the upper path (you know, the one that you use the
see-saw in the room) to get down to the bottom of this place. Continue on to
the right and south. Since we pushed that rock column into place earlier we
can now continue on. A bit further in you'll find a cave that has a summon
tablet in it. Claim it to be able to summon Coatlicue, who requires 3 Mercury
and 3 Jupiter Djinn to use. 

Going back to the village does and talking to the elder won't help you figure
out what the Third Eye does either, just so you know, so we may as well
continue onwards.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXI: Yamata                                                   [DD 2.21]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Old Mace        |              \    \_\  \         | [] Sizzle          |
| [] Bramble Seed    |               \______  /         | [] Kite            |
| [] Herb            |             _________\/          | [] Buckle          |
| [] Sacred Feather  |            /   _____/            | [] Clover          |
| [] Weasel Claw     |            \_____  \             | [] Magnet          |
| [] Power Bread     |            /        \            | [] Geode           |
| [] 60 Coins        |           /_______  /            | [] Pepper          |
| [] Vial            |                   \/             | [] Swift           |
| [] Masamune        |                                  |                    |
| [] Water of Life   |                                  |Summoning Tablet:   |
|                    |                                  |                    |
o--------------------o                                  | [] ---             |
                                                        |                    |
                                                        o--------------------o




Now let's south now. Aim for the large island on the east side of the world.
(You know, the one that kinda looks like Japan). On your way there, if you
shoot for the continent and follow it's edge for awhile you'll see a dark spot
of water. You can pull up a [Old Mace] out of the water here (it's forgeable
for later on). You may also see a cave surrounded by rocks with a whirlwind
swirling around it. That's Otka Cave, and we'll head there in the next
section for a Djinn.

Instead, find the beach on the west side of the large island. Now walk
clockwise around the volcano. We're going to find a wild Djinn. It's in the
forest here. Now this guy took me around 8 battle to find, so hopefully you
can find him faster than me. Once you do, welcome the Mars Djinn Sizzle into
the fold.

Now you can walk to the town that's on the isle. Welcome to Yamata.


------------
Yamata City
------------

Ah, what a nice little place. I like the rice fields and sluice gates.
Talk to the citizens to the right to learn a little geography lesson.

o-------o
| Izumo |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This village once rested upon Nihan, but it was destroyed by massive       |
| tsunamis that flooded it.                                                  |
|                                                                            |
| It was once terrorized by a monstrous dragon called the Great Serpent      |
| until the Warriors of Vale slew the beast.                                 |
|                                                                            |
o----------------------------------------------------------------------------o

Inside the right house, you can also find out all about the Yamata rulers.
Golden Sun Veterans will remember Susa and Kushinada from the first games as
well. It appears their son is out trying to save the world, and notice that
the entry for Himi states that she has remarkable powers! Sounds like an
adept to me!


o------o
| Susa |
o------o---------------------------------------------------------------------o
|                                                                            |
| This king of Yamata is father to Himi and Takeru and husband to Kushinada. |
| He was a hero of Izumo in his youth.                                       |
|                                                                            |
| While the younger Susa was wild and uncontrollable, age has mellowed him,  |
| and he has earned the respect of his subjects.                             |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
| Kushinada |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This queen of Yamata is the mother of Himi and Takeru. Since Himi's        |
| illness, she has led continuous prayer vigils.                             |
|                                                                            |
| As a young woman, she was chosen by lottery to be sacrificed to a monster  |
| but was saved by the Warriors of Vale.                                     |
|                                                                            |
o----------------------------------------------------------------------------o


o--------o
| Takeru |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This courageous warrior is the son of Susa and Kushinada, making him the   |
| prince of Yamata and heir apparent.                                        |
|                                                                            |
| After his sister, Himi, had a vision of the world in peril, he went abroad |
| on an important mission.                                                   |
|                                                                            |
o----------------------------------------------------------------------------o


o------o
| Himi |
o------o---------------------------------------------------------------------o
|                                                                            |
| This young girl is daughter to Susa and Kushinada of Yamata. She           |
| supposedly possesses remarkable powers.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


The upper left pot here has a [Bramble Seed] in it. Let's go check out the
weapon shop now.

Note:

It's dawned on me that while I've been checking out artifacts at a glance and
recording new one's down, that if you actually go INTO the artifact section
there's a LOT more there than what's on the menu page (I had been writing them
down using the menu on the top screen). This is due to the fact that you can
buy back any artifact you've used. I'm going to list the artifacts that I
haven't listed up to this point.

If you know where they may have appeared earlier, send me an email!

Also, hope you have money!



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Steel Armor:     4900 |
| Nut:             200  | Yamata City                | Silver Vest:     3200 |
| Antidote:         20  |____________________________| Knight's Helm:   4600 |
| Elixir:           30  |____________________________| Silver Armlet:   4000 |
| Sacred Feather:   70  |                            |                       |
|                       |           ________         | Artifacts:            |
| Artifacts:            |          /  _____/         |                       |
|                       |         /   \  __          | Blessed Robe:    7000 |
o-----------------------o         \    \_\  \        | War Gloves:      4000 |
| Weapon Shop:          |          \______  /        | Spirit Armlet:   9000 |
|                       |         ________\/         | Jeweled Crown:   4000 |
| Great Sword:    7000  |        /   _____/          o-----------------------o
| Great Axe:      5200  |        \_____  \           | Inn:                  |
| Master Rapier:  6800  |        /        \          |                       |
| War Mace:       6200  |       /_______  /          | 140 Coins to stay.    |
|                       |               \/           |                       |
| Artifacts:            |                            o-----------------------o
|                       |                                                    |
| Ninja Blade:    8800  |    Recommended: Catch up on any artifacts that may |
| Demonic Staff: 10000  |    help. I grabbed all the listed armor artifacts  |
| Angelic Ankh:   6400  |    and the Ninja Blade.                            |
| Iron Claw:      7200  |                                                    |
0-----------------------0----------------------------------------------------o


You can get a [Herb] from the upper left pot in here as well.

Now go talk to the kids up by the healer's house. Wow, Himi is saying things
about Isaac! Now I'm really interested. Here, move the rock column to the left
(as it looks like it should be there) and then use crush on the ground
underneath. Drop down the hole and follow the path to the Jupiter Djinn Kite.


Move to the right. In the center area you can learn about Uzume.

o-------o
| Uzume |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Earth Adept was sister to Susa and the de facto ruler of Izumo before |
| the village was destroyed by tsunamis.                                     |
|                                                                            |
| She died of an illness shortly after shepherding her people to Yamata.     |
|                                                                            |
o----------------------------------------------------------------------------o

Go to the house on the right. Here you can find a [Sacred Feather] in the
first jar on the left. Push the hay to the right and climb up the ladder. Jump
across to the left and check the upper left pot on this second level for a
[Weasel's Claw]. Climb down and push the hey here as well. You're going to
have to move the box to get to the chest for a [Power Bread].

Go back outside and up the stairs to the palace.

Go into the far right room and check the south pot for [60 Coins]. You can
also find out more about the great serpent from the man here.

o---------------o
| Great Serpent |
o---------------o------------------------------------------------------------o
|                                                                            |
| This fierce dragon, more formally known as the Great Serpent of Mikage,    |
| slept in Mount Mikage on the island of Nihan.                              |
|                                                                            |
| When the Venus Lighthouse was lit, the dragon awoke. Using sunlight to     |
| weaken it, the Warriors of Vale slew the beast.                            |
|                                                                            |
o----------------------------------------------------------------------------o


You can also learn about the city itself from a woman in the middle room.

o-------------o
| Yamata City |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This city is the primary settlement on Nihan. Its culture is centered      |
| around spirituality, with many prayer shrines.                             |
|                                                                            |
o----------------------------------------------------------------------------o

Go upstairs to see the prayers going on. Go into the left room to meet Susa.
Listen to the interesting conversation (I for one think a pigeon may very
well be better than Tyrell) until you are interrupted by the vigil. Examine
the upper pot here for a [Vial].

Go into the previous room and see that Kushinada is working herself to death.
Not good. Step towards Himi and you'll see the watchtower treasure, Third Eye,
jump out and "choose" Himi, bonding itself to her. This will get Susa very
anxious, understandably so. Himi will wake up though, and explain things to
him, and to us as well.

Finally, we will get a VERY clear picture of what needs to be done.

o---------------o
| Grave Eclipse |
o---------------o------------------------------------------------------------o
|                                                                            |
| This terrifying phenomenon is caused by the Eclipse Tower. While the tower |
| swallows up all light, monsters of shadow reign.                           |
|                                                                            |
| The Eclipse Tower doesn't merely obstruct light, it actually absorbs it,   |
| though what this might portend is unclear.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


o-------------o
| Apollo Lens |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This ancient machine amplifies light. In theory, it has the ability to end |
| an eclipse.                                                                |
|                                                                            |
o----------------------------------------------------------------------------o


o------------o
| Umbra Gear |
o------------o---------------------------------------------------------------o
|                                                                            |
| These items of equipment were created by the ancient Jenei to harness the  |
| powers of darkness.                                                        |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------------o
| Search Psynergy |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy is unique to Himi. It allows her to discover     |
| hidden objects and other secrets.                                          |
|                                                                            |
o----------------------------------------------------------------------------o


o-----------o
| Umbra Map |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This weathered map of Morgal was left by the Jenei so that their           |
| descendants could find the Umbra Gear.                                     |
|                                                                            |
o----------------------------------------------------------------------------o


Well, our path is now clear once again. We need to head to Sana and find that
Umbra Map!

We'll also now have Himi join our party. She also brings along several Djinn:

1. Buckle
2. Clover
3. Magnet
4. Geode
5. Pepper
6. Swift

She has a decent equipment set-up, but it could be better. Keep an eye out
for upgrades. 

o--------o
| Tonfon |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This city is the capital of Sana. It is known for its exquisite            |
| architecture as well as being a center of fishing and commerce.            |
|                                                                            |
o----------------------------------------------------------------------------o

Before you go, Himi's mom will tell you to make sure that you visit the
resting place of your ancestor, Uzume, before you go. Her resting place is
directly under the palace, so go check it out for a scene. 

------------
Yamata Ruins
------------

Here, just use "Move" to push the rock off the platform, then use Himi's
"Search" ability. You'll see an unique glitter, so jump over to the platform
to be taken to another area.

Here check out the left chest for the [Masamune] and the right chest for a
[Water of Life]. Go into the next room. Here the tablet tells you that both
gems need to shine the eye of truth will open. 

The right room tells you that the crimsom gem points the way to the one who
sleeps beneath the land. Unfortunately we can't continue on for now, so let's
turn our attention elsewhere.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXII: The Umbra Map and Tonfon                               [DD 2.22]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Quality Zol     |              \    \_\  \         | [] Lull            |
| [] Mythril Silver  |               \______  /         | [] Rime            |
| [] Lucky Pepper    |             _________\/          | [] Tinder          |
| [] Minerva Helm    |            /   _____/            |                    |
| [] Khiren Water    |            \_____  \             | Summoning Tablet:  |
| [] Herb            |            /        \            |                    |
| [] Mint            |           /_______  /            | [] ---             |
| [] Crystal Powder  |                   \/             |                    |
| [] Plump Dumpling  |                                  o--------------------o
| [] Antidote        |                                                       
| [] 9 Coins         |
| [] Rice Ration     |
| [] Ginseng         |
| [] 222 Coins       |
| [] Silver Vest     |
| [] Psy. Crystal    |
| [] Grandchild's    |
|    Gift            |
| [] Sleep Bomb      |
| [] Hard Nut        |
| [] Dragon Bow      |
| [] Lord's Sun Ring |
| [] Psy. Crystal    |
| [] Umbra Gauntlets |
|                    | 
o--------------------o 


NOTE: This guide goes to the next objective, which is "Finding the Umbra Gear
Map". Normally you would find out from Tonfon's leaders that Ryu has the map
with him. You would also have to use an echo gem to track Ryu down, but since
we can go straight to him now we will skip that. Visit Tonfon (which is west
of Yamata) to view these extra snipets of dialog if you wish. You can also
get that echo gem by distracting the guards by using "Slap" on the gong and
then "borrowing" it from the queen's chest. You thief...


Also, note the HUGE item list. Lots of goodies here.

-----------
Otka Island
-----------

Now that you have Himi, you can actually do something in here. Note that you
have to let the whirlwind scoop your ship up to get past the rock ring. Once
you're inside, use "Search" at the glittering points in here to find some
[Quality Zol] and the Jupiter Djinn Lull. The door here is locked by a "Sun
Crest with a sword-sized keyhole", so you'll have to come back with a certain
sword. Don't worry, I'll tell you when you can come back here!

Now let's go to the Iceberg Outpost. Remember where you first started sailing
the ship? It's to the west of there. Basically it's on the Northwest portion
of the world map (you know, where it's icy...). There's a gap in the ice
wall near the south that you can get through. Go through and follow it
upwards to another gap where you can go back east, reaching this outpost.
Notice the broken ship nearby.

---------------
Iceberg Outpost
---------------

Here, use "Search" so you can continue. 

Go in the house and push the log right, then the other one down. You can now
push the dresser out of the way so you can enter the door. Once you go through
the door, you'll have a cutscene. Well, it's Ryu and company! It seems they've
holed up here and Hou Zan is dying. What a shame!

Despite the bad timing, Kraden will ask Ryu for the Umbra gear map, which he
will hand over. Hou Zan will also be buried outside, with his Echo Gem as a
grave marker.

Head to the left and climb up the tree so you can jump to the plant. Grow it
to continue. Climb up the right tree here and grab yourself over to the left
to get the [Mythril Silver] from the chest. Now get back down and move around
that chunk of land to get onto the roof. You can slide down here to grab the
Water Djinn Rime. You can also find some [Lucky Pepper] too if you use the
nearby tree to get up a level and check the box. We need to go around and get
back on the roof, though, but this time jump down into the chimney. Here you
can open the chest for a [Minerva Helm]. Push the log up and then right to
get out.

Upon leaving, the team will talk about the Umbra map, with Karis marking
several places for us to visit. Reif will remind us about taking Ryu back
to Tonfon, though. What a nice guy. 



------
Tonfon
------


Step off the boat and talk to the dock workers. They'll recognize Ryu and Hou
Ju at once, telling them that they should go see Lady Hinechou.

o---------------o
| Lady Hinechou |
o---------------o------------------------------------------------------------o
|                                                                            |
| This Sanan royal is mother to Ryu Kou and Hou Ju. Besides having lost her  |
| husband to war, both of her children are missing.                          |
|                                                                            |
o----------------------------------------------------------------------------o

Despite there being a TON of boxes on the wharf, the only thing you can find
is a [Khiren Water] at the end of the lower dock in the jar. Crazy huh? Go 
north into the city.

Here, to to the right and check the southern jar for a [Herb]. 



o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
| Herb:             10  |____________________________|                       |
| Nut:             200  |                            | Steel Armor:     4900 |
| Vial:            500  | Tonfon                     | Silver Vest:     3200 |
| Antidote:         20  |____________________________| Knight's Helm:   4600 |
| Elixir:           30  |____________________________| Silver Armlet:   4000 |
| Ginseng:         600  |                            |                       |
| Sacred Feather:   70  |           ________         | Artifacts:            |
| Artifacts:            |          /  _____/         |                       |
| Echo Gem:       3200  |         /   \  __          | Magical Cassock: 9000 |
o-----------------------o         \    \_\  \        | Silver Greave:   3800 |
| Weapon Shop:          |          \______  /        |                       |
|                       |         ________\/         |                       |
| Great Sword:    7000  |        /   _____/          o-----------------------o
| Great Axe:      5200  |        \_____  \           | Inn:                  |
| Master Rapier:  6800  |        /        \          |                       |
| War Mace:       6200  |       /_______  /          | 184 Coins to stay.    |
|                       |               \/           |                       |
| Artifacts:            |                            o-----------------------o
|                       |                                                    |
| Shamshir:      10000  |    Recommended: Catch up on any artifacts that may |
| Swift Sword:    9400  |    help. I grabbed all the listed armor artifacts  |
| Dragon Axe:    10300  |    and the Ninja Blade.                            |
|                       |                                                    |
0-----------------------0----------------------------------------------------o


You can go into the door behind the weapons shop and use the ramp here to get
a chest with some [Mint]. Head out and go around the shop to find some
[Crystal Powder] in a jar. You can find a [Plump Dumping] on the stove in the
nearby house as well. Go back towards the entrance now and you can find an
[Antidote] in the jar inside the inn. Keep heading left and grab [9 Coins]
from the box just sitting out in the open.

Head into the house here and grab the [Rice Ration] from the stove. Like
before, go around the house. Grab the [Ginseng] from the jar outside this
house. Now go up the main stairs in this place and down towards the item shop.
See the Mars Djinn up there? Don't worry, we'll get him. Go in the upper
door first and grab [222 Coins] from the southern barrel. 


Now move up the stairs and around to the left. Get on the house now and make
your way to the tree. Climb down it and jump over to the box. Use "Slap" on
the lazy man to the right to make him move is ferry. Now retrace your steps
and you'll see that the ferry makes a nice little bridge so you can grab the
Mars Djinn Tinder, who has a 100% chance to revive an ally. 

On the other side of the steps (on the lower section) go into the upper house
and check the drawers for a [Silver Vest]. Go up the stairs now. Before going
into the palace, see the woman on the bridge section? Mind read her. She's the
one that you have to give the Grandmother's Gift to, but you won't know that
until you mind read her. Give her the gift. She'll just cry for a bit, so try
to leave to the south and she'll stop you, giving you a [Psy Crystal] and a
[Grandchild's Gift]. Now head into the palace. 

Here, the Emperor and Lady Hinechou will be relieved to see Ryu and Kou back
safe and sound. Once you try to leave, the Emperor will tell you to meet
Hinechou in the annex, and then tell you to meet him in his study. Ok, dude,
can't you just tell us what we need to know? 

Head back down the stairs and visit the left back room. In here the left jar
has a [Sleep Bomb] in it. In the right room check out the right stove for a
[Hard Nut]. Now use the right exit and make your way around the bamboo and
grow the vine. Now go back inside and use the left exit to head back outside.
The building to the left is the "annex", so head there and up the stairs to
be rewarded by Lady Hinechou. She'll open a nearby chest to give you a Lady
Moon's Ring! Bah, I could have raided that chest! 

Move out the nearby exit and use "Grab" on the column nearby. Now you can go
around and use the vine you grew earlier to grab a [Dragon Bow]. Head back
into the palace and go back to Unan's study like he wanted you to. He'll let
you know that he knows you're looking for the Apollo Lens, told to him by
Arcanus. 

Apparently we need three treasures to claim the lens, but we already have one
of them: the orb that Sveta's brother gave us. Another one is the orb that
Unan has, and the last one Himi deduces is back in Nihan, in her ancestor's
tomb. Why would Arcanus want us to know all of this though? After postponing
story-telling day, we'll grab the Red Orb.

And what's more, and this is funny (and goes to show you that we apprently did
things "out of order" according to the game), Unan will open up a secret door
and offer you the treasure inside, while telling you that if you find his
niece and nephew to bring them back. Oh, those relatives of yours that we
already saved? 

Go into the back room to acquire a [Lord's Sun Ring], a [Psy Crystal], and a
[Umbra Gauntlet]. Our first piece of Umbra Gear! Very good! Apparently only
Sveta can equip it as well. 


Ok, we can do the next parts in any order we want, but a guide has to have
an order! So for now we are going to go for the closest mark on our map!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXIII: Umbra Hunting                                       [DD 2.23]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] 321 Coins       |              \    \_\  \         | [] Foam            |
| [] Asura's Armor   |               \______  /         | [] Hemlock         |
| [] Vial            |             _________\/          | [] Shell           |
| [] Umbra Cowl      |            /   _____/            |                    |
| [] Thunder Crown   |            \_____  \             | Summoning Tablet:  |
| [] Cookie          |            /        \            |                    |
| [] Umbra Cloak     |           /_______  /            | [] ---             |
| [] Apple           |                   \/             |                    |
| [] Gaia Blade      |                                  o--------------------o
|                    |
o--------------------o                                                       



Ok, head west out of Tonfon to the world map. See those stairs upwards? Ignore
them. Follow the mountain range down, into the darkness. There's a wild Djinn
that lives near the southern part of these mountains, so battle around here
until you find the Mercury Djinn Foam.

To get to the cave we're looking for, go past the wall entrance and stick to
the north path, which will wind around and lead to a spot where you have to
use "Search" at. Do so to reveal a bridge. Enter it to go in the Lonely Island
Ruins.

-------------------
Lonely Island Ruins
-------------------

The tablet in here tells us that we must control our emotion. Ok. Enter
the right door and grab the chest for [321 Coins]. Grab the [Asura's
Armor] from the middle door. Go in the left door now and move the column to
the right all of the way. Grab the [Vial] from the chest then get up the vine
so you can jump on the rock column you just moved. Use "Grab" to get over and
the vines to enter the next room.


In this next room,  you are going to have to do a few things. First, move the
two rock columns (One off of the column: Move it to the right. The second up
on the second level: Move it to the right). Now go slap the clown thing.

Red Face: He will start two fires. Douse them. 

Blue Face: He will start crying. Use Arid Heat on the jar of water.

Purple Face: He will have mist on top of him. Freeze the puddle to
get up there and use Whirlwind to blow the mist away.

After doing this, the face will lower and you can proceed inwards to claim the
[Umbra Cowl] as your own. Feel free to leave now.

Make your way back to our ship in Tonfon. Here, before shoving off, Reif will
finally get around to asking what happened to his sister, Nowell. Kraden will
tell her that she stayed with Piers, lovestruck. Huh. Sounds interesting.


Oh, now that we have the crimson orb, we can go back to the Yamata Ruins.
Let's do that now.


------------
Yamata Ruins
------------

Go back inside and check the red tablet again. This time, the sand will fall,
letting you climb downwards. Move down and past the first room into the second
one. Here, push the middle column into the left spot, the right one into the
middle, and the left one into the right spot. Jump on the glyph and examine
the tablet to lower the sand again.

Good, now jump back on the glyph. Go down and "Search" the glittering spot to
find another glyph. To get the chest, you need to move column number 3 into
the middle spot and column number 1 into the right spot. Do so to acquire the
[Thunder Crown], which is cursed. Bah.

Go into the previous room and use the glyphs to continue. Head past the planks
into the next room. The tablet here tells us that we'll be rewarded for all of
this at least! Keep going into another block room.

Here push the right block to the right so you can get up to the next level and
use "Search" to make another glyph appear. Go back down and move the right
column to the left to line up with the up and down line, then move the middle
column into the left slot and the last one into the remaining slot. Use the
glyph now and examine the blue tablet to sink the sand some more. 

To get the Venus Djinn down there, go down to the columns. Now put the middle
column into the right and then push the right column over to the left like we
did before. Ride the glyphs now to grab the Venus Djinn Hemlock.

Retreat to the previous room and go down the ladder here and use the stepping
stones to reach the chest with the [Cookie]. Now go back up the ladder and use
"Grab" to get over to the left exit. Examine the last tablet to sink the sand
all the way. Now backtrack until you get to the gold tablet, where you can go
even further down as you can see. Move through the door, jump on the glyph and
watch the scene for the final orb. Excellent.

Now go back to the gold tablet and use your gold orb to lower the sand down
even FURTHER. Down here use "Grip" and "Search" when you need to to uncover
the [Gaia Blade], a very nice upgrade for now! Thanks to everyone who helped
me find this!

With the last orb, we can unlock the gate at the Endless Wall and make our
ascent towards Apollo Sanctum, but we need the Umbra Gear to do much there.
So... let's go get that Umbra Gear. We'll aim for the marker to the right of
Yamata. Let's go!

Sail east of Yamata to find a beach and a cave.


----------------
Gaia Falls Islet
----------------

Go down the stairs here. Pretty scene. Unfortunately, when we get down to the
bottom, that waterfall will make it impossible to continue to the left, so
aim for the southern exit. You'll be on the world map, but just go into the
next cave to come back.

In here, you can move up and grab yourself over to the left and find the
[Umbra Cloak]. Wow, that one was easy to get, huh guys? Now go back across
the gap. We can make our way up the water on this side by using the poles and
grabbing from one to the next. Go up and use the big rock to edge yourself to
the spire. Just take your time here and don't fall to the lower rock. On the
second grab, run to the left to reach dry ground. Go up and grow the vine to
reach the chest, but it's a mimic! Defeat it go gain an [Apple]. Now go down
steps and behind the waterfall you'll find the Mercury Djinn Shell.

Well, we're done here. You can use the slide on the right to get out of here
easier.


With the cloak out of the way, let's head to a more snowy location. Yep, this
time we're going to the upper-left part of the map. You'll be familiar with
the way there: just sail towards the iceberg outpost but go further left to a
nearby beach, Explore this small section of land and use "search" on the
nearby cave.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXIV: Ice and Fire                                           [DD 2.24]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Hard Nut        |              \    \_\  \         | [] Geyser          |
| [] Mist Potion     |               \______  /         | [] Simoom          |
| [] Crystal Powder  |             _________\/          | [] Flare           |
| [] Phaeton's Blade |            /   _____/            |                    |
| [] Umbra Goggles   |            \_____  \             | Summoning Tablet:  |
| [] Jester's Armlet |            /        \            |                    |
| [] Umbra Knuckles  |           /_______  /            | [] ---             |
|                    |                   \/             |                    |
o--------------------o                                  o--------------------o



----------------
Snowdrift Shrine
----------------


First thing's first, let's get ourself a Djinn. Move to the left and jump over
to the north. Take the far left "ladder" and go up. Here head up and to the
right. You'll see a Djinn spot you and try to escape. Follow him and you'll
knock him down below. Keep on his tail to get into a fight and acquire the
Mercury Djinn Geyser.

Now we got some treasure to get. Go into the cave on the right to start. Here
you can fight the bottom treasure chest, a mimic, for a [Hard Nut]. Now go up
the far right "ladder", all the way to the top. This area as you know is a
"ski" range. Jump down the first slope you come to and get on the ledge. Jump
off and aim as far right as you can to reach another ledge with a [Mist
Potion] in the chest. 

Go back up and down the second slope from the right. Go down to find a chest
with some [Crystal Powder]. Go back up and this time use the FAR left slope.
Here cut a HARD left and aim for the big slope to drop down to another
treasure chest with a [Phaeton's Blade]. Now go back up again and this time
aim for the platform to the left. Once you hit it (which is easy enough),
climb down and use the glyph to find a treasure chest with the [Umbra Goggles]
inside. Head back out and feel free to leave this area.


Now we have one last area to go to. Head towards it now, but when you get
close I want you to sail past it to the west. See that smattering of small
islands to the west. Sail to it and find the biggest one. Now get off and
get into random fights. Fight here long enough and you'll eventually find
the Jupiter Djinn Simoom. As a side note, this is the ONLY Djinn I've had that
has ran away from me in the middle of "killing" it. 

Now go back to the circled island and look for a beach on the south-east to
land on. Walk your way up to the cave (it's a nice circular walk) and use
"search" to get it.


-------------------
Burning Island Cave
-------------------

Here go around the east border and flip over to the norther door. In here jump
to the first fire and use "Thermal" on it and jump in it. This will bring you
up to a chest with a [Jester's Armlet]. Drop down and grip over to the spire.
Repeat what you just did and drop a rock column into the lava. Go back down
and get over to the center fire. Use it to get up and claim the [Umbra
Knuckles], completing your collection! Congrats!

Now go back down again. Move around the room and get over to the right side,
where you'll see a Mars Djinn run from you. Ah, we'll catch you! Use the right
airstream to get up and push another rock column down. Also, take note that
there is a door in here that requires that sword key to open again, which we
don't have yet, so we'll come back. Drop down and use the rock to shoot the
Mars Djinn upwards. Now you can go back up (I used the center airstream) and
go get your new Mars Djinn Flare. 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXV: Loose Ends                                              [DD 2.25]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Ninja Sandles   |              \    \_\  \         | [] Ivy             |
| [] Cookie          |               \______  /         | [] Fugue           |
| [] Herb            |             _________\/          | [] ---             |
| [] 38 Coins        |            /   _____/            |                    |
| [] Water of Life   |            \_____  \             | Summoning Tablet:  |
| [] Oil Drop        |            /        \            |                    |
| [] Cave-door Key   |           /_______  /            | [] ---             |
| [] Mint            |                   \/             |                    |
| [] 8 Coins         |                                  o--------------------o
| [] 88 Coins        |                                                       
| [] 6 Coins         |
| [] Orihalcon       |
| [] Spirit Gloves   |
| [] Lucky Pepper    |
| [] Heirloom Ring   |
| [] Mythril Silver  |
|                    |
o--------------------o


Before we go to the Endless Wall, let's go take care of a couple of loose
ends. Namely the grandchild's gift and the last of the Djinn. We'll also visit
the town Eoleo's from: Champa. You may already know, but you can access the
Passaj/Kaocho/Ayuthay area by landing on the beaches on the south of the
continent, so do so and head for Kaocho. 

------
Kaocho
------

You'll see right away that devastation has come to Kaocho. Well, of course!
Go into the top house on the left, the one across the weapon shop and use
spirit sense on the first corpse (the grandmother). This will let you give
her the gift, making her and her husband very happy. They'll also leave
the package behind, giving you some [Ninja Sandals]. These are VERY nice as
they also increase your critical rate (more unleashes!).


With that out of the way, head to Passaj. 


-------
Passaj
-------

Well, at least this place has been spared the wrath of the monsters, thanks to
the alchemy forge shoring up their defenses. In here the elders will tell you
what to do in the game, if you didn't know already (and by now you should!).
You'll also find a poor girl in the inn who's boyfriend died saving a man. How
sad. Apparently the guy who was saved hasn't even payed his respects for being
saved.

Go through the inn and into the room on the left. In the right section is the
guy who was saved. Pick up the rag by him and go see the girl again. With a
little help from Sveta, she will remember who it was that her boyfriend saved.
Follow her to the guy, who will apologize and offer his services to "swing a
hammer and break rocks", which is apparently all he's good for! Take him up
on the offer. Head back to the elevator room, but instead of going for the
elevator go to the left where the chunk of zol is sticking out of the wall.
The man will break it and you'll gain the Venus Djinn Ivy.

Now let's check out Ayuthay!


-------
Ayuthay
-------

You can head back here to find Paithos dying in the inn! Poor guy! He'll
promise to live until Amiti comes back unharmed, as he wants to see him take
the throne before he dies. You can spirit sense him and learn about the
treasures under his throne. Ooo, treasures! Head to the throne and push it
aside to find a staircase leading down to a water elevator (use arid heat).
This will take you down to a room with three treasures: [Spirit Gloves],
[Lucky Pepper], and the [Heirloom Ring]. Pretty nice haul.

Also, remember the two generals? You can find them dead by the great tree.
Use Spirit sense on them to find out about their "hiding spot" in Kaocho,
which you can find by getting on top of the first wall by the palace (you
have to take the north-east exit to get up there). Once your on the wall, use
"Grip" to cross the gap and examine the crack nearby. This will give you a
treasure note, which takes you to the Lost Ship. You can do this before
finishing the game, but I'm going to put it in the "optional" section. You
can skip to 2 . 28 if you want to do it now.

We can also get an item from Harapa with Tyrell's "Crush" Psynergy. Head
over there now.

------
Harapa
------

In order to enter Harapa, you'll have to make sure that you come at it from
the left (west) side, because the gate on the other side isn't going to come
back down (Remember what happened when you tried to leave after getting the
Ice Queen? Sort of like that, only it's staying up because of the monsters).
It's because of this that you WON'T be able to get the Venus Djinn Brick if
you didn't already get it right after getting the Ice Queen.

Anyway, go into the building by the weapon stand, go up the stairway, and go
out through the upper door.  From there, hop over to the building on the left
and go inside.  Work your way to the stairs and go down.  You'll find a big
stone that you can Crush to reveal a [Mythril Silver].

Now let's visit Eoleo's home town: Champa. It's a small camp on the beach on
the southeastern shore of the main continent, south of Tonfon. 

-----------
Champa Camp
-----------

As soon as you come in here, Eoleo will be greeted and have to tell the
people about his dad. You'll also learn about Briggs's grandmother, who
must be EXTREMELY old.

o-------o
| Obaba |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This formidable Champan lady is Briggs's grandmother. She is respected     |
| (and occasionally feared) by her countrymen.                               |
|                                                                            |
| She is descended from the ancient Ankohl civilization, and she maintains   |
| their advanced blacksmithing tradition.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


You'll be free again inside the inn. Check the jar on the right for a [Cookie]
and the upper box outside the tent on the lefthand side for an [Herb]. Head to
the left and check the lower box by the south-western most palm tree for [38
Coins]. 

Now head up the steps to the second level, where you'll see a Mars Djinn
hanging onto a coconut, enjoying himself. Aww... how cute. Now slap him!
*EVIL LAUGH* This will knock the poor thing down. Go back down a level and
south to the boat. Now, you can actually squeeze between the boat and the
barrels here to go down into the shallows. Follow this path around to reach
the Mars Djinn Fugue!

You can check out the rest of the camp, but there's not much left to do here.




o-----------------------o           SHOPS!           o-----------------------o
| Item Shop:            |____________________________| Armor Shop:           |
|                       |____________________________|                       |
| Herb:             10  |                            | Armored Shell:   3600 |
| Antidote:         20  | Champa Camp                | Knight's Helm:   4600 |
| Elixir:           30  |____________________________|                       |
|                       |____________________________|                       |
| Artifacts:            |                            |                       |
|                       |           ________         | Artifacts:            |
|                       |          /  _____/         |                       |
|                       |         /   \  __          | Mirrored Shield: 5200 |
o-----------------------o         \    \_\  \        |                       |
| Weapon Shop:          |          \______  /        |                       |
|                       |         ________\/         |                       |
| Great Sword:    7000  |        /   _____/          o-----------------------o
| Great Axe:      5200  |        \_____  \           | Inn:                  |
|                       |        /        \          |                       |
|                       |       /_______  /          | 200 Coins to stay.    |
|                       |               \/           |                       |
| Artifacts:            |                            o-----------------------o
|                       |                                                    |
| Silver Blade:  12000  |    Recommended: The mirrored shield may  help      |
| Spiked Knuckles: 8500 |    someone. Otherwise, nothing recommended here.   |
|                       |                                                    |
|                       |                                                    |
0-----------------------0----------------------------------------------------o

You can also get an encyclopedia entry by mind-reading the weapon merchent.


o-----------o
| Sanan Sea |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This body of water in the southeast of Morgal borders Sana and Champa. A   |
| number of valuable trade routes run through it.                            |
|                                                                            |
| Where there are trade ships, there is piracy. Eoleo in particular has made |
| himself the scourge of the region.                                         |
|                                                                            |
o----------------------------------------------------------------------------o

Once you're done, head inland across a couple of bridges and you'll reach the
main town of Champa.


------
Champa
------

Ah, the proud pirate town has been overrun. You'll see fires everywhere, which
is what the people used to ward off the monsters. There's also some soldiers
here who are keeping a large fire burning as Obaba is still here. Make your
way to the north of the village, past a burning house, and go inside. Here
check out the right room and the jar on the left for a [Water of Life]. Now
move on to the left exit an the straight exit is a dead end.

Jump over the archs and use the fire and "thermal" to get up further. Grow the
vine up here and enter the door. Check the jar in the corridor for an [Oil
Drop]. Go up the left stairs. In this next section (3F) check out the room on
the right. In here there's a [Cave-Door Key]. Now head up the central stairs
to the fourth floor and check out the left room's urn for some [Mint]. Go back
downstairs and out the southern exit to see a scene.

Eoleo will explain things to his great-grandma. Also, since she is so skilled
at blacksmithing, Obaba will offer to make us items if we bring her materials.
Now this is where all those forgable items we've been gathering come into
play! Before the list though, let's get an item with that key you picked up.
Head back down to the wharf (grow the vine for easy access).

Now, move left onto the wharf and you'll see a path to a cave. Follow the path
and use the key on the door inside the cave to find [8 Coins], [88 Coins], and
[6 Coins]. A paltry sum, huh? Don't worry, move the column to the left and use
"thermal" on it to find one more chest for a [Orihalcon]. 

I'm in the process of making a list of what you can get by forging, but THE
MOST IMPORTANT THING TO REMEMBER IS you can SAVE before having her make an
item. If you don't get what you want, just reload! Remember this above all
else!

Just to reference, right now I have 3 quality zol, 3 mythril silver, and the
one orihalcon we just picked up. I'll also add where you can find more of
these items in a future update. There are also items such as the Old Mace we
found that you can bring back here.

This list is the courtesy of the gamefaqs message boards, which is full of
helpful people. I will update it in a future version as well. Special thanks
to OldBushie who compiled the info here, which was given by dozens of
community members. Some of the places referenced here are not covered by
the guide yet, but will be in a future version. The community has also found
the monsters which drop forgeable items.



(Known) FORGEABLE ITEMS:

Note: If you have anything to add, please email me.


Dark Matter:

Darkside Sword - Cursed, +210 Atk
Demon Circlet - Cursed, +50 Def, Boosts Unleash Rate
Terra Shield - Cursed, +48 Def +5 Atk

Orihalcon:

Xylos Armour - +50 Def, +12 Atk
Herculean Axe - +186 Atk
Excalibur - +180 Atk 
Cosmos Shield - +49 Def, +20 Resists
Big Bang Gloves - Def +47, Fire power +40

Quality Zol:

Hover Greave - +20 Def, 1.5x Agi
Zol Ring - 1.8x Agi
Air Bangle - +39 Def, +30 Jupiter Power
Verdant Sword - +165 Atk
Zol Tiara - +37 Def, +30 Jupiter Res

Mythril Silver:

Mythril Clothes - +49 Def, +Unleash Rate
Mythril Armlet - +46 Def, +Unleash Rate
Mythril Claw - +160 Atk
Silver Longbow - +150 Atk
Levatine - +173 Atk


Old Mace - Thanatos Mace - +125 Atk
Location: In a patch of shallow water Southeast of the fog where the Ghost
Ship is, West of Harun and a bit west of that tiny ice floe in the world map.

Rusty Sword (Long Sword) - Rune Blade - +162 Atk
Location: You can find it on another patch of shallow water South of the
Yamata archipelago, and east of those three or four tiny islands on the World
Map.

Rusty Sword (Light Blade) - Kikuichimonji - +128 Atk
Location: It's slightly northwest of the Crossbone Island Whirlpool, and
directly South of Champa Beach, between the two darkest patches of water in
the map.

Worn Bow - Sagittarius Bow - +170 Atk
Located at: Bottom of Crossbone Isle.

Forgeable Item Locations:
Zol - The Sky Dragon in Otka Island cave.
Rate: 1 / 128
Weak to: Lightning

Mythril Silver - Skinwalker on the world map north coast as far west. Its the
white frozen area.
Rate: 1 / 128
Weak to: Fire

Orihalcon - Nightmares in the Otka Island dungeon.
Rate: 1 / 256
Weak to: Earth.

Dark Matter - Minos Knights in Crossbone Isle.
Rate: 1 / 256
Weak to: Lightning.

Again, thanks to the gamefaqs community for the info. If you're ready to take
on the game's ending, proceed to the next section.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXVI: The Final Assault                                     [DD 2.26]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Lucky Pepper    |              \    \_\  \         | [] Aurora          |
| [] Mythril Silver  |               \______  /         | [] ---             |
| [] Aeolian Cassock |             _________\/          | [] ---             |
| [] Valkyrie Mail   |            /   _____/            |                    |
| [] Mint            |            \_____  \             | Summoning Tablet:  |
| [] Psy. Crystal    |            /        \            |                    |
| [] Hard Nut        |           /_______  /            | [] ---             |
| [] Zephyr's Bow    |                   \/             |                    |
|                    |                                  o--------------------o
o--------------------o


Ok, now that we have all the Djinn we can get right now and have some sparkly
new items, let's go back to Tonfon and west to the Endless Wall.


-------------
Endless Wall
-------------

Here is the start of the great wall that you've read about, and it is big
isn't it? Go up towards the door, which is locked, and grow the plant to the
left. Now you can use it to climb inside (after freezing a puddle into place,
of course). 

Inside, you can move north to get around to the other side, where you can
jump out the far right window to get that first chest you saw for some [Lucky
Pepper]. You'll have to go back in though, of course.

Once you're back in, go down a single flight of stairs and jump over to the
fire. Eoleo will come out and magnify it quite a bit with his Thermal Psynergy
that we're just now learning about!

[Note: You can't complete this part without the three treasures/Orbs.]

o------------------o
| Thermal Psynergy |
o------------------o---------------------------------------------------------o
|                                                                            |
| This fire-based Psynergy creates a warm updraft strong enough to lift the  |
| user up to otherwise inaccessible heights.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


With three orbs, we can now unlock the door at the top of the tower. Go past
the door to get on top of the wall on the world map. Here you want to reach
the Apollo Ascent, so follow the wall until it splits, Take the north path
and look for the swirling darkness. Enter it to reach the Apollo Ascent.


-------------
Apollo Ascent
-------------


In this first area follow the path, crushing things as needed. You need to get
to the top of the right area and crush the rocks there to free a statue.
Examine the statue to make a giant hand appear and get you to the next area.

In this next area you can crush the rock for some [Mythril Silver]. Grow the
vine to the north and use the tree to the left to get up to the second level
and crush the rock. Go back down and climb the vine to continue to the next
area.

Here, follow the lower path and crush the two boulders that you can (the
second one reveals a chest). Make sure to "Move" the rock column down to the
lower section as well. Now jump down and move it once more to the left, then
go back to the start and climb up the stairs.Grab the spire to continue and
make your way to the chest for an [Aeolian Cassock], an excellent item for
Karis. Grow the nearby vine and do one more grab and crush to move to the next
area.

Here, crush any statue parts in your way and flip to the far ledge. Ignore
these steps and move to the left area to make your way up a level. Grow the
vine after the statue and move up the slope to crush the rock. Before going
for that statue though, use the grips to go down and grab the [Valkyrie Mail]
from the chest (break the crushable rock down below to find it). Now head for
the statue and use the hand that appears to move on to the next area.

The area up here looks like a human skull, and you can check out the statue at
the top for a hint on what to do. Go to the left eye and grow the vine so you
can throw a fireball at the torch up here. Then use the grips to the right of
the statue to make your way to the right eye and light it.

Now head to the forehead and douse the jar. Move to the nose now and cast
whirlwind on the spinner. You'll get a message that an aroma is in the air.
Now use Sveta's "Track" to follow the aroma. This will lead you to the statue,
so follow it to make some stairs and continue.


-------------------
Apollo Sanctum Gate
-------------------

Go past the Wise One statue to be told that the way will open for those who
can align the images correctly. There are four elemental gates here to bypass.

Mars Gate:

If you head to the left as far as you can (to the next area) you can find a
chest with some [Mint] in it. Now use the grabbable point here and climb up
the ladder. Run quickly past the archers and pound the peg here to release a
circular fire object. RUN! Run quickly to the right and step on the switch
when you can to make sure the object goes to the gate. Go follow it and push
it into place to make the mars gate lower. 


Jupiter Gate:

Here use the spinner to get past the gap, then move the third statue. Grab
past it and go down the ladder. Go to the left now and use crush to get past
the peg. Head south and crush the peg again, then use whirlwind to bring out
some stairs. Quickly go to the left and flip over the gap, then use the peg
and stairs to get up a level. Travel to the right and you can find a [Psy
Crystal] in the chest. Grow the vine here. Now go back a bit and hit the
spinner in the middle with a whirlwind, then go crush the peg. Now, just
move to the gate area and push the circle right twice to unlock this gate.


Mercury Gate:

Here, go down the ladder and flip to the next ledge when you can. Head all the
way left to find a [Hard Nut] in a chest. Now flip back and move the statue to
make a staircase appear up above. Use that staircase and the drop it has to
move another statue and make another staircase appear. Flip back to the right
and move the switch statue again to make the stepping stones appear again. Use
these to get up the top staircase and move the statue in place. Move past the
barriers and move the last statue down onto the floor switch. Now go crush the
peg and move to the gate area and push the circle left three times to unlock
this gate.


Venus Gate:

Explore this area a bit. Run past the archers and get up near the top/back of
the area where you can move two different statues to make grab points appear
(one to the right and one to the left). The left one puts up a grab point by
the nearby stairs, so use it and push the statue that you find up there down.
Now you can crush the peg to release the circular key. Quickly go down the
short set of stairs to the left and grab onto the arrow stuck in the wall.
This will flip you all the way left near the first button, so step on it to
let the circle go to the gate area. Before going on be sure to take the ladder
down and head right past the grabbable pole to find the Mars Djinn Aurora!
You can also find a [Zephyr's Bow] by examining the eastern archer in this
area! Now go push the circle into place to unlock this gate.


Now you'll get a message telling you to recreate the image on the woman on the
wall. Push all four of the orbs together to unlock the last gate and continue
onwards.


--------------
Apollo Sanctum
--------------

[You can't complete this area without the Umbra Gear]


This area is bright to say the least. In fact its so bright that if you don't
have the Umbra Gear you won't make it through here. The team will stop to
think about what to do. Since Sveta is the only one who can wear the gear,
you'll have to guide her through this area.

Kraden will also tell you about the endurance gauge, which will fill up as
you stay in the light. If it fills up all the way, you'll fail, so we'll be
stopping in shadowy spots every now and again.

Once you can, go forward past the hands to a new screen. Here run to the areas
on the left and right and insert the colored orbs onto the platforms. Now do
the same thing to the northern area and you'll see a scene. 

Here, the area will change and Matthew will pull the Sol Blade out of the
ground. This weapon is an amazing upgrade and is also the sword key that
opens up those doors that we've seen around the world. Hurrah!

You have a choice now to either go on or go back to unlock the Sol Blade
keyed areas. We will keep going for now, but you can read later on what
you can do with the sword and decide what to do for yourself.

Also note that the enemies here are REALLY easy to defeat and give you
AWESOME experience. They also drop water's of life VERY frequently. This is
an EXCELLENT place to level up quickly, and so I do recommend grinding here
a bit. Before I went onto the optional areas after the game, I leveled up
to around level 65. Note that to MAKE enemies start spawning here, you have
to go through the NEXT CUTSCENES. Basically, read below and STOP before
fighting the next boss and THEN use the enemies in this area to level up on!

Go around to the door that the cut scene showed and open it with the Sol
Blade. In here crush all the pillars around the edge and then grab all the
poles that come up. You'll get a cut scene after each grab, but don't worry
you can't do any of this out of order. Once you're done, head outside.

Here you'll get a MAJOR cut scene explaining quite a bit about the game.
Dark Adepts? Now THERE is something worth writing home about. Blados and
Chalis will want to fight the party, but Alex will keep them at bay, telling
you to activate the Apollo Lens. 

Head to the middle area again, where the lens controls are. However before we
get to do anything a monster will drop down, but not attack. Sveta will try to
calm it down, and when it looks like we're safe dark energies will flow into
it again and make it madder. Blados and Chalis will appear and taunt us as
well as thanking us for starting all those alchemy machines. No time for
thanks though, we got some Dark Adepts to beat up!


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Chaos Hound, Blados and Chalis +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                      [Blados: Around 3141] +
+ Blados:                                              [Chalis: Around 2923] +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Spark Shuriken: Low dmg. Stuns the target.                                 +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Firecracker: Low-Med dmg to up to 3 targets.                               +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of of PP.                       +
+                                                                            +
+ Punish: A stylish attack! Low-Med dmg. Chance to KO.                       +
+                                                                            +
+                                                                            +
+ Chalis:                                                                    +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of PP.                          +
+                                                                            +
+ Illusion Perfume: Chance to wrap up to 3 targets in delusion.              +
+                                                                            +
+ Scornful Caress: A rather stylish attack. Med dmg.                         +
+                                                                            +
+ Vial: Heals around 350 HP to one target.                                   +
+                                                                            +
+                                                                            +
+ Chaos Hound:                                                               +
+                                                                            +
+ Dark Blow: Single target, low-med dmg.                                     +
+                                                                            +
+ Deadly Gas: Up to three targets, chance to cause venom.                    +
+                                                                            +
+ For one of the game's last boss battles, this is surprisingly similar to   +
+ your previous fight against Blados and Chalis. In fact, they both use      +
+ their same moves, only buffed up a bit.                                    +
+                                                                            +
+ In this battle, you only have to take down Blados and Chalis so focus your +
+ attacks on them. This isn't a hard fight, and you can replenish your       +
+ health and such after the fight. Also many readers have informed me that   +
+ you can actually focus on the Chaos Hound instead of Blados and Chalis, so +
+ do that if you wish.                                                       +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


Since that fight was so easy, you just KNOW there's another one coming, and in
fact there is. The three combatants will somehow merge together, forming a
Chaos Chimera. Get ready, this is your toughest challenge yet!

Also note that before this fight Kraden will ask if you are ready. If you say
"no" you can go to the menu and prepare yourself, including setting summons,
healing up, and so forth.


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Chaos Chimera +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                         [HP: Around 10000] +
+ Moves:                                                                     +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Attack: One target, Low dmg.                                               +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of PP.                          +
+                                                                            +
+ Firecracker: Low-Med dmg to up to 3 targets.                               +
+                                                                            +
+ Retribution: Hits up to 3 people. Low-Med dmg. May KO target.              +
+                                                                            +
+ Seismic Stomp: Hits up to 3 people. High dmg.                              +
+                                                                            +
+ Shadow Clash: Hits all for Med-High dmg.                                   +
+                                                                            +
+ Vicious Embrace: Hits up to 3 targets for Med dmg.                         +
+                                                                            +
+ Djinn Blast: Drains all Djinn on one target.                               +
+                                                                            +
+ Wicked Howl: One target, Low Dmg. Target won't be able to move.            +
+                                                                            +
+ Darksol Gasp: Med dmg on up to 3 targets. 100% to haunt target.            +
+                                                                            +
+ Chaos Upheavel: HIGH dmg on up to 3 targets.                               +
+                                                                            +
+                                                                            +
+ The hardest boss you've fought so far, the Chaos Chimera acts 3 times per  +
+ turn. It also starts off by recovering 30 HP per turn, but as it gets hurt +
+ it will start healing 100 HP per turn. The Chimera starts off with the same+
+ weak attacks as Blados, but turns on the other attacks as it gets  hurt.   +
+                                                                            +
+ If you have summons ready, let them loose. Use protect Djinn to mitigate   +
+ damage when you need to and be ready with heal-all psynergy. Have 2 party  +
+ members keep up the summons while 1 heals and the other acts as backup.    +
+ Sveta makes an excellent backup character with her beastform, her          +
+ defend-all move, and her healing abilities.                                +
+                                                                            +
+ Keep up the assault and have your healing ready and you'll come out on top!+
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the battle, enjoy the scenes. The choice here does not matter, as you
can only do one thing anyway. Oh, and...


Congrats on beating Golden Sun: Dark Dawn!


Be sure to clear your save data for more optional areas!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXVII: Burning Island and Otka Island                          [DD 2.27]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Mythril Silver  |              \    \_\  \         | [] ---             |
| [] Power Bread     |               \______  /         | [] ---             |
| [] Triton's Ward   |             _________\/          | [] ---             |
| [] Psy Crystal     |            /   _____/            |                    |
|                    |            \_____  \             | Summoning Tablet:  |
o--------------------o            /        \            |                    |
                                 /_______  /            | [] Daedalus        |
                                         \/             | [] Catastrophe     |
                                                        |                    |
                                                        o--------------------o


Ok, here's the extra things you can do in Golden Sun: Dark Dawn.

Let's start out with examining all of those doors we couldn't get open. As you
probably know after finishing the game, the Sol-Blade is the key to unlocking
these doors.

Let's start by heading over to the Burning Island Cave.

(For reference, the cave is in the volcano, and is marked by the souther-most
red X).


-------------------
Burning Island Cave
-------------------

Go down into the volcano, down to the bottom and find the locked door. Enter
it to find a summon tablet ahead, but it shouldn't be so easy huh? Advance
forward to get into a boss fight.


+=+=+=+=+=+=+=+=+=+=+
+ Boss: Ogre Titans +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                   [Ogre 1 HP: Around 1000] +
+ Moves:                                            [Ogre 2 HP: Around 2000] +
+                                                   [Ogre 3 HP: Around 4000] +
+ Brute Force: Physical attack, one target.         [Ogre 4 HP: Around 8000] +
+                                                  [Ogre 5 HP: Around 10000] +
+ Massive Swing: Physical attack, all targets.                               +
+                                                                            +
+ This fight is fairly easy. You'll fight five Ogre Titan's in a row, one    +
+ after the other. You'll find that you'll kill the first one quickly, but   +
+ notice how each ensuing ogre gets bigger and has more HP.                  +
+                                                                            +
+ Don't worry too much, though, the first four of these guys can only        +
+ use the "Brute Force" move, which is pretty lame. Damage on one target?    +
+ Yeah, you're much stronger than that. After you kill number one, they'll   +
+ spawn two at a time. But don't worry, they stop at two, making it very     +
+ manageable.                                                                +
+                                                                            +
+ Number five adds in a new challenge though, as he has the hit-all move and +
+ also recovers 250 HP a turn. Nothing you can't handle at this point though,+
+ so put on Guard/Impact and use whatever Djinn you wish to handle the       +
+ massive swing move (like Chasm/Brick, etc).                                +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++

Afterwards claim the summon tablet to learn Daedalus, which requires 3 Venus
and 4 Mars Djinn to use.


Ok, now let's sail north to Otka Island. Remember that island that you used
the whirlwind to get into? Well now we can get past the sword-locked door.
So go get sucked up by the whirlwind already!


-----------
Otka Island
-----------

Unlock the door and head down the ominous stairwell. This place is a maze, as
you can tell by the big ? on the map. There's some good maps on Gamefaqs, I
particularly liked the one by GarroGX. I'm getting better at ascii maps
though, so here's one that I did, showing you the path to the boss (which is
what we're here for, right?). Notice that there are a few treasures along the
way as well, so be sure to grab them!

Also notice that the map looks like a skull? Clever!

I'm also marking the correct path with circles. Take this path to reach all
the treasures. Note that to get to some treasures you need to go off the boss
path, so check out the legend for the treasure list. Also note the arrows to
guide you in the right direction.




                [ ] [ ]-[ ]-[ ] [ ]-[ ]
                 |   |   |   |       |
        [ ]-[ ]-[ ] [ ] [ ] [o]-[o]-[o] [o]-[o]
             |       |       |       |   |   |
    [ ] [o]-[o]-[o]-[o]-[o]-[o] [ ]-[o]-[o] [o]-[o]
     |   |               |                   |   |
    [o]-[o]         [ ]-[V] [ ]         [ ]-[ ]-[o]
     |               |   |   |               |   |
[o]-[o]-[ ]         [ ] [o]-[ ]             [ ] [o]-[o]
 |   |                   |   |               |       |
[o] [ ]         [3] [o]-[o] [ ]     [B]     [ ] [ ] [o]
 |               |   |               |       |   |   | 
[o]-[o]         [o] [o]-[ ] [ ] [ ] [o]     [ ] [ ]-[o]
 |   |           |   |       |   |   |               |
[ ] [o]-[o]-[ ] [o]-[o]     [ ]-[ ]-[o]-[o]-[o]-[o] [o]
 |   |   |                       |           |   |   |
[ ]-[ ] [o] [ ]-[ ]     [ ]     [ ]         [V] [o]-[o]
         |       |       |                   |
        [o]-[o]-[>]-[o]-[o]-[o]-[ ]     [o]-[o]  
             |       |       |           |
            [o]     [ ]     [o]     [o]-[o]
             |               |       |
            [o]     [ ]     [o] [o]-[o]
             |       |       |   |   |
            [o] [1] [ ] [2] [o] [4] [ ]
             |   |   |   |   |       |
            [o]-[o]-[ ] [o]-[o] [ ]-[ ]
                 |           |  
                [E]         [ ]-[ ]




Legend:


E: Entrance

1: [Mythril Silver]

2: [Power Bread]

3: [Triton's Ward]

4: [Psy Crystal]

B: Boss

Warning:

Make sure to save before the boss! 


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Ancient Devil +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 12000]+
+ Moves:                                                                     +
+                                                                            +
+ Note: Attacks twice per turn!                                              +
+                                                                            +
+ Basic Attack: Physical attack, one target. Low dmg.                        +
+                                                                            +
+ Undead Might: Summons a skeleton to attack 1 party member. Med dmg.        +
+                                                                            +
+ Dire Inferno: Fire dmg on all party members. Low-med dmg.                  +
+                                                                            +
+ Psy Drain: Drains a low amount of PP.                                      +
+                                                                            +
+ Demon Sign: Target party member joins the Ancient Devil's team.            +
+                                                                            +
+ Haures: The devil summons Haures! Med-High dmg to all, chance of venom.    +
+                                                                            +
+ As you can see, this fight is pretty interesting. First of all note that   +
+ he can attack twice per turn. Also note what Demon Sign can do: it takes   +
+ over a party member! Also note that he can summon Haures. Fun!             +
+                                                                            +
+ Demon Sign can be brutal, depending on what party member he grabs. He CAN  +
+ grab a healer and use it to heal himself, which is a no-win. So you have   +
+ to take that into account. Personally, since I was around level 67 and had +
+ so many water's of life, I just put all my Djinn into standby and summon   +
+ rushed him in the beginning. He made me pay though, with a Haures and a    +
+ Demon Sign right off the bat. I may have took off 5,000 HP, but it hurt!   +
+                                                                            +
+ That killed off a character and took another, so I played it safe for      +
+ awhile, playing defensive (Guard) and healing/raising, and since he took a +
+ healer (Sveta), I had to kill her, which led to another round of raising   +
+ and healing. The lesson here? Think of your tactics ahead of time. Either  +
+ go all in with offense (which may lead to having to be defensive for a few +
+ turns) or plug in attackers and see if he takes a non-healer to help him.  +
+ Also note that if you kill off whomever he controls, he can just control   +
+ somebody else. But he may also just waste turns using Psy Drain and his    +
+ basic attack as well, so kill off any healers asap!                        +
+                                                                            +
+ Overall, not an extremely hard fight. He only used Demon Sign once on me   +
+ and Haures twice (he used the other attacks a LOT more). Note that when he +
+ takes a character with Demon Sign, he can use their STANDBY Djinn to       +
+ summon more (and different) summons. Take that into account when you're    +
+ using Djinn!                                                               +
+                                                                            +
+ After the fight you will gain 55216 XP and 3438 Gold.                      +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++

After the fight claim your summon tablet.

You'll acquire Catastrophe, which requires 3 Mars and 5 Jupiter Djinn to use.

On to the next section!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXVIII: The Lost Ship                                        [DD 2.28]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] 100 Coins       |              \    \_\  \         | [] ---             |
| [] 200 Coins       |               \______  /         | [] ---             |
| [] Mythril Silver  |             _________\/          | [] ---             |
| [] Mist Potion     |            /   _____/            |                    |
| [] 300 Coins       |            \_____  \             | Summoning Tablet:  |
| [] 400 Coins       |            /        \            |                    |
| [] 1234 Coins      |           /_______  /            | [] Azul            |
| [] Clothos Distaff |                   \/             |                    |
| [] Hard Nut        |                                  o--------------------o
|                    |                                                        
o--------------------o


Ok, let's go get to the lost ship. As you probably already know from the note
we found in Ayuthay (from the section "loose ends"), we have to "Come from the
south, and go west when you reach a reef shaped like a hand". (You can find
that out by reading the note.

Now, this isn't very clear, but I'm here to help. What you need to do is sail
to the north-eastern part of the map. Just north-east of Harun you'll see five
rocks poking out of the water. They kinda look like fingers. Put your ship in
them and sail directly west. Directly! Keep going and you'll automatically
enter the lost ship!

---------
Lost Ship
---------

Ah, another ship to explore! You can grab [100 Coins] from the chest on the
left. You can also move around the right (and push the log down if you want)
to get to a chest with [200 Coins] in it. Now go down into the ship using the
stairs on the right.

Down here you'll see the log move on it's own. Huh... Move past it and it'll
move again! Keep going into the next room and back up to the deck. Grab the
[Mythril Silver] from the chest here and go back down the stairs, then go down
the next set of stairs. This section is haunted, as you'll be pushed down by
some drawers if you try to stay on the upper level.

Move around the table and push the log down. Also move the box left and down.
Use "search" to reveal another moving statue. Now climb the ladder to the left
and use the moving statues and the box to get to the next search point. Search
here and find another statue, which you can use to block the first set of
drawers. Block them and then use the southern sets of statues to get across
to the other side. Here you can find a [Mist Potion] in the chest and go up
the stairs.

Up here you can push the box into the hole on the right and grab the chest
for [300 Coins]. Now go into the room on the left to find three chests, so
loot them for [400 Coins], [1234 Coins], and a [Clotho's Distaff]. Head back
out the door and up the stairs. Here you can find a skeleton who talks about
Crossbone Isle, which we'll visit shortly. You can also find a [Hard Nut] in
the box north of the bed. 

Now save in this room and head out the door to face the boss of this area.


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Star Magician +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                           [HP: Around 9650]+
+ Moves:                                                                     +
+                                                                            +
+ Note: Attacks twice per turn!                                              +
+                                                                            +
+ Basic Attack: Physical attack, one target. Low dmg.                        +
+                                                                            +
+ Spark Plasma: Hit-all Wind atk. Low-Med dmg.                               +
+                                                                            +
+ Megacool: Hit-all Water atk. Low-med dmg.                                  +
+                                                                            +
+ Mine Ball: He throws the ball he's holding. Physical Atk. Hits up to three +
+            people. Low dmg.                                                +
+                                                                            +
+ Mystic Call: Summons another ball at random. He can have up to four.       +
+                                                                            +
+ The magician himself isn't too threatening, to be honest. He's got spark   +
+ plasma and megacool, but no real threats. His only threat is summoning his +
+ companion balls. Here's the balls he summons, their rough HP, and what     +
+ they do:                                                                   +
+                                                                            +
+ Thunder Ball (Around 400HP):                                               +
+ Moves: Shine Plasma / Storm Ray - Low Dmg.                                 +
+                                                                            +
+ Anger Ball (Around 700HP):                                                 +
+ Moves: Angry Mine - He blows up. Low-Med Dmg.                              +
+                                                                            +
+ Guardian Ball (Around 700HP):                                              +
+ Moves: Guard Aura - Shields the Magician.                                  +
+                                                                            +
+ Ghoul Ball (Around 900HP):                                                 +
+ Moves: Consume Djinn - Eats a Djinn. Kill the ball to recover it.          +
+                                                                            +
+ Death Ball (Around 600HP):                                                 +
+ Moves: Condemn / Haunt - Chance to kill / curse respectively.              +
+                                                                            +
+ Refresh Ball (Around 600HP):                                               +
+ Moves: Pure Ply - Heals the Magician.                                      +
+                                                                            +
+ Honestly, the only balls that are a problem are Guardian and Refresh balls.+
+ Kill those right away. I like to kill the Ghoul and Death balls too, when  +
+ they come up, but you can leave them if you wish. What you want to do is   +
+ buff yourself and take out any guardian or refresh balls. Take down more   +
+ until he has around two left, then focus on him. Keep one party member on  +
+ group healing and you'll be ok. There's nothing here that's too hard,      +
+ especially if you've killed off the Ancient Devil already.                 +
+                                                                            +
+ Your experience and gold will vary after the fight, depending on how many  +
+ balls you kill. Personally, I got 242747 XP and 9799 Gold.                 +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


After the battle you'll gain the Azul Summon, which requires 3 Venus and 4
Mercury Djinn.

Feel free to exit the ship and continue to the next section.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Part XXIX: Crossbone Isle                                    [DD 2.29]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


o--------------------o                ________          o--------------------o
| Items to Find:     |               /  _____/          | Djinn to Find:     |
|                    |              /   \  __           |                    |
| [] Psy Crystal     |              \    \_\  \         | [] ---             |
| [] 220 Coins       |               \______  /         | [] ---             |
| [] Quality Zol     |             _________\/          | [] ---             |
| [] Ginseng         |            /   _____/            |                    |
| [] Mythril Silver  |            \_____  \             | Summoning Tablet:  |
| [] 110 Coins       |            /        \            |                    |
| [] Demon Mail      |           /_______  /            | [] Charon          |
| [] 440 Coins       |                   \/             | [] Iris            |
| [] 330 Coins       |                                  |                    |
| [] Rice Ration     |                                  o--------------------o
| [] Apple           |
| [] 660 Coins       |
| [] Orihalcon       |
| [] 550 Coins       |
| [] Quality Zol     |
| [] Plump Dumpling  |
| [] 880 Coins       |
| [] Dark Matter     |
| [] 770 Coins       |
| [] Dried Lizard    |
| [] Iris Robe       |
| [] Cookie          |
| [] Mist Potion     |
| [] Alastor's Hood  |
| [] 990 Coins       |
| [] Orihalcon       |
| [] Worn Bow        |
| [] Cleric's Ring   |
| [] Bloody Claw     |
| [] Dark Matter     |
| [] 1010 Coins      |
|                    |
o--------------------o


Now we're off to the infamous Crossbone Isle, which also appeared in the
previous Golden Sun games. You can only get to it after saving your
cleared data after beating the final boss.

To reach it, we have to find a whirlpool in the southern part of the map. See
that dip of the sea to the east of the volcano island? The whirlpool is in
that dip, so go sail into it.

It'll lead us to a lower part of the sea, where you can sail to a large island
to the east. On this island is a cave. Welcome to Crossbone Isle.

--------------
Crossbone Isle
--------------

This is a LONG dungeon, so I'll separate it by rooms (which as you know I
haven't been doing).

----
B1/2
----

Go through the first area and check the treasure chest down the stairs. Ah,
its a mimic! Defeat it for a [Psy Crystal]. Go down the stairs now to find a
room full of columns. You can grab the two chests in here for [220 Coins] and
some [Quality Zol]. Go back out now.

Take the upper stairs and run around the edge to find a chest with some
[Ginseng]. Now go back down and jump to the rock column. Move it to the left.
Now you can jump and reach the chest for a [Mythril Silver]. Move upwards now
and move the next column to the right. Use the new path and jump southwest to
the next column, pushing it to the left. You can now grab the chest for [110
Coins]. Move the column to the right now with psynergy and take the left path
to get over to solid ground. Exit out the south. Push the columns down to make
a way out to the right and continue onwards.


----
B3/4
----

Down here you can again go down the stairs to find a room of columns. Grab the
chests here for some [Demon Mail] and [440 Coins]. Go up the stairs now.

In this room, jump over to the obvious chest for [330 Coins]. Now we have to
use some smarts. Jump back to the middle blocks and use the left blocks to
jump all the way to the double blocks on the left. Now jump to the right,
down, right, down, right, down, down, and right to get to the rock column.
Move it off the blue tile to open up the blue blocks in the room. This will
lead to the exit and a chest with [Rice Ration].

We aren't done just yet though. Get back to the top portion and step onto
the breakable rock, then use search and move the rock column off the red tile.
This will let you get the [Apple] from the nearby chest. Now take the exit,
push the columns down for an escape route, and go down again.


----
B5/6
----

As usual by now, take the stairs down to find some treasure chests, so loot
them for [660 Coins] and some rare [Orihalcon]. Go back out and up the stairs
now.

This room has the same rock columns and colored blocks as the last one, but
this time you need to use the columns to get to chests. Start by moving the
column in front of you onto the red tile. See how this raises the red blocks?
Now you can jump down and use the red block on the right for [550 Coins]. Now
you can move the column right off the red tile to reach another chest for some
[Quality Zol].

Now put the red column all the way to the left and jump over to the blue rock
column. Put it on the tile, which opens up a way to the last treasure chest
for a [Plump Dumpling].

Now let's get out of here. Leave the blue tiles up and go make the red tiles
come up. Stay on the right side of that platform when you raise the red tiles!

Like this: [ ] [O] [x]  (O=Rock Column, x=You).

Now I want you to jump to the platform with the yellow rock column. Push it to
the right. Now jump over to the green platform and make it raise the green
tiles. Again, like this:

Like this: [x] [O] [ ]  (O=Rock Column, x=You).

Use the platforms that rise up to exit this room.


----
B7/8
----

Now, just like the past rooms, go down the stairs and grab the two treasure
chests in the bottom room. You'll get [880 Coins] and some [Dark Matter]. Now
head back up and enter the top room.

This room is full of breakable rocks that you can only jump on once. Take the
left path for [770 Coins]. You'll end up falling down, but just come back,
there's no way to avoid it. Now jump to the right chest, using the path going
right for some [Dried Lizard]. Yummy. Now jump up, left twice, down once, and
get on the platform. Now jump up all the way to the top. Now use the right set
of rocks to jump down all the way and right onto another platform.

Now jump right ONCE and grab the column. Push the rock off the red tile, then
jump left and up to the room to grab a [Iris Robe] from the chest. You'll have
to drop down again, but come back. Now to exit just jump up to the top area
like before, except take the left-most path down and left, then grab the
column. Now use the left path downwards to continue on. As usual, push the
rock columns down and carry onwards.


-----
B9/10
-----

Go down the stairs and open the chest to fight a mimic. You'll get a [Cookie]
afterwards. Now let's explore the upper room first. Trust me.

Here jump up the the skull column. Moving this thing will start making the
rocks explode, so we gotta move fast to claim all the treasures. Move it to
the left first, then jump over to the first chest for a [Mist Potion]. Now
move up and get the second chest for [Alastor's Hood]. Use grip on the nearby
pole. Now you can exit the room and re-enter to reset the blocks, so do so.

Now just do the same thing on the left side. You'll find [990 Coins] and some
[Orihalcon]. Now use the grip and reset the blocks. Re-enter.

Now we're going to get to the room to the north. Move the skull left and use
the rocks to jump all the way north, then grip the column in the middle. Jump
north. This room has a very old skeleton who tells you about more treasure
deeper. We'll get there, we'll get there. Loot the treasures here for a [Worn
Bow], a [Cleric's Ring] (Which nullifies the "curse" on cursed equipment), a
[Bloody Claw] (cursed), and some [Dark Matter].

Now head back and fall down to get into the lower room. There a chest to the
south with [1010 Coins]. Move upwards on the left-hand side and use "Search"
to get to a room with a summon tablet. Move forward and examine it to learn
Charon, which requires 8 Venus and 2 Jupiter Djinn to use.

Now head back and move up the right-hand side, using "Search" to get to
another room with a summon tablet. This room is guarded by a boss though, the
infamous Dullahan, so save before approaching the tablet (Seriously, SAVE,
this battle is NOT for the faint of heart and even with a solid strategy its
possible to bite the dust).

(If you are going to use the summon-rush strategy, read ahead and don't
blindly jump into the fight. Make sure to save and put your Djinn in 
standby ahead of time).


+=+=+=+=+=+=+=+=++
+ Boss: Dullahan +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 17182]+
+ Moves:                                                                     +
+                                                                            +
+ Note: Attacks three times per turn!                                        +
+                                                                            +
+ Note: He recovers 200 HP per turn!                                         +
+                                                                            +
+ Basic Attack: Physical attack, one target. Med dmg.                        +
+                                                                            +
+ Bind: Chance to seal Psynergy.                                             +
+                                                                            +
+ Break: Removes status effects.                                             +
+                                                                            +
+ Curse: Chance to curse. Can KO you after a few turns.                      +
+                                                                            +
+ Haunt: Chance to inflict you with evil spirits.                            +
+                                                                            +
+ Condemn: Chance to KO you.                                                 +
+                                                                            +
+ Element Swap: Changes element that he's weak against.                      +
+                                                                            +
+ Dark Contact: Hit-all move that drains HP. Low-Med dmg.                    +
+                                                                            +
+ Fulminating Edge: Charged sword atk. Single target. HIGH dmg.              +
+                                                                            +
+ Crucible: Uses your standby Djinn against you! Dmg dependant on Summon.    +
+ Note that you MUST have a Djinn on standby for him to use this. If you     +
+ don't, he will SKIP this move, which may very well effect your strategy,   +
+ so keep this in mind!                                                      +
+                                                                            +
+ Charon: Summons Charon to attack the party. High dmg.                      +
+                                                                            +
+ Djinn Storm: Places the ENTIRE party's Djinn into rest mode.               +
+                                                                            +
+ HOLY CRAP, look at all those moves! Look at those last five moves! This    +
+ guy is SERIOUS. Well, welcome to Golden Sun's ultimate boss! Dullahan      +
+ not only has all those moves above, but also has a TON of hp and great DEF.+
+ There's basically two ways to handle this fight: Brains or Brawn. But      +
+ before we go into that, I want to point out that while Dullahan has such a +
+ kick-ass move list, he DOES have a pattern, which we can make use of.      +
+ Here it is:                                                                +
+                                                                            +
+ Turn 1: Fulminating Edge - Bind - Crucible                                 +
+ Turn 2: Basic Attack - Dark Contact - Fulminating Edge                     +
+ Turn 3: Basic Attack - Element Swap - Basic Attack                         +
+ Turn 4: Condemn - Charon - Curse                                           +
+ Turn 5: Djinn Storm - Haunt - Fulminating Edge                             +
+ Turn 6: Dark Contact - Basic Attack - Fulminating Edge                     +
+ Turn 7: Break - Basic Attack - Dark Contact                                +
+ Turn 8: Element Swap - Haunt - Curse                                       +
+                                                                            +
+ Note that Dullahan can start ANYWHERE in the list. Literally anywhere.     +
+ Once you DO figure out where he starts though, you'll know what's going to +
+ happen. This list is mainly important for knowing when the BIG moves are   +
+ going to occur, like Djinn Stork, Charon, and Crucible.                    +
+                                                                            +
+ So, how do we handle this beast? Well, like I said earlier, we can use     +
+ either Brains or Brawn.                                                    +
+                                                                            +
+ Brawn:                                                                     +
+                                                                            +
+ The Brawn method relies on summon rushing, and being able to withstand a   +
+ few hits in the meantime. To do this, you need to be somewhere around level+
+ 65 (NOT a must). Now there's a few methods out there on how to do this, but+
+ what I did was put all my fastest characters in a single party (for me it  +
+ was Matthew, Karis, Sveta, and Himi). Then I equipped them with ALL the    +
+ Venus and Mars Djinn. On each of their first turns, I had them summon      +
+ Daedalus. Each of them. Why Daedalus? Well, he does a LOT of damage with   +
+ his delayed bomb attack.                                                   +
+                                                                            +
+ Now there's problems with this plan. For example, you'll probably get off a+
+ couple of summons, but what if he starts out with Djinn Storm? Or Crucible?+
+ Well, honestly I would say just soft reset the game and try again. Once you+
+ do get off all four summons, just do whatever until he kills your first    +
+ team. Summon Judgement/Ramses, anything else you can muster damage wise.   +
+ He'll kill off your first team soon. Now with your second team, have all   +
+ four members summon Eclipse. These members will be slower, but as long as  +
+ you get off three Eclipse's, you'll win. Pile on extra damage/summons if   +
+ you can or need to. Again, depending on where he starts in his chain of    +
+ attacks, restarts may be needed. This method takes less strategy and is    +
+ fast.                                                                      +
+                                                                            +
+                                                                            +
+ Brains:                                                                    +
+                                                                            +
+ The Brains method relies on strategy, and using the chain of attacks to    +
+ predict when Djinn Storm is coming. That's your primary concern. Knowing   +
+ the chain above will let you use stun Djinn (like Ive/Doldrum) to STOP     +
+ Djinn Storm. With Djinn storm out of the way, your only real concern is    +
+ dishing out damage and mitigating incoming damage. Use damage soaking Djinn+
+ to help with Charon (there's a lot to choose from), and use psynergy to up +
+ your attack. Also be sure to have a few party members who can heal as      +
+ needed. And if you spent ANY time leveling up before the final boss, you   +
+ should have a LOT of water of life's. Spread them out among party members. +
+ This path requires stun-locking Djinn Storm and playing smarter. It will   +
+ take longer to kill him (it took me over 30 minutes!), but it's do-able.   +
+ So you know, I did this with all single-element classes (Slayer, etc..),   +
+ and good luck!                                                             +
+                                                                            +
+ After this epic battle, you will gain 58,800 experience and 4,732 gold.    +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


Examine the tablet afterwards to learn the summon Iris, which requires 4
Mercury and 9 Mars Djinn to use. 

Congrats again on defeating Dullahan and completing all of the optional areas
in Golden Sun: Dark Dawn!



______________________________________________________________________________
______________________________________________________________________________

________       __.__                .____    .__          __   
\______ \     |__|__| ____   ____   |    |   |__| _______/  |_ 
 |    |  \    |  |  |/    \ /    \  |    |   |  |/  ___/\   __\
 |    `   \   |  |  |   |  \   |  \ |    |___|  |\___ \  |  |  
/_______  /\__|  |__|___|  /___|  / |_______ \__/____  > |__|  
        \/\______|       \/     \/          \/       \/        

______________________________________________________________________________
___________________________________________________________________[DD-DJN]___



Here I'll list the Djinn in Golden Sun: Dark Dawn in three ways: order
acquired in the game, order by element, and a section with their descriptions
and their effects.

If you're just trying to find a Djinn you're missing (and you don't know which
one), check below in either the first or second part to see if you can spot a
Djinn that you don't have. Then you can use the guide to find out where he is
and how to get him!

This should narrow down your search considerably. Remember that there are
several "points of no return" in this game, and that you can miss some of
these djinn permenantly.

Note: This info is a reflection of the guide. The "order" info can be gleaned
from the walkthrough. The Djinn descriptions can be learned from the "Djinn
Guide" from the game's in-game menu.

Also, note that each Djinn give you stat boosts upon equipping them. These
stat boosts very depending on who you equip them to. For example, equipping
"Flint" to Isaac will give you different stats than if you equip him to Himi.



     Order acquired in game:          -----------------[DJ-ORD]
     Order by element:                -----------------[DJ-ELE]
     Djinn descriptions (by element): -----------------[DJ-DES]



Order acquired in game:          -----------------[DJ-ORD]

  

Djinn  |   Section acquired in
-------------------------------

Flint     Section 3

Forge     Section 3

Chill     Section 4

Gust      Section 4

Fever     Section 4

Flower    Section 4

Jolt      Section 4

Sleet     Section 4

Cinder    Section 5

Bark      Section 5

Ether     Section 5  

Steel     Section 6

Breath    Section 7

Surge     Section 8

Mist      Section 8 

Claw      Section 8

Mellow    Section 8

Lava      Section 9

Vortex    Section 9

Brand     Section 9

Serac     Section 10

Brick     Section 10

Doldrum   Section 11

Fury      Section 12

Dewdrop   Section 12 

Fleet     Section 12

Waft      Section 12

Bolt      Section 12

Breeze    Section 12

Haze      Section 12

Vine      Section 12

Furrow    Section 13

Spout     Section 13

Torrent   Section 13

Gears     Section 14

Sirocco   Section 14

Coral     Section 14

Garland   Section 15

Glare     Section 15

Wisp      Section 15

Pewter    Section 16

Teardrop  Section 16

Puff      Section 17

Chasm     Section 18

Pincer    Section 19

Reflux    Section 20

Wrath     Section 20

Chili     Section 20

Glow      Section 20

Stoke     Section 20

Spring    Section 20

Chain     Section 20

Sizzle    Section 21

Kite      Section 21

Buckle    Section 21

Clover    Section 21

Magnet    Section 21

Geode     Section 21

Pepper    Section 21

Swift     Section 21

Lull      Section 22

Rime      Section 22

Tinder    Section 22

Foam      Section 23

Hemlock   Section 23

Shell     Section 23

Geyser    Section 24

Simoom    Section 24

Flare     Section 24

Ivy       Section 25

Fugue     Section 25

Aurora    Section 26






Order by element:                -----------------[DJ-ELE]

    


Djinn  |   Section acquired in
-------------------------------



- Venus Djinns -



Flint      Section 3

Flower     Section 4

Bark       Section 5

Steel      Section 6

Brick      Section 10

Vine       Section 12

Furrow     Section 13

Gears      Section 14

Garland    Section 15

Pewter     Section 16

Chasm      Section 18

Chain      Section 20

Buckle     Section 21

Clover     Section 21

Magnet     Section 21

Geode      Section 21

Hemlock    Section 23

Ivy        Section 25



- Mars Djinn -


Forge      Section 3

Fever      Section 4

Cinder     Section 5

Lava       Section 9

Brand      Section 9

Fury       Section 12

Glare      Section 15

Reflux     Section 20

Wrath      Section 20

Chili      Section 20

Glow       Section 20

Stoke      Section 20

Sizzle     Section 21

Pepper     Section 21

Tinder     Section 22

Flare      Section 24

Fugue      Section 25

Aurora     Section 26



- Mercury Djinn -


Chill      Section 4

Sleet      Section 4

Surge      Section 8

Mist       Section 8

Claw       Section 8

Mellow     Section 8

Serac      Section 10

Dewdrop    Section 12

Spout      Section 13

Torrent    Section 13

Coral      Section 14

Teardrop   Section 16

Pincer     Section 19

Spring     Section 20

Rime       Section 22

Foam       Section 23

Shell      Section 23

Geyser     Section 24



- Jupiter Djinn -


Gust       Section 4

Jolt       Section 4

Ether      Section 5

Breath     Section 7

Vortex     Section 9

Doldrum    Section 11

Fleet      Section 12

Waft       Section 12

Bolt       Section 12

Breeze     Section 12

Haze       Section 12

Sirocco    Section 14

Wisp       Section 15

Puff       Section 17

Kite       Section 21

Swift      Section 21

Lull       Section 22

Simoom     Section 24






Djinn Descriptions (by element): -----------------[DJ-DES]

Info: Note that the "Djinn Guide" in game lists 83 Djinn. This is also
counting the Djinn you met while playing with Isaac and Garret. I will add in
these Djinn descriptions, but as you know you can't use these Djinn. You only
ever have 72 Djinn.



      - Venus Element Djinn -



Flint:

This spirit was Isaac's very first Djinni. Flint talks a great deal, but is
both knowledgeable and nice, so no one complains.

Effect: Attack with a blow that can cleave stone.



Flower:

This flower spirit is found by the gate to the Konpa ruins. Flower's sweet
scent has a refreshing and healing effect.

Effect: Refresh allies and restore HP.



Bark:

This tough spirit is first met on the Passaj Mountain Climb. Bark's rough hide
can protect allies like a shield.

Effect: Create a protective barrier against attacks.



Steel:

This love spirit is first found in Kaocho. Steel's attack is a
vitality-stealing kiss that leaves enemies wanting more.

Effect: Attack and siphon a foe's HP with a kiss.



Brick:

This spirit is found in Harapa. Brick's control over stones allows for the
instant creation of defensive barriers.

Effect: Boost party defense with a hard covering. 



Vine:

This spirit has influence over seeds and is found in the Teppe ruins. In
battle, Vine plants seeds that grow with amazing speed to hamper foes.

Effect: Tangle multiple foes to drop agility. 



Gears:

This spirit of inevitability is found north of Border Town. Gears can force
evil beings to turn on one another.

Effect: Force a foe to attack another.


Furrow:

Desire is the province of this spirit, who you first meet in Belinsk. Furrow's
attack takes vitality from foes by force.

Effect: Drain an enemies HP.



Garland:

This tree spirit is found in Kolima Village. Garland has a pleasant fragrance
that immediately refreshes and relieves fatigue.

Effect: Refresh an ally and restore HP.



Pewter:

Laurel uses this spirit of emotion as her envoy, sometimes to her regret.
Pewter's attack can penetrate strong defenses with molten metal.

Effect: Attack with molten metal through defense.



Chasm:

A spirit of the void, this Djinni is found deep in the Belinsk ruins. The
vacuum within Chasm draws everything in.

Effect: Send damage the party takes to the void.



Chain:

This spirit represents earth's binding powers and is first met on Warrior's
Hill. Chain's attacks hold a foe in place to help allies coordinate strikes.

Effect: Entangle a foe so each ally can attack.



Buckle:

This metallic spirit joins with Himi. Buckle's influence over metals can
harden substances to many times their original strength.

Effect: Boost party Defense with a protective shell.



Clover:

This fragrant spirit is met along with Himi. Clover's fresh scent seems to 
cleanse the soul and is quite calming.

Effect: Restore allies' status to normal.



Magnet:

This lodestone spirit joins with Himi. Magnet's attacks paralyze with a 
powerful force.

Effect: Stun a foe with sudden force.



Geode:

This spirit joins the party with Himi and was born from a mineral formation.
Geode draws power from far underground to attack.

Effect: Attack with a clod of earth.



Ivy:

This climbing-plant spirit is found in Passaj. With a single look into Ivy's
eyes, and enemy may be immediately petrified.

Effect: Turn an enemy to stone.



Hemlock:

This spirit is associated with death and is found at the ruins in Yamata.
Hemlock's grim power sentences the living to imminent death.

Effect: Use ominous flora to doom all enemies.




Isaac's Venus Djinn:



Sap:

This spirit represents the lifeblood of trees and plants and is an old friend
of Isaac's. Sap's attack absorbs vitality from foes.


Ground: 

This spirit controls gravity and is a friend of Isaac's. Ground's attack
creates gravity wells strong enough to paralyze an enemy.


Granite:

This spirit of very hard stone is one of Isaac's friends. In battle, Granite's
tough wall-like body can defend allies.


Quartz:

This spirit represents the healing energies of the earth. Quartz can heal
wounds by focusing ambient energy into a living creature.


Salt:

This spirit reflects the trace minerals present in living creatures and is a
friend of Isaac's. Salt can cleanse and purify an ally's body of harmful
effects.




      - Mercury Element Djinn -


Chill:

This spirit of intense cold is found at Carver's Camp. Chill's attack renders
enemies brittle and vulnerable.

Effect: Shatter a foe's defense with numbing cold.



Sleet:

This spirit of crystallized ice joins the party with Rief. Sleet's attack wraps 
enemies in blinding cold, making fighting more difficult.

Effect: Slash a foe with ice to reduce its Attack.



Surge:

This geyser spirit joins the party in Barai Temple. Surge can conjure a hot
spring effect that relieves fatigue for allies.

Effect: Restore party HP with a stream of life.



Mist:

This spirit has influence over sleep and joins your party along with Amiti.
Mist's attack enshrouds a foe's mind, making it ready for sleep.

Effect: Attack and lull a foe into a deep sleep.



Mellow: 

This spirit of calm waters befriends the party along with Amiti.
Mellow's untroubled aura shields the party from hostile Psynergy.

Effect: Boost party Resistance with a moist sheen.



Claw: 

This spirit represents aggressive sea life and joins the party along
with Amiti. Claw's attack leaves a foe more vulnerable to Psynergy.

Effect: Attack to drop an enemy's Resistance.



Serac:

This spirit represents the overpowering cold of a glacier and is met at
the Harapa ruins. Serac's attack sucks all heat away from the environment
instantly.

Effect: Strike a chilling finishing blow.



Dewdrop: 

This spirit carries the refreshing feeling of morning dew and is met near
the Teppe ruins. Dewdrop cleanses the party of toxins and the like.

Effect: Cure party status effects with fresh dew.



Torrent:

This spirit represents powerful currents and is found in Belinsk. Torrent's
tremendous energy is contagious and makes the whole party move faster.

Effect: Boost party Agility with a surge of energy.



Coral:

This spirit embodies the life-giving properties of the sea and is first met at
Port Rago. Coral's aura restores life and health to the injured.

Effect: Restore party HP with the life-giving seas.



Spout:

This torrential spirit is met in Belinsk. The force of Spout's watery attack
leaves behind a mist that obscures a foe's vision.

Effect: Spray foe with painful, blinding mists.



Teardrop:

This spirit embodies tears shed in grief and is encountered in Kolima 
Forest. Teardrop's own tears can bring people back from the brink of 
death.

Effect: Usually revive a downed ally with grieving.



Pincer:

This spirit represents peaceful sea life and is met in Belinsk. Pincer's
attack erodes an enemy's ability to resist Psynergy.

Effect: Pinch enemy to drop its Resistance.



Spring:

This hopeful spirit represents the water that bubbles from springs and is
found in Harun Village. Spring's water is supernaturally refreshing.

Effect: Restore HP with healing spring water.



Foam:

This spirit of churning oceans is first met near Tonfon. Foam can create
areas of tidal instability that slow enemies down.

Effect: Reduce foes' Agility with tidal disturbance.



Rime:

This spirit embodies crusted ice and is met on an island in the far north.
By encasing an enemy's mind in ice, Rime can seal the foe's Psynergy.

Effect: Seal a foe's Psynergy.



Geyser:

This spirit represents water under pressure and is found near Imil. Geyser's
attack consists of a highly pressurized spray of water.

Effect: Blast an enemy with a waterspout.



Shell:

This spirit of seashells is encountered at Gaia Falls. Shell's hard skin
protects allies against the most storm-tossed seas (and enemy attacks).

Effect: Sheild allies from damage with a hard shell.





      - Mars Element Djinn -


Forge:

This bolstering spirit is encountered at Patcher's Place. Forge's blazing
flame stirs allies to greater ferocity in battle.

Effect: Boost party Attack with flame's fury.



Fever:

This spirit of dreams and hallucinations is found near Konpa Gate. Fever's
power overheats a foe's brain, causing delusional thinking.

Effect: Damage and delude a foe with heat haze.



Cinder:

This spirit of fire's last remnants is first met in Harapa. Cinder can ignite
vigor in an unconscious ally through sheer determination.

Effect: Usually revives downed ally with life embers.



Lava:

This spirit represents fire's power to melt and is first met in Kaocho. Lava's
attack is hot enough to melt enemy defenses, leaving foes vulnerable.

Effect: Drop enemy Defense with volcanic gases.



Brand:

This spirit represents fire's controlling aspect and is found in Passaj. 
Brand can lock an enemy's Psynergy in place with a heat seal.

Effect: Lock enemy Psynergy with low failure rate.



Fury:

This spirit embodies hot rage and is first met at Te Rya village. Fury summons
the souls of those who died in anger to attack enemies.

Effect: Call haunting spirits to harm your foe.



Glare:

This light spirit is first encountered at the Dream Tree. Glare emits light
intense enough to blind and injure an enemy.

Effect: Damage and delude a foe with heat glare.



Reflux:

This spirit of burning pain joins the party with Eoleo. Reflux is essentially
cowardly but lashes out with horns when approached.

Effect: Boost counterattck rate.


Wrath:

This spirit of hot rage joins the party with Eoleo. Wrath's vicious attack
may exhaust an enemy immediately.

Effect: Attack with force that may knock foe out.


Chili:

This spirit has influence over spicy heat and is a favorite of Eoleo's.
Chili's power leaves a foe breathless and unable to move.

Effect: Stun and injure a foe with explosive force.


Glow:

This spirit of fading light joins the party with Eoleo. Glow breathes on the
remaining embers of life, rejuvenating knocked-out allies.

Effect: Revive a downed ally with near certainty.


Stoke:

This spirit causes fires to burn ever hotter and joins with Eoleo. Stoke's
inspiring presence rallies friends to fight more fiercely.

Effect: Boost party attack with a call to victory.


Pepper:

This spirit brings fiery influence to some foods and joins the party with
Himi. Pepper can overwhelm an enemy's senses, leaving the foe stunned.

Effect: Attack and stun a foe with unbearable heat.


Tinder:

This indomitable fire spirit is encountered in Tonfon. Tinder can restoke
life's fire with perfect reliability in an unconscious ally.

Effect: Revive a downed ally without fail.


Fugue:

This spirit represents the fiery passion of music and is found in Champa.
Fugue's infectious rhythm exhausts foes' mental strength.

Effect: Fatigue your foes to drop their PP.


Sizzle:

This spirit of blazing heat is first met at Nihan. Sizzle's attack sears foes,
leaving them vulnerable to further attack.

Effect: Damage and drop a foe's defense with heat.


Flare:

This inspiring fire spirit is encountered at the volcanic island cave. Flare's
ecstatic light elevates and refreshes the mind.

Effect: Restore party PP with a psychic flare-up.


Aurora:

This spirit of the sun's warming touch is found at Apollo Sanctum. Aurora's
gentle influence heals other Djinn, speeding their recovery.

Effect: Speed party Djinn recovery with Sol's light.


Garet's Mars Djinn:


Torch:

This spirit of concentrated heat is a friend of Garet's. Torch's focused
attack passes through any sort of protection.


Shine:

This spirit of radiance is Garet's friend. The brilliant flash of Shine's
attack blinds enemies around its target.


Flash:

This incandescent spirit is a friend of Garet's. The light that comes off
Flash is intense enough to soften enemy blows.


Spark:

This spirit of fire's persistence is Garet's friend. Spark's never-say-die
attitude inspires allies to fight on despite setbacks.


Corona:

This spirit of fire's light is a friend of Garet's. Corona's glowing radiance
is strong enough to blunt enemy attacks.


Kindle:

This spirit of ignition is a friend of Garet's. Kindle's influence allows
allies to exceed their usual limits of strength and power.





      - Jupiter Element Djinn -



Gust:

This fleet spirit is first encountered at the Goma Highlands Road. Gust's
tremendous speed always gets the jump on an enemy.

Effect: Buffet foe (perhaps twice) with gale force.


Jolt:

This lightning spirit is first encountered at the Konpa ruins. Jolt generates
a shock  that can bring an unconscious ally around again.

Effect: May revive a downed ally with sharp shocks.


Ether:

This spirit embodies the winds at the highest altitudes and is found in
western Kaocho. Allies find Ether's presence calming, even in the midst of
battle.

Effect: Focus will to restore PP.


Breath:

This spirit embodies living breath and is found in Ayuthay. Breath specializes
in healing allies in the nick of time.

Effect: Restore an ally's HP before others can act.


Vortex:

This spirit embodies whirlwinds and is found in the Ouroboros. Vortex's attack
leaves enemies dizzy and unable to see straight.

Effect: Attack and delude a foe with whirling air.


Doldrum:

This spirit represents still air and is found at Craggy Peak. Doldrum can hold
an enemy in place by encasing it in unmoving wind.

Effect: Stop enemy movement with still air.


Sirocco:

This sandstorm spirit is first encountered in Border Town. Sirocco's swirling
winds reduce enemy visibility to zero.

Effect: Scour and delude a foe with a sandstorm.


Wisp:

This spirit of lingering fragrances is first met in Saha Town. Wisp can
refresh the mind and heart with invigorating aromas.

Effect: Restore party PP with refreshing fragrances.


Puff:

This spirit of clouds is first encountered at Talon Peak. Puff fills enemies
with cloudstuff until they burst.

Effect: Inflate an enemy to bursting.


Fleet:

This spirit of energetic winds befriends the party along with Sveta. Fleet's
vigor inspires allies to act faster.

Effect: Boost party agility with wind at your back.


Waft:

This uplifting spirit joins the party along with Sveta. Waft's soothing
fragrance lulls an enemy to sleep.

Effect: Smite and lull a foe to sleep with aromas.


Bolt:

This electrical spirit joins the party along with Sveta. Bolt's constantly
charging current shocks a foe senseless.

Effect: Attack and stun a foe with electric force.


Breeze:

This spirit of soft winds joins the party with Sveta. Breeze's calming
influence shelters the mind from harmful psynergy.

Effect: Boost party resistance with a gentle wind.


Haze:

This spirit of swirling vapors joins the party with Sveta. Haze can grant
temporary sanctuary to a friend in the form of concealing mists.

Effect: Hide away to avoid damage.


Kite:

This spirit represents flight and is found in Yamata. From a high vantage
point Kite gives the party key tactical advice, allowing for an extra action.

Effect: Allow an ally to take an extra action.


Lull:

This musical spirit is found on an island in the Otka Sea. Lull's song is
comforting and causes combatants to have trouble continuing the battle.

Effect: Negotiate a temporary cease-fire for a turn.


Swift:

This spirit of speed joins the group with Himi. Swift is the fastest of all
spirits and always strikes before an enemy can.

Effect: Use speed of the wind to strike first.


Simoom:

This spirit of burning winds is first found at a small desert island. The
violent winds Simoom creates are scorchingly hot and act like a toxin in the
body.

Effect: Scourge foe with a poisonous wind.



______________________________________________________________________________
______________________________________________________________________________

  _________                                           
 /   _____/__ __  _____   _____   ____   ____   ______
 \_____  \|  |  \/     \ /     \ /  _ \ /    \ /  ___/
 /        \  |  /  Y Y  \  Y Y  (  <_> )   |  \\___ \ 
/_______  /____/|__|_|  /__|_|  /\____/|___|  /____  >
        \/            \/      \/            \/     \/ 

______________________________________________________________________________
___________________________________________________________________[DD-SMN]___



Here's a list of all the game's summons as well!

There are 14 summons to find in the game, and like the Djinn, due to the
"points of no return", some of them are missable. Be sure to follow the
guide to avoid missing any!

Again, I'm going to name the summon and what section of the guide you can
find it in, where you can look it up in greater detail (since many are behind
puzzles).


Summon    |     Section located in:
-----------------------------------


Zagan          Section 4

Megaera        Section 5

Flora          Section 10

Moloch         Section 12

Ulysses        Section 14

Haures         Section 16

Eclipse        Section 18

Crystallux     Section 19

Coatlicue      Section 20

Daedalus       Section 27

Catastrophe    Section 27

Azul           Section 28

Charon         Section 29

Iris           Section 29




______________________________________________________________________________
______________________________________________________________________________

_________ .__                         .____    .__          __   
\_   ___ \|  | _____    ______ ______ |    |   |__| _______/  |_ 
/    \  \/|  | \__  \  /  ___//  ___/ |    |   |  |/  ___/\   __\
\     \___|  |__/ __ \_\___ \ \___ \  |    |___|  |\___ \  |  |  
 \______  /____(____  /____  >____  > |_______ \__/____  > |__|  
        \/          \/     \/     \/          \/       \/        

______________________________________________________________________________
___________________________________________________________________[DD-CSL]___




Here's a list of what classes you can achieve, their stats, the number of
Djinn needed to get to that class, and what psynergy you get with that class.

Note: After some investigating into how Golden Sun incorporates stat gains
with classes and how Djinn result into different classes, I learned a thing
or two, which I'll share here.

First of all, each character has base stats that are hidden, as they start out
in their "default" class. This is because each character is pre-disposed to a
certain element (which you can see by checking out a default class in the
status menu). This is represented by their element "level", for example, 
Matthew is pre-disposed to the Venus element, and therefore has a basic level
of "5" in the Venus element.

List of characters and their default elements:

Matthew - Venus/Earth
Karis   - Jupiter/Wind
Tyrell  - Mars/Fire
Rief    - Mercury/Water
Amiti   - Mercury/Water
Sveta   - Jupiter/Wind
Eoleo   - Mars/Fire
Himi    - Venus/Earth 


Also, keep in mind while using these class lists, you should take into account
what sort of psynergy you gain as well. Numbers aren't everything! The vast
majority of these stats are rounded, so use it more as a guideline. Plus you
should really take your play-style into account as well!

Also note that Djinn bonuses and weapon bonuses apply BEFORE the stat
multipliers. If you forget to take this into account, the stats get ALL sorts
of messed up. 

I'll also be showing the range of the psynergy attacks like they do in the
game, like this:  |,  |||, |||||.

Also, since this is rather long, I'll add in a search function to find a
particular party member.


Matthew  -  [DD-MTW]
Karis    -  [DD-KAR]
Tyrell   -  [DD-TYR]
Rief     -  [DD-RIF]
Amiti    -  [DD-AMI]
Sveta    -  [DD-SVE]
Eoleo    -  [DD-EOL]
Himi     -  [DD-HIM]


Also note that the element series inherit the skills that come before them.
For example, the Slayer has all of the Lord's skills, as it's a higher class.

Also, the "Req. Djinn" Section reads like this:

Knight 2|3 means that you gain that class with at LEAST 2 VEN Djinn and can
equip up to 3 VEN Djinn before you loose it.

Here's another example:

           |------------------|
           | Ven Mar Jup Mer  |
           |------------------|
Savage     | 0|5  4  0|2 0|3  |


MEANS...

To become a SAVAGE class, Matthew MUST have 4 MARS djinn equipped. You can
OPTIONALLY equip UP TO 5 VENUS djinn as well, or 2 JUPITER djinn, or 3 MERCURY
djinn.


Get it? Cool, here's the class lists:




Matthew  -  [DD-MTW]

*Note that Matthew's Shaman and Druid classes DO NOT inherit the series
psynergy. Druid Classes will inherit the Shaman psynergy before them, as
shown below (also note that there is two distinct types of 'Shaman').

------------------------------------------------------------------------|
Matthew - Venus Adept (Base Class: Squire)                              |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Squire     | 0|1  0   0   0   | 110% |  80% | 110% |   -  | 110% |   -  |
Knight     | 2|3  0   0   0   | 130% |  90% | 120% | 110% | 120% |   -  |
Gallant    | 4|5  0   0   0   | 150% |   -  | 130% | 120% | 130% |   -  |
Lord       | 6|7  0   0   0   | 170% | 110% | 140% | 130% | 140% |   -  |
Slayer     | 8|9  0   0   0   | 190% | 120% | 150% | 140% | 150% |   -  |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Brute      | 0|8  1   0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
Ruffian    | 0|7 2|3 0|2 0|2  | 120% |  80% | 130% |   -  | 120% |  70% |
Savage     | 0|5  4  0|2 0|3  | 140% |  90% | 140% | 110% | 130% |  70% |
Barbarian  | 0|4 5|9 0|2 0|4  | 160% |   -  | 150% | 120% | 140% |  70% |
Berserker  | 1|3  6  0|2 0|2  | 180% | 110% | 160% | 130% | 150% |  70% |
Berserker  |  1  7|8 0|1 0|1  | 180% | 110% | 160% | 130% | 150% |  70% |
Chaos Lord |  2   7   0   0   | 200% | 120% | 170% | 140% | 160% |  70% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Apprentice | 0|8 0|1  1  0|1  |   -  | 120% | 110% |   -  | 120% |  90% |
Illusionist| 0|7 0|2  2  0|1  | 120% | 130% | 120% | 110% | 130% |  90% |
Illusionist| 0|6 0|2  3  0|2  | 120% | 130% | 120% | 110% | 130% |  90% |
Enchanter  | 0|6 0|2  4  0|3  | 140% | 140% | 130% | 120% | 140% |  90% |
Enchanter  | 0|5 0|2  5  0|4  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer   | 1|3 0|2  6  0|2  | 170% | 160% | 140% | 130% | 160% |  90% |
War Adept  |  2   0   7   0   | 190% | 170% | 140% | 140% | 170% |  90% |
Shaman     |  0  0|3 6|9 0|2  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid      |  1  0|1  7  0|1  | 150% | 170% | 130% | 130% | 150% |   -  |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Crusader   | 0|8 0|1 0|1  1   |   -  |  90% | 110% | 110% |  90% | 120% |
Defender   | 0|7 0|2 0|2  2   | 120% |   -  | 120% | 120% |   -  | 120% |
Defender   | 0|6 0|2 0|4  3   | 120% |   -  | 120% | 120% |   -  | 120% |
Cavalier   | 0|5 0|2 0|4 4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
Guardian   | 1|3 0|3 0|2  6   | 170% | 130% | 140% | 140% | 130% | 120% |
Protector  |  2   0   0   7   | 190% | 140% | 150% | 150% | 140% | 120% |
Shaman     |  0  0|3 0|2 6|9  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid      |  1  0|1 0|1  7   | 150% | 170% | 130% | 130% | 150% |   -  |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Ninja      | 0|3  3  3|5 0|2  | 160% | 140% | 150% | 120% | 170% |  80% |
Disciple   | 0|1  4   4  0|1  | 180% | 150% | 160% | 130% | 180% |  80% |
Master     |  0   4   5   0   | 200% | 160% | 170% | 140% | 190% |  80% |
Dragoon    | 0|3 0|3  3  3|5  | 160% | 130% | 140% | 140% | 110% | 130% |
Templar    | 0|1  4  0|1  4   | 180% | 140% | 150% | 150% | 120% | 130% |
Paladin    |  0   4   0   5   | 200% | 150% | 160% | 160% | 130% | 130% |
Medium     |  0   0   3   6   | 130% | 170% | 120% | 120% | 150% |   -  |
Medium     |  0   0   6   3   | 130% | 170% | 120% | 120% | 150% |   -  |
Samurai    | 0|2 4|6  3  0|2  | 190% | 130% | 150% | 140% | 140% |  90% |
Ronin      |  0   5   4   0   | 210% | 140% | 160% | 150% | 150% |  90% |
-----------|------------------|-----------------------------------------|



Matthew Psynergy Guide:


============
VENUS SERIES
============



Squire:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Ragnarok      |   7  |     |    | Strike with a massive sword.             |
|---------------|------|----------|------------------------------------------|
| Quake         |   4  |    |||   | Strike with a powerful quake.            |
|---------------|------|----------|------------------------------------------|
| Earthquake    |   7  |   |||||  | Strike with a mighty tremor.             |
|---------------|------|----------|------------------------------------------|
| Quake Sphere  |  15  |  ||||||| | Strike with a massive quake.             |
|---------------|------|----------|------------------------------------------|
| Spire         |   5  |     |    | Strike with an earthen spire.            |
|---------------|------|----------|------------------------------------------|
| Clay Spire    |  13  |    |||   | Strike with a spire of clay.             |
|---------------|------|----------|------------------------------------------|
| Stone Spire   |  22  |    |||   | Strike with a stone spire.               |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|


Knight: 

[Same as Squire]


Gallant:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Gaia          |   7  |    |||   | Strike with the earth's might.           |
|---------------|------|----------|------------------------------------------|
| Mother Gaia   |  17  |   |||||  | Strike with the earth's power.           |
|---------------|------|----------|------------------------------------------|
| Grand Gaia    |  32  |   |||||  | Strike with the earth's fury.            |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|


Lord:

*Note that this psynergy replaces Ragnarok.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Odyssey       |  18  |     |    | Pierce a foe with a colossal sword.      |
|---------------|------|----------|------------------------------------------|


Slayer:

[Same as Lord]




===========
MARS SERIES
===========


Brute:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Planet Diver  |   7  |     |    | Leap skyward and lunge onto a foe.       |
|---------------|------|----------|------------------------------------------|
| Spire         |   5  |     |    | Strike with an earthen spire.            |
|---------------|------|----------|------------------------------------------|
| Clay Spire    |  13  |    |||   | Strike with a spire of clay.             |
|---------------|------|----------|------------------------------------------|
| Stone Spire   |  22  |    |||   | Strike with a stone spire.               |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Fire Orb      |  12  |   |||||  | Strike with an engulfing sphere of flame.|
|---------------|------|----------|------------------------------------------|
| Inferno       |  23  |   |||||  | Strike with a massive conflagration.     |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|


Ruffian:

[Same as Brute]


Savage:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Impair        |   4  |     |    | Drop enemy's defense.                    |
|---------------|------|----------|------------------------------------------|
| Debilitate    |   6  |    |||   | Drop enemy party's defense.              |
|---------------|------|----------|------------------------------------------|


Barbarian:

[Same as Savage]


Berserker:


*Note that this psynergy replaces Planet Diver.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Planetary     |  19  |     |    | Strike a foe with fire from heavens.     |
|---------------|------|----------|------------------------------------------|


Chaos Lord:

[Same as Berserker]




==============
JUPITER SERIES
==============



Apprentice:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Gaia          |   7  |    |||   | Strike with the earth's might.           |
|---------------|------|----------|------------------------------------------|
| Mother Gaia   |  17  |   |||||  | Strike with the earth's power.           |
|---------------|------|----------|------------------------------------------|
| Grand Gaia    |  32  |   |||||  | Strike with the earth's fury.            |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|


Illusionist:

[Same as Apprentice]


Enchanter:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  | |||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  | |||||||| | Boost party resistance.                  |
|---------------|------|----------|------------------------------------------|



Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|


War Adept:

[Same as Conjurer]



Shaman:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  | |||||||| | Boost party resistance.                  |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|


Druid:

[Same as Shaman]


==============
MERCURY SERIES
==============


Crusader:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|


Defender:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Cavalier:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|


Guardian:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|


Protector:

[Same as Guardian]



Shaman:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|


Druid:

[Same as Shaman]



============
OTHER SERIES
============


Ninja:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Death Plunge  |  14  |     |    | Leap high to deliver a crushing blow.    |
|---------------|------|----------|------------------------------------------|
| Shuriken      |   8  |    |||   | Strike with a huge throwing star.        |
|---------------|------|----------|------------------------------------------|
| Annihilation  |  18  |     |    | Attempt to annihilate a foe.             |
|---------------|------|----------|------------------------------------------|
| Punji         |   7  |    |||   | Strike with a bamboo weapon.             |
|---------------|------|----------|------------------------------------------|
| Punji Trap    |  13  |    |||   | Strike with bamboo stakes.               |
|---------------|------|----------|------------------------------------------|
| Punji Strike  |  24  |   |||||  | Strike with bamboo spikes.               |
|---------------|------|----------|------------------------------------------|
| Fire Bomb     |   5  |    |||   | Strike with a bomb blast.                |
|---------------|------|----------|------------------------------------------|
| Cluster Bomb  |  11  |   |||||  | Strike with multiple, coordinated blasts.|
|---------------|------|----------|------------------------------------------|
| Carpet Bomb   |  29  | |||||||| |Strike with densely packed blasts of fire.|
|---------------|------|----------|------------------------------------------|
| Gale          |   3  |    |||   |Send things flying with a wind gods power.|
|---------------|------|----------|------------------------------------------|
| Typhoon       |  12  |   |||||  | Strike with a ferocious windstorm.       |
|---------------|------|----------|------------------------------------------|
| Hurricane     |  25  |   |||||  |  A furious storm of howling wind.        |
|---------------|------|----------|------------------------------------------|
| Thunderclap   |   9  |    |||   | Strike with the storm's fury.            |
|---------------|------|----------|------------------------------------------|
| Thunderbolt   |  19  |   |||||  | Strike with the storm's thunderous rage. |
|---------------|------|----------|------------------------------------------|
| Thunderhead   |  39  | |||||||| | Strike with the wrath of the storm god.  |
|---------------|------|----------|------------------------------------------|
| Mist          |   4  |    |||   | Wrap a foe in a cloud of delusion.       |
|---------------|------|----------|------------------------------------------|


Disciple:




*Note that this psynergy replaces Death Plunge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Death Leap    |  22  |     |    |Leap high to deliver a annihilating strike|
|---------------|------|----------|------------------------------------------|



Master:

[Same as Disciple]



Dragoon:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Templar:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|



Paladin:

[Same as Templar]



Medium:

*Note Either mix of Djinn give you the same Medium psynergy.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Samurai:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Retreat       |   6  |     |    | Return to the dungeon's entrance.        |
|---------------|------|----------|------------------------------------------|
| Dragon Cloud  |   6  |     |    | Strike an enemy with dragon cloud.       |
|---------------|------|----------|------------------------------------------|
| Demon Night   |  12  |    |||   | Unleash a myriad of monsters.            |
|---------------|------|----------|------------------------------------------|
| Helm Splitter |   8  |     |    | Paralyze a foe with a mighty blow.       |
|---------------|------|----------|------------------------------------------|
| Quick Strike  |  12  |     |    | Strike first with blinding speed.        |
|---------------|------|----------|------------------------------------------|
| Rockfall      |   5  |    |||   | Strike with a blast of rock.             |
|---------------|------|----------|------------------------------------------|
| Rockslide     |  15  |   |||||  | Strike with a deluge of rock.            |
|---------------|------|----------|------------------------------------------|
| Avalanche     |  30  | |||||||| |Strike with an overwhelming flood of rock.|
|---------------|------|----------|------------------------------------------|
| Lava Shower   |   4  |     |    | Strike with a volcano's might.           |
|---------------|------|----------|------------------------------------------|
| Molten Bath   |  12  |    |||   |Strike with a burning spray of liquid rock|
|---------------|------|----------|------------------------------------------|
| Magma Storm   |  27  | |||||||| | Strike with a great deluge of lava.      |
|---------------|------|----------|------------------------------------------|
| Demon Spear   |   7  |     |    | Boost attack with a demonic blade.       |
|---------------|------|----------|------------------------------------------|
| Angel Spear   |  12  | |||||||| | Boost attack with a heavenly blade.      |
|---------------|------|----------|------------------------------------------|
| Guardian      |   3  |     |    | Boost defense with divine might.         |
|---------------|------|----------|------------------------------------------|
| Protector     |   5  | |||||||| | Boost party defence with divine might.   |
|---------------|------|----------|------------------------------------------|
| Magic Shell   |   3  |     |    | Boost resistance with a psychic field.   |
|---------------|------|----------|------------------------------------------|
| Magic Shield  |   5  | |||||||| |Boost party resistance with psychic shield|
|---------------|------|----------|------------------------------------------|


Ronin:


*Note that this psynergy replaces Dragon Cloud, Demon Night, and Helm 
 Splitter.



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Epicenter     |  33  |     |    |Strike with a dragon conflagration spirit.|
|---------------|------|----------|------------------------------------------|
| Thorny Grave  |  24  |    |||   | Summon a legion of loathsome fiends.     |
|---------------|------|----------|------------------------------------------|
| Skull Splitter|   8  |     |    | Annihilate a foe by crushing its skull.  |
|---------------|------|----------|------------------------------------------|






Karis    -  [DD-KAR]



------------------------------------------------------------------------|
Karis - Jupiter Adept (Base Class: Wind Seer)                           |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Wind Seer  |   0  0  0|1  0   |  80% | 140% |  80% |  90% | 130% | 110% |
Magician   |   0  0  2|3  0   |  90% | 150% |  90% |   -  | 140% | 110% |
Mage       |   0  0  4|5  0   | 110% | 160% |   -  | 110% | 150% | 110% |
Magister   |   0  0  6|7  0   | 130% | 170% | 110% | 120% | 160% | 110% |
Sorcerer   |   0  0  8|9  0   | 150% | 180% | 120% | 130% | 170% | 110% |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Pilgrim    | 0|1  1  0|8 0|1  |  90% | 120% |  90% |   -  | 120% | 120% |
Wanderer   | 0|3 2|3 0|6 0|2  | 110% | 130% |   -  | 110% | 130% | 120% |
Ascetic    | 0|4 4|5 0|5 0|3  | 120% | 140% | 110% | 120% | 140% | 120% |
Fire Monk  | 0|2  6   1  0|2  | 150% | 160% | 130% | 140% | 160% | 120% |
Guru       |  0   7   2   0   | 170% | 170% | 140% | 150% | 170% | 120% |
Enchanter  | 0|2 6|9  0  0|3  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer   | 0|1 7|8  1  0|1  | 170% | 160% | 140% | 130% | 160% |  90% |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Seer       |  1   0  0|8 0|1  |  90% | 130% |  90% |  90% | 110% |   -  |
Diviner    | 2|3 0|2 6|7 0|2  | 110% | 140% |   -  |   -  | 120% |   -  |
Shaman     | 4|5 0|4 0|5 0|2  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid      |  6  0|2 1|3 0|2  | 150% | 170% | 130% | 130% | 150% |   -  |
Oracle     |  7   0   2   0   | 170% | 180% | 140% | 140% | 160% |   -  |
Enchanter  | 6|9 0|2  0  0|3  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer   | 7|8 0|1  1  0|1  | 170% | 160% | 140% | 130% | 160% |  90% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Hermit     |  0   0  0|8  1   |  80% | 140% |  80% |  90% | 130% | 120% |
Elder      | 0|1 0|1 0|7 2|3  |  90% | 150% |  90% |   -  | 140% | 120% |
Scholar    | 0|2 0|3 0|5  4   | 110% | 160% |   -  | 110% | 150% | 120% |
Savant     | 0|2 0|4 0|4 5|9  | 130% | 170% | 110% | 120% | 160% | 120% |
Sage       | 0|2 0|2 1|3 6|8  | 150% | 180% | 120% | 130% | 170% | 120% |
Wizard     |  2   0   0   7   | 170% | 190% | 130% | 140% | 180% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Medium     | 3|5 0|2 0|3  3   | 130% | 170% | 120% | 120% | 150% |  90% |
Conjurer   |  4  0|1 0|1  4   | 150% | 180% | 130% | 130% | 160% |  90% |
Dark Shaman|  5   0   0   4   | 170% | 190% | 140% | 140% | 170% |  90% |
Ranger     | 0|3  3  0|3  3   | 130% | 160% | 120% | 120% | 160% | 120% |
Bard       | 0|1  4  0|1  4   | 150% | 170% | 130% | 130% | 170% | 120% |
Warlock    |  0   4   0   5   | 170% | 180% | 140% | 140% | 180% | 120% |
White Mage |  3  0|2 0|2  4   | 150% | 180% | 130% | 130% | 150% | 130% |
Pure Mage  |  4   0   0   5   | 170% | 190% | 140% | 140% | 160% | 130% |
Ninja      |  3   0   0   6   | 180% | 150% | 150% | 120% | 180% |   -  |
Ninja      |  6   0   0   3   | 180% | 150% | 150% | 120% | 180% |   -  |
-----------|------------------|-----------------------------------------|



Karis Psynergy Guide:


==============
JUPITER SERIES
==============


Wind Seer:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Fresh Breeze  |   5  |  ||||||| | Restore at least 40 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Healthy Wind  |   8  |  ||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Healing Gust  |  14  |  ||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Tornado       |  14  |   |||||  | Attack with a mighty tornado.            |
|---------------|------|----------|------------------------------------------|
| Tempest       |  27  |   |||||  | Strike with a fearsome windstorm.        |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|



Magician: 

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|



Mage:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|



Magister:

[Same as Mage]



Sorcerer:

[Same as Magister]




===========
MARS SERIES
===========


Pilgrim:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    | Steal an enemy's HP and add it to your   |
|               |      |          | own.                                     |
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    | Steal an enemy's PP and add it to your   |
|               |      |          | own.                                     |
|---------------|------|----------|------------------------------------------|



Wanderer:

[Same as Pilgrim]



Ascetic:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|


Fire Monk:

[Same as Ascetic]




Guru:

[Same as Ascetic]



Enchanter:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|







============
VENUS SERIES
============


Seer:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    | Steal an enemy's HP and add it to your   |
|               |      |          | own.                                     |
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    | Steal an enemy's PP and add it to your   |
|               |      |          | own.                                     |
|---------------|------|----------|------------------------------------------|




Diviner:

[Same as Seer]




Shaman:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|





Druid:


[Same as Shaman]





Oracle:


[Same as Shaman]




Enchanter:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Gaia          |   7  |    |||   | Strike with the earth's might.           |
|---------------|------|----------|------------------------------------------|
| Mother Gaia   |  17  |   |||||  | Strike with the earth's power.           |
|---------------|------|----------|------------------------------------------|
| Grand Gaia    |  32  |   |||||  | Strike with the earth's fury.            |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|




Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|




==============
MERCURY SERIES
==============



Hermit:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Elder:

[Same as Hermit]




Scholar:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|




Savant:


[Same as Scholar]



Sage:


[Same as Scholar]



Wizard:


[Same as Scholar]



============
OTHER SERIES
============



Medium:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|




Conjurer:


[Same as Medium]




Dark Shaman:


[Same as Medium]






Ranger:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Bard:


[Same as Ranger]




Warlock:


[Same as Ranger]





White Mage:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Dull          |   6  |     |    | Drop enemy Attack.                       |
|---------------|------|----------|------------------------------------------|
| Blunt         |  11  |    |||   | Drop enemy party's Attack.               |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|



Pure Mage:


[Same as White Mage]



Ninja:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Death Plunge  |  14  |     |    | Leap high to deliver a crushing blow.    |
|---------------|------|----------|------------------------------------------|
| Shuriken      |   8  |    |||   | Strike with a huge throwing star.        |
|---------------|------|----------|------------------------------------------|
| Annihilation  |  18  |     |    | Attempt to annihilate a foe.             |
|---------------|------|----------|------------------------------------------|
| Punji         |   7  |    |||   | Strike with a bamboo weapon.             |
|---------------|------|----------|------------------------------------------|
| Punji Trap    |  13  |    |||   | Strike with bamboo stakes.               |
|---------------|------|----------|------------------------------------------|
| Punji Strike  |  24  |   |||||  | Strike with bamboo spikes.               |
|---------------|------|----------|------------------------------------------|
| Fire Bomb     |   5  |    |||   | Strike with a bomb blast.                |
|---------------|------|----------|------------------------------------------|
| Cluster Bomb  |  11  |   |||||  | Strike with multiple, coordinated blasts.|
|---------------|------|----------|------------------------------------------|
| Carpet Bomb   |  29  | |||||||| |Strike with densely packed blasts of fire.|
|---------------|------|----------|------------------------------------------|
| Gale          |   3  |    |||   |Send things flying with a wind gods power.|
|---------------|------|----------|------------------------------------------|
| Typhoon       |  12  |   |||||  | Strike with a ferocious windstorm.       |
|---------------|------|----------|------------------------------------------|
| Hurricane     |  25  |   |||||  |  A furious storm of howling wind.        |
|---------------|------|----------|------------------------------------------|
| Thunderclap   |   9  |    |||   | Strike with the storm's fury.            |
|---------------|------|----------|------------------------------------------|
| Thunderbolt   |  19  |   |||||  | Strike with the storm's thunderous rage. |
|---------------|------|----------|------------------------------------------|
| Thunderhead   |  39  | |||||||| | Strike with the wrath of the storm god.  |
|---------------|------|----------|------------------------------------------|
| Mist          |   4  |    |||   | Wrap a foe in a cloud of delusion.       |
|---------------|------|----------|------------------------------------------|








Tyrell   -  [DD-TYR]


------------------------------------------------------------------------|
Tyrell - Mars Adept (Base Class: Guard)                                 |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Guard      |  0   1   0   0   | 110% |  80% |   -  | 110% |  70% |   -  |
Soldier    |  0  2|3  0   0   | 130% |  90% | 110% | 120% |  80% |   -  |
Warrior    |  0  4|5  0   0   | 150% |   -  | 120% | 130% |  90% |   -  |
Champion   |  0  6|7  0   0   | 170% | 110% | 130% | 140% |   -  |   -  |
Hero       |  0  8|9  0   0   | 190% | 120% | 140% | 150% | 110% |   -  |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Brute      |  1  0|8  0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
Ruffian    | 2|3 0|7 0|2 0|2  | 120% |  80% | 130% |   -  | 120% |  70% |
Savage     |  4  0|5 0|2 0|3  | 140% |  90% | 140% | 110% | 130% |  70% |
Barbarian  | 5|9 0|4 0|2 0|4  | 160% |   -  | 150% | 120% | 140% |  70% |
Berserker  | 6|8  1  0|2 0|2  | 180% | 110% | 160% | 130% | 150% |  70% |
Chaos Lord |  7   2   0   0   | 200% | 120% | 170% | 140% | 160% |  70% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Page       | 0|1 0|8  1  0|1  |   -  | 120% | 110% |   -  | 120% |  90% |
Illusionist| 0|2 0|7 2|3 0|3  | 120% | 130% | 120% | 110% | 130% |  90% |
Enchanter  | 0|2 0|5 4|5 0|4  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer   | 0|2 1|3  6  0|2  | 170% | 160% | 140% | 130% | 160% |  90% |
War Adept  |  0   2   7   0   | 190% | 170% | 150% | 140% | 170% |  90% |
Ascetic    | 0|3 0|3 6|9 0|2  | 120% | 140% | 110% | 120% | 140% | 120% |
Fire Monk  | 0|1  1  7|8 0|1  | 150% | 160% | 130% | 140% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Swordsman  | 0|1 0|8  0   1   |   -  |  90% | 110% | 110% |  90% | 120% |
Defender   | 0|2 0|7 0|2 2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
Cavalier   | 0|2 0|5 0|4 4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
Luminier   | 0|2 1|3 0|2  6   | 170% | 130% | 140% | 140% | 130% | 120% |
Radiant    |  0   2   0   7   | 190% | 140% | 150% | 150% | 140% | 120% |
Ascetic    | 0|3  0  0|2 6|9  | 120% | 140% | 110% | 120% | 140% | 120% |
Water Monk | 0|1  1  0|1 7|8  | 150% | 160% | 130% | 140% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Ninja      |  3  0|3 3|5 0|3  | 160% | 140% | 150% | 120% | 170% |  80% |
Disciple   |  4  0|1  4  0|1  | 180% | 150% | 160% | 130% | 180% |  80% |
Master     |  4   0   5   0   | 200% | 160% | 170% | 140% | 190% |  80% |
Dragoon    |  3  0|3 0|2 3|5  | 160% | 130% | 140% | 140% | 110% | 130% |
Templar    |  4  0|1 0|1  4   | 180% | 140% | 150% | 150% | 120% | 130% |
Paladin    |  4   0   0   5   | 200% | 150% | 160% | 160% | 130% | 130% |
Samurai    | 4|6 0|2  3  0|2  | 190% | 130% | 150% | 140% | 140% |  90% |
Ronin      |  5   0   4   0   | 210% | 140% | 160% | 150% | 150% |  90% |
Ranger     |  0   0   6   3   | 130% | 160% | 120% | 120% | 160% | 120% |
Ranger     |  0   0   3   6   | 130% | 160% | 120% | 120% | 160% | 120% |
-----------|------------------|-----------------------------------------|





Tyrell Psynergy Guide:



===========
MARS SERIES
===========


Guard:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Heat Wave     |   6  |     |    | Strike with overwhelming heat.           |
|---------------|------|----------|------------------------------------------|
| Flare         |   4  |    |||   | Strike with flaring flames.              |
|---------------|------|----------|------------------------------------------|
| Flare Wall    |   7  |    |||   | Strike with searing flames.              |
|---------------|------|----------|------------------------------------------|
| Flare Storm   |  12  |    |||   | Strike with incinerating flames.         |
|---------------|------|----------|------------------------------------------|
| Starburst     |   7  |    |||   | Strike with a massive explosion.         |
|---------------|------|----------|------------------------------------------|
| Nova          |  13  |   |||||  | Strike with a blast like a star          |
|               |      |          | exploding.                               |
|---------------|------|----------|------------------------------------------|
| Supernova     |  31  |  ||||||| | Strike with a force that shakes the      |
|               |      |          | skies.                                   |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|



Soldier: 

[Same as Guard]



Warrior:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Impair        |   4  |     |    | Drop enemy's defense.                    |
|---------------|------|----------|------------------------------------------|
| Debilitate    |   6  |    |||   | Drop enemy party's defense.              |
|---------------|------|----------|------------------------------------------|



Champion:

*Note that this psynergy replaces Heat Wave.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Liquifier     |  17  |     |    | Seize a foe with the fires of truth.     |
|---------------|------|----------|------------------------------------------|


Hero:

[Same as Champion]





============
VENUS SERIES
============



Brute:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Planet Diver  |   7  |     |    | Leap skyward and lunge onto a foe.       |
|---------------|------|----------|------------------------------------------|
| Spire         |   5  |     |    | Strike with an earthen spire.            |
|---------------|------|----------|------------------------------------------|
| Clay Spire    |  13  |    |||   | Strike with a spire of clay.             |
|---------------|------|----------|------------------------------------------|
| Stone Spire   |  22  |    |||   | Strike with a stone spire.               |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Fire Orb      |  12  |   |||||  | Strike with an engulfing sphere of flame.|
|---------------|------|----------|------------------------------------------|
| Inferno       |  23  |   |||||  | Strike with a massive conflagration.     |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|



Ruffian:

[Same as Brute]



Savage:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Impair        |   4  |     |    | Drop enemy's defense.                    |
|---------------|------|----------|------------------------------------------|
| Debilitate    |   6  |    |||   | Drop enemy party's defense.              |
|---------------|------|----------|------------------------------------------|


Barbarian:

[Same as Savage]


Berserker:


*Note that this psynergy replaces Planet Diver.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Planetary     |  19  |     |    | Strike a foe with fire from heavens.     |
|---------------|------|----------|------------------------------------------|


Chaos Lord:

[Same as Berserker]





==============
JUPITER SERIES
==============



Page:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|


Illusionist:

[Same as Page]



Enchanter:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  | |||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|



Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|



War Adept:

[Same as Conjurer]



Ascetic:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  | |||||||| | Boost party resistance.                  |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|




Fire Monk:

[Same as Ascetic]







==============
MERCURY SERIES
==============


Swordsman:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Defender:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|




Cavalier:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|





Luminier:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|



Radiant:



[Same as Luminier]




Ascetic:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Water Monk:


[Same as Ascetic]





============
OTHER SERIES
============




Ninja:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Death Plunge  |  14  |     |    | Leap high to deliver a crushing blow.    |
|---------------|------|----------|------------------------------------------|
| Shuriken      |   8  |    |||   | Strike with a huge throwing star.        |
|---------------|------|----------|------------------------------------------|
| Annihilation  |  18  |     |    | Attempt to annihilate a foe.             |
|---------------|------|----------|------------------------------------------|
| Punji         |   7  |    |||   | Strike with a bamboo weapon.             |
|---------------|------|----------|------------------------------------------|
| Punji Trap    |  13  |    |||   | Strike with bamboo stakes.               |
|---------------|------|----------|------------------------------------------|
| Punji Strike  |  24  |   |||||  | Strike with bamboo spikes.               |
|---------------|------|----------|------------------------------------------|
| Fire Bomb     |   5  |    |||   | Strike with a bomb blast.                |
|---------------|------|----------|------------------------------------------|
| Cluster Bomb  |  11  |   |||||  | Strike with multiple, coordinated blasts.|
|---------------|------|----------|------------------------------------------|
| Carpet Bomb   |  29  | |||||||| |Strike with densely packed blasts of fire.|
|---------------|------|----------|------------------------------------------|
| Gale          |   3  |    |||   |Send things flying with a wind gods power.|
|---------------|------|----------|------------------------------------------|
| Typhoon       |  12  |   |||||  | Strike with a ferocious windstorm.       |
|---------------|------|----------|------------------------------------------|
| Hurricane     |  25  |   |||||  |  A furious storm of howling wind.        |
|---------------|------|----------|------------------------------------------|
| Thunderclap   |   9  |    |||   | Strike with the storm's fury.            |
|---------------|------|----------|------------------------------------------|
| Thunderbolt   |  19  |   |||||  | Strike with the storm's thunderous rage. |
|---------------|------|----------|------------------------------------------|
| Thunderhead   |  39  | |||||||| | Strike with the wrath of the storm god.  |
|---------------|------|----------|------------------------------------------|
| Mist          |   4  |    |||   | Wrap a foe in a cloud of delusion.       |
|---------------|------|----------|------------------------------------------|




Disciple:


*Note that this psynergy replaces Death Plunge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Death Leap    |  22  |     |    |Leap high to deliver a annihilating strike|
|---------------|------|----------|------------------------------------------|



Master:

[Same as Disciple]




Dragoon:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Templar:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|



Paladin:

[Same as Templar]





Samurai:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Dragon Cloud  |   6  |     |    | Strike an enemy with dragon cloud.       |
|---------------|------|----------|------------------------------------------|
| Demon Night   |  12  |    |||   | Unleash a myriad of monsters.            |
|---------------|------|----------|------------------------------------------|
| Helm Splitter |   8  |     |    | Paralyze a foe with a mighty blow.       |
|---------------|------|----------|------------------------------------------|
| Quick Strike  |  12  |     |    | Strike first with blinding speed.        |
|---------------|------|----------|------------------------------------------|
| Rockfall      |   5  |    |||   | Strike with a blast of rock.             |
|---------------|------|----------|------------------------------------------|
| Rockslide     |  15  |   |||||  | Strike with a deluge of rock.            |
|---------------|------|----------|------------------------------------------|
| Avalanche     |  30  | |||||||| |Strike with an overwhelming flood of rock.|
|---------------|------|----------|------------------------------------------|
| Lava Shower   |   4  |     |    | Strike with a volcano's might.           |
|---------------|------|----------|------------------------------------------|
| Molten Bath   |  12  |    |||   |Strike with a burning spray of liquid rock|
|---------------|------|----------|------------------------------------------|
| Magma Storm   |  27  | |||||||| | Strike with a great deluge of lava.      |
|---------------|------|----------|------------------------------------------|
| Demon Spear   |   7  |     |    | Boost attack with a demonic blade.       |
|---------------|------|----------|------------------------------------------|
| Angel Spear   |  12  | |||||||| | Boost attack with a heavenly blade.      |
|---------------|------|----------|------------------------------------------|
| Guardian      |   3  |     |    | Boost defense with divine might.         |
|---------------|------|----------|------------------------------------------|
| Protector     |   5  | |||||||| | Boost party defence with divine might.   |
|---------------|------|----------|------------------------------------------|
| Magic Shell   |   3  |     |    | Boost resistance with a psychic field.   |
|---------------|------|----------|------------------------------------------|
| Magic Shield  |   5  | |||||||| |Boost party resistance with psychic shield|
|---------------|------|----------|------------------------------------------|




Ronin:


*Note that this psynergy replaces Dragon Cloud, Demon Night, and Helm 
 Splitter.



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Epicenter     |  33  |     |    |Strike with a dragon conflagration spirit.|
|---------------|------|----------|------------------------------------------|
| Thorny Grave  |  24  |    |||   | Summon a legion of loathsome fiends.     |
|---------------|------|----------|------------------------------------------|
| Skull Splitter|   8  |     |    | Annihilate a foe by crushing its skull.  |
|---------------|------|----------|------------------------------------------|




Ranger:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|






Rief     -  [DD-RIF]

------------------------------------------------------------------------|
Rief - Mercury Adept (Base Class: Water Seer)                           |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Water Seer |  0   0   0   1   |  90% | 130% |  90% |   -  |  80% | 130% |
Scribe     |  0   0   0  2|3  |   -  | 140% |   -  | 110% |  90% | 130% |
Cleric     |  0   0   0  4|5  | 120% | 150% | 110% | 120% |   -  | 130% |
Paragon    |  0   0   0  6|7  | 140% | 160% | 120% | 130% | 110% | 130% |
Angel      |  0   0   0  8|9  | 160% | 170% | 130% | 140% | 120% | 130% |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Seer       |  1  0|1 0|1 0|8  |  90% | 130% |  90% |  90% | 110% |   -  |
Diviner    | 2|3 0|3 0|2 0|7  | 110% | 140% |   -  |   -  | 120% |   -  |
Shaman     | 4|5 0|4 0|2 0|5  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid      |  6  0|2 0|2 1|3  | 150% | 170% | 130% | 130% | 150% |   -  |
Oracle     |  7   0   0   2   | 170% | 180% | 140% | 140% | 160% |   -  |
Cavalier   | 6|9 0|2 0|3  0   | 140% | 110% | 130% | 130% | 110% | 120% |
Guardian   | 7|8 0|1 0|1  1   | 170% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Pilgrim    |  0   1  0|1 0|8  |  90% | 120% |  90% |   -  | 120% | 120% |
Wanderer   | 0|2 2|3 0|2 0|7  | 110% | 130% |   -  | 110% | 130% | 120% |
Ascetic    | 0|4 4|5 0|2 0|5  | 120% | 140% | 110% | 120% | 140% | 120% |
Water Monk | 0|2  6  0|2 1|3  | 150% | 160% | 130% | 140% | 160% | 120% |
Guru       |  0   7   0   2   | 170% | 170% | 140% | 150% | 170% | 120% |
Cavalier   | 0|2 6|9 0|3  0   | 140% | 110% | 130% | 130% | 110% | 120% |
Luminier   | 0|1 7|8 0|1  1   | 170% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Hermit     |  0   0   1  0|8  |  80% | 140% |  80% |  90% | 130% | 120% |
Elder      | 0|2 0|2 2|3 0|7  |  90% | 150% |  90% |   -  | 140% | 120% |
Scholar    | 0|2 0|3  4  0|5  | 110% | 160% |   -  | 110% | 150% | 120% |
Savant     | 0|2 0|4 5|9 0|4  | 130% | 170% | 110% | 120% | 160% | 120% |
Sage       | 0|2 0|2 6|8 1|3  | 150% | 180% | 120% | 130% | 170% | 120% |
Wizard     |  0   0   7   2   | 170% | 190% | 130% | 140% | 180% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Medium     | 3|5 0|3  3  0|3  | 130% | 170% | 120% | 120% | 150% |  90% |
Conjurer   |  4  0|1  4  0|1  | 150% | 180% | 130% | 130% | 160% |  90% |
Dark Shaman|  5   0   4   0   | 170% | 190% | 140% | 140% | 170% |  90% |
Ranger     | 0|2 3|5  3  0|3  | 130% | 160% | 120% | 120% | 160% | 120% |
Bard       | 0|1  4   4  0|1  | 150% | 170% | 130% | 130% | 170% | 120% |
Warlock    |  0   5   4   0   | 170% | 180% | 140% | 140% | 180% | 120% |
White Mage |  3  0|2  4  0|2  | 150% | 180% | 130% | 130% | 150% | 130% |
Pure Mage  |  4   0   5   0   | 170% | 190% | 140% | 140% | 160% | 130% |
Dragoon    |  6   3   0   0   | 160% | 130% | 140% | 140% | 110% | 130% |
Dragoon    |  3   6   0   0   | 160% | 130% | 140% | 140% | 110% | 130% |
-----------|------------------|-----------------------------------------|





Rief Psynergy Guide:



==============
MERCURY SERIES
==============



Water Seer:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Ice           |   5  |     |    | Strike with spikes of ice.               |
|---------------|------|----------|------------------------------------------|
| Ice Horn      |  11  |    |||   | Strike with blades of ice.               |
|---------------|------|----------|------------------------------------------|
| Ice Missile   |  23  |    |||   | Strike with a massive ice projectile.    |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Scribe:

[Same as Water Seer]






Cleric:




-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|






Paragon:


[Same as Cleric]








Angel:


[Same as Paragon]






============
VENUS SERIES
============



Seer:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Diviner:


[Same as Seer]




Shaman:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|



Druid:


[Same as Shaman]




Oracle:


[Same as Druid]




Cavalier:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Guardian:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|





===========
MARS SERIES
===========



Pilgrim:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Wanderer:


[Same as Pilgrim]




Ascetic:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|




Water Monk:


[Same as Ascetic]



Guru:


[Same as Water Monk]





Cavalier:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Luminier:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|





==============
JUPITER SERIES
==============



Hermit:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  | |||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Elder:

[Same as Hermit]




Scholar:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|



Savant:


[Same as Scholar]




Sage:


[Same as Savant]




Wizard:


[Same as Sage]





============
OTHER SERIES
============


Medium:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Conjurer:


[Same as Medium]



Dark Shaman:


[Same as Medium]




Ranger:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Bard:


[Same as Ranger]




Warlock:


[Same as Ranger]




White Mage:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Dull          |   6  |     |    | Drop enemy Attack.                       |
|---------------|------|----------|------------------------------------------|
| Blunt         |  11  |    |||   | Drop enemy party's Attack.               |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|



Pure Mage:


[Same as White Mage]




Dragoon:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|






Amiti    -  [DD-AMI]

------------------------------------------------------------------------|
Amiti - Mercury Adept (Base Class: Aqua Squire)                         |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Aqua Squire|  0   0   0   1   | 110% |  90% |   -  |   -  |  90% | 120% |
Aqua Knight|  0   0   0  2|3  | 130% |   -  | 110% | 110% |   -  | 120% |
Aqua Prince|  0   0   0  4|5  | 150% | 110% | 120% | 120% | 110% | 120% |
Aqua Lord  |  0   0   0  6|7  | 170% | 120% | 130% | 130% | 120% | 120% |
Aqua Master|  0   0   0  8|9  | 190% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Seer       |  1  0|1 0|1 0|8  |  90% | 130% |  90% |  90% | 110% |   -  |
Diviner    | 2|3 0|3 0|2 0|7  | 110% | 140% |   -  |   -  | 120% |   -  |
Shaman     | 4|5 0|4 0|2 0|5  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid      |  6  0|2 0|2 1|3  | 150% | 170% | 130% | 130% | 150% |   -  |
Oracle     |  7   0   0   2   | 170% | 180% | 140% | 140% | 160% |   -  |
Cavalier   | 6|9 0|2 0|3  0   | 140% | 110% | 130% | 130% | 110% | 120% |
Guardian   | 7|8 0|1 0|1  1   | 170% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Pilgrim    |  0   1  0|1 0|8  |  90% | 120% |  90% |   -  | 120% | 120% |
Wanderer   | 0|2 2|3 0|2 0|7  | 110% | 130% |   -  | 110% | 130% | 120% |
Ascetic    | 0|4 4|5 0|2 0|5  | 120% | 140% | 110% | 120% | 140% | 120% |
Water Monk | 0|2  6  0|2 1|3  | 150% | 160% | 130% | 140% | 160% | 120% |
Guru       |  0   7   0   2   | 170% | 170% | 140% | 150% | 170% | 120% |
Cavalier   | 0|2 6|9 0|3  0   | 140% | 110% | 130% | 130% | 110% | 120% |
Luminier   | 0|1 7|8 0|1  1   | 170% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Hermit     |  0   0   1  0|8  |  80% | 140% |  80% |  90% | 130% | 120% |
Elder      | 0|2 0|2 2|3 0|7  |  90% | 150% |  90% |   -  | 140% | 120% |
Scholar    | 0|2 0|3  4  0|5  | 110% | 160% |   -  | 110% | 150% | 120% |
Savant     | 0|2 0|4 5|9 0|4  | 130% | 170% | 110% | 120% | 160% | 120% |
Sage       | 0|2 0|2 6|8 1|3  | 150% | 180% | 120% | 130% | 170% | 120% |
Wizard     |  0   0   7   2   | 170% | 190% | 130% | 140% | 180% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Medium     | 3|5 0|3  3  0|3  | 130% | 170% | 120% | 120% | 150% |  90% |
Conjurer   |  4  0|1  4  0|1  | 150% | 180% | 130% | 130% | 160% |  90% |
Dark Shaman|  5   0   4   0   | 170% | 190% | 140% | 140% | 170% |  90% |
Ranger     | 0|2 3|5  3  0|3  | 130% | 160% | 120% | 120% | 160% | 120% |
Bard       | 0|1  4   4  0|1  | 150% | 170% | 130% | 130% | 170% | 120% |
Warlock    |  0   5   4   0   | 170% | 180% | 140% | 140% | 180% | 120% |
White Mage |  3  0|2  4  0|2  | 150% | 180% | 130% | 130% | 150% | 130% |
Pure Mage  |  4   0   5   0   | 170% | 190% | 140% | 140% | 160% | 130% |
Dragoon    |  6   3   0   0   | 160% | 130% | 140% | 140% | 110% | 130% |
Dragoon    |  3   6   0   0   | 160% | 130% | 140% | 140% | 110% | 130% |
-----------|------------------|-----------------------------------------|



Amiti Psynergy Guide:



==============
MERCURY SERIES
==============


Aqua Squire:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Diamond Dust  |   6  |     |    | Strike with crystalline ice.             |
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Cool          |   6  |     |    | Strike with freezing cold.               |
|---------------|------|----------|------------------------------------------|
| Supercool     |  14  |    |||   | Strike with searing cold.                |
|---------------|------|----------|------------------------------------------|
| Megacool      |  33  |   |||||  | Strike with blistering cold.             |
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Aqua Knight:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|




Aqua Prince:



[Same as Aqua Knight]




Aqua Lord:



*Note that this psynergy replaces Diamond Dust.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Diamond Berg  |  17  |     |    | Freeze an enemy, then shatter it.        |
|---------------|------|----------|------------------------------------------|




Aqua Master:


[Same as Aqua Lord]





============
VENUS SERIES
============



Seer:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Diviner:


[Same as Seer]




Shaman:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|



Druid:


[Same as Shaman]




Oracle:


[Same as Druid]




Cavalier:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Guardian:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|





===========
MARS SERIES
===========



Pilgrim:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Wanderer:


[Same as Pilgrim]




Ascetic:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|




Water Monk:


[Same as Ascetic]



Guru:


[Same as Water Monk]





Cavalier:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Luminier:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|





==============
JUPITER SERIES
==============



Hermit:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  | |||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Elder:

[Same as Hermit]




Scholar:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|



Savant:


[Same as Scholar]




Sage:


[Same as Savant]




Wizard:


[Same as Sage]





============
OTHER SERIES
============



Medium:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Conjurer:


[Same as Medium]



Dark Shaman:


[Same as Medium]




Ranger:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Bard:


[Same as Ranger]




Warlock:


[Same as Ranger]




White Mage:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Dull          |   6  |     |    | Drop enemy Attack.                       |
|---------------|------|----------|------------------------------------------|
| Blunt         |  11  |    |||   | Drop enemy party's Attack.               |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|



Pure Mage:


[Same as White Mage]




Dragoon:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Insight       |   1  |     |    | Learn what is most needed.               |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|





Sveta    -  [DD-SVE]

*NOTE: Sveta, as you probably know, is SPECIAL. She can TRANSFORM into her
BEASTFORM in battle, changing how she attacks and beefing up her stats
tremendously. However, when you are in beastform, you will have Djinn go into
standby automatically...

I recommend giving it a try and seeing for yourself...


-------------------------------------------------------------------------|
Sveta - Jupiter Adept (Base Class: Beastling)                            |
-------------------------------------------------------------------------|
             Req. Djinn         Statistic Change ('-' = No Change, 100%) |
------------|------------------|-----------------------------------------|
Class       | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
------------|------------------|------|------|------|------|------|------|
             Jupiter Series                                              |
            |------------------|------|------|------|------|------|------|
Beastling   |   0  0  0|1  0   | 110% | 120% |  90% |   -  | 110% |   -  |
Wildrunner  |   0  0  2|3  0   | 130% | 130% |   -  | 110% | 120% |   -  |
Shapeshifter|   0  0  4|5  0   | 150% | 140% | 110% | 120% | 130% |   -  |
Beast Master|   0  0  6|7  0   | 170% | 160% | 130% | 130% | 140% |   -  |
Prime Beast |   0  0  8|9  0   | 190% | 170% | 140% | 140% | 150% |   -  |
------------|------------------|------|------|------|------|------|------|
             Mars Series                                                 |
            |------------------|------|------|------|------|------|------|
Pilgrim     | 0|1  1  0|8 0|1  |  90% | 120% |  90% |   -  | 120% | 120% |
Wanderer    | 0|3 2|3 0|6 0|2  | 110% | 130% |   -  | 110% | 130% | 120% |
Ascetic     | 0|4 4|5 0|5 0|3  | 120% | 140% | 110% | 120% | 140% | 120% |
Fire Monk   | 0|2  6   1  0|2  | 150% | 160% | 130% | 140% | 160% | 120% |
Guru        |  0   7   2   0   | 170% | 170% | 140% | 150% | 170% | 120% |
Enchanter   | 0|2 6|9  0  0|3  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer    | 0|1 7|8  1  0|1  | 170% | 160% | 140% | 130% | 160% |  90% |
------------|------------------|------|------|------|------|------|------|
             Venus Series                                                |
            |------------------|------|------|------|------|------|------|
Scrapper    |  1   0  0|8 0|1  |  90% |  80% | 110% | 110% | 120% | 120% |
Grappler    | 2|3 0|2 0|7 0|2  | 110% |  90% | 120% | 120% | 130% | 120% |
Brawler     | 4|5 0|4 0|5 0|2  | 120% |   -  | 130% | 130% | 140% | 120% |
Bruiser     |  6  0|2 1|3 0|2  | 150% | 110% | 140% | 140% | 160% | 120% |
Gladiator   |  7   0   2   0   | 170% | 120% | 150% | 150% | 170% | 120% |
Enchanter   | 6|9 0|2  0  0|3  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer    | 7|8 0|1  1  0|1  | 170% | 160% | 140% | 130% | 160% |  90% |
------------|------------------|------|------|------|------|------|------|
             Mercury Series                                              |
            |------------------|------|------|------|------|------|------|
Hermit      |  0   0  0|8  1   |  80% | 140% |  80% |  90% | 130% | 120% |
Elder       | 0|2 0|2 0|7 2|3  |  90% | 150% |  90% |   -  | 140% | 120% |
Scholar     | 0|2 0|3 0|5  4   | 110% | 160% |   -  | 110% | 150% | 120% |
Savant      | 0|2 0|4 0|4 5|9  | 130% | 170% | 110% | 120% | 160% | 120% |
Sage        | 0|2 0|2 1|3 6|8  | 150% | 180% | 120% | 130% | 170% | 120% |
Wizard      |  0   0   2   7   | 170% | 190% | 130% | 140% | 180% | 120% |
------------|------------------|------|------|------|------|------|------|
             Other Series                                                |
            |------------------|------|------|------|------|------|------|
Medium      | 3|5 0|2 0|3  3   | 130% | 170% | 120% | 120% | 150% |  90% |
Conjurer    |  4  0|1 0|1  4   | 150% | 180% | 130% | 130% | 160% |  90% |
Dark Shaman |  5   0   0   4   | 170% | 190% | 140% | 140% | 170% |  90% |
Ranger      | 0|3  3  0|3  3   | 130% | 160% | 120% | 120% | 160% | 120% |
Bard        | 0|1  4  0|1  4   | 150% | 170% | 130% | 130% | 170% | 120% |
Warlock     |  0   5   0   4   | 170% | 180% | 140% | 140% | 180% | 120% |
White Mage  |  3  0|2 0|2  4   | 150% | 180% | 130% | 130% | 150% | 130% |
Pure Mage   |  4   0   0   5   | 170% | 190% | 140% | 140% | 160% | 130% |
Ninja       |  3   6   0   0   | 180% | 150% | 150% | 120% | 180% |   -  |
Ninja       |  6   3   0   0   | 180% | 150% | 150% | 120% | 180% |   -  |
------------|------------------|-----------------------------------------|



Sveta Psynergy Guide:


==============
JUPITER SERIES
==============


Beastling:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Ray           |   6  |    |||   | Strike with a magnetic storm.            |
|---------------|------|----------|------------------------------------------|
| Storm Ray     |  10  |    |||   | Strike with a magnetic tempest.          |
|---------------|------|----------|------------------------------------------|
| Destruct Ray  |  21  |    |||   | Strike with a tumult of magnetic force.  |
|---------------|------|----------|------------------------------------------|
| Whirlwind     |   5  |    |||   | Send things flying with a tornados power.|
|---------------|------|----------|------------------------------------------|
| Tornado       |  14  |   |||||  | Attack with a mighty tornado.            |
|---------------|------|----------|------------------------------------------|
| Tempest       |  27  |   |||||  | Strike with a fearsome windstorm.        |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Boon          |   4  |     |    | Restore at least 80HP with a gentle wind.|
|---------------|------|----------|------------------------------------------|
| Nature's Boon |   8  |     |    | Restore at least 180HP with a gentle     |
|               |      |          | wind.                                    |
|---------------|------|----------|------------------------------------------|
| Vital Boon    |  11  |     |    | Restore at least 600HP with a gentle     |
|               |      |          | wind.                                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|



Wildrunner:


[Same as Beastling]




Shapeshifter:



[Same as Wildrunner]




Beast Master:


[Same as Shapeshifter]




Prime Beast:


[Same as Beast Master]




===========
MARS SERIES
===========


Pilgrim:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    | Steal an enemy's HP and add it to your   |
|               |      |          | own.                                     |
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    | Steal an enemy's PP and add it to your   |
|               |      |          | own.                                     |
|---------------|------|----------|------------------------------------------|



Wanderer:

[Same as Pilgrim]



Ascetic:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|


Fire Monk:

[Same as Ascetic]




Guru:

[Same as Ascetic]



Enchanter:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|




============
VENUS SERIES
============


Scrapper:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Psynergy Surge|  20  |     |    | Crush an enemy into the ground.          |
|---------------|------|----------|------------------------------------------|
| Psynergy Slam |  12  |     |    | Throw an enemy with shocking force.      |
|---------------|------|----------|------------------------------------------|
| Speed Punch   |   6  |     |    | Delivers a punch at the speed of sound.  |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Boon          |   4  |     |    | Restore at least 80HP with a gentle wind.|
|---------------|------|----------|------------------------------------------|
| Nature's Boon |   8  |     |    | Restore at least 180HP with a gentle     |
|               |      |          | wind.                                    |
|---------------|------|----------|------------------------------------------|
| Vital Boon    |  11  |     |    | Restore at least 600HP with a gentle     |
|               |      |          | wind.                                    |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|




Grappler:


[Same as Scrapper]




Brawler:


[Same as Grappler]



Bruiser:


[Same as Brawler]



Gladiator:


[Same as Bruiser]




Enchanter:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Gaia          |   7  |    |||   | Strike with the earth's might.           |
|---------------|------|----------|------------------------------------------|
| Mother Gaia   |  17  |   |||||  | Strike with the earth's power.           |
|---------------|------|----------|------------------------------------------|
| Grand Gaia    |  32  |   |||||  | Strike with the earth's fury.            |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|




Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|





==============
MERCURY SERIES
==============



Hermit:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  |  ||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Elder:

[Same as Hermit]




Scholar:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|




Savant:


[Same as Scholar]



Sage:


[Same as Scholar]



Wizard:


[Same as Scholar]





============
OTHER SERIES
============



Medium:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|




Conjurer:


[Same as Medium]




Dark Shaman:


[Same as Medium]





Ranger:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|



Bard:


[Same as Ranger]




Warlock:


[Same as Ranger]




White Mage:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Dull          |   6  |     |    | Drop enemy Attack.                       |
|---------------|------|----------|------------------------------------------|
| Blunt         |  11  |    |||   | Drop enemy party's Attack.               |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|



Pure Mage:


[Same as White Mage]



Ninja:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Beastform     |   8  |     |    | Call on the power of the inner beast.    |
|---------------|------|----------|------------------------------------------|
| Spirit Sense  |   1  |     |    | Sense someone's heart, even beyond death.|
|---------------|------|----------|------------------------------------------|
| Slap          |   4  |     |    | Slap a creature or object forcefully.    |
|---------------|------|----------|------------------------------------------|
| Track         |   1  |     |    | Sniff out a faint smell.                 |
|---------------|------|----------|------------------------------------------|
| Death Plunge  |  14  |     |    | Leap high to deliver a crushing blow.    |
|---------------|------|----------|------------------------------------------|
| Shuriken      |   8  |    |||   | Strike with a huge throwing star.        |
|---------------|------|----------|------------------------------------------|
| Annihilation  |  18  |     |    | Attempt to annihilate a foe.             |
|---------------|------|----------|------------------------------------------|
| Punji         |   7  |    |||   | Strike with a bamboo weapon.             |
|---------------|------|----------|------------------------------------------|
| Punji Trap    |  13  |    |||   | Strike with bamboo stakes.               |
|---------------|------|----------|------------------------------------------|
| Punji Strike  |  24  |   |||||  | Strike with bamboo spikes.               |
|---------------|------|----------|------------------------------------------|
| Fire Bomb     |   5  |    |||   | Strike with a bomb blast.                |
|---------------|------|----------|------------------------------------------|
| Cluster Bomb  |  11  |   |||||  | Strike with multiple, coordinated blasts.|
|---------------|------|----------|------------------------------------------|
| Carpet Bomb   |  29  | |||||||| |Strike with densely packed blasts of fire.|
|---------------|------|----------|------------------------------------------|
| Gale          |   3  |    |||   |Send things flying with a wind gods power.|
|---------------|------|----------|------------------------------------------|
| Typhoon       |  12  |   |||||  | Strike with a ferocious windstorm.       |
|---------------|------|----------|------------------------------------------|
| Hurricane     |  25  |   |||||  |  A furious storm of howling wind.        |
|---------------|------|----------|------------------------------------------|
| Thunderclap   |   9  |    |||   | Strike with the storm's fury.            |
|---------------|------|----------|------------------------------------------|
| Thunderbolt   |  19  |   |||||  | Strike with the storm's thunderous rage. |
|---------------|------|----------|------------------------------------------|
| Thunderhead   |  39  | |||||||| | Strike with the wrath of the storm god.  |
|---------------|------|----------|------------------------------------------|
| Mist          |   4  |    |||   | Wrap a foe in a cloud of delusion.       |
|---------------|------|----------|------------------------------------------|





Eoleo    -  [DD-EOL]

------------------------------------------------------------------------|
Eoleo - Mars Adept (Base Class: Pirate)                                 |
------------------------------------------------------------------------|
            Req. Djinn         Statistic Change ('-' = No Change, 100%) |
-----------|------------------|-----------------------------------------|
Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
-----------|------------------|------|------|------|------|------|------|
            Mars Series                                                 |
           |------------------|------|------|------|------|------|------|
Pirate     |  0   1   0   0   | 110% |  90% |   -  |   -  |  90% | 120% |
Cannoneer  |  0  2|3  0   0   | 130% |   -  | 110% | 110% |   -  | 120% |
Corsair    |  0  4|5  0   0   | 150% | 110% | 120% | 120% | 110% | 120% |
Pirate King|  0  6|7  0   0   | 170% | 120% | 130% | 130% | 120% | 120% |
Hull Reaver|  0  8|9  0   0   | 190% | 130% | 140% | 140% | 130% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Venus Series                                                |
           |------------------|------|------|------|------|------|------|
Brute      |  1  0|8  0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
Ruffian    | 2|3 0|7 0|2 0|2  | 120% |  80% | 130% |   -  | 120% |  70% |
Savage     |  4  0|5 0|2 0|3  | 140% |  90% | 140% | 110% | 130% |  70% |
Barbarian  | 5|9 0|4 0|2 0|4  | 160% |   -  | 150% | 120% | 140% |  70% |
Berserker  | 6|9 1|3 0|2 0|2  | 180% | 110% | 160% | 130% | 150% |  70% |
Chaos Lord |  7   2   0   0   | 200% | 120% | 170% | 140% | 160% |  70% |
-----------|------------------|------|------|------|------|------|------|
            Jupiter Series                                              |
           |------------------|------|------|------|------|------|------|
Page       | 0|1 0|8  1  0|1  |   -  | 120% | 110% |   -  | 120% |  90% |
Illusionist| 0|2 0|7 2|3 0|3  | 120% | 130% | 120% | 110% | 130% |  90% |
Enchanter  | 0|2 0|5 4|5 0|4  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer   | 0|2 1|3  6  0|2  | 170% | 160% | 140% | 130% | 160% |  90% |
War Adept  |  0   2   7   0   | 190% | 170% | 150% | 140% | 170% |  90% |
Ascetic    | 0|3  0  6|9 0|2  | 120% | 140% | 110% | 120% | 140% | 120% |
Fire Monk  | 0|1  1  7|8 0|1  | 150% | 160% | 130% | 140% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Mercury Series                                              |
           |------------------|------|------|------|------|------|------|
Swordsman  | 0|1 0|8  0   1   |   -  |  90% | 110% | 110% |  90% | 120% |
Defender   | 0|2 0|7 0|2 2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
Cavalier   | 0|2 0|5 0|4 4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
Luminier   | 0|3 1|3 0|2  6   | 170% | 130% | 140% | 140% | 130% | 120% |
Radiant    |  0   2   0   7   | 190% | 140% | 150% | 150% | 140% | 120% |
Ascetic    | 0|3  0  0|2 6|9  | 120% | 140% | 110% | 120% | 140% | 120% |
Water Monk |  1  0|1 0|1 7|8  | 150% | 160% | 130% | 140% | 160% | 120% |
-----------|------------------|------|------|------|------|------|------|
            Other Series                                                |
           |------------------|------|------|------|------|------|------|
Ninja      |  3  0|3 3|5 0|3  | 160% | 140% | 150% | 120% | 170% |  80% |
Disciple   |  4  0|1  4  0|1  | 180% | 150% | 160% | 130% | 180% |  80% |
Master     |  4   0   5   0   | 200% | 160% | 170% | 140% | 190% |  80% |
Dragoon    |  3  0|3 0|2 3|5  | 160% | 130% | 140% | 140% | 110% | 130% |
Templar    |  4  0|1 0|1  4   | 180% | 140% | 150% | 150% | 120% | 130% |
Paladin    |  4   0   0   5   | 200% | 150% | 160% | 160% | 130% | 130% |
Samurai    | 4|6 0|2  3  0|2  | 190% | 130% | 150% | 140% | 140% |  90% |
Ronin      |  5   0   4   0   | 210% | 140% | 160% | 150% | 150% |  90% |
Ranger     |  0   0   6   3   | 130% | 160% | 120% | 120% | 160% | 120% |
Ranger     |  0   0   3   6   | 130% | 160% | 120% | 120% | 160% | 120% |
-----------|------------------|-----------------------------------------|




Eoleo Psynergy Guide:



===========
MARS SERIES
===========


Pirate:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Keelhaul      |   6  |     |    | Damage foes with a war cry of "Hyaa hoo!"|
|---------------|------|----------|------------------------------------------|
| Flare         |   4  |    |||   | Strike with flaring flames.              |
|---------------|------|----------|------------------------------------------|
| Flare Wall    |   7  |    |||   | Strike with searing flames.              |
|---------------|------|----------|------------------------------------------|
| Flare Storm   |  12  |    |||   | Strike with incinerating flames.         |
|---------------|------|----------|------------------------------------------|
| Fume          |   6  |     |    | Strike with a plume of flames.           |
|---------------|------|----------|------------------------------------------|
| Serpent Fume  |  14  |     |    | Strike with writhing serpents of fire.   |
|---------------|------|----------|------------------------------------------|
| Dragon Fume   |  28  |     |    | Strike with a fiery dragon spirit.       |
|---------------|------|----------|------------------------------------------|
| Beam          |   7  |    |||   | Strike with a searing heat beam.         |
|---------------|------|----------|------------------------------------------|
| Cycle Beam    |  14  |   |||||  | Strike with a scorching ray.             |
|---------------|------|----------|------------------------------------------|
| Searing Beam  |  36  |  ||||||| | Strike with bolts of incandescent fire.  |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Impair        |   4  |     |    | Drop enemy's defense.                    |
|---------------|------|----------|------------------------------------------|
| Debilitate    |   6  |    |||   | Drop enemy party's defense.              |
|---------------|------|----------|------------------------------------------|



Cannoneer:


[Same as Pirate]



Corsair:


[Same as Cannoneer]




Pirate King:


*Note that this psynergy replaces Keelhaul.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Vicious Chop  |  15  |     |    | Damage foes with a fiery chop.           |
|---------------|------|----------|------------------------------------------|



Hull Reaver:


[Same as Pirate King]





============
VENUS SERIES
============



Brute:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Planet Diver  |   7  |     |    | Leap skyward and lunge onto a foe.       |
|---------------|------|----------|------------------------------------------|
| Spire         |   5  |     |    | Strike with an earthen spire.            |
|---------------|------|----------|------------------------------------------|
| Clay Spire    |  13  |    |||   | Strike with a spire of clay.             |
|---------------|------|----------|------------------------------------------|
| Stone Spire   |  22  |    |||   | Strike with a stone spire.               |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Fire Orb      |  12  |   |||||  | Strike with an engulfing sphere of flame.|
|---------------|------|----------|------------------------------------------|
| Inferno       |  23  |   |||||  | Strike with a massive conflagration.     |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|



Ruffian:

[Same as Brute]



Savage:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Impair        |   4  |     |    | Drop enemy's defense.                    |
|---------------|------|----------|------------------------------------------|
| Debilitate    |   6  |    |||   | Drop enemy party's defense.              |
|---------------|------|----------|------------------------------------------|


Barbarian:

[Same as Savage]


Berserker:


*Note that this psynergy replaces Planet Diver.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Planetary     |  19  |     |    | Strike a foe with fire from heavens.     |
|---------------|------|----------|------------------------------------------|


Chaos Lord:

[Same as Berserker]





==============
JUPITER SERIES
==============



Page:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|


Illusionist:

[Same as Page]



Enchanter:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  | |||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|



Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|



War Adept:

[Same as Conjurer]



Ascetic:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Plasma        |   8  |    |||   | Strike with a barrage of bolts.          |
|---------------|------|----------|------------------------------------------|
| Shine Plasma  |  18  |   |||||  | Strike with a concentrated flurry of     |
|               |      |          | bolts.                                   |
|---------------|------|----------|------------------------------------------|
| Spark Plasma  |  37  |  ||||||| | Strike with a coruscating surge of       |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  | |||||||| | Boost party resistance.                  |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|




Fire Monk:

[Same as Ascetic]





==============
MERCURY SERIES
==============


Swordsman:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Guard         |   3  |     |    | Boost ally's Defense.                    |
|---------------|------|----------|------------------------------------------|
| Protect       |   5  | |||||||| | Boost party's Defense.                   |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Defender:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|




Cavalier:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|




Luminier:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|



Radiant:



[Same as Luminier]




Ascetic:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Prism         |   7  |    |||   | Strike with ice crystals.                |
|---------------|------|----------|------------------------------------------|
| Hail Prism    |  16  |   |||||  | Strike with a crystal hail.              |
|---------------|------|----------|------------------------------------------|
| Freeze Prism  |  31  |   |||||  | Strike with chilling crystal.            |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|




Water Monk:


[Same as Ascetic]





============
OTHER SERIES
============




Ninja:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Death Plunge  |  14  |     |    | Leap high to deliver a crushing blow.    |
|---------------|------|----------|------------------------------------------|
| Shuriken      |   8  |    |||   | Strike with a huge throwing star.        |
|---------------|------|----------|------------------------------------------|
| Annihilation  |  18  |     |    | Attempt to annihilate a foe.             |
|---------------|------|----------|------------------------------------------|
| Punji         |   7  |    |||   | Strike with a bamboo weapon.             |
|---------------|------|----------|------------------------------------------|
| Punji Trap    |  13  |    |||   | Strike with bamboo stakes.               |
|---------------|------|----------|------------------------------------------|
| Punji Strike  |  24  |   |||||  | Strike with bamboo spikes.               |
|---------------|------|----------|------------------------------------------|
| Fire Bomb     |   5  |    |||   | Strike with a bomb blast.                |
|---------------|------|----------|------------------------------------------|
| Cluster Bomb  |  11  |   |||||  | Strike with multiple, coordinated blasts.|
|---------------|------|----------|------------------------------------------|
| Carpet Bomb   |  29  | |||||||| |Strike with densely packed blasts of fire.|
|---------------|------|----------|------------------------------------------|
| Gale          |   3  |    |||   |Send things flying with a wind gods power.|
|---------------|------|----------|------------------------------------------|
| Typhoon       |  12  |   |||||  | Strike with a ferocious windstorm.       |
|---------------|------|----------|------------------------------------------|
| Hurricane     |  25  |   |||||  |  A furious storm of howling wind.        |
|---------------|------|----------|------------------------------------------|
| Thunderclap   |   9  |    |||   | Strike with the storm's fury.            |
|---------------|------|----------|------------------------------------------|
| Thunderbolt   |  19  |   |||||  | Strike with the storm's thunderous rage. |
|---------------|------|----------|------------------------------------------|
| Thunderhead   |  39  | |||||||| | Strike with the wrath of the storm god.  |
|---------------|------|----------|------------------------------------------|
| Mist          |   4  |    |||   | Wrap a foe in a cloud of delusion.       |
|---------------|------|----------|------------------------------------------|




Disciple:


*Note that this psynergy replaces Death Plunge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Death Leap    |  22  |     |    |Leap high to deliver a annihilating strike|
|---------------|------|----------|------------------------------------------|



Master:

[Same as Disciple]




Dragoon:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Templar:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|



Paladin:

[Same as Templar]





Samurai:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Dragon Cloud  |   6  |     |    | Strike an enemy with dragon cloud.       |
|---------------|------|----------|------------------------------------------|
| Demon Night   |  12  |    |||   | Unleash a myriad of monsters.            |
|---------------|------|----------|------------------------------------------|
| Helm Splitter |   8  |     |    | Paralyze a foe with a mighty blow.       |
|---------------|------|----------|------------------------------------------|
| Quick Strike  |  12  |     |    | Strike first with blinding speed.        |
|---------------|------|----------|------------------------------------------|
| Rockfall      |   5  |    |||   | Strike with a blast of rock.             |
|---------------|------|----------|------------------------------------------|
| Rockslide     |  15  |   |||||  | Strike with a deluge of rock.            |
|---------------|------|----------|------------------------------------------|
| Avalanche     |  30  | |||||||| |Strike with an overwhelming flood of rock.|
|---------------|------|----------|------------------------------------------|
| Lava Shower   |   4  |     |    | Strike with a volcano's might.           |
|---------------|------|----------|------------------------------------------|
| Molten Bath   |  12  |    |||   |Strike with a burning spray of liquid rock|
|---------------|------|----------|------------------------------------------|
| Magma Storm   |  27  | |||||||| | Strike with a great deluge of lava.      |
|---------------|------|----------|------------------------------------------|
| Demon Spear   |   7  |     |    | Boost attack with a demonic blade.       |
|---------------|------|----------|------------------------------------------|
| Angel Spear   |  12  | |||||||| | Boost attack with a heavenly blade.      |
|---------------|------|----------|------------------------------------------|
| Guardian      |   3  |     |    | Boost defense with divine might.         |
|---------------|------|----------|------------------------------------------|
| Protector     |   5  | |||||||| | Boost party defence with divine might.   |
|---------------|------|----------|------------------------------------------|
| Magic Shell   |   3  |     |    | Boost resistance with a psychic field.   |
|---------------|------|----------|------------------------------------------|
| Magic Shield  |   5  | |||||||| |Boost party resistance with psychic shield|
|---------------|------|----------|------------------------------------------|




Ronin:


*Note that this psynergy replaces Dragon Cloud, Demon Night, and Helm 
 Splitter.



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Epicenter     |  33  |     |    |Strike with a dragon conflagration spirit.|
|---------------|------|----------|------------------------------------------|
| Thorny Grave  |  24  |    |||   | Summon a legion of loathsome fiends.     |
|---------------|------|----------|------------------------------------------|
| Skull Splitter|   8  |     |    | Annihilate a foe by crushing its skull.  |
|---------------|------|----------|------------------------------------------|




Ranger:



-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Fireball      |   6  |     |    | Burn an object with a blazing fireball.  |
|---------------|------|----------|------------------------------------------|
| Thermal       |   3  |     |    | Create a warm air current with fire      |
|               |      |          | energy.                                  |
|---------------|------|----------|------------------------------------------|
| Slash         |   4  |     |    | Strike with a blade of focused air.      |
|---------------|------|----------|------------------------------------------|
| Wind Slash    |   9  |    |||   | Strike with a razor-sharp blade of air.  |
|---------------|------|----------|------------------------------------------|
| Sonic Slash   |  20  |   |||||  | Strike with a supersonic blade of wind.  |
|---------------|------|----------|------------------------------------------|
| Douse         |   5  |    |||   | Summon a downpour that extinguishes fire.|
|---------------|------|----------|------------------------------------------|
| Drench        |  10  |    |||   | Strike with a torrent of water.          |
|---------------|------|----------|------------------------------------------|
| Deluge        |  20  |   |||||  | Strike with a deadly flood.              |
|---------------|------|----------|------------------------------------------|
| Volcano       |   6  |     |    | Strike with volcanic might.              |
|---------------|------|----------|------------------------------------------|
| Eruption      |  14  |    |||   | Strike with a powerful volcanic blast.   |
|---------------|------|----------|------------------------------------------|
| Pyroclasm     |  29  |   |||||  | Strike with a massive blast of volcanic  |
|               |      |          | heat.                                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  |  ||||||| | Boost  party resistance.                 |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|





Himi     -  [DD-HIM]

-------------------------------------------------------------------------|
Himi - Venus Adept (Base Class: Miko)                                    |
-------------------------------------------------------------------------|
             Req. Djinn         Statistic Change ('-' = No Change, 100%) |
------------|------------------|-----------------------------------------|
Class       | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
------------|------------------|------|------|------|------|------|------|
             Venus Series                                                |
            |------------------|------|------|------|------|------|------|
Miko        | 0|1  0   0   0   |  80% | 150% |  70% |  90% | 120% | 120% |
High Miko   | 2|3  0   0   0   |  90% | 160% |  80% |   -  | 130% | 120% |
Master Miko | 4|5  0   0   0   | 110% | 170% |  90% | 110% | 140% | 120% |
Mystic Miko | 6|7  0   0   0   | 130% | 180% |   -  | 120% | 150% | 120% |
Radiant Miko| 8|9  0   0   0   | 150% | 190% | 120% | 130% | 160% | 120% |
------------|------------------|------|------|------|------|------|------|
             Mars Series                                                 |
            |------------------|------|------|------|------|------|------|
Curse Mage  | 0|8  1   0   0   |  80% | 140% |  90% |  90% | 110% |   -  |
Channeler   | 0|7 2|3 0|2 0|2  |  90% | 150% |   -  |   -  | 120% |   -  |
Puppet Mage | 0|5  4  0|3 0|3  | 110% | 160% | 110% | 110% | 130% |   -  |
Curse Master| 0|4 5|9 0|4 0|4  | 130% | 170% | 120% | 120% | 140% |   -  |
Soul Siphon | 1|3 6|8 0|2 0|2  | 150% | 180% | 130% | 130% | 150% |   -  |
Diabolist   |  2   7   0   0   | 170% | 190% | 140% | 140% | 160% |   -  |
------------|------------------|------|------|------|------|------|------|
             Jupiter Series                                              |
            |------------------|------|------|------|------|------|------|
Apprentice  | 0|8 0|1  1   0   |   -  | 120% | 110% |   -  | 120% |  90% |
Illusionist | 0|7 0|2 2|3 0|2  | 120% | 130% | 120% | 110% | 130% |  90% |
Enchanter   | 0|5 0|2 4|5 0|4  | 140% | 140% | 130% | 120% | 140% |  90% |
Conjurer    | 1|3 0|2  6  0|2  | 170% | 160% | 140% | 130% | 160% |  90% |
War Adept   |  2   0   7   0   | 190% | 170% | 150% | 140% | 170% |  90% |
Shaman      |  0  0|3 6|9 0|2  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid       |  1  0|1  7  0|1  | 150% | 170% | 130% | 130% | 150% |   -  |
------------|------------------|------|------|------|------|------|------|
             Mercury Series                                              |
            |------------------|------|------|------|------|------|------|
Crusader    | 0|8 0|1 0|1  1   |   -  |  90% | 110% | 110% |  90% | 120% |
Defender    | 0|7 0|2 0|3 2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
Cavalier    | 0|5 0|2 0|4 4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
Guardian    | 1|3 0|2 0|2  6   | 170% | 130% | 140% | 140% | 130% | 120% |
Protector   |  2   0   0   7   | 190% | 140% | 150% | 150% | 140% | 120% |
Shaman      |  0  0|3 0|2 6|9  | 120% | 150% | 110% | 110% | 130% |   -  |
Druid       |  1  0|1 0|1  7   | 150% | 170% | 130% | 130% | 150% |   -  |
------------|------------------|------|------|------|------|------|------|
             Other Series                                                |
            |------------------|------|------|------|------|------|------|
Ninja       | 0|3  3  3|5 0|2  | 160% | 140% | 150% | 120% | 170% |  80% |
Disciple    | 0|1  4   4  0|1  | 180% | 150% | 160% | 130% | 180% |  80% |
Master      |  0   4   5   0   | 200% | 160% | 170% | 140% | 190% |  80% |
Dragoon     | 0|3  3  0|3 3|5  | 160% | 130% | 140% | 140% | 110% | 130% |
Templar     | 0|1  4  0|1  4   | 180% | 140% | 150% | 150% | 120% | 130% |
Paladin     |  0   4   0   5   | 200% | 150% | 160% | 160% | 130% | 130% |
Medium      |  0   0   3   6   | 130% | 170% | 120% | 120% | 150% |   -  |
Medium      |  0   0   6   3   | 130% | 170% | 120% | 120% | 150% |   -  |
------------|------------------|-----------------------------------------|




Himi Psynergy Guide:



============
VENUS SERIES
============



Miko:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Weapon Grace  |  13  |     |    | Boost an ally's Attack with martial      |
|               |      |          | spirits.                                 |
|---------------|------|----------|------------------------------------------|
| Roaring Dragon|  16  |    |||   | Conjure a dragon whose roar brings doom. |
|---------------|------|----------|------------------------------------------|
| Slaying Dragon|  32  |    |||   | Conjure a dragon's image to annihilate   |
|               |      |          | foes.                                    |
|---------------|------|----------|------------------------------------------|
| Reigning      |  39  |    |||   | Conjure a mighty dragon to bring         |
| Dragon        |      |          | ruination.                               |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|



High Miko: 


[Same as Squire]



Master Miko:


[Same as High Miko]



Mystic Miko:


[Same as Master Miko]



Radiant Miko:


[Same as Mystic Miko]





===========
MARS SERIES
===========



Curse Mage:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Undead Curse  |   5  |     |    | Strike with the curse of living death.   |
|---------------|------|----------|------------------------------------------|
| Undead Gloom  |  15  |     |    | Strike with a hanging pall of death.     |
|---------------|------|----------|------------------------------------------|
| Undead Might  |  30  |     |    | Strike with the inevitability of         |
|               |      |          | mortality.                               |
|---------------|------|----------|------------------------------------------|
| Raging Heat   |   9  |   |||||  | Call forth the fires of the pit.         |
|---------------|------|----------|------------------------------------------|
| Fiery Abyss   |  18  |   |||||  | Strike enemies with flames from below.   |
|---------------|------|----------|------------------------------------------|
| Dire Inferno  |  32  |  ||||||| | Summon fires from the hottest depths.    |
|---------------|------|----------|------------------------------------------|
| Toxic Grit    |  28  |   |||||  | Strike with blowing toxic sands.         |
|---------------|------|----------|------------------------------------------|
| Fear Puppet   |   7  |     |    | Paralyze multiple foes with fear.        |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Impair        |   4  |     |    | Drop enemy's defense.                    |
|---------------|------|----------|------------------------------------------|
| Debilitate    |   6  |    |||   | Drop enemy party's defense.              |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Channeler:


[Same as Curse Mage]



Puppet Mage:


[Same as Channeler]



Curse Master:


[Same as Puppet Mage]



Soul Siphon:


[Same as Curse Master]



Diabolist:


[Same as Soul Siphon]




==============
JUPITER SERIES
==============



Apprentice:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Astral Blast  |   5  |     |    | Strike with celestial force.             |
|---------------|------|----------|------------------------------------------|
| Gaia          |   7  |    |||   | Strike with the earth's might.           |
|---------------|------|----------|------------------------------------------|
| Mother Gaia   |  17  |   |||||  | Strike with the earth's power.           |
|---------------|------|----------|------------------------------------------|
| Grand Gaia    |  32  |   |||||  | Strike with the earth's fury.            |
|---------------|------|----------|------------------------------------------|
| Weaken        |   4  |     |    | Drop enemy's resistance.                 |
|---------------|------|----------|------------------------------------------|
| Enfeeble      |   6  |    |||   | Drop enemy party's resistance.           |
|---------------|------|----------|------------------------------------------|
| Delude        |   4  |    |||   | Wrap multiple foes in delusion.          |
|---------------|------|----------|------------------------------------------|
| Sleep         |   5  |    |||   | Lull multiple foes to sleep.             |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|



Illusionist:


[Same as Apprentice]



Enchanter:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Impact        |   7  |     |    | Boost ally's attack.                     |
|---------------|------|----------|------------------------------------------|
| High Impact   |  12  | |||||||| | Boost party's attack.                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  | |||||||| | Boost party resistance.                  |
|---------------|------|----------|------------------------------------------|



Conjurer:


*Note that this psynergy replaces Astral Blast.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Thunder Mine  |  16  |     |    | Strike with ball lightning.              |
|---------------|------|----------|------------------------------------------|


War Adept:

[Same as Conjurer]



Shaman:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Ward          |   3  |     |    | Boost resistance.                        |
|---------------|------|----------|------------------------------------------|
| Resist        |   5  | |||||||| | Boost party resistance.                  |
|---------------|------|----------|------------------------------------------|
| Bind          |   4  |     |    | Block a foe's psynergy.                  |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|


Druid:


[Same as Shaman]




==============
MERCURY SERIES
==============


Crusader:

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|


Defender:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Cavalier:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Well     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|


Guardian:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|


Protector:

[Same as Guardian]



Shaman:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Growth        |   4  |     |    | Grow small plants into a climbing rope.  |
|---------------|------|----------|------------------------------------------|
| Mad Growth    |  10  |    |||   | Strike with ferocious plants.            |
|---------------|------|----------|------------------------------------------|
| Wild Growth   |  19  |   |||||  | Strike with giant plants.                |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Break         |   5  | |||||||| | Eliminate an enemy's bonuses.            |
|---------------|------|----------|------------------------------------------|


Druid:


[Same as Shaman]




============
OTHER SERIES
============


Ninja:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Death Plunge  |  14  |     |    | Leap high to deliver a crushing blow.    |
|---------------|------|----------|------------------------------------------|
| Shuriken      |   8  |    |||   | Strike with a huge throwing star.        |
|---------------|------|----------|------------------------------------------|
| Annihilation  |  18  |     |    | Attempt to annihilate a foe.             |
|---------------|------|----------|------------------------------------------|
| Punji         |   7  |    |||   | Strike with a bamboo weapon.             |
|---------------|------|----------|------------------------------------------|
| Punji Trap    |  13  |    |||   | Strike with bamboo stakes.               |
|---------------|------|----------|------------------------------------------|
| Punji Strike  |  24  |   |||||  | Strike with bamboo spikes.               |
|---------------|------|----------|------------------------------------------|
| Fire Bomb     |   5  |    |||   | Strike with a bomb blast.                |
|---------------|------|----------|------------------------------------------|
| Cluster Bomb  |  11  |   |||||  | Strike with multiple, coordinated blasts.|
|---------------|------|----------|------------------------------------------|
| Carpet Bomb   |  29  | |||||||| |Strike with densely packed blasts of fire.|
|---------------|------|----------|------------------------------------------|
| Gale          |   3  |    |||   |Send things flying with a wind gods power.|
|---------------|------|----------|------------------------------------------|
| Typhoon       |  12  |   |||||  | Strike with a ferocious windstorm.       |
|---------------|------|----------|------------------------------------------|
| Hurricane     |  25  |   |||||  |  A furious storm of howling wind.        |
|---------------|------|----------|------------------------------------------|
| Thunderclap   |   9  |    |||   | Strike with the storm's fury.            |
|---------------|------|----------|------------------------------------------|
| Thunderbolt   |  19  |   |||||  | Strike with the storm's thunderous rage. |
|---------------|------|----------|------------------------------------------|
| Thunderhead   |  39  | |||||||| | Strike with the wrath of the storm god.  |
|---------------|------|----------|------------------------------------------|
| Mist          |   4  |    |||   | Wrap a foe in a cloud of delusion.       |
|---------------|------|----------|------------------------------------------|



Disciple:




*Note that this psynergy replaces Death Plunge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Death Leap    |  22  |     |    |Leap high to deliver a annihilating strike|
|---------------|------|----------|------------------------------------------|



Master:


[Same as Disciple]



Dragoon:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Cutting Edge  |   5  |     |    | Inflict damage with a shock wave.        |
|---------------|------|----------|------------------------------------------|
| Thorn         |   6  |    |||   | Strike with stabbing thorns.             |
|---------------|------|----------|------------------------------------------|
| Briar         |  11  |    |||   | Strike with sharpened briars.            |
|---------------|------|----------|------------------------------------------|
| Nettle        |  23  |   |||||  | Strike with stinging nettles.            |
|---------------|------|----------|------------------------------------------|
| Blast         |   5  |    |||   | Strike with an explosive blast.          |
|---------------|------|----------|------------------------------------------|
| Mad Blast     |   9  |    |||   | Strike with a staggering explosive blast.|
|---------------|------|----------|------------------------------------------|
| Fiery Blast   |  19  |   |||||  | Strike with a massive incinerating blast.|
|---------------|------|----------|------------------------------------------|
| Ply           |   4  |     |    | Restore at least 100 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Ply Well      |   8  |     |    | Restore at least 200 HP with faith.      |
|---------------|------|----------|------------------------------------------|
| Pure Ply      |  12  |     |    | Restore at least 1000 HP with faith.     |
|---------------|------|----------|------------------------------------------|
| Wish          |   9  | |||||||| | Restore at least 80 HP to all allies.    |
|---------------|------|----------|------------------------------------------|
| Wish Well     |  13  | |||||||| | Restore at least 160 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Pure Wish     |  20  | |||||||| | Restore at least 400 HP to all allies.   |
|---------------|------|----------|------------------------------------------|
| Cure Poison   |   2  |     |    | Cleanse the body of poison.              |
|---------------|------|----------|------------------------------------------|
| Restore       |   3  |     |    | Remove sleep, stun, and delusion.        |
|---------------|------|----------|------------------------------------------|
| Avoid         |   5  |     |    | Encounter fewer monsters.                |
|---------------|------|----------|------------------------------------------|



Templar:



*Note that this psynergy replaces Cutting Edge.

-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Plume Edge    |  15  |     |    | Strike with a foaming geyser.            |
|---------------|------|----------|------------------------------------------|



Paladin:


[Same as Templar]



Medium:


-----------------------------------------------------------------------------|
|     Name      |  PP  |  Range   |           Description                    |
-----------------------------------------------------------------------------|
| Search        |   1  |     |    | See beyond the visible realm.            |
|---------------|------|----------|------------------------------------------|
| Move          |   2  |     |    | Move an object on the ground.            |
|---------------|------|----------|------------------------------------------|
| Haunt         |   5  |    |||   | Haunt a foe with an evil spirit.         |
|---------------|------|----------|------------------------------------------|
| Curse         |   6  |     |    | Draw the Spirit of Death to a foe.       |
|---------------|------|----------|------------------------------------------|
| Condemn       |   8  |     |    | Disable your enemy with evil.            |
|---------------|------|----------|------------------------------------------|
| Bolt          |   4  |     |    | Strike with a lightning bolt.            |
|---------------|------|----------|------------------------------------------|
| Flash Bolt    |   7  |    |||   | Strike with a sudden flash of lightning. |
|---------------|------|----------|------------------------------------------|
| Blue Bolt     |  14  |    |||   | Strike with a mighty bold from the blue. |
|---------------|------|----------|------------------------------------------|
| Froth         |   5  |    |||   | Strike with frothing bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Sphere  |  12  |   |||||  | Strike with frenzied bubbles.            |
|---------------|------|----------|------------------------------------------|
| Froth Spiral  |  31  |   |||||  | Strike with a bubble vortex.             |
|---------------|------|----------|------------------------------------------|
| Cure          |   3  |     |    | Restore at least 70 HP.                  |
|---------------|------|----------|------------------------------------------|
| Cure Well     |   7  |     |    | Restore at least 150 HP.                 |
|---------------|------|----------|------------------------------------------|
| Potent Cure   |  10  |     |    | Restore at least 300 HP.                 |
|---------------|------|----------|------------------------------------------|
| Revive        |  15  |     |    | Revive a downed ally.                    |
|---------------|------|----------|------------------------------------------|
| Drain         |   3  |     |    |Steal an enemys HP and add it to your own.|
|---------------|------|----------|------------------------------------------|
| Psy Drain     |   0  |     |    |Steal an enemys PP and add it to your own.|
|---------------|------|----------|------------------------------------------|





______________________________________________________________________________
______________________________________________________________________________

__________                      .____    .__          __   
\______   \ ____  ______ ______ |    |   |__| _______/  |_ 
 |    |  _//  _ \/  ___//  ___/ |    |   |  |/  ___/\   __\
 |    |   (  <_> )___ \ \___ \  |    |___|  |\___ \  |  |  
 |______  /\____/____  >____  > |_______ \__/____  > |__|  
        \/           \/     \/          \/       \/        


______________________________________________________________________________
___________________________________________________________________[DD-BOS]___

Here's a list of all the bosses in the game (and what part they are in).


From section 2:


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Tangle Bloom  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                        [HP: Around 979 HP] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: Tangle Bloom hits you with a vine. Low damage.               +
+                                                                            +
+ Defend: Tangle Bloom reduces incoming damage.                              +
+                                                                            +
+ Tangle Bloom is assessing the situation: Tangle Bloom does nothing. Easy.  +
+                                                                            +
+ Tangle Bloom is examining the situation: Tangle Bloom does nothing. Easy.  +
+                                                                            +
+ Tangle Bloom is the first boss battle, and he's pretty easy. Heck, if you  +
+ want to, you can chill out and let Isaac and Garet take care of the entire +
+ boss battle.                                                               +
+                                                                            +
+ So basically, just use your most powerful moves and remember to heal up    +
+ when you need to.                                                          +
+                                                                            +
+ After the fight, you gain 143 experience, 77 coins, and a Psy Crystal.     +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++



From section 3:


+=+=+=+=+=+=+=+=+=+=+
+ Boss: Dim Dragon  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                        [HP: Around 333 HP] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: Dim Dragon hits you with a "claw". Low damage.               +
+                                                                            +
+ Scary Jinx: Haunts a single target. Target will die in a few turns.        +
+                                                                            +
+ Gasping Breath: Hit-all breath atk. Low chance to curse. Low dmg.          +
+                                                                            +
+ Pebble Breath: Single target breath atk. Low-Med dmg.                      +
+                                                                            +
+ Sizzle Breath: Single target breath atk. Def. Down. Med dmg.               +
+                                                                            +
+ Out of Order: Dim Dragon breaks down. Free turn.                           +
+                                                                            +
+ Repairs: Dim Dragon's healing move. Low healing done.                      +
+                                                                            +
+ Dim Dragon is our first real boss, and he has some moves to watch out for. +
+ Lay into him hard and fast, you don't want him to put Scary Jinx on you.   +
+ He will occasionally try and repair himself or break down, which gives you +
+ a break.                                                                   +
+                                                                            +
+ Use Karis's Fresh Breeze if you need to and hit hard and fast.             +
+                                                                            +
+                                                                            +
+ After the fight, you gain 179 experience, 60 coins, and a Nut.             +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++



+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Dim Dragon Plus  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                        [HP: Around 539 HP] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: Dim Dragon hits you with a "claw". Low damage.               +
+                                                                            +
+ Scary Jinx: Haunts a single target. Target will die in a few turns.        +
+                                                                            +
+ Gasping Breath: Hit-all breath atk. Low chance to curse. Low dmg.          +
+                                                                            +
+ Pebble Breath: Single target breath atk. Low-Med dmg.                      +
+                                                                            +
+ Sizzle Breath: Single target breath atk. Def. Down. Med dmg.               +
+                                                                            +
+ Out of Order: Dim Dragon breaks down. Free turn.                           +
+                                                                            +
+ Repairs: Dim Dragon's healing move. Low healing done.                      +
+                                                                            +
+ Dim Dragon is our first real boss, and he has some moves to watch out for. +
+ Lay into him hard and fast, you don't want him to put Scary Jinx on you.   +
+ He will occasionally try and repair himself or break down, which gives you +
+ a break.                                                                   +
+                                                                            +
+ Use Karis's Fresh Breeze if you need to and hit hard and fast. This is     +
+ the PLUS version, which has some more HP and hits a tad harder.            +
+                                                                            +
+ After the fight, you gain 267 experience, 80 coins, and a Nut.             +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 4:


+=+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Stealthy Scout x3  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                      [HP: Around 340 each] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: The scout shoots you. Low-Med dmg.                           +
+                                                                            +
+ Stifle Shot:  The scout shoots you. Low dmg and a loss to AGI.             +
+                                                                            +
+ Psy Grenade:  The grenade his the target and those around it. Everyone     +
+               loses PP.                                                    +
+                                                                            +
+ Paralysis Shot: The scout shoots you. Med dmg, chance to paralyze.         +
+                                                                            +
+ Herb: Heals a target to recover a low amount of damage.                    +
+                                                                            +
+ Scouting: The scout will assess the situation. Free turn. Rare             +
+                                                                            +
+                                                                            +
+ These scouts can mess you up if you aren't careful. The biggest pain in    +
+ this fight is the Psy Grenades, as they can take psynergy out of the       +
+ fight. Focus on one at a time, hit them as hard as you can, and try to     +
+ take them out. The fight is much easier with one dead.                     +
+                                                                            +
+ Have someone be a dedicated item healer, if you must, and keep Jolt        +
+ ready if you need him. Pay attention to how stifle shot may effect who     +
+ goes first!                                                                +
+                                                                            +
+ After the fight, you gain 877 experience, 468 coins, and a Psy Grenade.    +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 7:


+=+=+=+=+=+=+=+=+=+=++
+ Boss: Sand Prince  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 1609] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: He hits you with his sword. Low dmg.                         +
+                                                                            +
+ Earthquake:  Earth Psynergy, hits everyone. Med dmg.                       +
+                                                                            +
+ Eruption:  Fire Psynergy, hits up to 3 people. Med dmg. (High dmg to       +
+            Karis/Reif).                                                    +
+                                                                            +
+                                                                            +
+                                                                            +
+ The Sand Prince is all about the fire and earth attacks, and spreading out +
+ the damage. His basic attack is pretty weak though, and he uses it quite   +
+ a bit, so this shouldn't be too hard. Keep your HP up, as Eruption can do  +
+ 100+ damage to your squishier targets like Karis and Reif.                 +
+                                                                            +
+ Keep your HP up and hit him with water psynergy and some summons. You      +
+ should be able to pull off Judgement and Nereid at least. Also make sure   +
+ to use Bark and Sleet, as they can help out.                               +
+                                                                            +
+ After the fight, you gain 1540 experience and 825 coins.                   +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From secton 8:


+=+=+=+=+=+=+=+=+=+=++
+ Boss: Ku-Tsung &   +
+       Ku-Embra     +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                 [HP: Ku-Tsung: Around 837] +
+ Moves:                                          [    Ku-Embra: Around 924] +
+                                                                            +
+ Ku-Tsung:                                                                  +
+                                                                            +
+ Basic Attack: He hits you with his sword. Med dmg.                         +
+                                                                            +
+ Gunpowder Bomb: Hits three people, Med dmg.                                +
+                                                                            +
+ Pure Hatred: A vicious body charge. High dmg. Deals 1/2 of the damage      +
+              dealt back to Tsung.                                          +
+                                                                            +
+ Gong of Battle: Raises defense for Tsung/Embra by a LOW amount.            +
+                                                                            +
+ Rice Ration: Tsung heals for low health.                                   +
+                                                                            +
+ Dragon Spark: Hits three people, Med to Med/High dmg.                      +
+                                                                            +
+ Ku-Embra:                                                                  +
+                                                                            +
+ Basic Attack: He hits you with his sword. Med dmg.                         +
+                                                                            +
+ Fireworks: Embra puts a random Djinn on standby.                           +
+                                                                            +
+ Cyclone Slash: Hits three people for Med dmg. Puts Embra in a delusion.    +
+                                                                            +
+ Inspiring Speech: Raises attack for Tsung/Embra by a low amount.           +
+                                                                            +
+ Zealous Futy: A three-hit sword combo. High dmg.                           +
+                                                                            +
+ Aim for Tsung first since he's a bit squishier. The battle is MUCH easier  +
+ with one of them dead. Stay on your toes, as they both have moves that can +
+ do a HIGH amount of damage, so don't let anyone sit around with low HP     +
+ when their turn comes.                                                     +
+                                                                            +
+ You can use fireworks to your summoning advantage as well. Also, be sure   +
+ to put Bark to good use. Their Gong of Battle and Inspiring Speech moves   +
+ don't help them out very much either, so as long as you heal you'll be ok. +
+                                                                            +
+ After the fight, you gain 1647 experience, a plump dumpling, and a rice    +
+ ration.                                                                    +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 10:


+=+=+=+=+=+=+=+=+=++
+ Boss: Ice Queen  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 1723] +
+ Moves:                                                                     +
+                                                                            +
+ Basic Attack: She hits you with her staff. Low-Med dmg.                    +
+                                                                            +
+ Break: Returns all party stats to normal.                                  +
+                                                                            +
+ Frostbite: Hits up to three characters. HIGH dmg.                          +
+                                                                            +
+ Ply Well: Heals her for Med-High dmg. Used rarely.                         +
+                                                                            +
+ Ice Missle: Hits up to three characters. Med-High dmg.                     +
+                                                                            +
+ Icy Kiss: Deals Med dmg to one character. Low chance to kill.              +
+                                                                            +
+ Illusion Veil: Attempts to wrap entire party in delusion.                  +
+                                                                            +
+ The Ice queen isn't too hard, but she does have some attacks that deserve  +
+ your attention. Be ready to heal quickly after her HIGH dmg attacks, which +
+ should be easy with Karis, Fresh Breeze, and a Zol Ring.                   +
+                                                                            +
+ I also like to cast some stat buffs (Tyrell's Def Up) to try and tempt her +
+ into using Break. Focus on Psynergy or Djinn if you get caught up in her   +
+ delusion. Icy Kiss MAY kill someone, but the chances are low.              +
+                                                                            +
+ After the fight, you gain 3122 experience and 1606 coins.                  +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 15:


+=+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Sludge and Skulls  +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 1932] +
+ Sludge is accompanied by three different types of skulls. They all have    +
+ one special move and can do a basic atk as well. Sludge can also summon    +
+ more of them. Here's what they can do:                                     +
+                                                                            +
+ Shield Skull (Around 384 HP): Sludge Shield: Protects Sludge.              +
+                                                                            +
+ Haunt Skull (Around 496 HP): Witchlight: Low-Med Dmg.                      +
+                                                                            +
+ Curse Skull (Around 313 HP): Condemn: Chance to kill target.               +
+                                                                            +
+ Sludge:                                                                    +
+                                                                            +
+ Call Skull: Tries to summon another one of the skulls above. Limit 3.      +
+                                                                            +
+ Crush: Crush Psynergy. Low-Med Dmg to one target.                          +
+                                                                            +
+ Tail Slap: Low-Med Dmg to up to 3 targets.                                 +
+                                                                            +
+ Healing: Sludge heals for up around 300 damage.                            +
+                                                                            +
+ Sludge himself isn't really a challenge. The biggest threat here is        +
+ honestly the Curse Skull. With either Karis or Reif's heal-all abilities   +
+ you'll be able to tackle this battle with ease.                            +
+                                                                            +
+ You'll also get a varying amount of experience and coins here, depending   +
+ on how many skulls you kill.                                               +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++

From section 17:


+=+=+=+=+=+=+=+=+=+=++
+ Boss: Mountain Roc +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 3150] +
+ Moves:                                                                     +
+                                                                            +
+ Stone Molt: Allows the Roc to heal 150HP every turn.                       +
+                                                                            +
+ Stone Spire: Earth dmg on up to 3 people. Med dmg.                         +
+                                                                            +
+ Upward Blast: A drop from on high! Med-High dmg to one person.             +
+                                                                            +
+ Potent Cure: Heals the Roc for around 280 dmg.                             +
+                                                                            +
+ Shriek: Hits up to 3 people. Low dmg. May drop atk.                        +
+                                                                            +
+ Seismic Stomp: Hits up to 3 people. High dmg.                              +
+                                                                            +
+ Definitely more of a challenge than you've had up to now. The Roc will     +
+ start the fight off right away with Stone Molt. And yes, it lasts for the  +
+ ENTIRE fight. The roc can focus on healing for an entire round with Potent +
+ Cure and heal himself for 400+ hitpoints. Hardcore.                        +
+                                                                            +
+ He doesn't use Potent Cure very much, though, and seems to use Seismic     +
+ Stomp and Upward Blast even less, so you're looking at a lot of Shrieks    +
+ and Stone Spires. Keep your HP up and try to unleash Thor and Meteor.      +
+ You can unleash a whole round of level 4 summons in fact. Just put Reif    +
+ on healing duty with Wish Well.                                            +
+                                                                            +
+ I'll also note that a reader pointed out to me that you can actually make  +
+ "Stone Molt" disappear by using "Slap". It may also not start the fight    +
+ that move, but you have a counter now, making this fight easier.           +
+                                                                            +
+ Another reader points out that it may also use a move called "Fire Breath" +
+ which deals low-med fired damage.                                          +
+                                                                            +
+ After the battle you'll get 12,852 experience points and 140 Coins.        +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 18:


+=+=+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Blados and Chalis +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                      [Blados: Around 1980] +
+ Blados:                                              [Chalis: Around 1885] +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Spark Shuriken: Low dmg. Stuns the target.                                 +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Firecracker: Low-Med dmg to up to 3 targets.                               +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of of PP.                       +
+                                                                            +
+ Punish: A stylish attack! Low-Med dmg. May KO.                             +
+                                                                            +
+ Chalis:                                                                    +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of PP.                          +
+                                                                            +
+ Illusion Perfume: Chance to wrap up to 3 targets in delusion.              +
+                                                                            +
+ Scornful Caress: A rather stylish attack. Med dmg.                         +
+                                                                            +
+ Vial: Heals around 350 HP to one target.                                   +
+                                                                            +
+ Firecracker: Med dmg to entire party. Only seen her use it w/o Blados.     +
+                                                                            +
+ A much easier fight than the Roc, your party should have no problem with   +
+ these two. The Psy Grenades aren't as bad as before, due to your increased +
+ PP. Having a character stunned is probably the worst thing they can do to  +
+ you if you keep your HP up.                                                +
+                                                                            +
+ After the battle you'll get 15,702 experience points, 2880 Coins, a        +
+ Spark Shuriken and some Illusion Perfume.                                  +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 26:


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+ Boss: Chaos Hound, Blados and Chalis +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                      [Blados: Around 3141] +
+ Blados:                                              [Chalis: Around 2923] +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Spark Shuriken: Low dmg. Stuns the target.                                 +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Firecracker: Low-Med dmg to up to 3 targets.                               +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of of PP.                       +
+                                                                            +
+ Punish: A stylish attack! Low-Med dmg. Chance to KO.                       +
+                                                                            +
+                                                                            +
+ Chalis:                                                                    +
+                                                                            +
+ Attack: Low dmg.                                                           +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of PP.                          +
+                                                                            +
+ Illusion Perfume: Chance to wrap up to 3 targets in delusion.              +
+                                                                            +
+ Scornful Caress: A rather stylish attack. Med dmg.                         +
+                                                                            +
+ Vial: Heals around 350 HP to one target.                                   +
+                                                                            +
+                                                                            +
+ Chaos Hound:                                                               +
+                                                                            +
+ Dark Blow: Single target, low-med dmg.                                     +
+                                                                            +
+ Deadly Gas: Up to three targets, chance to cause venom.                    +
+                                                                            +
+ For one of the game's last boss battles, this is surprisingly similar to   +
+ your previous fight against Blados and Chalis. In fact, they both use      +
+ their same moves, only buffed up a bit.                                    +
+                                                                            +
+ In this battle, you only have to take down Blados and Chalis so focus your +
+ attacks on them. This isn't a hard fight, and you can replenish your       +
+ health and such after the fight. Also many readers have informed me that   +
+ you can actually focus on the Chaos Hound instead of Blados and Chalis, so +
+ do that if you wish.                                                       +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Chaos Chimera +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                         [HP: Around 10000] +
+ Moves:                                                                     +
+                                                                            +
+ Shadow Shield: Increases defense. Not very effective.                      +
+                                                                            +
+ Attack: One target, Low dmg.                                               +
+                                                                            +
+ Psy Grenade: 3 targets lose a small amount of PP.                          +
+                                                                            +
+ Firecracker: Low-Med dmg to up to 3 targets.                               +
+                                                                            +
+ Retribution: Hits up to 3 people. Low-Med dmg. May KO target.              +
+                                                                            +
+ Seismic Stomp: Hits up to 3 people. High dmg.                              +
+                                                                            +
+ Shadow Clash: Hits all for Med-High dmg.                                   +
+                                                                            +
+ Vicious Embrace: Hits up to 3 targets for Med dmg.                         +
+                                                                            +
+ Djinn Blast: Drains all Djinn on one target.                               +
+                                                                            +
+ Wicked Howl: One target, Low Dmg. Target won't be able to move.            +
+                                                                            +
+ Darksol Gasp: Med dmg on up to 3 targets. 100% to haunt target.            +
+                                                                            +
+ Chaos Upheavel: HIGH dmg on up to 3 targets.                               +
+                                                                            +
+                                                                            +
+ The hardest boss you've fought so far, the Chaos Chimera acts 3 times per  +
+ turn. It also starts off by recovering 30 HP per turn, but as it gets hurt +
+ it will start healing 100 HP per turn. The Chimera starts off with the same+
+ weak attacks as Blados, but turns on the other attacks as it gets hurt.    +
+                                                                            +
+ If you have summons ready, let them loose. Use protect Djinn to mitigate   +
+ damage when you need to and be ready with heal-all psynergy. Have 2 party  +
+ members keep up the summons while 1 heals and the other acts as backup.    +
+ Sveta makes an excellent backup character with her beastform, her          +
+ defend-all move, and her healing abilities.                                +
+                                                                            +
+ Keep up the assault and have your healing ready and you'll come out on top!+
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


From section 27:


+=+=+=+=+=+=+=+=+=+=+
+ Boss: Ogre Titans +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                   [Ogre 1 HP: Around 1000] +
+ Moves:                                            [Ogre 2 HP: Around 2000] +
+                                                   [Ogre 3 HP: Around 4000] +
+ Brute Force: Physical attack, one target.         [Ogre 4 HP: Around 8000] +
+                                                  [Ogre 5 HP: Around 10000] +
+ Massive Swing: Physical attack, all targets.                               +
+                                                                            +
+ This fight is fairly easy. You'll fight five Ogre Titan's in a row, one    +
+ after the other. You'll find that you'll kill the first one quickly, but   +
+ notice how each ensuing ogre gets bigger and has more HP.                  +
+                                                                            +
+ Don't worry too much, though, the first four of these guys can only        +
+ use the "Brute Force" move, which is pretty lame. Damage on one target?    +
+ Yeah, you're much stronger than that. After you kill number one, they'll   +
+ spawn two at a time. But don't worry, they stop at two, making it very     +
+ manageable.                                                                +
+                                                                            +
+ Number five adds in a new challenge though, as he has the hit-all move and +
+ also recovers 250 HP a turn. Nothing you can't handle at this point though,+
+ so put on Guard/Impact and use whatever Djinn you wish to handle the       +
+ massive swing move (like Chasm/Brick, etc).                                +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Ancient Devil +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 12000]+
+ Moves:                                                                     +
+                                                                            +
+ Note: Attacks twice per turn!                                              +
+                                                                            +
+ Basic Attack: Physical attack, one target. Low dmg.                        +
+                                                                            +
+ Undead Might: Summons a skeleton to attack 1 party member. Med dmg.        +
+                                                                            +
+ Dire Inferno: Fire dmg on all party members. Low-med dmg.                  +
+                                                                            +
+ Psy Drain: Drains a low amount of PP.                                      +
+                                                                            +
+ Demon Sign: Target party member joins the Ancient Devil's team.            +
+                                                                            +
+ Haures: The devil summons Haures! Med-High dmg to all, chance of venom.    +
+                                                                            +
+ As you can see, this fight is pretty interesting. First of all note that   +
+ he can attack twice per turn. Also note what Demon Sign can do: it takes   +
+ over a party member! Also note that he can summon Haures. Fun!             +
+                                                                            +
+ Demon Sign can be brutal, depending on what party member he grabs. He CAN  +
+ grab a healer and use it to heal himself, which is a no-win. So you have   +
+ to take that into account. Personally, since I was around level 67 and had +
+ so many water's of life, I just put all my Djinn into standby and summon   +
+ rushed him in the beginning. He made me pay though, with a Haures and a    +
+ Demon Sign right off the bat. I may have took off 5,000 HP, but it hurt!   +
+                                                                            +
+ That killed off a character and took another, so I played it safe for      +
+ awhile, playing defensive (Guard) and healing/raising, and since he took a +
+ healer (Sveta), I had to kill her, which led to another round of raising   +
+ and healing. The lesson here? Think of your tactics ahead of time. Either  +
+ go all in with offense (which may lead to having to be defensive for a few +
+ turns) or plug in attackers and see if he takes a non-healer to help him.  +
+ Also note that if you kill off whomever he controls, he can just control   +
+ somebody else. But he may also just waste turns using Psy Drain and his    +
+ basic attack as well, so kill off any healers asap!                        +
+                                                                            +
+ Overall, not an extremely hard fight. He only used Demon Sign once on me   +
+ and Haures twice (he used the other attacks a LOT more). Note that when he +
+ takes a character with Demon Sign, he can use their STANDBY Djinn to       +
+ summon more (and different) summons. Take that into account when you're    +
+ using Djinn!                                                               +
+                                                                            +
+ After the fight you will gain 55216 XP and 3438 Gold.                      +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++

From section 28:


+=+=+=+=+=+=+=+=+=+=+=+
+ Boss: Star Magician +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                           [HP: Around 9650]+
+ Moves:                                                                     +
+                                                                            +
+ Note: Attacks twice per turn!                                              +
+                                                                            +
+ Basic Attack: Physical attack, one target. Low dmg.                        +
+                                                                            +
+ Spark Plasma: Hit-all Wind atk. Low-Med dmg.                               +
+                                                                            +
+ Megacool: Hit-all Water atk. Low-med dmg.                                  +
+                                                                            +
+ Mine Ball: He throws the ball he's holding. Physical Atk. Hits up to three +
+            people. Low dmg.                                                +
+                                                                            +
+ Mystic Call: Summons another ball at random. He can have up to four.       +
+                                                                            +
+ The magician himself isn't too threatening, to be honest. He's got spark   +
+ plasma and megacool, but no real threats. His only threat is summoning his +
+ companion balls. Here's the balls he summons, their rough HP, and what     +
+ they do:                                                                   +
+                                                                            +
+ Thunder Ball (Around 400HP):                                               +
+ Moves: Shine Plasma / Storm Ray - Low Dmg.                                 +
+                                                                            +
+ Anger Ball (Around 700HP):                                                 +
+ Moves: Angry Mine - He blows up. Low-Med Dmg.                              +
+                                                                            +
+ Guardian Ball (Around 700HP):                                              +
+ Moves: Guard Aura - Shields the Magician.                                  +
+                                                                            +
+ Ghoul Ball (Around 900HP):                                                 +
+ Moves: Consume Djinn - Eats a Djinn. Kill the ball to recover it.          +
+                                                                            +
+ Death Ball (Around 600HP):                                                 +
+ Moves: Condemn / Haunt - Chance to kill / curse respectively.              +
+                                                                            +
+ Refresh Ball (Around 600HP):                                               +
+ Moves: Pure Ply - Heals the Magician.                                      +
+                                                                            +
+ Honestly, the only balls that are a problem are Guardian and Refresh balls.+
+ Kill those right away. I like to kill the Ghoul and Death balls too, when  +
+ they come up, but you can leave them if you wish. What you want to do is   +
+ buff yourself and take out any guardian or refresh balls. Take down more   +
+ until he has around two left, then focus on him. Keep one party member on  +
+ group healing and you'll be ok. There's nothing here that's too hard,      +
+ especially if you've killed off the Ancient Devil already.                 +
+                                                                            +
+ Your experience and gold will vary after the fight, depending on how many  +
+ balls you kill. Personally, I got 242747 XP and 9799 Gold.                 +
+                                                                            +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++

From section 29:


+=+=+=+=+=+=+=+=++
+ Boss: Dullahan +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++
+                                                          [HP: Around 17182]+
+ Moves:                                                                     +
+                                                                            +
+ Note: Attacks three times per turn!                                        +
+                                                                            +
+ Note: He recovers 200 HP per turn!                                         +
+                                                                            +
+ Basic Attack: Physical attack, one target. Med dmg.                        +
+                                                                            +
+ Bind: Chance to seal Psynergy.                                             +
+                                                                            +
+ Break: Removes status effects.                                             +
+                                                                            +
+ Curse: Chance to curse. Can KO you after a few turns.                      +
+                                                                            +
+ Haunt: Chance to inflict you with evil spirits.                            +
+                                                                            +
+ Condemn: Chance to KO you.                                                 +
+                                                                            +
+ Element Swap: Changes element that he's weak against.                      +
+                                                                            +
+ Dark Contact: Hit-all move that drains HP. Low-Med dmg.                    +
+                                                                            +
+ Fulminating Edge: Charged sword atk. Single target. HIGH dmg.              +
+                                                                            +
+ Crucible: Uses your standby Djinn against you! Dmg dependant on Summon.    +
+ Note that you MUST have a Djinn on standby for him to use this. If you     +
+ don't, he will SKIP this move, which may very well effect your strategy,   +
+ so keep this in mind!                                                      +
+                                                                            +
+ Charon: Summons Charon to attack the party. High dmg.                      +
+                                                                            +
+ Djinn Storm: Places the ENTIRE party's Djinn into rest mode.               +
+                                                                            +
+ HOLY CRAP, look at all those moves! Look at those last five moves! This    +
+ guy is SERIOUS. Well, welcome to Golden Sun's ultimate boss! Dullahan      +
+ not only has all those moves above, but also has a TON of hp and great DEF.+
+ There's basically two ways to handle this fight: Brains or Brawn. But      +
+ before we go into that, I want to point out that while Dullahan has such a +
+ kick-ass move list, he DOES have a pattern, which we can make use of.      +
+ Here it is:                                                                +
+                                                                            +
+ Turn 1: Fulminating Edge - Bind - Crucible                                 +
+ Turn 2: Basic Attack - Dark Contact - Fulminating Edge                     +
+ Turn 3: Basic Attack - Element Swap - Basic Attack                         +
+ Turn 4: Condemn - Charon - Curse                                           +
+ Turn 5: Djinn Storm - Haunt - Fulminating Edge                             +
+ Turn 6: Dark Contact - Basic Attack - Fulminating Edge                     +
+ Turn 7: Break - Basic Attack - Dark Contact                                +
+ Turn 8: Element Swap - Haunt - Curse                                       +
+                                                                            +
+ Note that Dullahan can start ANYWHERE in the list. Literally anywhere.     +
+ Once you DO figure out where he starts though, you'll know what's going to +
+ happen. This list is mainly important for knowing when the BIG moves are   +
+ going to occur, like Djinn Stork, Charon, and Crucible.                    +
+                                                                            +
+ So, how do we handle this beast? Well, like I said earlier, we can use     +
+ either Brains or Brawn.                                                    +
+                                                                            +
+ Brawn:                                                                     +
+                                                                            +
+ The Brawn method relies on summon rushing, and being able to withstand a   +
+ few hits in the meantime. To do this, you need to be somewhere around level+
+ 65 (NOT a must). Now there's a few methods out there on how to do this, but+
+ what I did was put all my fastest characters in a single party (for me it  +
+ was Matthew, Karis, Sveta, and Himi). Then I equipped them with ALL the    +
+ Venus and Mars Djinn. On each of their first turns, I had them summon      +
+ Daedalus. Each of them. Why Daedalus? Well, he does a LOT of damage with   +
+ his delayed bomb attack.                                                   +
+                                                                            +
+ Now there's problems with this plan. For example, you'll probably get off a+
+ couple of summons, but what if he starts out with Djinn Storm? Or Crucible?+
+ Well, honestly I would say just soft reset the game and try again. Once you+
+ do get off all four summons, just do whatever until he kills your first    +
+ team. Summon Judgement/Ramses, anything else you can muster damage wise.   +
+ He'll kill off your first team soon. Now with your second team, have all   +
+ four members summon Eclipse. These members will be slower, but as long as  +
+ you get off three Eclipse's, you'll win. Pile on extra damage/summons if   +
+ you can or need to. Again, depending on where he starts in his chain of    +
+ attacks, restarts may be needed. This method takes less strategy and is    +
+ fast.                                                                      +
+                                                                            +
+                                                                            +
+ Brains:                                                                    +
+                                                                            +
+ The Brains method relies on strategy, and using the chain of attacks to    +
+ predict when Djinn Storm is coming. That's your primary concern. Knowing   +
+ the chain above will let you use stun Djinn (like Ive/Doldrum) to STOP     +
+ Djinn Storm. With Djinn storm out of the way, your only real concern is    +
+ dishing out damage and mitigating incoming damage. Use damage soaking Djinn+
+ to help with Charon (there's a lot to choose from), and use psynergy to up +
+ your attack. Also be sure to have a few party members who can heal as      +
+ needed. And if you spent ANY time leveling up before the final boss, you   +
+ should have a LOT of water of life's. Spread them out among party members. +
+ This path requires stun-locking Djinn Storm and playing smarter. It will   +
+ take longer to kill him (it took me over 30 minutes!), but it's do-able.   +
+ So you know, I did this with all single-element classes (Slayer, etc..),   +
+ and good luck!                                                             +
+                                                                            +
+ After this epic battle, you will gain 58,800 experience and 4,732 gold.    +
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++


______________________________________________________________________________
______________________________________________________________________________

 __      __                                           
/  \    /  \ ____ _____  ______   ____   ____   ______
\   \/\/   // __ \\__  \ \____ \ /  _ \ /    \ /  ___/
 \        /\  ___/ / __ \|  |_> >  <_> )   |  \\___ \ 
  \__/\  /  \___  >____  /   __/ \____/|___|  /____  >
       \/       \/     \/|__|               \/     \/ 

______________________________________________________________________________
___________________________________________________________________[DD-WPN]___

Here's a list of all the weapons in the game. This list doesn't include
locations, but since you have shop inventories and item list's in the guide,
finding any particular weapon should be easy for you (Ctrl + F).

This list if from my friend Salty, who offered to help me out with the
guide. Much appreciated Salty! Look forward to working with you again!




Format for Weapons
|-----------------------------------------------------------------------|
|Name of Weapon			| Who can use the weapon    |Stat bonus	|
|Unleashes (Order of mastery)	|(First letter of character)|	        |
|-----------------------------------------------------------------------|
|Ex: Sol Blade                  | 	    		    |           |
|Centurion, Radiant Fire,	|	M - - - - - - -     |Attack +200|
|Purgatory, Megiddo		|			    |		|
|_______________________________________________________________________|



===============================================================================
                                      SWORDS
===============================================================================


_______________________________________________________________________________
SHORT SWORD
------------                                  M T A K E H - -      Attack + 8
Critical Strike
_______________________________________________________________________________
HUNTER'S SWORD
---------------                               M T A K E H - -      Attack + 28
Gale Force, Critical Strike
_______________________________________________________________________________
ELVEN RAPIER
-------------                                 M T A K E H - -      Attack + 44
Critical Strike, Vorpal Slash
_______________________________________________________________________________
BATTLE RAPIER
--------------                                M T A K E H - -      Attack + 58
Critical Strike, Berserk Rush
_______________________________________________________________________________
MYSTERY BLADE
-------------                                 M T A K E H - -      Attack + 84
Spin Strike, Life Nourish
_______________________________________________________________________________
MASTER RAPIER
--------------                                M T A K E H - -      Attack + 86
Critical Strike, Spin Strike, Double Attack
_______________________________________________________________________________
ASSASSIN BLADE
---------------                               M T A K E H - -      Attack + 90
Critical Move, Mortal Danger
_______________________________________________________________________________
NINJA BLADE
------------                                  M T A K E H - -      Attack + 94
Critical Move, Cyclone Slash, Zenith Strike
_______________________________________________________________________________
SWIFT SWORD
------------                                  M T A K E H - -      Attack + 104
Critical Strike, Spin Strike, Sonic Smash
_______________________________________________________________________________
SYLPH RAPIER
-------------                                 M T A K E H - -      Attack + 124
Critical Move, Double Attack, Mad Zephyr
_______________________________________________________________________________
KIKUICHIMONJI
-------------                                 M T A K E H - -      Attack + 128
Combat Dance, Zenith Strike, Asura
_______________________________________________________________________________
PHAETON'S BLADE
----------------                              M T A K E H - -      Attack + 151
Combat Dance, Light Surge, Centurion
_______________________________________________________________________________
MASAMUNE
---------                                     M T A K E H - -      Attack + 161
Double Attack, Combat Dance, Rising Dragon
_______________________________________________________________________________
VERDANT SWORD
--------------                                M T A K E H - -      Attack + 165
Gale Force, Vorpal Slash, Mad Zephyr, Emerald Blitz
_______________________________________________________________________________
TISIPHONE EDGE
---------------                               M T A K E H - -      Attack + 178
Vorpal Slash, Combat Dance, Light Surge, Vengeance

(-NOTE-) Since this drop is not mentioned in the guide, reader Gregory Mar
         pointed out that it is the RARE drop from the Great Dragons, which
         you can find in CROSSBONE ISLE, in the lower depths.
_______________________________________________________________________________
LONG SWORD
----------                                    M T - - - - - -      Attack + 14
Critical Strike, Spin Strike
_______________________________________________________________________________
BROAD SWORD
------------                                  M T - - - - - -      Attack + 40
Critical Strike, Berserk Rush 
_______________________________________________________________________________
STORM BRAND
------------                                  M T - - - - - -      Attack + 60
Critical Strike, Hurricane
_______________________________________________________________________________
CLAYMORE
---------                                     M T - - - - - -      Attack + 70
Critical Strike, Spin Strike
_______________________________________________________________________________
GREAT SWORD
-----------                                   M T - - - - - -      Attack + 90
Critical Strike, Spin Strike, Fearless Attack
_______________________________________________________________________________
SHAMSHIR
--------                                      M T - - - - - -      Attack + 99
Power Charge, Fearless Attack, Acid Bath
_______________________________________________________________________________
SWORD OF DUSK
--------------                                M T - - - - - -      Attack + 100
Critical Strike, Spin Strike, Sunset Burst
_______________________________________________________________________________
SILVER BLADE
-------------				      M T - - - - - -      Attack + 108
Critical Move, Spin Strike, Aqua Shock
_______________________________________________________________________________
MURAMASA (Cursed)
-----------------                             M T - - - - - -      Attack + 126
Critical Move, Demonfire, Zenith Strike
_______________________________________________________________________________
GAIA BLADE
-----------                                   M - - - - - - -      Attack + 168
Power Charge, Spiral Assault, Sky Diver, Titan Blade 
_______________________________________________________________________________
RUNE BLADE
-----------                                   M T - - - - - -      Attack + 162
Life Nourish, Vorpal Slash, Void Beam
_______________________________________________________________________________
LEVATINE
---------                                     M T - - - - - -      Attack + 173
Critical Move, Centurion, Radiant Fire
_______________________________________________________________________________
FIRE BRAND
-----------                                   M T - - - - - -      Attack + 176
Power Charge, Fearless Attack, Purgatory
_______________________________________________________________________________
EXCALIBUR
-----------				      M T - - - - - -      Attack + 180
Critical Move, Rolling Attack, Sky Diver, Legend
_______________________________________________________________________________
SOL BLADE
----------                                    M - - - - - - -      Attack + 200
Centurion, Radiant Fire, Purgatory, Megiddo
_______________________________________________________________________________
DARKSWORD (Cursed)
-------------------                           M T - - - - - -      Attack + 210
Mortal Danger, Spiral Assault, Sky Diver, Acheron's Grief
_______________________________________________________________________________



===============================================================================
				     AXES
===============================================================================


_______________________________________________________________________________
BATTLE AXE
-----------                                   M T - - E - - -      Attack + 24
Critical Strike
_______________________________________________________________________________
THEMIS' AXE
-----------                                   M T - - E - - -      Attack + 30
Power Charge, Stone Justice
_______________________________________________________________________________
BROAD AXE
-----------                                   M T - - E - - -      Attack + 50
Critical Strike, Rolling Attack
_______________________________________________________________________________
VULCAN AXE
----------                                    M T - - E - - -      Attack + 76
Critical Strike, Barrage
_______________________________________________________________________________
GREAT AXE
---------                                     M T - - E - - -      Attack + 80
Power Charge, Critical Strike, Berserk Rush
_______________________________________________________________________________
DRAGON AXE
----------                                    M T - - E - - -      Attack + 100
Critical Strike, Rolling Attack, Heat Mirage
_______________________________________________________________________________
GIANT AXE
---------                                     M T - - E - - -      Attack + 114
Stone Justice, Berserk Rush, Meltdown
_______________________________________________________________________________
HERCULEAN AXE
-------------                                 M T - - E - - -      Attack + 186
Stone Justice, Barrage, Meltdown, Olympus Rage
_______________________________________________________________________________


===============================================================================
				     MACES
===============================================================================


_______________________________________________________________________________
MACE
----                                          M T - - E - - R      Attack + 6
Critical Strike
_______________________________________________________________________________
HEAVY MACE
-----------                                   M T - - E - - R      Attack + 26
Critical Strike, Rolling Attack
_______________________________________________________________________________
BLOW MACE
----------                                    M T - - E - - R      Attack + 45
Critical Strike, Boost Hack
_______________________________________________________________________________
BATTLE MACE
------------                                  M T - - E - - R      Attack + 56
Power Charge, Critical Strike
_______________________________________________________________________________
WAR MACE
---------                                     M T - - E - - R      Attack + 84
Critical Strike, Rolling ATtack, Berserk Rush
_______________________________________________________________________________
GRIEVOUS MACE
--------------                                M T - - E - - R      Attack + 88
Terra Strike, Fearless Attack
_______________________________________________________________________________
HAGBONE MACE
-------------                                 M T - - E - - R      Attack + 108
Terra Strike, Wyrd Curse
_______________________________________________________________________________
THANATOS MACE
--------------                                M T - - E - - R      Attack + 125
Critical Strike, Fearless Attack, Heartbreak
_______________________________________________________________________________
VAJRA MACE
-----------                                   M T - - E - - R      Attack + 182
Power Charge, Critical Move, Boost Hack, Final Nemesis
_______________________________________________________________________________


===============================================================================
			      STAVES/RODS/WANDS
===============================================================================


_______________________________________________________________________________
WOODEN STICK
-------------                                 - - A K - H - R      Attack + 4
Critical Strike
_______________________________________________________________________________
MAGIC ROD
----------                                    - - A K - H - R      Attack + 16
Gale Force, Murk
_______________________________________________________________________________
WITCH'S WAND
-------------                                 - - A K - H - R      Attack + 32
Critical Strike, Stun Voltage
_______________________________________________________________________________
PSYENERGY ROD
--------------                                - - A K - H - R      Attack + 64
Critical Strike, Psyenergy Leech
_______________________________________________________________________________
FROST WAND
----------                                    - - A K - H - R      Attack + 76
Critical Strike, Frost Bite
_______________________________________________________________________________
DEMONIC STAFF (Cursed)
-----------------------                       - - A K - H - R      Attack + 92
Gale Force, Critical Strike, Bad Omen
_______________________________________________________________________________
ZODIAC WAND
------------                                  - - A K - H - R      Attack + 102
Psyphon Seal, Shining Star
_______________________________________________________________________________
CRYSTAL ROD
-----------                                   - - A K - H - R      Attack + 106
Gale Force, Spiral Assault, Drown
_______________________________________________________________________________
ATROPOS' ROD
-------------                                 - - A K - H - R      Attack + 169
Critical Strike, Fearless Attack, Life Shear
_______________________________________________________________________________
LACHESIS' RULE
---------------                               - - A K - H - R      Attack + 177
Critical Move, Double Attack, Spiral Assault, Apocalypse
_______________________________________________________________________________
BLESSED ANKH
-------------                                 - - - - - H - R      Attack + 46
Berserk Rush, Psyphon Seal
_______________________________________________________________________________
ANGELIC ANKH
-------------                                 - - - - - H - R      Attack + 83
Berserk Rush, Life Leech
_______________________________________________________________________________
CLOTHO'S DISTAFF
----------------                              - - - - - H - R      Attack + 168
Berserk Rush, Life Leech, Psyenergy Leech
_______________________________________________________________________________


===============================================================================
			              BOWS
===============================================================================


_______________________________________________________________________________
SHORT BOW
-----------                                   - - A K - - - -      Attack + 11
Double Shot
_______________________________________________________________________________
LONGBOW
--------                                      - - A K - - - -      Attack + 22
Double Shot, Snipe Shot
_______________________________________________________________________________
COMPOSITE BOW
--------------                                - - A K - - - -      Attack + 65
Double Shot, Arrow Shower
_______________________________________________________________________________
YEW BOW
---------                                     - - A K - - - -      Attack + 120
Snipe Shot, Triple Burst
_______________________________________________________________________________
DRAGON BOW
-----------                                   - - A K - - - -      Attack + 135
Double Shot, Flame Shot
_______________________________________________________________________________
ZEPHYR'S BOW
-------------                                 - - A K - - - -      Attack + 140
Double Shot, Arrow Shower, Cyclone Shot
_______________________________________________________________________________
SILVER LONGBOW
---------------                               - - A K - - - -      Attack + 150
Double Shot, Undead Bane, Star Dust
_______________________________________________________________________________
SAGITTARIUS BOW
----------------                              - - A K - - - -      Attack + 170
Triple Burst, Star Dust, Blue Comet
_______________________________________________________________________________



===============================================================================
			       KNUCKLES/CLAWS
===============================================================================


_______________________________________________________________________________
BRASS KNUCKLES
---------------                               - - - - - - S -      Attack + 85
Brutal Strike, Steel Swarm
_______________________________________________________________________________
SPIKED KNUCKLES
---------------                               - - - - - - S -      Attack + 109
Force Off, Galactic Blow
_______________________________________________________________________________
BEAST KNUCKLES 
---------------                               - - - - - - S -      Attack + 120
Galactic Blow, Savage Raptor
_______________________________________________________________________________
UMBRA KNUCKLES
---------------                               - - - - - - S -      Attack + 160
Savage Raptor, Feral Rush, Shadow Cannon
_______________________________________________________________________________
ANPSI KNUCKLES
---------------                               - - - - - - S -      Attack + 165
Force Cannon, Feral Rush, Sattelite Crash
_______________________________________________________________________________
IRON CLAW
----------                                    - - - - - - S -      Attack + 105
Wind Blade, Spin Slice
_______________________________________________________________________________
BERSERKER CLAW
---------------                               - - - - - - S -      Attack + 150
Wind Blade, Rising Light
_______________________________________________________________________________
MYTHRIL CLAW
-------------                                 - - - - - - S -      Attack + 160
Endless Edges, Dimension Rift
_______________________________________________________________________________
BLOODY CLAW (Cursed)
--------------------                          - - - - - - S -      Attack + 194
Endless Edges, Foul Saw, Crimson Cut
_______________________________________________________________________________
    



______________________________________________________________________________
______________________________________________________________________________
   _____                              
  /  _  \_______  _____   ___________ 
 /  /_\  \_  __ \/     \ /  _ \_  __ \
/    |    \  | \/  Y Y  (  <_> )  | \/
\____|__  /__|  |__|_|  /\____/|__|   
        \/            \/              
______________________________________________________________________________
___________________________________________________________________[DD-AMR]___

Again, just like the weapons, here's a list of all the game's armor. This
doesn't include a location list, but the savy gamer can easily find anything
with a quick search (Ctrl + F).

This list, like the weapon list, is made by my friend Salty! Thank you again
Salty!


GLOSSARY OF EFFECTS
=========================================================================
Defense - Defense bonus from the armor
=========================================================================
Resist - Resistance to corresponding element (or all)
=========================================================================
Power - Power to corresponding element (or all)
=========================================================================
Attack - Attack bonus from the armor
=========================================================================
Restore HP + x - Restore 'x' amount of HP each turn
=========================================================================
Restore PP + x - Restore 'x' amount of PP each turn
=========================================================================
MaxHP + x - Increase maximum health by 'x'
=========================================================================
MaxPP + x - Increase maximum PP by 'x'
=========================================================================
Critical Bonus - More critical hits
=========================================================================
[Attribute] x - Increase [Attribute] by 'x' times. Ex: AGI 1.5x = 50% increase
=========================================================================
[Attribute] + x - Increase [Attribute] by 'x' amount.
=========================================================================
BREAK - May break when the Use effect is activated.
=========================================================================


Format for Armors
|-----------------------------------------------------------------------|
|Name of Armor			| Who can use the armor     |Stat bonus	|
|(Use effect, if any)           |(First letter of character)|	        |
|-----------------------------------------------------------------------|
|                               | 	    		    | Def + 26  |
|Ex: Ixion Mail                 |	M T - - E - - -     | Res M + 20|
|                		|			    | Res J + 20|
|_______________________________________________________________________|



===============================================================================
			             ARMORS
===============================================================================


_______________________________________________________________________________
LEATHER ARMOR                                                      Defense + 12
--------------                          M T - - E - - -      

_______________________________________________________________________________
PSYENERGY ARMOR                                                    Defense + 21
-----------------                       M T - - E - - -             MaxPP + 20
Boosts PP
_______________________________________________________________________________
CHAIN MAIL							   Defense + 25
-----------                             M T - - E - - -

_______________________________________________________________________________
IXION MAIL						           Defense + 26
-----------                             M T - - E - - -     Resist Mercury + 20
                                                            Resist Jupiter + 20
_______________________________________________________________________________
ARMORED SHELL                                                      Defense + 30
--------------				M T - - E - - -

_______________________________________________________________________________
PLATE MAIL                                                         Defense + 33
-----------				M T - - E - - -

_______________________________________________________________________________
SPIKED ARMOR                                                       Defense + 34
------------				M T - - E - - -             Attack + 10
                                                                 Critical Bonus
_______________________________________________________________________________
STEEL ARMOR                                                        Defense + 36
------------				M T - - E - - -

_______________________________________________________________________________
PLANET ARMOR                                                       Defense + 36
-------------				M T - - E - - -          Power All + 10

_______________________________________________________________________________
ASURA'S ARMOR                                                      Defense + 42
--------------				M T - - E - - -              Attack + 5
                                                                 Restore HP + 8
_______________________________________________________________________________
DRAGON MAIL                                                        Defense + 44
------------				M T - - E - - -     Resist Mercury + 30
                                                               Resist Mars + 30
_______________________________________________________________________________
CHRONOS MAIL                                                       Defense + 47
-------------				M T - - E - - -              MaxHP + 20

_______________________________________________________________________________
DEMON MAIL (Cursed)                                                Defense + 50
--------------------		 	M T - - E - - -     Resist Jupiter - 10

_______________________________________________________________________________
XYLION MAIL                                                        Defense + 50
------------				M T - - E - - -             Attack + 12
	
_______________________________________________________________________________
VALKYRIE MAIL                                                      Defense + 53
--------------				M T - - E - - -          Critical Bonus

_______________________________________________________________________________


===============================================================================
			            CLOTHING
===============================================================================


_______________________________________________________________________________
COTTON SHIRT                                                        Defense + 3
--------------                          M T A K E H S R      

_______________________________________________________________________________
TRAVEL VEST                                                         Defense + 7
-----------                             M T A K E H S R      

_______________________________________________________________________________
ADEPT'S CLOTHES                                                    Defense + 18
--------------                          M T A K E H S R               MaxPP + 8

_______________________________________________________________________________
ELVEN SHIRT                                                        Defense + 22
--------------                          M T A K E H S R                AGI 1.5x

_______________________________________________________________________________
KIMONO                                                             Defense + 25
-------                                 M T A K E H S R        Resist Mars + 10
                                                                       AGI + 10
_______________________________________________________________________________
SILVER VEST                                                        Defense + 28
------------                            M T A K E H S R      

_______________________________________________________________________________
NINJA GARB                                                         Defense + 36
-----------                             M T A K E H S R                AGI + 30
                                                            Resist Jupiter + 10
_______________________________________________________________________________
FAERY VEST                                                         Defense + 38
-----------                             - - - K - H S -                   BREAK
Restores 200 HP
_______________________________________________________________________________
STORM GEAR                                                         Defense + 42
----------                              M T A K E H S R     Resist Jupiter + 30
                                                            Resist Mercury + 30
                                                               Resist Mars + 30
_______________________________________________________________________________
UMBRA CLOAK                                                        Defense + 45
------------                            - - - - - - S -       Resist Venus + 20
                                                               Resist Mars + 20
_______________________________________________________________________________
TRITON'S WARD                                                      Defense + 47
--------------                          M T A K E H S R      Power Mercury + 30
                                                            Resist Mercury + 70
_______________________________________________________________________________
MYTHRIL CLOTHES                                                    Defense + 49
----------------                        M T A K E H S R          Critical Bonus

_______________________________________________________________________________


===============================================================================
			             ROBES
===============================================================================


_______________________________________________________________________________
ONE-PIECE DRESS                                                     Defense + 4
----------------                        - - - K - H S -

_______________________________________________________________________________
TRAVEL ROBE                                                        Defense + 10
-----------				- - A K - H - R

_______________________________________________________________________________
SANAN DRESS                                                        Defense + 19
------------ 				- - - K - H S -                   BREAK
Reduce enemy Attack
_______________________________________________________________________________
SILK ROBE							   Defense + 20
----------				- - A K - H - R    

_______________________________________________________________________________
JERKIN								   Defense + 26
-------					- - A K - H - R

_______________________________________________________________________________
BLESSED ROBE							   Defense + 36
-------------				- - A K - H - R          Restore HP + 5

_______________________________________________________________________________
MAGICAL CASSOCK							   Defense + 39
----------------			- - A K - H - R          Restore PP + 2

_______________________________________________________________________________
MUNI ROBE							   Defense + 39
----------				- - A K - H - R         Restore HP + 10

_______________________________________________________________________________
FEATHERED ROBE							   Defense + 45
---------------				- - A K - H - R      Power Jupiter + 20
                                                            Resist Jupiter + 30
                                                                       AGI + 30
_______________________________________________________________________________
AEOLIAN CASSOCK							   Defense + 46
---------------				- - A K - H - R      Power Jupiter + 15
                                                            Resist Jupiter + 50
_______________________________________________________________________________
IRIS ROBE							   Defense + 47
----------				- - A K - H - R		      Luck + 15
                                                               Resist Mars + 30
                                                                Restore PP + 12
_______________________________________________________________________________
MYSTERIOUS ROBE							   Defense + 48
----------------			- - A K - H - R         Restore HP + 20
                                                                Restore PP + 10
_______________________________________________________________________________


===============================================================================
			             SHIELDS
===============================================================================


_______________________________________________________________________________
WOODEN SHIELD							    Defense + 6
--------------                          M T - - E - - - 

_______________________________________________________________________________
BRONZE SHIELD							   Defense + 14
--------------				M T - - E - - -

_______________________________________________________________________________
IRON SHIELD							   Defense + 20
------------				M T - - E - - -

_______________________________________________________________________________
DRAGON SHIELD							   Defense + 26
--------------				M T - - E - - -        Resist Mars + 30

_______________________________________________________________________________
KNIGHT'S SHIELD							   Defense + 28
----------------			M T - - E - - -
	
_______________________________________________________________________________
MIRRORED SHIELD							   Defense + 39
----------------			M T - - E - - -			  BREAK
Deludes enemies
_______________________________________________________________________________
AEGIS SHIELD							   Defense + 41
-------------				M T - - E - - -		 Critical Bonus

_______________________________________________________________________________
TERRA SHIELD (Cursed)						   Defense + 48
----------------------			M T - - E - - -		     Attack + 5

_______________________________________________________________________________
COSMOS SHIELD							   Defense + 49
--------------				M T - - E - - -		Resist All + 20

_______________________________________________________________________________


===============================================================================
			             GLOVES
===============================================================================


_______________________________________________________________________________
PADDED GLOVES						            Defense + 2
--------------				M T A K E H S R

_______________________________________________________________________________
LEATHER GLOVES							   Defense + 10
---------------				M T A K E H S R

_______________________________________________________________________________
GAUNTLETS							   Defense + 23
----------				M T A K E H S R

_______________________________________________________________________________
SLAP GLOVES						           Defense + 24
------------				M T A K E H S R  Bestows Slap Psyenergy

_______________________________________________________________________________
VAMBRACE	   	 	 	 	 	 	   Defense + 27
---------				M T A K E H S R		     Attack + 5

_______________________________________________________________________________
WAR GLOVES        						   Defense + 32
-----------				M T A K E H S R             Attack + 10

_______________________________________________________________________________
AURA GLOVES						           Defense + 36
------------				M T A K E H S R                   BREAK
Boosts resist
_______________________________________________________________________________
SPIRIT GLOVES							   Defense + 40
--------------				M T A K E H S R		     MaxPP + 20

_______________________________________________________________________________
TITAN GLOVES							   Defense + 43
-------------				M T A K E H S R              MaxHP + 30

_______________________________________________________________________________
UMBRA GAUNTLET							   Defense + 45
--------------				- - - - - - S -     Resist Mercury + 20
                                                            Resist Jupiter + 20
_______________________________________________________________________________
BIG BANG GLOVES							   Defense + 47
---------------				M T A K E H S R         Power Mars + 40

_______________________________________________________________________________


===============================================================================
			           BRACELETS
===============================================================================


_______________________________________________________________________________
LEATHER ARMLET							    Defense + 7
--------------				- - A K - H - R

_______________________________________________________________________________
LEDA'S BRACELET							   Defense + 17
---------------				- - A K - H - R

_______________________________________________________________________________
HEAVY ARMLET							   Defense + 25
-------------				- - A K - H - R

_______________________________________________________________________________
SILVER ARMLET                                                      Defense + 30
-------------				- - A K - H - R

_______________________________________________________________________________
BONE ARMLET						  	   Defense + 30
------------				- - A K - H - R			  BREAK
Haunt a foe
_______________________________________________________________________________
VIRTUOUS ARMLET							   Defense + 35
---------------				- - A K - H - R         Power Mars + 10
Restore 100 HP						     Power Jupiter + 10
                                                                          BREAK
_______________________________________________________________________________
SPIRIT ARMLET							   Defense + 38
--------------				- - A K - H - R	       Power Venus + 10
Cure ailments						     Power Mercury + 10
								          BREAK
_______________________________________________________________________________
JESTER'S ARMLET							   Defense + 39
---------------				- - A K - H - R              MaxPP + 30

_______________________________________________________________________________
AIR BANGLE							   Defense + 39
----------				M T A K E H S R      Power Jupiter + 30

_______________________________________________________________________________
MYTHRIL ARMLET							   Defense + 46
--------------				- - A K - H - R		 Critical Bonus

_______________________________________________________________________________


===============================================================================
			            HELMS
===============================================================================


_______________________________________________________________________________
OPEN HELM							    Defense + 9
----------				M T - - E - - -

_______________________________________________________________________________
BRONZE HELM							   Defense + 14
------------				M T - - E - - -

_______________________________________________________________________________
IRON HELM							   Defense + 20
----------				M T - - E - - -

_______________________________________________________________________________
STEEL HELM							   Defense + 27
------------				M T - - E - - -

_______________________________________________________________________________
SILVER HELM							   Defense + 30
------------				M T - - E - - -

_______________________________________________________________________________
VIKING HELM							   Defense + 30
------------				M T - - E - - -     Resist Mercury + 30

_______________________________________________________________________________
KNIGHT'S HELM							   Defense + 33
-------------				M T - - E - - -

_______________________________________________________________________________
WARRIOR'S HELM							   Defense + 35
--------------				M T - - E - - -        Power Venus + 10
							         Critical Bonus
_______________________________________________________________________________
MINERVA HELM							   Defense + 43
------------				M T - - E - - -              MaxPP + 20

_______________________________________________________________________________
GLORIA HELM							   Defense + 49
-----------				M T - - E - - -         Restore HP + 10

_______________________________________________________________________________


===============================================================================
			             HATS
===============================================================================


_______________________________________________________________________________
LEATHER CAP							    Defense + 3
-----------				M T A K E H S R

_______________________________________________________________________________
WOODEN CAP							   Defense + 10
----------				M T A K E H S R

_______________________________________________________________________________
NURSE'S CAP							   Defense + 18
-----------				- - - K - H S -                   BREAK
Heal a party member
_______________________________________________________________________________
LURE CAP							   Defense + 20
---------				M T A K E H S R	
						        More monster encounters
_______________________________________________________________________________
MAIL CAP							   Defense + 23
--------				M T A K E H S R
	
_______________________________________________________________________________
PROPHET'S HAT							   Defense + 30
--------------				M T A K E H S R			  BREAK
Predict a foe's doom
_______________________________________________________________________________
LUCKY CAP							   Defense + 33
---------				M T A K E H S R		 Restore PP + 2
                                                                 Critical Bonus
_______________________________________________________________________________
JEWELED CROWN							   Defense + 35
--------------				- - - K - H S -                Luck + 5

_______________________________________________________________________________
UMBRA COWL							   Defense + 35
----------				- - - - - - S -       Resist Venus + 20
                                                            Resist Jupiter + 20
_______________________________________________________________________________
THUNDER CROWN (Cursed)						   Defense + 40
----------------------			M T A K E H R            Restore PP + 4

_______________________________________________________________________________
ALASTOR'S HOOD							   Defense + 47
----------------			M T A K E H S R			  BREAK
Haunt a foe
_______________________________________________________________________________


===============================================================================
			           CIRCLETS
===============================================================================


_______________________________________________________________________________
CIRCLET 						            Defense + 6
-------					- - A K - H - R

_______________________________________________________________________________
SILVER CIRCLET							   Defense + 16
--------------				- - A K - H - R

_______________________________________________________________________________
GUARDIAN CIRCLET						   Defense + 25
----------------			- - A K - H - R

_______________________________________________________________________________
GLITTERING TIARA						   Defense + 27
-----------------			- - - K - H S -			  BREAK
Delude foes
_______________________________________________________________________________
PLATINUM CIRCLET						   Defense + 29
------------------			- - A K - H - R

_______________________________________________________________________________
MYTHRIL CIRCLET							   Defense + 34
---------------				- - A K - H - R		 Restore PP + 3

_______________________________________________________________________________
ZOL TIARA							   Defense + 37
----------				- - - K - H S -	    Resist Jupiter + 30

_______________________________________________________________________________
DEMON CIRCLET (Cursed)						   Defense + 50
----------------------			- - A K - H - R	         Critical Bonus

_______________________________________________________________________________


===============================================================================
			            BOOTS
===============================================================================


_______________________________________________________________________________
LEATHER BOOTS							    Defense + 6
--------------				M T A K E H S R

_______________________________________________________________________________
SAFETY BOOTS							   Defense + 12
-------------			 	M T - - E - - -	  	       AGI 0.7x

_______________________________________________________________________________
KNIGHT'S GREAVES					  	   Defense + 16
-----------------			M T - - E - - -		      MaxHP + 5

_______________________________________________________________________________
NINJA SANDALS							   Defense + 19
-------------				M T A K E H S R		 Critical Bonus

_______________________________________________________________________________
HOVER GREAVE							   Defense + 20
------------				M T - - E - - -                AGI 1.5x

_______________________________________________________________________________
SILVER GREAVE							   Defense + 22
--------------				M T - - E - - -	   	       Luck + 4

_______________________________________________________________________________


===============================================================================
			            RINGS
===============================================================================


_______________________________________________________________________________
ZOL RING							       AGI 1.8x
--------				M T A K E H S R

_______________________________________________________________________________
LORD SUN'S RING							     Attack + 8
----------------			M T A K E H S R		 Critical Bonus

_______________________________________________________________________________
LADY MOON'S RING						    Defense + 8
----------------			M T A K E H S R		Resist All + 10

_______________________________________________________________________________
HEIRLOOM RING					             Power Mercury + 30
--------------				M T A K E H S R	    Resist Mercury + 40
Restore 1,000 HP							  BREAK
_______________________________________________________________________________
CLERIC'S RING					             Curse is removable
--------------				M T A K E H S R
Suppresses curse effect
_______________________________________________________________________________
UMBRA GOGGLES							    Defense + 5
--------------				- - - - - - S -	    Resist Mercury + 20
							       Resist Mars + 20
_______________________________________________________________________________




______________________________________________________________________________
______________________________________________________________________________

_ _______                          .__                           .___.__   
\_ _____/ ____   ____ ___.__. ____ |  |   ____ _____   ____   __| _/|__|___   
 |  __)_ /    \_/ ___<   |  |/ ___\|  |  /  _ \\___ \_/ __ \ / __ | |  \__ \  
 |      \   |  \  \___\___  \  \___|  |_(  <_> ) |_> >  ___// /_/ | |  |/__ \_
/_____  /___|  /\___  > ____|\___  >____/\____/|  __/ \___  >____ | |__(___  /
      \/     \/     \/\/         \/            |__|       \/     \/        \/ 

______________________________________________________________________________
_________________________________________________________________[DD-ENCY]____

Here's all the game's encyclopedia entries. 100%



-A-


o----------o
|  Adepts  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| Those who can use Psynergy are known as Adepts.                            |
|                                                                            |
| Adepts are the rare descendants of an ancient culture that has long since  |
| passed. Wind Adepts are especially rare.                                   |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
|  Alchemy  |
o-----------o----------------------------------------------------------------o
|                                                                            |
| The force of the four elemental powers and the study of how they combine   |
| to create reality is known as Alchemy.                                     |
|                                                                            |
| The ancients sealed away the force of Alchemy, and the Warriors of Vale    |
| went on their Golden Sun quest to restore Alchemy.                         |
|                                                                            |
o----------------------------------------------------------------------------o

o----------------o
| Alchemy Dynamo |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient machine is found in the Belinsk ruins. It is said to be       |
| dangerous but is not currently functioning.                                |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Alchemy Forge |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient machine was built by the Neox and is powered by the element   |
| of fire. It is thought to create wondrous things.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------o
| Alchemy Well |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This ancient machine was built by the Neox to produce water in vast        |
| quantities.                                                                |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Amiti |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This nephew to King Paithos is the prince of Ayuthay. He is also a good    |
| friend to Baghi from Passaj.                                               |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Anemos |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This tribe of Wind Adepts is said to have raised its ancient city into the |
| sky, where its underside is still visible as the moon.                     |
|                                                                            |
| All modern Wind Adepts are thought to be descended from the Anemos.        |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
|  Angara |
o---------o------------------------------------------------------------------o
|                                                                            |
| This continent is in upper Weyard. It is divided by long mountain ranges   |
| that make travel between its regions difficult.                            |
|                                                                            |
| The northern side of Angara is cold, while the southern part is very dry.  |
| Mount Aleph and the Goma Plateau are in the west.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Apollo Lens |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This ancient machine amplifies light. In theory, it has the ability to end |
| an eclipse.                                                                |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------------o
| Arangoa Prelude |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This ancient musical incantation has no sheet music - each of the six      |
| parts is given by a master musician to one apprentice.                     |
|                                                                            |
| While it is extremely demanding to play, properly performed the piece is   |
| said to cause miracles.                                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Arcanus |
o---------o------------------------------------------------------------------o
|                                                                            |
| This masked man is apparently in league with the Tuaparang.                |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Ayuthay |
o---------o------------------------------------------------------------------o
|                                                                            |
| This country is well known for its beautiful stonework. Its towers, walls, |
| and courtyards are the envy of all Ei-Jei.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


-B-


o-------o
| Baghi |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This young man helps his grandfather, Bogho, look after Passaj.            |
|                                                                            |
| He lost his parents at an early age and has since devoted himself to       |
| serving the people of Passaj.                                              |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Barai Pond |
o------------o---------------------------------------------------------------o
|                                                                            |
| This man-made pool was built by the Ayuthay. It serves as a reservoir for  |
| runoff water from the Alchemy Well.                                        |
|                                                                            |
| At the bottom is an underwater temple containing untold treasures.         |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Beastmen |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This is the term applied to the people and animals that were transformed   |
| into hybrid forms by the Golden Sun.                                       |
|                                                                            |
| Besides their altered appearance, some beastmen are said to possess        |
| strange powers that humans cannot gain.                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Belinsk |
o---------o------------------------------------------------------------------o
|                                                                            |
| This fortress city is the capital of Morgal, the country of beastmen. It   |
| is a bastion of both military might and cultural sophistication.           |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Bilibin |
o---------o------------------------------------------------------------------o
|                                                                            |
| Once a small town, Bilibin has grown since the time of the Golden Sun to   |
| the point that it's now a country.                                         |
|                                                                            |
| While supposedly governed by the McCoy men, it's rumored that the queen    |
| actually is ruling the realm.                                              |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Blados |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This master swordsman is commander to a mysterious group of soldiers.      |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Bogho |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This elder of Passaj, like all descendants of the ancient Exathi, is a     |
| blacksmith of great craftsmanship.                                         |
|                                                                            |
| He is stubborn and short tempered but devoted to protecting his people,    |
| especially against incursions from Kaocho.                                 |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------o
|  Border Town |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This town is the major crossing point between Morgal and Bilibin.          |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Border Town |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This town is essentially two towns: one in Bilibin and one in Morgal. As   |
| the nations involved become more hostile, the town is increasingly divided.|
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Briggs |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This grizzled sailor is the de facto ruler of the notorious Champa pirates |
| and father of Eoleo.                                                       |
|                                                                            |
| Despite his brash demeanor, he has a sentimental side, as seen in his      |
| attachment to his old and worn-out ship.                                   |
|                                                                            |
o----------------------------------------------------------------------------o


-C-


o--------o
| Carver |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This leader of the lumberjack camp is known as Carver, though as an old    |
| Vale refugee, it's unknown whether he's always been called that - or just  |
| loves his job.                                                             |
|                                                                            |
| He never shies away from a task at hand, which sometimes worries his men.  |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Carver's Camp |
o---------------o------------------------------------------------------------o
|                                                                            |
| This lumberjack camp stands at one end of a valley that leads through the  |
| Goma Mountains to Bilibin and the rest of the continent beyond.            |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Chalis |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This woman brims with a beauty that's rarely seen among the people of      |
| Angara.                                                                    |
|                                                                            |
| Chalis has become a trusted advisor in King Wo's court, though it seems    |
| that her strange wealth of information is what has caught the Kaocho       |
| ruler's attention.                                                         |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Champa |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This seafaring nation has a long tradition of piracy. Despite their        |
| reputation as seagoing thugs, the Champa people have a strong national     |
| pride.                                                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Craggy Peak |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This mountain was once home to the Neox. Their ancient but highly advanced |
| civilization created many remarkable devices.                              |
|                                                                            |
o----------------------------------------------------------------------------o


-D-


o----------o
|  Djinni  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| A Djinni is a creature of pure elemental energy. Adepts use Djinn to       |
| enhance their own powers and summon spirits.                               |
|                                                                            |
| Djinn fall into four elemental categories: Mars (fire), Mercury (water),   |
| Venus (earth), and Jupiter (wind).                                         |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Dream Leaf |
o------------o---------------------------------------------------------------o
|                                                                            |
| These leaves grant pleasant dreams to those who eat them. They grow from a |
| rare tree in Kolima, and people travel far to buy them.                    |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Dream Tree |
o------------o---------------------------------------------------------------o
|                                                                            |
| This is the source of the dream leaves that grant pleasant dreams. It is   |
| one of the great trees that Kolima Village is built into.                  |
|                                                                            |
| Because of an unknown disease, the Dream Tree's leaves have been altered   |
| to cause nightmares.                                                       |
|                                                                            |
o----------------------------------------------------------------------------o


-E-


o-------------o
| Eastern Sea |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This great sea lies to the east of Angara and includes both the Otka Sea   |
| and the Sanan Sea within its expanse.                                      |
|                                                                            |
| In the wake of the Golden Sun event, it was separated into northern and    |
| southern regions.                                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Eclipse Tower |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This lighthouse-like structure is hidden away in the Belinsk ruins.        |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Ei-Jei |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This is a general term for the region in the southeast part of Angara that |
| includes Ayuthay, Kaocho, Sana, and Champa.                                |
|                                                                            |
| It is generally a sophisticated and prosperous area.                       |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Elements |
o----------o-----------------------------------------------------------------o
|                                                                            |
| The elements of earth, wind, water, and fire are the building blocks of    |
| matter, and also promote the growth of all things.                         |
|                                                                            |
| When the Elemental Lighthouses were lit, elemental power surged back into  |
| the world, making the use of Alchemy possible again.                       |
|                                                                            |
o----------------------------------------------------------------------------o

o------------------------o
|  Elemental Lighthouse  |
o------------------------o---------------------------------------------------o
|                                                                            |
| There are four of these towers that sent their beams of elemental energy   |
| over Mount Aleph to cause the Golden Sun event.                            |
|                                                                            |
| This released the force of Alchemy, which had been sealed away by the      |
| ancients, back into the world of Weyard.                                   |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Emperor Ko |
o------------o---------------------------------------------------------------o
|                                                                            |
| This warmongering tyrant was once emporer of Sana and known as the Dread   |
| Emperor for his aggressive expansionism.                                   |
|                                                                            |
| On his death, a civil war in Sana eventually crowned Unan as the new       |
| emperor, bringing much-needed peace to the region.                         |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------o
| Emperor Unan |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This wise and educated monarch rules Sana from the capital of Tonfon.      |
|                                                                            |
| He succeeded the warlike Emperor Ko after a bloody civil war, uniting      |
| and bringing peace to his war-torn country.                                |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------o
| Endless Wall |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This massive, ancient edifice divides Ei-Jei and Morgal. Its origin and    |
| purpose are largely unknown.                                               |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Eoleo |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This young pirate has succeeded his father, Briggs, as the scourge of the  |
| Eastern Sea.                                                               |
|                                                                            |
| He has been captured by Morgal forces and is being held in Belinsk.        |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Exathi |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This ancient people gained the respect of the world - and even the Jenei - |
| with their great craftsmanship.                                            |
|                                                                            |
| Though the Exathi had no Psynergy, their skill made them partners with the |
| Jenei in creating things that used elemental power.                        |
|                                                                            |
o----------------------------------------------------------------------------o


-F-


o---------o
|  Felix  |
o---------o------------------------------------------------------------------o
|                                                                            |
| Another one of Vale's Earth Adepts led a second party that joined up with  |
| Isaac's group in the days before the Golden Sun.                           |
|                                                                            |
| Felix's sister, Jenna, and the scholar Kraden were others from Vale in his |
| party. He left his homeland - and has not been seen since.                 |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------------o
| Fireball Psynergy |
o-------------------o--------------------------------------------------------o
|                                                                            |
| This fire-based Psynergy focuses heat energy into a ball of flame that the |
| user can throw to incinerate a target.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Fori |
o------o---------------------------------------------------------------------o
|                                                                            |
| In ancient days, the Fori were those who had neither Psynergy of the Jenei |
| nor the craftsmanship of the Exathi.                                       |
|                                                                            |
| The word itself - Fori - even seems to be an ancient insult that meant     |
| "simple people."                                                           |
|                                                                            |
o----------------------------------------------------------------------------o


-G-


o----------------o
| Gabomba Statue |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This huge statue was revered by a village in central Gondowan.             |
|                                                                            |
| The statue was the entrance to a vast clockwork labyrinth that was         |
| powered by Psynergy.                                                       |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
|  Garet  |
o---------o------------------------------------------------------------------o
|                                                                            |
| This old friend of Isaac's fought alongside him as a Warrior of Vale in    |
| the events leading to the Golden Sun phenomenon.                           |
|                                                                            |
| He is Tyrell's father and a Fire Adept just like his son. He lives near    |
| Mount Aleph, helping Isaac monitor the area.                               |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Glyph Book |
o------------o---------------------------------------------------------------o
|                                                                            |
| This tome is a primer to the lost language of the ancients. It was kept    |
| safe in Konpa so that future generations could learn its legacy.           |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------o
|  Golden Sun  |
o--------------o-------------------------------------------------------------o
|                                                                            |
| This powerful explosion happened above Mount Aleph 30 years ago, releasing |
| elemental energy throughout Weyard.                                        |
|                                                                            |
| Though the Golden Sun event brought the dying world back to life, the      |
| magnitude of the power released has caused disasters.                      |
|                                                                            |
o----------------------------------------------------------------------------o

o----------------o
| Goma Mountains |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This range divides the Vale refugees from the rest of Angara. Isaac's      |
| cabin is on a plateau that is part of the new highlands raised up by the   |
| Golden Sun.                                                                |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Gondowan |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This vast continent is south of Angara. The Warriors of Vale famously      |
| traveled to Gondowan to light the Venus Lighthouse.                        |
|                                                                            |
| This continent, once joined by land to Angara, has since split away due to |
| the seismic effects of the Golden Sun.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Grave Eclipse |
o---------------o------------------------------------------------------------o
|                                                                            |
| This terrifying phenomenon is caused by the Eclipse Tower. While the tower |
| swallows up all light, monsters of shadow reign.                           |
|                                                                            |
| The Eclipse Tower doesn't merely obstruct light, it actually absorbs it,   |
| though what this might portend is unclear.                                 |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Great Serpent |
o---------------o------------------------------------------------------------o
|                                                                            |
| This fierce dragon, more formally known as the Great Serpent of Mikage,    |
| slept in Mount Mikage on the island of Nihan.                              |
|                                                                            |
| When the Venus Lighthouse was lit, the dragon awoke. Using sunlight to     |
| weaken it, the Warriors of Vale slew the beast.                            |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Grip Psynergy |
o---------------o------------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy can grasp faraway objects and bring them close.  |
| It can also carry the user across some gaps.                               |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------------o
|  Growth Psynergy  |
o-------------------o--------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy causes plants to grow rapidly, sometimes         |
| creating climbable vines to new locations.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


-H-


o--------o
| Harapa |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This former ruin has been rejuvenated into a thriving city since the       |
| Golden Sun event. Elemental energy now flows throughout Harapa.            |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Harun Village |
o---------------o------------------------------------------------------------o
|                                                                            |
| This small village on Harun Island is home to some ancient ruins with a    |
| legacy of traditions. It is famous for the local seaweed.                  |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Himi |
o------o---------------------------------------------------------------------o
|                                                                            |
| This young girl is daughter to Susa and Kushinada of Yamata. She           |
| supposedly possesses remarkable powers.                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Hou Ju |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This young girl is much beloved by the villagers of Te Rya and especially  |
| Ryu Kou.                                                                   |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Hou Zan |
o---------o------------------------------------------------------------------o
|                                                                            |
| This elderly man is Ryu Kou's tutor, mentor, and friend. His calm,         |
| rational manner balances his pupil's fiery nature.                         |
|                                                                            |
o----------------------------------------------------------------------------o


-I-


o-----------o
| Ice Queen |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This cruel woman was once imprisoned in a gemstone, luring men who were    |
| foolish enough to be attracted to her beauty.                              |
|                                                                            |
| Her freezing powers helped revive the Harapa area from near ruin.          |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------------o
| Ice Queen Stone |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This gem was created by the ancient Neox.                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Ikan |
o------o---------------------------------------------------------------------o
|                                                                            |
| This storyteller is the historian of Harun Village. He is distracted by    |
| worry since his son and grandson disappeared.                              |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Imil |
o------o---------------------------------------------------------------------o
|                                                                            |
| This snowy northern land is home to the Mercury Lighthouse and its         |
| protectors, the Mercury Clan.                                              |
|                                                                            |
| Hermes Water flows naturally from the local springs, a product of the      |
| lighthouse's elemental influence.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Indra |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This continent was where the Warriors of Vale found the ship that allowed  |
| them to sail around the world.                                             |
|                                                                            |
| Indra was once east of Gondowan, but the seismic effects of the Golden Sun |
| have pushed it far from that continent.                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Insight Glass |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient Jenei artifact is Ayuthay's most treasured possession.        |
|                                                                            |
o----------------------------------------------------------------------------o

o------------------o
| Insight Psynergy |
o------------------o---------------------------------------------------------o
|                                                                            |
| This water-based Psynergy allows the user to view the true solution        |
| required, among other deeper views.                                        |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
|  Isaac  |
o---------o------------------------------------------------------------------o
|                                                                            |
| This Earth Adept left his hometown of Vale over 30 years ago - and         |
| returned to find it destroyed by the Golden Sun event.                     |
|                                                                            |
| He lives in a cabin that looks upon distant Mount Aleph, where he trains   |
| his son, Matthew, in the use of Psynergy.                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
|  Ivan |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Warrior of Vale traveled with Isaac during their quest 30 years ago.  |
| He now lives in the nearby land of Kalay.                                  |
|                                                                            |
| He and his daughter, Karis, are Wind Adepts, descendants of the Anemos,    |
| an old civilization thought long gone.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Izumo |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This village once rested upon Nihan, but it was destroyed by massive       |
| tsunamis that flooded it.                                                  |
|                                                                            |
| It was once terrorized by a monstrous dragon called the Great Serpent      |
| until the Warriors of Vale slew the beast.                                 |
|                                                                            |
o----------------------------------------------------------------------------o


-J-


o-------o
| Jenei |
o-------o--------------------------------------------------------------------o
|                                                                            |
| In ancient times, those who could use Psynergy were known as the Jenei.    |
|                                                                            |
| With their powers and their understanding of Alchemy, the Jenei created a  |
| great civilization, which all faded when Alchemy proved too dangerous for  |
| the ancient world.                                                         |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Jenna |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Fire Adept was a Warrior of Vale who fought at Felix's side. She      |
| currently resides in Kalay, along with other Vale survivors.               |
|                                                                            |
| While her son Matthew's powers are inherited from his father, he did get   |
| her bright and determined spirit.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------------o
| Jupiter Lighthouse |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This lighthouse provided the wind energy that combined with the other      |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is now in western Gondowan's Atteka region and was one of the   |
| four that were lit to trigger the Golden Sun event.                        |
|                                                                            |
o----------------------------------------------------------------------------o


-K-


o------o
| Kaba |
o------o---------------------------------------------------------------------o
|                                                                            |
| This boy has been missing since the eclipse.                               |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Kan-Shuku |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This cabinet minister in King Wo's court oversees Kaocho's military        |
| efforts in Passaj and Ayuthay.                                             |
|                                                                            |
| Kan-Shuku has grown frustrated by the failures of his troops, and he fears |
| King Wo's growing displeasure.                                             |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Kaocho |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This powerful nation was founded by King Wo, who wages war against Passaj  |
| and Ayuthay from its rich palace.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Karagol Sea |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This vast inland sea once was a vital crossing between Angara and          |
| Gondowan.                                                                  |
|                                                                            |
| After the two continents were split from each other by the Golden Sun, the |
| Karagol Sea became joined to the ocean.                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
|  Karis  |
o---------o------------------------------------------------------------------o
|                                                                            |
| This young Wind Adept has long known Matthew and Tyrell, often visiting    |
| them at their Goma Plateau cabin.                                          |
|                                                                            |
| Her father, Ivan, was a Warrior of Vale. She has inherited her father's    |
| indomitable spirit and powers of observation.                              |
|                                                                            |
o----------------------------------------------------------------------------o

o------------------o
| Khiren Mountains |
o------------------o---------------------------------------------------------o
|                                                                            |
| This massive mountain range separates Ei-Jei in the south of Angara from   |
| Morgal in the north.                                                       |
|                                                                            |
| Its tall, snowcapped ridge seems to go on forever, and the Khiren Glacier  |
| is nestled among its highest peaks.                                        |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| King Wo |
o---------o------------------------------------------------------------------o
|                                                                            |
| The military-minded ruler founded the new country of Kaocho in the name of |
| his home empire, Sana.                                                     |
|                                                                            |
| He spends his days plotting how to take over more of Ei-Jei and has        |
| mysteriously built his palace upon ancient ruins.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Kolima Forest |
o---------------o------------------------------------------------------------o
|                                                                            |
| This mysterious forest is in northeastern Angara. Isaac's old friend,      |
| Tret, can be found somewhere among its trees.                              |
|                                                                            |
o----------------------------------------------------------------------------o

o----------------o
| Kolima Village |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This town is essentially built into the four great trees that comprise it. |
| Its troubled history leads neighboring folk to think of it as cursed.      |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Konpa Ruins |
o-------------o--------------------------------------------------------------o
|                                                                            |
| These ruins are thought to have been a major center where ancient Adepts   |
| could share ideas with visitors.                                           |
|                                                                            |
| Little else is known about this mysterious location, which only came to    |
| light after the Golden Sun.                                                |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
|  Kraden  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This old scholar is one of Weyard's foremost authorities on Alchemy,       |
| Psynergy, and ancient cultures.                                            |
|                                                                            |
| He traveled with the Warriors of Vale, and he now conducts his research    |
| with two young apprentices.                                                |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Kraken |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This giant squid plagued the Karagol Sea, capsizing all ships that fell    |
| into its grip.                                                             |
|                                                                            |
| While sailing across the Karagol, the Warriors of Vale slew the vicious    |
| squid.                                                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Ku-Embra |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This younger of the two Kaocho generals is celebrated for his              |
| swordsmanship. He is a master of the Zealous Fury attack.                  |
|                                                                            |
| Ku-Embra is brash and temperamental, unlike his cogeneral and brother,     |
| Ku-Tsung.                                                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Kushinada |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This queen of Yamata is the mother of Himi and Takeru. Since Himi's        |
| illness, she has led continuous prayer vigils.                             |
|                                                                            |
| As a young woman, she was chosen by lottery to be sacrificed to a monster  |
| but was saved by the Warriors of Vale.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Ku-Tsung |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This older of the two Kaocho generals is renowned for his combat skills.   |
| He is master of the Dragon Spark attack.                                   |
|                                                                            |
| Ku-Tsung is fairly reasonable, unlike his cogeneral and brother,           |
| Ku-Embra.                                                                  |
|                                                                            |
o----------------------------------------------------------------------------o


-L-


o---------------o
| Lady Hinechou |
o---------------o------------------------------------------------------------o
|                                                                            |
| This Sanan royal is mother to Ryu Kou and Hou Ju. Besides having lost her  |
| husband to war, both of her children are missing.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Laurel |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This member of the Waelda tribe is one of the guardians of Kolima Forest,  |
| along with Tret.                                                           |
|                                                                            |
| Her emissary, Pewter, has some trouble remembering his manners.            |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Lemuria |
o---------o------------------------------------------------------------------o
|                                                                            |
| This legendary island city is home to an advanced civilization isolated    |
| from the world by surrounding and ever-present mists.                      |
|                                                                            |
| Time passes slowly for its citizens, who sometimes travel the world in     |
| powerful ships of distinctive design.                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Lord McCoy |
o------------o---------------------------------------------------------------o
|                                                                            |
| This ruler of Bilibin got his start as the mayor of a small town. Over the |
| years, it has grown into a full-fledged kingdom.                           |
|                                                                            |
| While Lord McCoy is the ruler of his domain, there are widespread rumors   |
| that his wife plans to put her son on the throne.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Lord Kuan |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This Sanan royal was killed during the battle in which Morgal won its      |
| independence.                                                              |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Luna Mask |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This ancient artifact puts the Alchemy Well into operation. It is a        |
| silvery, shining mask crafted by the ancient people of Passaj.             |
|                                                                            |
o----------------------------------------------------------------------------o


-M-


o-----------o
| Magma Orb |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This object is a power source strong enough to fuel the Alchemy Dynamo.    |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------------o
| Mars Lighthouse |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This lighthouse provided the fire energy that combined with the other      |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is now in the lands north of Angara and was one of the four     |
| that were lit to trigger the Golden Sun event.                             |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
|  Matthew  |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This young man is a promising Earth Adept, just like his father was when   |
| he started his adventures 30 years ago.                                    |
|                                                                            |
| And just like Isaac, who led the famous Warriors of Vale, Matthew is a     |
| person of few words but strong convictions.                                |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Meisa |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This woman is the assistant to King Wo's advisor, Kan-Shuku.               |
|                                                                            |
| In practice, however, Meisa is the one who keeps King Wo's court on        |
| course. Her shrewd insights have earned her a permanent place next to his  |
| throne.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------------o
| Mercury Lighthouse |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This lighthouse provided the water energy that combined with the other     |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is in the Imil region of Angara and was one of the four that    |
| were lit to trigger the Golden Sun event.                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o-----o
| Mia |
o-----o----------------------------------------------------------------------o
|                                                                            |
| This Warrior of Vale traveled with Isaac. She is a Water Adept whose       |
| powers were inherited by her son, Reif.                                    |
|                                                                            |
| She is descended from the Mercury Clan, keepers of the Elemental           |
| Lighthouse of the same name.                                               |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------------o
| Mind Read Psynergy |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This wind-based Psynergy allows the user to listen to the thoughts and     |
| strong emotions of people and animals.                                     |
|                                                                            |
| Only very specialized Wind Adepts such as Ivan and Sheba can master this   |
| esoteric technique.                                                        |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Morgal |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This country occupies the northeastern part on Angara, with the capital    |
| city of Belinsk at the center.                                             |
|                                                                            |
| Morgal is home to many wonders, from the tree village of Kolima to the     |
| ancient dock facilities of Port Rago.                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
|  Mount Aleph  |
o---------------o------------------------------------------------------------o
|                                                                            |
| This mountain, home to Sol Sanctum, was mostly destroyed when the Golden   |
| Sun effect exploded above it.                                              |
|                                                                            |
| The mountain once stood over the town of Vale, which was obliterated by    |
| that cataclysmic event 30 years ago.                                       |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
|  Mountain Roc |
o---------------o------------------------------------------------------------o
|                                                                            |
| These gigantic birds are so rarely seen that they're beyond legendary.     |
|                                                                            |
| A single feather can provide enough material to help craft a soarwing.     |
|                                                                            |
o----------------------------------------------------------------------------o

o----------------o
|  Mourning Moon |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This immense Psynergy Vortex once unleashed unimaginable destruction in    |
| the center of Angara.                                                      |
|                                                                            |
| The misery it caused was so widespread, it became known as the Mourning    |
| Moon.                                                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o----------------o
|  Move Psynergy |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy allows the user to move objects along the        |
| ground. Objects far too heavy for human hands can be moved with little     |
| effort.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o


-N-


o------o
| Neox |
o------o---------------------------------------------------------------------o
|                                                                            |
| The Jenei ruled all civilization with their powers. Those who lived in     |
| what is now called Craggy Peak were called the Neox.                       |
|                                                                            |
| The Neox worked with the Exathi to create the Alchemy Machines. But when   |
| Alchemy vanished from the world, so did the Neox.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Nhamu |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This fortune-teller peers into the distant future by gazing into her       |
| crystal ball.                                                              |
|                                                                            |
| She and her partner, Nhemo, provide their psychic talents in the city of   |
| Harapa.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Nhemo |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This fortune-teller probes the near future by looking into the calm waters |
| in her golden bowl.                                                        |
|                                                                            |
| She and her partner, Nhamu, provide their psychic talents in the city of   |
| Harapa.                                                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Nowell |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This young woman is one of Kraden's two highly promising Alchemy students, |
| along with her brother, Rief.                                              |
|                                                                            |
| She has immense respect for her mentor and spends most of her time         |
| studying ancient ruins and artifacts with him.                             |
|                                                                            |
o----------------------------------------------------------------------------o


-O-


o-------o
| Obaba |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This formidable Champan lady is Briggs's grandmother. She is respected     |
| (and occasionally feared) by her countrymen.                               |
|                                                                            |
| She is descended from the ancient Ankohl civilization, and she maintains   |
| their advanced blacksmithing tradition.                                    |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Osenia |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This large continent is far to the south, across the ocean from Angara.    |
|                                                                            |
| The Warriors of Vale crossed its desert expanse and scaled its immense     |
| Air's Rock plateau using wind-based Psynergy.                              |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Otka Sea |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This eastern sea lies between Port Rago and Yamata City. It is quite       |
| dangerous, with rough waters and deadly monsters.                          |
|                                                                            |
| The only ships that consistently survive crossing it are those made in     |
| Port Rago.                                                                 |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Ouroboros |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This legendary labyrinth is said to be quite serpentine, ensnaring those   |
| who dare to enter its twists and turns.                                    |
|                                                                            |
o----------------------------------------------------------------------------o


-P-


o---------o
| Paithos |
o---------o------------------------------------------------------------------o
|                                                                            |
| This ruler of Ayuthay is known as King Paithos. He has presided over a new |
| era of prosperity brought by the restarting of Ayuthay's Alchemy Well.     |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Passaj |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This mountain town is home to craftsmen. Though atop a remote peak, Passaj |
| is said to have gotten its name because it is, or was, a passage of some   |
| sort.                                                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Patcher |
o---------o------------------------------------------------------------------o
|                                                                            |
| This Vale refugee has built a large general store and inn for fellow       |
| survivors of the Golden Sun event.                                         |
|                                                                            |
| Though not exactly a mayor, Patcher is the closest thing to a leader this  |
| outpost has.                                                               |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------------o
| Patcher's Place |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This general store serves up just about everything refugees from Vale      |
| might need to survive. A small settlement is huddled around the store.     |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Piers |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Water Adept from the remote civilization of Lemuria joined Felix's    |
| party in his quest to ignite the lighthouses.                              |
|                                                                            |
| He now sails the world in his ancient ship, investigating mysterious       |
| phenomena.                                                                 |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Port Rago |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This harbor is home to proud shipwrights in the ancient Exathi tradition.  |
| The docks there are a beautiful heirloom of the town's distant past.       |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Poseidon |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This sea god stood in the way of all those who tried to sail past him.     |
|                                                                            |
| The Warriors of Vale had to acquire the Trident of Ankohl in order to      |
| breach Poseidon's invulnerbility.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
|  Psynergy  |
o------------o---------------------------------------------------------------o
|                                                                            |
| Controlling the elements with the mind is known as using Psynergy.         |
|                                                                            |
| Those who use Psynergy are called Adepts - masters over earth, wind, fire, |
| and water. Many effects are possible through the use of Psynergy.          |
|                                                                            |
o----------------------------------------------------------------------------o

o------------------o
|  Psynergy Stone  |
o------------------o---------------------------------------------------------o
|                                                                            |
| This is a Psynergy-rich mineral that forms over many years as elemental    |
| power slowly crystallizes.                                                 |
|                                                                            |
| Adepts can regain Psynergy Points by touching a stone, which then          |
| shatters.                                                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------------o
|  Psynergy Vortexes  |
o---------------------o------------------------------------------------------o
|                                                                            |
| These are distortions in space that suck the elemental energy out of the   |
| world - and from Adepts.                                                   |
|                                                                            |
| They're thought to be an aftereffect caused by the Golden Sun event.       |
|                                                                            |
o----------------------------------------------------------------------------o


-Q-


-R-


o------o
| Rief |
o------o---------------------------------------------------------------------o
|                                                                            |
| This Water Adept has traveled the world with his teacher, Kraden, studying |
| Alchemy and other traces of the ancient world.                             |
|                                                                            |
| Rief is the son of Mia, a Water Adept who traveled with the Warriors of    |
| Vale.                                                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
| Ryu Kou |
o---------o------------------------------------------------------------------o
|                                                                            |
| This hotheaded Sanan youth has taken up residence in Te Rya village after  |
| apparently being on the run.                                               |
|                                                                            |
o----------------------------------------------------------------------------o


-S-


o------o
| Saha |
o------o---------------------------------------------------------------------o
|                                                                            |
| This town rests on the former marshland made habitable by Kolima Village's |
| migration. It is a popular stop for people wanting to buy dream leaves.    |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Sana |
o------o---------------------------------------------------------------------o
|                                                                            |
| This country makes up the eastern part of the Ei-Jei region. It used to be |
| a fearsome and aggressive colonial power.                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------o
| Sanan People |
o--------------o-------------------------------------------------------------o
|                                                                            |
| The Sanan people have spread from their homeland, Sana, throughout much of |
| Angara - including Kaocho and Morgal.                                      |
|                                                                            |
| Their original country has been both an aggressor and a peacekeeper        |
| throughout the history of Angara.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Sanan Sea |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This body of water in the southeast of Morgal borders Sana and Champa. A   |
| number of valuable trade routes run through it.                            |
|                                                                            |
| Where there are trade ships, there is piracy. Eoleo in particular has made |
| himself the scourge of the region.                                         |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Sand Prince |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This legendary man, whose powers are based in fire, has been sealed in the |
| Sand Prince Stone since the era of the ancients.                           |
|                                                                            |
| He has waited below Ayuthay for someone worthy enough to claim the         |
| gemstone, for it holds a great power.                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------------o
| Search Psynergy |
o-----------------o----------------------------------------------------------o
|                                                                            |
| This earth-based Psynergy is unique to Himi. It allows her to discover     |
| hidden objects and other secrets.                                          |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Slap Glove |
o------------o---------------------------------------------------------------o
|                                                                            |
| This glove creates the same effect as the Slap Psynergy unique to beastmen.|
| Even those without Psynergy powers can use this treasure of Morgal.        |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
| Slap Psynergy |
o---------------o------------------------------------------------------------o
|                                                                            |
| This wind-based Psynergy conjures a blast of air with unusual properties.  |
| It's good for knocking things around or waking up sleeping people.         |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Sludge |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This monster was born from the angry spirits of the creatures killed when  |
| the Golden Sun relocated Kolima Village.                                   |
|                                                                            |
| Its curse altered the Dream Tree to produce nightmare-causing leaves.      |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
|  Soarwing |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This remarkable invention allows its wearer to glide upon the winds.       |
| Soarwings are hard to make and so are quite rare.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
| Sol Mask |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This ancient relic is said to be related to the Alchemy Forge in some way. |
|                                                                            |
o----------------------------------------------------------------------------o

o---------------o
|  Sol Sanctum  |
o---------------o------------------------------------------------------------o
|                                                                            |
| This ancient temple hidden in Mount Aleph was said to be the birthplace    |
| of Alchemy and the repository for the Elemental Stars.                     |
|                                                                            |
| After the stars were used to start the Elemental Lighthouses, creating the |
| Golden Sun, the resulting havoc ruined the temple.                         |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------------------o
| Spirit Sense Psynergy |
o-----------------------o----------------------------------------------------o
|                                                                            |
| This wind-based Psynergy allows users to read minds. Only Sveta can wield  |
| this power, though Ivan and Sheba were known to use a similar ability.     |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Susa |
o------o---------------------------------------------------------------------o
|                                                                            |
| This king of Yamata is father to Himi and Takeru and husband to Kushinada. |
| He was a hero of Izumo in his youth.                                       |
|                                                                            |
| While the younger Susa was wild and uncontrollable, age has mellowed him,  |
| and he has earned the respect of his subjects.                             |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Sveta |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This beastman Adept has enhanced senses and can read other's minds and     |
| render scents visible.                                                     |
|                                                                            |
o----------------------------------------------------------------------------o


-T-


o--------o
| Takeru |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This courageous warrior is the son of Susa and Kushinada, making him the   |
| prince of Yamata and heir apparent.                                        |
|                                                                            |
| After his sister, Himi, had a vision of the world in peril, he went abroad |
| on an important mission.                                                   |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
|  Tanglewood |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This forest is said to transform at night, changing into a wood that       |
| ensnares those brave - or foolish - enough to enter it after dark.         |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------o
| Teppe Ruins |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This ancient home of the Jenei Adepts was built into the northern face of  |
| the Khiren Mountains.                                                      |
|                                                                            |
| Time has not been kind to the Teppe ruins, and the Golden Sun event        |
| damaged them further. They crumble a little more each day.                 |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Te Rya |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This nomadic tent village is located in the snowy Khiren Mountains. Its    |
| people survive by staying mobile and following their flocks of sheep and   |
| goats.                                                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o------------------o
| Thermal Psynergy |
o------------------o---------------------------------------------------------o
|                                                                            |
| This fire-based Psynergy creates a warm updraft strong enough to lift the  |
| user up to otherwise inaccessible heights.                                 |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Tonfon |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This city is the capital of Sana. It is known for its exquisite            |
| architecture as well as being a center of fishing and commerce.            |
|                                                                            |
o----------------------------------------------------------------------------o

o----------------o
| Track Psynergy |
o----------------o-----------------------------------------------------------o
|                                                                            |
| This Psynergy heightens a user's sense of smell, making it possible to     |
| detect faint odors and track them back to their source.                    |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Tree Flute |
o------------o---------------------------------------------------------------o
|                                                                            |
| This flute is said to be made from ancient trees that once grew near       |
| Ayuthay Castle. Its craftsmanship is undeniably old.                       |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Tret |
o------o---------------------------------------------------------------------o
|                                                                            |
| This is an old friend of Isaac's who lives in Kolima Forest. Apparently he |
| has useful information about Mountain Rocs.                                |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Tuaparang |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This enigmatic nation has great scientific and military prowess. They fly  |
| in a giant airship, giving them the name "Zenith Tribe."                   |
|                                                                            |
| They are obviously interested in all things related to Alchemy, including  |
| ancient devices and Psynergy Vortexes.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
|  Tyrell  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| This young man is a Fire Adept, following in the footsteps of his father,  |
| Garet.                                                                     |
|                                                                            |
| He has a reputation of being a troublemaker, but Matthew is still proud to |
| call him his best friend.                                                  |
|                                                                            |
o----------------------------------------------------------------------------o


-U-


o------------o
| Umbra Gear |
o------------o---------------------------------------------------------------o
|                                                                            |
| These items of equipment were created by the ancient Jenei to harness the  |
| powers of darkness.                                                        |
|                                                                            |
o----------------------------------------------------------------------------o

o-----------o
| Umbra Map |
o-----------o----------------------------------------------------------------o
|                                                                            |
| This weathered map of Morgal was left by the Jenei so that their           |
| descendants could find the Umbra Gear.                                     |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Uzume |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This Earth Adept was sister to Susa and the de facto ruler of Izumo before |
| the village was destroyed by tsunamis.                                     |
|                                                                            |
| She died of an illness shortly after shepherding her people to Yamata.     |
|                                                                            |
o----------------------------------------------------------------------------o


-V-


o-------o
|  Vale |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This village lay at the foot of Mount Aleph until the Golden Sun event,    |
| when Aleph exploded, devastating the area.                                 |
|                                                                            |
| The people of Vale have settled elsewhere, with most making their home     |
| around the new Goma Plateau and the Goma Mountains.                        |
|                                                                            |
o----------------------------------------------------------------------------o

o-------o
| Vande |
o-------o--------------------------------------------------------------------o
|                                                                            |
| This musician is a member of Belinsk's popular minstrel troupe. He has     |
| visited many lands in search of musical inspiration.                       |
|                                                                            |
o----------------------------------------------------------------------------o

o------------------o
| Venus Lighthouse |
o------------------o---------------------------------------------------------o
|                                                                            |
| This lighthouse provided the earth energy that combined with the other     |
| three elements to power the force of Alchemy.                              |
|                                                                            |
| This tower is in Gondowan and was one of the four that were lit to trigger |
| the Golden Sun event.                                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o--------o
| Veriti |
o--------o-------------------------------------------------------------------o
|                                                                            |
| This Ayuthay was Amiti's mother, who passed away not long after her child  |
| was born. She was also the sister of King Paithos.                         |
|                                                                            |
o----------------------------------------------------------------------------o

o---------o
|Volechek |
o---------o------------------------------------------------------------------o
|                                                                            |
| This leader of beastmen is the king of Morgal. He was crowned after        |
| leading the successful uprising against Sanan colonists.                   |
|                                                                            |
o----------------------------------------------------------------------------o


-W-


o--------o
| Waelda |
o--------o-------------------------------------------------------------------o
|                                                                            |
| These plant-based beings live for many human generations and gather        |
| immense knowledge over their long lives.                                   |
|                                                                            |
| Certain Waelda tribesmen, such as Tret and Laurel, have gained enough      |
| wisdom to be deified and known as enlightened trees.                       |
|                                                                            |
o----------------------------------------------------------------------------o

o------o
| Ward |
o------o---------------------------------------------------------------------o
|                                                                            |
| These ancient systems protect the ruins beneath Belinsk by replicating the |
| will of the Warden of the North, a Jenei official.                         |
|                                                                            |
| The systems test Adepts who wish to enter, and only those who pass are     |
| allowed access to the Alchemy Dynamo's core.                               |
|                                                                            |
o----------------------------------------------------------------------------o

o-------------------o
|  Warrior of Vale  |
o-------------------o--------------------------------------------------------o
|                                                                            |
| This group of Adepts saved the world by unsealing the force of Alchemy and |
| causing the Golden Sun event 30 years ago.                                 |
|                                                                            |
| But because that event also brought mass destruction, the Warriors of Vale |
| are widely seen as a controversial group.                                  |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
| Watchtower |
o------------o---------------------------------------------------------------o
|                                                                            |
| This legendary building sits atop Warrior's Hill on Harun Island, waiting  |
| for worthy champions.                                                      |
|                                                                            |
o----------------------------------------------------------------------------o

o----------o
|  Weyard  |
o----------o-----------------------------------------------------------------o
|                                                                            |
| The world of Weyard is a flat, disklike planet, composed of four elements: |
| earth, wind, fire, and water.                                              |
|                                                                            |
| The elemental forces of Alchemy, once sealed away, have returned to        |
| Weyard, bringing new life - but also destruction.                          |
|                                                                            |
o----------------------------------------------------------------------------o

o--------------------o
| Whirlwind Psynergy |
o--------------------o-------------------------------------------------------o
|                                                                            |
| This wind-based Psynergy summons a small tornado. Light objects may be     |
| blown away by the wind. The whirlwind also pushes the user back slightly.  |
|                                                                            |
o----------------------------------------------------------------------------o

o------------o
|  Wise One  |
o------------o---------------------------------------------------------------o
|                                                                            |
| This absolute being looks like a floating boulder with one central eye. He |
| watches over Weyard and holds unimaginable power.                          |
|                                                                            |
| The Wise One is now known to be what the ancients called a Philosopher's   |
| Stone, a creature they forged through Alchemy.                             |
|                                                                            |
o----------------------------------------------------------------------------o


-X-


-Y-


o-------------o
| Yamata City |
o-------------o--------------------------------------------------------------o
|                                                                            |
| This city is the primary settlement on Nihan. Its culture is centered      |
| around spirituality, with many prayer shrines.                             |
|                                                                            |
o----------------------------------------------------------------------------o


-Z-


o-----o
| Zol |
o-----o----------------------------------------------------------------------o
|                                                                            |
| This unique minera, also called "floating stone," floats in the air when   |
| touched by the wind.                                                       |
|                                                                            |
o----------------------------------------------------------------------------o



______________________________________________________________________________
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________________   ________   
\_   _____/  _  \  \_____  \  
 |    __)/  /_\  \  /  / \  \ 
 |     \/    |    \/   \_/.  \
 \___  /\____|__  /\_____\ \_/
     \/         \/        \__>
______________________________________________________________________________
__________________________________________________________________[DD-FAQ]____



Q: Wait a minute, I can miss stuff? Where's the point of no return?

A: Yes, you can miss stuff, as I warn in the guide. In short, make sure that
you have everything you want BEFORE exiting Konapo Cave, after the Stealthy
Scout boss battle, BEFORE riding the cloud out of Paasaj, and BEFORE going
through the Belinsk ruins.



Q: Can I put my Golden Sun: The Lost Age cartridge in my DS and transfer any
Data?

A: As far as I can tell: No. And trust me, I tried. I still got it in there,
in fact.



______________________________________________________________________________
______________________________________________________________________________

_________                    .___.__  __          
\_   ___ \_______   ____   __| _/|__|/  |_  ______
/    \  \/\_  __ \_/ __ \ / __ | |  \   __\/  ___/
\     \____|  | \/\  ___// /_/ | |  ||  |  \___ \ 
 \______  /|__|    \___  >____ | |__||__| /____  >
        \/             \/     \/               \/ 

______________________________________________________________________________
__________________________________________________________________[DD-CRE]____


This section is reserved for those that help me make this the best guide
possible. I am always in favor of community involvement. 

Also note that I won't be putting further "small/worthless" items in the
guide anymore (example: Bramble Seed/XXX Coins). If you find some, good!
For the most part I feel these items are so worthless that you won't miss
them. Especially as you get near the middle or end of the game.

[Guide Help]

Nathan West (Osrevad) for his DS ASCII art. Thanks man!

Stealthy Scout Help: Josh Patterson, Rocky Jones, Simon K, Luis Toce, PK
Sandman (nice name!), David Greenzalis, Chaotic, Ian Watson, GLDNMNKY360,
Caleb.

Passaj Chest Help: Charles Davis, Rick Bui, Josh Patterson, Dale Thompson II,
Kent Tlustos, Stich413, Robert Norris, Chris Tso, Nikola.

Vambrace/Scorpio Room Help: Alexander, Caprontos, Nico, Cyyowyn, Aaron,
Marshall, Faceless Guy, Klaus.

Port Rago/Quality Zol: gh0st S, Po, An Cao, Zaman, Michael Lawrence, Kelvin
Cho, Jeff Zhu, Nate the Great, Jonathan Thiele, Chris Chau, Khan Kernesky,
Jacob Ruman.

Gaia Blade help: Hyeong Joo Cho, Someone Somewhere, Omar Campbell,
StonewallBanks, mmxm999, xRoflmaoxD, Rafael Ortiz, Redknightmare, Tanney Chu,
masterZ, Dumb_Log, Cronochaos, Michael Baker, Caleb, Nintendork,
Michael Bennet.

Ayuthay Help: J Tanaka, HappyVader, Dumb_Log, Jonathan Thiele.

Knights Greaves Tips: MonkPanda, Jeremiah Overstreet, Dan, Aaron Hicks,
Michael Bennet,

Briggs Ship Help: Andy36, Orpheum1000, Tanney Chu, batwing321, Concetta
                  Shelton, asphyxiate20.

Chaos Hound Tips: Manna, Issac_GoldenSun, Peter Bieman, Nick Mansfield, Cam,
Praveen.

Zephyr's Bow help: D-Shae, Kevin Nguyen, JF Tanguay, Dumb_Log, Raymond Sujo,
Alex Jones, Mark Henriques, Kitsuri, Lance Nakano, Kyle Murray.

HydroKirby and Schager for some spelling errors.

Scatterpaws (what a great name!) for the Isaac mistake.

Gregory Mar for the Tisiphone Edge info.

Jorlem for the healing tip before Chaos Chimera.

Jonathan Thiele for pointing out the Mythril Silver in Harapa!

Karanum for pointing out the herb mistake in the stealthy scout section.

PKSandman for the Mountain Roc HP.

Peter Bieman for the Blados KO tip.

TwogunAI for the word lesson!

Masteramr for pointing out the Rune Blade/Kikuichimonji error.

Mish for the Dullahan Crucible tip.

Reich and Anthony Yan for the Mountain Roc "Stone Molt" tip.

Charles Davis and Jujubee06 for pointing out the Apple in Ayuthay.

CyberMaroon for the Dream Leaf tip.

Benjamin M for the "Fire Breath" Mountain Roc move.

Kyle Murray for pointing out the exp. mistake in the first Blados fight.

Planetbelder for pointing out the Flora summon that I missed.

Mark Reimers for the pirate tip.

Matt Lastname for the Lucky Pepper in Kaocho.

Forgeable Item list: Huoli, Randy Hopkins, JWL1088 and the gamefaqs boards.

Iam Samsoda for the Teppe Ruins Mint.

"Directionally Challenged" help: Benjamin Piantini, Raquiz Ravel, Ahmed
Al-Daye.

Final enemy help: Tatherwood.

Also thanks to the Gamefaqs boards and Satarack for the stat discussion!
You guys pool a lot of general knowledge together and I appreciate it!
Also thanks to the numerous Golden Sun fansites out there for helping to
confirm a lot of info!


[General Thanks]

Thanks to my wife Lisa and daughter Sadie for all the Support! Also thanks to
my many readers for all the encouraging emails. I read every one and smile!



~Fin