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    FAQ/Walkthrough by NaYa

    Version: 1.1 | Updated: 01/02/02 | Printable Version | Search Guide | Bookmark Guide

    Golden Sun
    (almost) COMPLETE FAQ & Walkthrough
    
    v1.1
    Written by NaYa a.k.a. SnowCrasher (mhnaya@rogers.com)
    Last Updated on January 02, 2002
    
    
    ==============================================================================
    Table of Contents
    ==============================================================================
    1. Updates
    2. Introduction
    3. Controls
    4. Characters
    5. Walkthrough
    6. Djinn
    7. Psynergy (Spell)
    8. Item
    9. Monsters
    10. Mini Games and More
    11. Tips and Hints
    12. Bugs and Misinterpretations
    13. Credits
    
    
    ==============================================================================
    1. Updates
    ==============================================================================
    v1.0 (December 17, 2001)
     The FAQ is finally online! Walkthrough up to Lamakan Desert.
    
    v1.1 (January 02, 2002)
     Happy New Year!
     Additional Walkthrough up to Kalay. (Item list also updated accordingly)
     Monster list updated.
    
    
    ==============================================================================
    2. Introduction
    ==============================================================================
    Golden Sun is a new RPG for the GameBoy Advance from Camelot Inc.
    With graphics and sound superior for a portable game, tight storyline and fun
    gameplay, it has been highly popular ever since it was released.
    You will play Isaac, a native Adept from the town of Vale, and go on a journey
    to take back the stolen Elemental stars in order to "save the world" (yes, as
    usual). There are a lot of things to do in the game though, such as solving
    all different kinds of puzzles using your psynergy, collecting the Djinn,
    completing many subquests... and even finding the treasure island!
    This walkthrough is written to help the gamers to experience and enjoy the
    game to its fullest.
    
    
    ==============================================================================
    3. Controls
    ==============================================================================
    General control
     Start:  Pause game and bring out a menu for Save/Sleep/Change Settings
     A:      Bring out the menu for Psynergy/Djinn/Item/Stat along with current
             HP/MP for the characters
             Talk to people/statues, read posted material
     Select: Bring out the menu for Psynergy/Djinn/Item/Stat
     B:      Cancel (on every menu)
             Keep it pressed while moving to run
     R:      View the big overworld map while on the world map
    
    The Menu
    Psynergy
     A:      Select and use
     L/R:    Used as shortcut for frequently used Psynergy.
             Select with L/R and confirm with A
    Djinn
     A:      Select Djinni & assign
     L:      Brings Character & Status screen
     R:      Toggle between Set/Standby
     Select: Brings Help screen
    Item
     A:      Select character/item
     L+A:    Arrange item (equiped items are listed first)
     R:      View equipment
    Stat
     A:      Show details
     L/R:    Rearrange character order
             (However you cannot make other characters to lead the party)
     Select: Shows current Djinn list in order
    
    
    ==============================================================================
    3.Characters
    ==============================================================================
    The Adventurers
    ----------------
    Isaac
    Element: Venus (Earth)
    Starting Class: Squire
    The leader of the adventuring party (our hero!). He lost his father in the
    great flood 3 years ago. After his friends are kidnapped along with the
    elemental stones before him, he and Garet takes off to 'save the world'.
    
    Garet
    Element: Mars (Fire)
    Starting Class: Guard
    Isaac's childhood friend and Vale town Mayor's grandson. He is always with
    Isaac on adventuring. Seems to have a crush on Jenna ;)
    
    Ivan
    Element: Jupiter (Wind)
    Starting Class: Wind Seer
    A young servant of a merchant named Hammet. He is originally of the Jupiter
    clan, and has ability to read mind. People usually avoids him because of his
    uncommon ability and behavior.
    
    Mia
    Element: Mercury (Water)
    Starting Class: Water Seer
    Healer and protector of the Mercury Lighthouse as a member of Mercury clan.
    Decides to join Isaac's party because she feels responsible for the Mercury
    Lighthouse.
    
    The Hostage
    ------------
    Jenna
    Element: Mars (Fire)
    Starting Class: Flame User
    Childhood friend of Isaac and Garet. She lost her family in the flood 3 years
    ago, but later finds out about her brother.
    
    Kraden
    Element: Unknown
    NPC
    A famous alchemist and teacher of Isaac and his friends. He unleashes the
    secret of the Sol Sanctum, which result in endangering the world.
    
    Sheba
    Element: Jupiter (Wind)
    NPC
    A wind adept from Lalivero. It is said that she came from the sky, and
    the Lalivero villager picked her up and raised her.
    
    The Bad Guys
    -------------
    Saturos
    Element: Mars (Fire)
    Enemy
    A mysterious man who seeks the power of the elemental stones to light all the
    lighthouses. He kidnaps Isaac's friends to take the remaining elemental stone.
    A member of Mars clan.
    
    Menardi
    Element: Mars (Fire)
    Enemy
    A mysterious woman who is always with Saturos. She is also a member of the
    Mars clan.
    
    Alex
    Element: Mercury (Water)
    He does not appear much but he is a vital part of Saturos' gang. He used to be
    Mia's apprentice.
    
    Felix
    Element: Venus (Earth)
    Enemy or Friend...? NPC
    Older brother of Jenna. He was thought to be drowned 3 years ago, but Saturos
    and Menardi have saved his life. The reasons for him to follow Saturos' gang
    other than the fact he owes them life is unknown.
    
    
    ==============================================================================
    4. Walkthrough
    ==============================================================================
    Start the game by setting your character's name. To change other characters'
    name, refer to the 'Tips and Hints' section.
    
    I. Prologue
    -----
    Vale
    -----
    "Isaac, Wake up!"
    Your mother wakes you up in the middle of storm and terrible flood. She tells
    you that you need to evacuate! And here comes your first interaction in the
    game... answering to the question, "Have you got everything you need?" It
    doesn't matter what you answer. She leads you out anyways. Once you are out of
    your house, Kyle (dad) and Dora (mom) decides to go and help other villagers,
    and tells you to go on ahead alone. She'll keep asking you to go until you say
    'Yes'. You now have to make your way to the Plaza. You can go back to your
    house now, but there is nothing useful other than reading the books from the
    bookcases. When you attempt to go down the steps, a big boulder will come down
    and block your way. This will happen several times in order to keep you on one
    path. Go to the next door, and a villager comes out and asks you "did you come
    to get me?" Again, it doesn't matter what you answer. You just get different
    response from him. Go north since you'll get blocked by the boulder on the
    steps again. You'll find your friend Garet trying to get his things. Go
    through the conversation and he'll join you. You can't go north at the moment,
    so go across the bridge, and you'll see a number of villagers trying to stop a
    huge boulder from crushing the town. Keep that in mind, and continue your way.
    You'll come across a villager lying down near a broken fence, and he'll ask
    you if you think he'll die. If you say 'Yes' he'll stay there, and if you say
    'No' he'll just get up and run back to the plaza.
    
    Continue walking and you'll come across your first battle! Just attack and
    fight your way through the next area. Go down the left steps, and you'll see
    Jenna's brother Felix caught up in the flood. The people there seemed to have
    used up all their Psynergy and can't help him. Jenna and Dora decides to go
    find some help, and you will be asked to get help as well. When you reach the
    village, talk to everyone, and take the newly charged helper back to where
    Felix was. When you go down to help Felix, the Huge boulder from earlier comes
    down and crushes the deck, onto Kyle, Jenna's parents and Felix!! Now you have
    to go back to the plaza to get more help, and you come across two figures
    talking about Sol Sanctum being responsible the storm... then Garet comes
    calling your name out loud, revealing your presence to them. The 'Mystery Man'
    and 'Mystery Woman' will now fight you. Don't worry, there is no way you can
    win this fight. Be defeated, and then the game will take you to 3 years later.
    
    
    II. The Alchemy Unleashed
    ------
     Vale
    ------
    Inn: 6 Coins (funny how you can't sleep in your own house to rest)
    Item Shop: Herb, Antidote
    Armor Shop: Cotton Shirt, Travel Vest, One-Piece Dress, Wooden Shield,
                Padded Gloves, Leather Cap
    Weapon Shop: Long Sword, Short Sword, Mace, Wooden Stick
    
    Vale is peaceful again, and the children have grown up to be teenagers. Watch
    the little scene of Jenna and Garet talking about the accident 3 years ago,
    and watch Isaac's Psynergy skill to patch the roof... which Garet clumsily
    step on and make holes again! (That Garet...) After the conversation with Dora
    is over, Garet and Jenna will join your party and you will gain the control of
    the characters back. Before going right over to meet Kraden, talk to every
    villagers (as you'd do in every other villages in every RPG) and explorer the
    barrels and wooden boxes for hidden items.
    
     Inside the house Northwest of Isaac's: 6 coins in the jar by the entrance
     Inside Jenna's house: 1 Antidote in the barrel at the foot of a bed
     Inside the house by a storage shed: 3 coins in the jar beside the bed
     Inside the house South of the shed: 1 Smoke Bomb in the jar by the entrance
     Inside the house West of Item shop: 1 Herb in the lowest wooden box
     Inside the Inn: 1 coin in the barrel by the stairs on the 2nd floor
    
    After you're done with that, go to Kraden's cottage and you'll see the two
    mysterious figures that fought you 3 years ago, and this time they reveal
    their names as Saturos and Menardi. Talk to them and they'll let you go this
    time. Go to see Kraden and he'll mumble about Sol Sanctum in Mt. Aleph, and
    then ask you to go to Mt. Aleph with him and confirm whether what Saturos'
    gang has said was right. Before going further, get some more hidden items in
    Kraden's house.
    
     Outside Kraden's cottage: 1 Elixir in the upper jar
     Inside Kraden's cottage: 5 coins in the jar beside the furnace
    
    Now go back to where the village temple is, and sneak up to the mountain peak
    while the elder is not looking.
    
    -------------
     Sol Sanctum
    -------------
    You are now in the first dungeon of the game, Sol Sanctum. As you go past the
    entrance, you'll get to a room with many tiles. Start from the rightmost tile
    and up to get to the other side. Run through the corridor, and in the next
    room with tiles, cross to the middle room to get 'Small Jewel' from a treasure
    chest first. Go to the right room now, and you'll see a relief of a minotaur
    missing an eye. Use the Small Jewel on it - by pressing A, choose Item menu,
    choose the character with the item (which would be Isaac) and choose the Item
    to use - and a passage will open up in the left room. Cross there and enter.
    Kraden will talk about a hidden passage going deeper than the room you're in,
    and you'll have to help him find it. (Hint hint: whenever you see dotted line
    in any form, that means you can move the object within that area.) Go to the
    right side and move the statue by pushing it from the side, and go up the
    stairway to get to another long corridor. Go to the right, since left is just
    a longer way around to the same spot. When you get to a 4-way intersection, go
    to the left to get another Small Jewel from the chest. Go back to the
    intersection, Go up, and turn left at the second intersection to get to the
    next room.
    
    You'll end up in a room full of statues, and Kraden will talk about use of
    Psynergy. To move the statues using the Psynergy, first stand on the tile
    sticking out, facing the statue. Press A, choose Psynergy menu, choose a
    character with 'Move' Psynergy and select it to use. When a Big hand appears
    in front of the statue, use the D-button to move it to where you want within
    the dotted line (in this case left or right). The ones you need to move are
    the first statue from the left, and the last one on the right. Use the Small
    Jewel on the minatour relief as before, and a passage will open on the far
    right side. Go through there to get to yet another corrridor. Go up and left
    on the intersection to get a Herb from the chest, and go right to get to a]
    room with a sun print on the bottom, which you find out is the heart of Sol
    Sanctum.
    
    Since you have confirmed that Saturos was telling the truth, You decide to go
    back and tell the villagers that they're theives, but Kraden wants to explore
    more so you have no choice but to stay there. Go to the right side, and you'll
    get to a room with a moon print, representing night (the room gets dark as you
    get there too!). Kraden senses the two rooms must be connected, and asks you
    to explore farther. Now go down and up the stairways, to find a replica of the
    room below. Before doing anything, go down and through a door to get to a room
    with shining stone. You'll notice a purple stone standing out particularly,
    which is a mini version of the Psynergy Stone in the center of the village.
    You can pick it up to recharge your Psynergy Points (PP), but it will
    disappear after one use. Now go back up to where the statues are and move one
    of the statues into the tile in front of it. Something will happen in the room
    down below where Kraden is, and he'll jump up and rush to you telling you it's
    a trap. He tells you moving only one statue can get the trap to work, so that
    is out of question. So now you should move over to the Sol side, and work
    things out there. Move the two statues on the sides onto the grey tile, and
    they will make a big hole in the center. Go to the center and stand in front
    of the hole facing the statue, and use 'Move' Psynergy to move it into the
    hole, and you'll get a message saying 'Something clicked'. Now try moving the
    statues on the Luna side. It seems that you have disarmed the trap and it is
    safe to continue with the Luna statues. Move all four of them, and when you go
    down to the previous room, you'll see that the Sun print and the Moon print
    has been swapped. Go left to the Sol side to see a ray of light shooting from
    the center. Go to the wall where the light is shooting at, and press A to
    reveal the secret portal.
    
    Enter the portal to get to a mysterious place filled with water where all four
    elemental stars are kept. Kraden explains about the four elements and four
    stars that contains each elements - earth (Venus), water (Mercury), fire
    (Mars), and wind (Jupiter) - and the Wisdom Stone which is said to have
    enormous power to even conquer the world if one wants to. He attempts to cross
    and take the stars, but the floor is too slippery... so Jenna suggests to
    Kraden, "Make the boys do it!" :P So you now have to go fetch the elemental
    stars for Kraden. You can't just start getting the stars in any order, since
    some of the stepping stones need to be triggered by taking each stone. First,
    go up to the stepping stone right beside the portal, and continue on to get
    the Venus star (Press A in front of the statue to take the star). You'll see
    how the pillars rise up to make new ways to other statues. Next, go up to take
    the Mercury star, then come back to the entrance and down to get the Jupiter
    star. As you finish taking it, you notice Saturos and Menardi have come to
    take the elemental stars. Ask Kraden is wondering about their safety, the man
    with a mask appears and tells them about the 'agreement' he had with Saturos.
    Still wondering about his safety, Kraden asks about guarantee, and then
    Menardi asks the third man to take off his mask as a means of guarantee... and
    the man is none other than Felix, Jenna's brother who was thought to be killed
    3 years ago! Shocking, but no time to find out why he hasn't returned to
    Jenna. They want the elemental stars, and since Felix wouldn't let them hurt
    his own sister, Garet asks Isaac about giving the stars. If you say 'Yes'
    he'll take them, and if you say 'No' he'll punch you(!) and still take the
    stars. Girl over Buddy :p Anyways, as Garet moves to return the stars, yet
    another companion of Saturos named Alex appears, and takes the stars. He seems
    to be a little more polite though. He now asks you to fetch the remaining
    elemental star - Mars. Since they still have your friends as hostage, you have
    no choice. Go to where everyone is standing on, and go up to get the Mars star
    (as you go past them, notice how they all follow your every movement with
    their eyes... freaky surveillence).
    
    As soon as you take the Mars star, the sanctum erupts and a rock with an eye
    referred as the Wise One - the Guardian of the Elemental stars - appears.
    Felix and Alex feels that they cannot fight against the guardian, and
    decides to leave for now. They take Jenna and Kraden still as hostage, so if
    Isaac and Garet survive they would bring the Mars star to them. After they
    leave, Isaac and Garet faces the Wise One who explains that the world is in
    threat of Alchemy now, and the four lighthouses shall be remained unlit. The
    place starts to erupt even more, and the Wise One takes you out of the room.
    Here you can use the 'Retreat' Psynergy to transport to the entrance of the
    sanctum since there isn't anything else to do here but get out. When you go
    back to village, you see everyone is gathered near the temple and worrying
    about the chidren... as Garet sees his grandfather, he suggests Isaac to go
    back up since he senses he is busted, but his little sister calls him out loud
    (why does this seem familiar?) and they are asked to explain what happened on
    the mountain peak. After the little scene of the two explaining, the Great
    Healer will communicate with the Wise One telepathically, and relays the
    message to the villagers - that the world is in great danger, and Isaac and
    Garet are responsible to get the Elemental stars back. The Great Healer will
    ask you to make a decision, and there can be two outcomes...
    
    If you say no, walk to the Great Healer and confirm it again, and then walk
    out of the sanctum (or simply ignoring whatever the Great Healer says and keep
    walking out  the screen will darken and a message saying "And so the world
    began drifting toward its fated destruction..." and the game will end. (Yes
    this is apparently the Bad ending) And you will get a menu for either going
    back to the Great Healer's question or going to start menu. I assume you'll
    want to continue the game :p
    
    Now, if you say yes, the Wise One will appear before you again and say he'll
    watch over you... but he doesn't give much advice other than saying that
    'Felix must unlock the power,' 'Find the lighthouses' and 'Seek the Djinn.'
    With that in mind, you have to depart the following day. The villagers have
    gathered around to send you off, although Isaac's mother is too sad to see
    him going away... Garet's little sis will give Isaac 'Catch Beads' (refer to
    Item list), a gift from Isaac's mom, then the villagers will give one big
    Farewell! Off you go on your new adventure!
    
    But! you can also go back to Vale right away to get some info around the area
    and see how people have been doing during that one second :p Here are some
    bonuses. (Dora still won't see Isaac though -_-)
     Talk to the item shopkeeper to receive a free Herb.
     Go up the long stairway north of the crushed house. When you see a fruit
     swinging on top of a tree, equip the Catch Beads you got (if you haven't
     already) and use Catch Psynergy to catch the 'Nut which heals 200 HP.'
    When you're done, NOW you can really start your adventure!
    
    
    III. The Adventure
    ---------------
     The World Map
    ---------------
    You are now on the world map. Take a look at the big overworld map by pressing
    R. You will see your present location, and mark for Vale and Sol Sanctum. As
    you visit different places, you will get more marks added on your map. Now, do
    you see a little red glowing thing jumping around? go near it and talk to it.
    It appears to be a Venus Djinni named Flint. Remember what the Great Healer
    told you about finding the Djinn? Here's your first one! (and the only talking
    Djinni in the whole game). It wishes to travel with you and find other Djinn.
    Now, if you want to be mean and see something funny, you can keep saying 'No'
    to Flint... Here's what happens.
     "What do you think? Will you take me with you?" (No)
     "Come on! I promise you won't regret it! Please take me with you!" (No)
     "Pleeeease! I'll never let you down. Can't I go with you?" (No)
     "No, I'm serious! I'll never, ever disappoint you. Please!!!" (No)
     "PLEASE take me with you! Please! I'm begging!" (No)
     "Please!" (No)
     "Take me with you!" (No)
     "Meanie! I don't care what you say! I'm coming along with you!" (finally :p)
    Well, after it joins you, it will give you a little tutorial on using Djinn.
    Pay good attention, and for more, refer to the 'Djinn' section of this FAQ.
    
    Now that you got your Djinni, continue your way... cross the bridge once and
    go south to reach the town of Vault. As you try to enter it, you will witness
    a number of wagons running out of the village. A man named Hammet will talk
    about how dangerous this place is with his rod stolen and rocks falling from
    the sky, and then head north to Lunpa. Continue your way to Vault.
    
    -------
     Vault
    -------
    Inn: 8 Coins
    Item Shop: Herb, Antidote
    Armor Shop: Travel Vest, Wooden Shield, Padded Gloves, Leather Armlet,
                Leather Cap, Circlet
    Weapon Shop: Long Sword, Short Sword, Battle Axe, Mace
                 Magic Rod (rarity)
    
    This is the first village you will be seeing other than the village you grew
    up. And yes, they have no idea what Psynergy is. Look around for hidden items
     In the house directly north of town entrance: 7 coins in the jar right side
     of the table
     In the house beside the Inn: 4 coins in the barrel beside the bed
     Inside the Inn: 1 Mint in the wooden box at the foot of bed on 1st floor
     Inside the Item shop: 1 Sleep Bomb in the barrel on the right side
     Outside Mayor's house: 1 Nut in the wooden box
    Notice the Graveyard and the Bell tower. You can ring the bell and watch the
    Earth Djinni jump up, but you will have to return here later to get it.
    Talk to everyone, and you'll find out that a lot of things were stolen in
    Vault during the volcanic eruption, and they don't know who the thieves are.
    And also, Master Hammet lost his rod and he left his servant Ivan in the
    village to find it... Ivan has an ability to read people's mind, so when you
    talk to Ivan, he'll read your mind, then ask for your help. You cannot go on
    without him, so say yes to help him. After he joins you, now go around reading
    everyone (including the dog)'s mind! To do that, stand in front of the person,
    press 'Select' and when the menu comes up, choose Psynergy, Ivan, Mind Read
    (just like using any other Psynergy). If you've read the mind of one of the
    'visitors' standing out side the Mayor's house, you'll know that they're the
    thieves. So, go up to the 2nd floor of Inn where they're staying. When you
    move close to them, they'll run away from you! Suspicious? I'd think so. Now
    you'll have to surround one of them to find out what they're hiding. Ivan will
    move regularly and Garet will block, so time well to get one of them cornered.
    After you catch them, Ivan will read the mind and find out they are the
    thieves after all! Now you have to search the inn to find the stolen stuff.
    
    Go out the inn, and you'll see the person who was supposed to fix the roof is
    gone. Go up the ladder and into the hole. Use the 'Move' Psynergy in front of
    the box to move it to the left, jump across the gap and enter the attic.
    You'll find the missing carpenter is tied up and all the stolen things there!
    Then the thieves enter and talk about Hammet in even bigger trouble since he
    fled to Lunpa where the evil thief Dodonpa is, and then you'll have your first
    boss fight! Just use your spells and maybe cure once, and you're done.
    
    ----------------------------------------------------------------
    Name     HP  Item/Ability            Exp  Coins  Reward
    ----------------------------------------------------------------
    Bandit  243  Slice                    66   110   Bandit's Sword
                 Herb x2, Smoke Bomb x1
    Thief1  111  Herb x1
    Thief2  111  Herb x1
    ----------------------------------------------------------------
    
    After beating the thieves, the Mayor will come and send them to jail, then
    reclaim the stolen goods - his family urn and the golden statue from the
    Sanctum. Ivan will take Hammet's rod back, and leave you to Lunpa... for now.
    The Mayor tells you to visit him back before leaving, so do so, and he'll give
    you a 'Water of Life' your first 'revive' item. Now if someone dies in battle,
    you can revive him with this, but I suggest you use either Sanctum or Inn...
    since Water of Life is pretty rare (can't buy in most stores!) and expensive.
    Rest at the Inn if you need to, and from the girl at the Inn, take a bone and
    give it to the dog at the graveyard. The dog will jump (perhaps burying the
    bone) in the middle of the graveyard, and run to the back... this is a hint
    that there is something there, but you'll need to come back later as mentioned
    earlier. When you're done with everything, go out and head north.
    
    You can visit Lunpa but you won't be able to go inside at the moment.
    Just use Catch to get the Nut by the entrance and go back out. If you enter
    the cave next to Lunpa, you'll see a half-open door and water puddles... Keep
    that in mind and head out east to the Goma mountain range that the Mayor
    mentioned.
    
    ----------------------
     Goma Cave (Entrance)
    ----------------------
    As you enter, jump over to the other side, push the tree log to the right and
    and go up the ladder. Go to the right, and use 'Move' Psynergy to make the
    stump fall toward you to make way. Go up, and when you attempt to move the
    stump that is covered with the leaves, Garet will realize your Psynergy isn't
    strong enough to free it form the ivy. Then Ivan will appear and blow the
    leaves with his Whirlwind spell. Aha, another useful Psynergy! He'll explain
    that he couldn't get inside Lunpa and now wants to help your quest, so he
    joins you. Now, move the stump away from you, jump over, and use Whirlwind on
    the leaves again to open the entrance to the cave.
    
    Inside the cave, go up, cross and down and up the stars to the next room. Go
    down the stairs, and walk all the way to the right to see a guy and a Mars
    Djinni. Talk to him, and move the stump to the very top until it clicks and
    settles to one spot. Go down and jump across the water, and go down the
    stairways to the next room. Go left and jump over to the other side, then
    go up the stairways to get to the previous room. Go up and move the stump to
    the right, jump over twice and move the same stump back to get to the treasure
    chest for a Lucky Medal. Jump back and push the big stump off to the pit, and
    go back to the previous room to see a new stepping stump. jump across to the
    right and up the stairs to get to the Mars Djinni you saw earlier. You'll have
    to fight the Djinni now.
    
    -------------------------------------
    Name    HP  Item/Ability  Exp  Coins
    -------------------------------------
    Forge  172  Blast, Flare   28    85
    -------------------------------------
    
    After defeating it, you will gain the new Fire Djinni, Forge! The guy standing
    by it seems pretty impressed by how you did it ;) Now jump back and go up the
    stairways. Move the tree stump to fall into the creek, and jump over and
    continue your way up. Just follow the corridor to get out of the cave on the
    other side of the mountain, and into the town of Bilbin.
    
    --------
     Bilbin
    --------
    Inn: 21 Coins
    Item Shop: Herb, Antidote, Elixir, Sacred Feather
    Armor Shop: Leather Armor, Travel Vest, Travel Robe, Bronze Shield,
                Leather Gloves, Open Helm, Wooden Cap, Circlet
    Weapon Shop: Long Sword, Broad Sword, Hunter's Sword, Battle Axe, Heavy Mace
                 Witch's Wand (rarity)
    
    Upon entering the village, you'll notice a tree that 'looks like a man.' Use
    'Mind Read' on it and it'll ask for the help. Could it be...? If you talk to
    the villagers, you'll find out that it really was a living person, cursed to
    turn into a tree! Now, before you go see Lord McCoy, explore town again for
    hidden items!
     Outside the house beside the Inn: 5 coins in the jar
     Inside the house beside the Inn: 1 Antidote in the barrel by the entrance
     Inside the house east of the Item shop: 1 Hard Nut in the barrel by the
     fireplace
     Outside the Sanctum: 1 Herb in the jar left of the Sanctum door.
    Now, if you move the golden statue in the middle and go down the ladder,
    You'll see a panel saying 'McCoy's Hidden Warehouse Do Not Enter!' and a
    Jupiter Djinni on the other side of the walls. Refer to the 'Djinn' section to
    get it. After getting the Djinni, go up to McCoy's Palace.
    Go to the left side and 'Catch' the Nut, talk to people there, and talk to the
    guards to go inside McCoy's palace. You can find some hidden items in here as
    well.
     On top of Southwest tower: 1 Smoke Bomb in the barrel
     At the kitchen: 1 Elixir in the barrel on the right side of fireplace
    McCoy seems to let you go on to Kolima at first, but then he just mocks you of
    being mere children and doesn't let you go. However the guard gives you a hint
    saying the Barricade might not need a key after all since it's pretty shabby.
    Now you have two choices... you can go directly to Kolima and Kolima Forest,
    or you can get your fourth character join your party and go on to Kolima. It
    is a bit of detour, but it's always better to have more people to help your
    journey sooner ;) so the walkthrough will take that path. Now Go north to Lmil
    through Bilbin Cave.
    
    ------------
    Bilbin Cave
    ------------
    Go straight up at the entrance, and you'll see a sprout at the foot of a
    cliff. If you tried assigning a Djinni to different elemental character,
    such as Mars Djinni on Isaac, you'd have seen that you get different spells.
    Now, set Flint on either Garet/Ivan or set Forge on Isaac, and you'll have
    'Growth' spell. Use that on the sprout to grow it like a magical beanstalk.
    Climb up on it, jump to the right, go down the slide on the right side (it
    looks like a dent on the cliff) and enter the cave entrance on the upper
    level. Open the chest in there to get an Elven Rapier. Go down the slide
    by the chest and continue west to go through the cave. Follow the path until
    you reach a room with ice pillars. Notice a flame and water puddle beside it
    and take it as a hint... hmm fire melts ice... and when you go further east,
    You'll see an ice pillar blocking a way and two flame holders nearby, and
    dotted line! Now move one of the flame holders to where the ice pillar is to
    melt the ice and make way. Enter the newly opened path to get to a chest to
    acquire a Vial. Go back out and go down to get out of the cave. Now follow the
    path to Northwest to the town of Imil.
    
    ------------
    Imil (cold)
    ------------
    Inn: 24 Coins
    Item Shop: Herb, Antidote, Elixir, Sacred Feather
    Armor Shop: Sick
    Weapon Shop: Sick :(
    Here you will notice that a bad cold (well, more like an epidemic) is going
    around and majority of people are sick. Talk to everyone and walk around
    getting the items. Make sure you take the Mars Djinn inside the frozen
    waterfall (refer to the Djinn List for instructions on how to get there).
     Inside the Inn: 1 Lucky Pepper inside the Oven
     Inside the Weapon Shop: 1 Sleep Bomb inside the barrel behind the counter
     Outside the Sanctum: 9 Coins in the jar
     In the graveyard: 1 Lucky Medal in the top left tombstone
    To get to the treasure chest beside a tree, walk out to the frozen river from
    the upper opening on the left side, move up, left, up, left, up, right, up,
    left, down, left, up, right, and up the ladder. You'll get another Vial from
    the chest. Now if you talked to everyone, you'll find out about someone named
    Mia who seems to be the healer around here. Go to the house with old couple
    (first house on the left as you enter the village) and watch her using 'Ply'
    to cure the old man. And soon after, there will be a flash of light and she'll
    run to the Mercury Lighthouse. Go out of the village and follow her into the
    Mercury Lighthouse. (Take the Empty Bottle from the chest before you leave.
    This is a key item for later!)
    
    -------------------
    Mercury Lighthouse
    -------------------
    She'll talk about Alex, but cannot go in further because a statue is blocking
    her way... Move it with your Psynergy, and she'll mention she can see your
    Psynergy! Looks like she's another Psynergy user. Anyways, she will now use
    'Ply' to open the entrance... Remember this, since this seems to be a key to
    getting around the Mercury Lighthouse! Follow her, and she is this time
    blocked by a monster. It's an easy fight, so kill the monster and continue on.
    Keep going north and up the stairs until you see her blocked yet again... Move
    the statue towards you to fill the gap, and she Finally realizes that she
    needs your help to get by, so she'll join you, along with a Mercury Djinni
    already with her! :) You could continue on but at this time it'll be a little
    tough on you... Exit the Lighthouse for now by using Retreat and walk back to
    Bilbin, and from there go southeast to the Bilbin Barricade.
    
    -----------------
    Bilbin Barricade
    -----------------
    Stand in front of the tall box on the left side of the barricade, and use
    'Move' Psynergy to move it. So this is what they meant by 'shabby barricade'!
    Go through the hole and continue on to see 3 trees stacked up. Of course, if
    you  read their mind, they're cursed people just like the one in Bilbin. Keep
    going to exit the barricade, and go East to visit the town of Kolima.
    
    -----------------
     Kolima (cursed)
    -----------------
    As you enter the village, you'll notice how quiet the village is. Ivan tries
    to read one of the tree's mind, and find out all the people in the village are
    turned into trees! Then he notices the sparkly stuff on the ground, and
    suddenly you are attacked and it seems like you are turning into trees, but
    fortunately your Psynergy barrier activates unconsciously to save you! You
    soon learn that Tret, the sacred tree, in Kolima Forest is responsible for
    punishing Kolima and that you must bring his gentle side back. Explore the
    village and mind read the tree people if you wish.
     Inside the Inn: 1 Lucky Medal in the jar on the 3rd floor
     Inside the Weapon shop: 7 coins in the barrel on the 3rd floor
     Northeast corner of village: 1 Apple in top left jar
     Outside the house with the fence: 1 Herb in the jar left of the house
     Enter the same house from the back side to get the Venus Djinni
    When you're done, go out and head northeast to the Kolima Forest.
    
    ---------------
     Kolima Forest
    ---------------
    Upon entering, head north and turn right, and push the Big log onto the creek.
    Cross the creek using the bridge north of it, and push the log on that side
    to the left to make way. Walk around it and go left to the next area. Here, Go
    all the way to the left, and stand in the gap in between the two logs and push
    the lower log down. Go up through the narrow path, right, and up to the next
    area. First, go northeast and push the big log to the left. Go up and around
    to push the little log down. Push the big log back right, then push the bottom
    log down. Push the upper log to way up, go around and push the big log back to
    the left to drop it to the creek. Jump onto the other side from the big log.
    Go up the stairs and follow the path to the next area.
    
    You'll get to an area filled with water and a dam. If you read the sign it'll
    say "Do not touch Floodgate Switch!" This might be bad education but whenever
    a sign says do not, you gotta Do it :p Flip the switch on the left of the sign
    to drain the water and walk down the steps. Now comes some serious logging.
    Before you make a way to cross to the other side, you'll want to get the chest
    on the right side. First, move the two small horizontal logs up, then move the
    two big vertical logs to the right. Move the right horizontal logs down first,
    move the lower vertical log back to the left, then move the left horizontal
    log down. Now it should looks something like this (excuse my poor drawing):
    
     __ __ |
     |
    --
    
    Go back up and flip the switch to fill the water back up. Now across the lake
    on the logs to get to the chest, and get a Fur Coat. Cross back and drain
    water again to change the path to move to the next area. Move the two small
    horizontal logs up, move the upper vertical log to the left, and move the left
    horizontal log back down. Go back up and fill the water up. Now you can cross
    to the next area. Here you will meet Laurel and Tret, the two guardian trees.
    Laurel will suggest you to leave and the 'evil Tret' will say he controls all
    the Tret's realm. Go up using the vine on the left of Tret, and you'll have to
    search around to bring the 'gentle Tret' back.
    
    ----------
    Tret Tree
    ----------
    Now you are inside Tret tree. It's a maze, so you'll have to explore a lot.
    There's nothing to do on the first floor, so go up using the vine on the
    left side again (Note the hole in the middle that's on every floor). On the
    second floor, go down and jump over the bottom row of yellow leaves on the
    spider web to cross to the other side since there is nothing on the left side.
    If you jump on the spot you've already jumped on, the web will break and
    you'll fall down to the previous floor (note this as well). Go out the right
    exit. You'll be able to see only a small area around you through the leaves.
    Go right, up the vine, and left back into the main stem. Go around the webs
    to get to the upper right web, and jump across to get a Healing Ring from the
    chest. And you have no choice but to fall back down. (If you are low on PP
    you can go get the Psynergy stone on the left side as well). Go back up to the
    same spot where you fell, and this time instead of jumping to the chest, jump
    up where the vine is, and go up to the next floor. Here, go down and go out
    the south exit. Go right, up the vine, left, up and up to the top branch to
    get the Jupiter Djinni. You'll have to fight it.
    
    ------------------------------------------------
    Name     HP  Item/Ability            Exp  Coins
    ------------------------------------------------
    Breeze  243  Ray, Whirlwind, Plasma   88   100
    ------------------------------------------------
    
    
    Go left to go back into the main stem, and get a Nut from the chest there. Go
    back out, down to the previous floor, and go out the left exit this time. Go
    down, left, up the vine and right into the stem. You'll get back to the room
    with the treasure chest... a dead end? I don't think so. You need to break
    through the middle web to fall down the hole you've been seeing on all the
    floors. Go down, and jump on to the bottom left yellow leaf first. Jump right,
    up, right, and back left to break the web and fall. Move around and up to
    Tret's face and talk to it to fight the Evil Tret.
    
    ----------------------------------------------------------------
    Name   HP  Item/Ability                      Exp  Coins  Reward
    ----------------------------------------------------------------
    Tret  710  Growth, Quake, Thorn, Sleep Star  226   700   Potion
    ----------------------------------------------------------------
    
    After you've defeated the evil one, the Gentle Tret will wake up and attempt
    to heal the people of Kolima... but he's too weak now. You'll have to heal
    him, but how? Read Laurel's mind and she'll say that the healing waters of
    Mercury Lighthouse might save Tret. Now you'll have to head back there again.
    Use 'Retreat' to get out of the forest and walk back to Mercurh Lighthouse.
    I believe you remember how to get there ;)
    
    -------------------
    Mercury Lighthouse
    -------------------
    We're back! Go back up to where you got Mia joined first (just keep going up).
    Go up further from there, and you'll get to a room with waterfalls. Past it
    you'll see a room with water pipes. Roll the empty pipe to the right to get
    it connected for the water to flow through. Go down and you'll get pushed to
    the right by the water pressure. Go to the other side using the stairs, and
    get pushed down. Go through the stairs again, go up and use the stairs back to
    the left side. Push the same water pipe back to left to stop the water. Run
    back using the same path you used, to get to the treasure chest. You'll get a
    Psy Crystal (Finally an item that replenishes PP). But since you recover your
    PP while running around anyways, don't use it unless you REALLY need extra PP.
    It's unavailable in stores just like Water of Life. Go back to the left via
    the stairs, down, go right on the stairs, and down to the next room. You'll
    get to a room with a lot of cracks.
    
    Go to the right side and go all the way down. run along the path on the
    bottom, go up, and move the statue to the round button on the ground to open
    the door. Go down the slide before the gap, go through the tunnel, up the
    ladder and through the door. In the next room, well, just go down the slide.
    
    You'll fall right on the tile in front of the big Goddess statue, and get the
    following message:
     "He who honors the heart of the goddess shall stand at the center of all,
      like a swan in the center of a rippling pond."
    Now, jump onto the statue, face it and have Mia cast 'Ply' on the statue.
    The tile in the middle will start glowing. Jump back onto it, and you'll get
    3 halo-like bubbles(?) on your head. Those count for how many times you can
    step on the water. Yes, you can now walk on the water! Warning: if you step
    on the tile and step on a non-glowing tile or normal floor and Not water,
    you'll lose all your remaining bubbles! Go up to the next room to see other
    similar tiles also glowing. Go to the right side and step on the first tile.
    Hop across the water to the other side and go to the next room. You'll come
    out of a waterfall, which can only mean there can be hidden passages behind
    other waterfalls. Go to the right side to a chest... but this is not a
    treasure chest, but a Mimic! It's pretty tough but gives good exp and item :)
    
    ---------------------------------------------------------------------
    Name    HP  Item/Ability                   Exp  Coins  Reward
    ---------------------------------------------------------------------
    Mimic  710  Debilitate, Psy Drain, Sleep,  468   178   Water of Life
                Wind Slash
    ---------------------------------------------------------------------
    
    After defeating it, enter through the right side waterfall to get to a room
    with another chest. Don't worry, this one is a real treasure chest. Jump onto
    a tile and hop across to get a Psynergy Armor from the chest. Hop back, go
    back out, and go back into the left waterfall. Jump across back and go up
    through the entrance.
    
    Jump onto the tile in front of you, hop across to the tile southeast, then to
    the one on the northeast, then northwest, then east, jump over to the chest to
    get a Sleep Bomb. Hop onto the tile on the right, go down, and onto the first
    tile again. From there, go to the tile southeast as before, but this time
    continue to the one on the east, then north, then the glowing one in
    northwest, then onto the floor on the northeast. Hop onto the tile on the
    west, then southwest, then jump across to the floor on the left. Go down, hop
    onto the tile on the south, and go straight south to the final section and go
    to the next room (actually the previous room).
    
    Hop across down and to the next room. Go through the waterfall in the middle.
    Go up, and you'll get to another room with waterpipes. Go up and push the
    upper pipe up, then go back down to the bottom and push the lower pipe up,
    then go to the right side and push the vertical pipe to the left to let the
    water flow and fill the pool in the previous room. Go back out and hop across
    to the stairs going up, and continue up until you see a room with a button on
    the ground but no statue. Continue up since you can't do anything here for
    now. You'll get to a room with a statue and a hole. You know what to do!
    
    Go all the way up and go to the right side through the stairs. Push the
    vertical pipe to the left, and you'll see the statue being pushed to the left.
    Go down and to the left side, then push the same pipe back to the right, and
    the statue will be pushed down. Go up and to the right and push the same pipe
    to the left yet again (yes this seems repetitive but this is the last step).
    Now, go up and move the horizontal pipe down. Go up and left, and move that
    vertical pipe to the right one last time, and bingo, the statue will fall
    through the hole! Now go back to the previous room to move the statue onto
    the button to open the door.
    
    You'll get to a room with many statues. Move the third one from the left to
    reveal a passage. Go inside and get a Nut from the chest, and come back out.
    Go all the way to the right, then up, and move the statue with Psynergy to
    reveal another passage. It'll take you to the same room where the chest is,
    but now you can move the pipe. As you move it, the water pressure will push
    the wall to reveal a passage! (The power of WATER!) Another room with
    waterfalls. Go inside the fourth one from the right to fight a Mercury Djinni.
    
    -------------------------------------------------------------
    Name    HP  Item/Ability                          Exp  Coins
    -------------------------------------------------------------
    Sleet  290  Drench, Prism, Froth Sphere, Tundra   130   151
    -------------------------------------------------------------
    
    Now you got 2 Djinn on each character! :) Go back out of the room, and down
    to the next room. Follow along the path through two corridors to get to yet
    another room with waterfall (Boy, they sure love waterfalls here!). Go through
    the last waterfall to get to a room with more cracks (with all the water I'm
    not surprised that they have so many cracks). Move the statue with Psynergy
    from the right side by pushing it away from you, and go up the stairs. Follow
    through the corridor to a room with rainbow and a statue. You'll get the
    following message:
     "He who honors the goddess of rainbows shall be guided to the heavens upon
      wings of fluid grace."
    From the last experience you should know what 'honoring the goddess' should
    mean. Cast 'Ply' on the statue! And you'll see the waterfall flowing...
    upward?!
    
    You'll get to the top of the lighthouse, and conveniently there is a Psynergy
    Stone to refill your PP. Which also means you'll be using your Psynergy quite
    a bit. Go left hopping through the white stepping stones, and up to the big
    blue sphere. It seems that the lighthouse is already lit! And guess who did
    it, Saturos' gang... You'll reunite with Jenna and Kraden who are safe (well
    so far). They realize that you are to stop them, so Menardi takes charge and
    leaves with Felix and the hostages while Saturos stays there to deal with you.
    
    -----------------------------------------------------------------------
    Name      HP   Item/Ability                    Exp  Coins  Reward
    -----------------------------------------------------------------------
    Saturos  1227  Fireball, Eruption, Heat Flash  331   800   Psy Crystal
    -----------------------------------------------------------------------
    
    You beat him... or did you? Alex appears soon after and explains that Saturos
    only got weakened by the power of Mercury Lighthouse, since it is his opposing
    element. Then Saturos gets back up and they leave saying they'll look forward
    to their next battle. Mia gets saddened because she failed her duty to protect
    the lighthouse, but Isaac and friends cheer her up by saying they'll protect
    the other lighthouses. Then, Mia decides to join you on your journey for the
    other lighthouses, and also says that Water of Hermes will be back since
    Mercury Lighthouse is lit. (... does this mean Saturos did a good thing?? hmm)
    Go down to the left side and the elevator will come back up. Ride it and go
    down to find out the Fountain of Healing is really back! Stand in front of the
    fountain and use the 'Empty Bottle' to fill it with Hermes' Water to take it
    to Tret and heal him. Talk to people there, and go back to Imil to see the
    epidemic is now gone.
    
    -----
    Imil
    -----
    Armor Shop: Leather Armor, Adept's Clothes, Bronze Shield, Leather Gloves,
                Leather Armlet, Open Helm, Wooden Cap, Circlet
    Weapon Shop: Broad Sword, Hunter's Sword, Battle Axe, Heavy Mace
                 Blessed Ankh (rarity)
    
    Everyone's healthy again! And the Armor & Weapon shop has finally opened as
    well. Everyone is also expecting Mia to leave now that her guard duty is done.
    Go to the Sanctum to say good-bye to Mia's students, and go back to Kolima
    Forest to heal Tret.
    
    -----------------
    Bilbin Barricade
    -----------------
    As you come to the barricade, you'll notice the treepeople's positions have
    changed. If you read their mind, it seems like Saturos' gang pushed them away
    and cross the river, and the tree on the bottom will be swept away if someone
    doesn't move it! You can step out to the water on the riverbank, so walk out
    there, stand in front of the tree and move her in using your Psynergy. She'll
    thank you once you move her in. When you're done with that, continue on to
    the forest.
    
    --------------
    Kolima Forest
    --------------
    If you need guide to get through the forest to Tret, refer to the walkthrough
    above (just skip the treasure chest part). One change - when you get to the
    dam, after draining the water, just move the upper vertical log to a little
    more left, and fill the water back in, and that's it :) When you arrived to
    where Tret is, stand in front of him and face him, and use Hermes' Water to
    heal him. After Tret and the forest are healed, they will talk about Gems that
    fell from the sky (Psynergy Stone) gave them powers and brought evil to the
    forest, and that there is a dangerous forest risen south of the river. With
    that in mind, use Retreat and head to Kolima to see the villagers have all
    changed back to human!
    
    -------
    Kolima
    -------
    Inn: 32 Coins
    Item Shop: Herb, Antidote, Elixir, Sacred Feather
    Armor Shop: Leather Armor, Adept's Clothes, Bronze Shield, Leather Gloves,
                Armlet, Bronze Helm, Wooden Cap
    Weapon Shop: Broad Sword, Hunter's Sword, Broad Axe, Heavy Mace
    
    Talk to everyone, and you'll hear something about Fuchin Temple. That is where
    you should be heading to... but before that, go back to Bilbin
    
    -----------------
    Bilbin Barricade
    -----------------
    Remember the tree you pulled back into the shore? She will thank you and give
    you a Hard Nut as a token of appreciation :) You'll also notice that the
    barricade isn't blocked anymore. Continue to Bilbin.
    
    -------
    Bilbin
    -------
    The first thing you'll notice here will be that the tree in front of the
    village has turn back to normal, and also Lord McCoy has stopped the
    construction (Of course his wife is upset about that). You'll also learn that
    Saturos' gang has crossed the river... which means you'll have to chase them
    down the river past Fuchin Temple. Go to Lord McCoy's Palace, and he'll thank
    you and let you choose a reward among 4 chests. From left, the order of
    contents are: Vial, Potion, Psy Crystal, and Water of Life. Yes, it's not as
    spectacular as you've expected. Water of Life would be the best choice since
    it's the most valuable among the four items. When you've got your reward, Head
    back through the barricade, past Kolima, across the Kolima Bridge to the
    Fuchin Temple, a place with waterfall by the mountains south of the bridge.
    
    --------------
    Fuchin Temple
    --------------
    Talk to the people there and you'll learn about secrets of Fuchin Temple and
    Nyunpa's training. Go inside the temple, and if you try to talk to him, he
    won't say anything. Before doing anything, get a Unicorn Ring from the jar on
    the his upper right side. Read his mind and then he'll start talking to you.
    If you lie to him, he will use 'Mind Read' as well and say you're lying! :p
    He'll talk about Mogall Forest, and how it is difficult to go through there,
    but he will teach you if you go through the 'trial' in the waterfall grotto.
    Say 'Yes' and go back down to the waterfall, and talk to the monk standing in
    front of the waterfall to enter the cave behind it.
    
    ------------------
    Fuchin Falls Cave
    ------------------
    Upon entering, you'll see a stone tablet saying:
     "The dragon's flame illuminates the path of truth in darkness."
    Keep that in mind for it is the clue to getting the 'secret' of the Temple.
    You'll see a pool with tree logs on it. These logs are different from the ones
    in Kolima Forest. You can ride the logs and walk on them to move them. So if
    you want to move a log up, you jump onto it and walk up on it to get it up.
    In this room, move the right log up and get to a treasure chest, which is a
    Mimic!
    
    ---------------------------------------------------------------------
    Name    HP  Item/Ability           Exp  Coins  Reward
    ---------------------------------------------------------------------
    Mimic  506  Debilitate, Psy Drain  190   207   Game Ticket 
    ---------------------------------------------------------------------
    
    After defeating it, move back down, and move the left log up, and walk up to
    the next area. You'll see a room full of stepping stumps. If you go across to
    the center room, you'll see a stone tablet saying:
     "Rays of light give birth to shadows, revealing the way."
    This is connected to the phrase that were shown at the entrance. If you move
    up to the next room, you'll see a dark room full of spikes. There is nothing
    to do in this room so go back out to the room with many stumps, and cross to
    the left side and go up the stairs. Follow the path up and you'll get to the
    left part of the dark room you've been to before. Go down the stairs there.
    
    In this room, do not ride the log on the top part. Walk down to the bottom and
    move the log on the right side to left. Walk up to get an Arctic Blade from
    the chest. Ride the log back to the right side, and now ride the top log to
    the bottom and walk down the passage. You'll get to a room with spikes on the
    right side. If you step on the spikes you will lose HP so do NOT step on them.
    Go to the left wall and go down, ride the log to right, walk up, and walk out
    to the next area. You'll be taken back to the first room. Ride the log to
    right and go in. Walk along the bottom wall to not step on the spikes, and
    you'll see a Jupiter Djinni on the right side across the water. Ride the log
    to down, then ride the vertical one to left. Ride back on the horizontal one
    up, and jump left to the stepping stump and onto the vertical log. Ride to the
    right side to get to the Djinni. You'll have to fight it.
    
    -------------------------------------------------------------------
    Name     HP  Item/Ability                               Exp  Coins
    -------------------------------------------------------------------
    Zephyr  313  Flash Bolt, Plasma, Whirlwind, Storm Ray   150   176
    -------------------------------------------------------------------
    
    After getting the Djinni, move carefully down to the log on the bottom and
    move up, and enter. In this room, go up and move the upper horizontal log up,
    move the vertical log to left, and move the lower horizontal log up and jump
    to the left side. Go into the room to get the 'Dragon's Eye.' Go back up, and
    move up the stairs on the north side, and follow the path to get to the right
    side of the dark room. Put the Dragon's Eye into the dragon statue to make it
    breathe out fire and light up the room. You will now see a shadow of hidden
    path. Go back down, out of the room, walk down and ride the vertical log on
    the lower area to the left to enter the passage there. You'll be back in the
    room with many stumps. Jump across all the way to the left side and go up.
    Follow the path to get to the left ledge of the now-lighted room. Go to where
    the shadow is, and walk out of the ledge to the shadow to walk on the
    invisible path. It looks like you're walking on the air! Follow the corridor
    in the next area, go down the slide and go into the entrance to get to a room
    with yet another stone tablet and a treasure chest. The tablet says:
     "The secret of Ki shall be revealed to the disciples of truth."
    And you'll get the Orb of Force form the chest. You may use 'Retreat' to go to
    the entrance, and get out of the cave.
    
    Talk to the monk, say 'Yes' and go back inside the temple to talk to Nyunpa
    again. He will tell you about your new power, 'Ki' a.k.a. 'Force' and that you
    can use this power to go through the forest. He'll tell you that if you use
    this power, hiding monsters will show themselves, but you will sometimes have
    to let go of them, and to follow them. Remember that, since that is what you
    have to do to get through the next area. Go out to the world map and head
    South to Mogall Forest.
    
    --------------
    Mogall Forest
    --------------
    As you enter the forest, you'll see a monkey jump into a trunk to hide from
    you, and you'll get a menu automatically pop up. This is a sign for you to try
    out your new ability... Equip the Orb of Force on one of your characters, and
    s/he'll gain a new Psynergy called 'Force.' Now stand in front of the trunk
    where the monkey hid, and cast 'Force' to strike the trunk. The monkey will
    get startled and run away. Now follow the monkey! (If you weren't paying
    attention, He went south) When you get to another area with tree trunks, go
    across the creek and use 'Force' on the south. This time, the monkey will get
    angry and pick a fight on you.
    
    Oh no, you've killed the monkey and you can't follow it anymore? Don't worry,
    remember there were more than one trunk in that area? Move the log beside the
    trunk to path through, then move the horizontal log down. Go to the right side
    and 'Catch' the Nut. Move the big log back left, and move the horizontal log
    back up to drop it onto the creek. Jump across the creek now, and cast 'Force'
    on the trunk there. This time, the monkey will flee to east. Follow it. There
    are two trunks again in the next next area, but both of them flee... to two
    different directions! Go to the right to get an apple from the treasure chest,
    go back to the previous room and go down. Go to the right where a log and a
    rock is. Stand in front of rock, and use 'Move' Psynergy to move the rock down
    to fit on the circle. Push the log down to make a way, and go down through the
    passage. Move the log down, the move the vertical one to left, move the
    horizontal log back up and move the vertical one further left to drop it onto
    the creek. Don't forget to get the Venus Djinni that's sitting in the corner.
    You'll have to fight it.
    
    After getting the Djinni, jump to the trunk that's in the middle of pond and
    strike it with 'Force.' You'll see a monkey jump out and onto another trunk.
    Go up, left and down to where the trunk is and use 'Force' to get the monkey
    to come out and flee to west.
    
    Now there are 3 trunks! The one on the right will pick a fight, and the two
    left ones will flee... to two directions again! Go west for a treasure chest.
    Stand in front (well, left side) of the rock, and 'Move' it up. Move up and
    face it again, and move it right towards the circle spot again. You can only
    move it one spot at a time, so move it, roll the log, move it again, and roll
    the log to open the passage to the chest. You'll get an Elven Shirt. Go back
    out and continue South. More logs and stones.
    
    Go down across the creek, 'Move' the stone down to the circle spot, and push
    the log to right to drop it onto the creek. Go to the trunk on the right and
    cast 'Force' on it to see a monkey jump onto another trunk. Go back left and
    down, and make your way around to the upper vertical log. Push it to right,
    go down and push the horizontal log down, Go around and push the lower
    vertical log to right, and jump across the creek. Strike the trunk there with
    'Force' to see the monkey run to south. Follow it as usual.
    
    In this area, as you walk up to the trunk, you will hear a weird noise. Be
    prepared for the 'boss' ape is inside this trunk! When you are ready, walk
    down onto the bridge past the trunk to fight it.
    
    
    After defeating it, just walk south to get out of the forest. Go Northeast to
    the village of Xian.
    
    -----
    Xian
    -----
    Inn: 40 Coins
    Item Shop: Herb, Antidote, Elixir, Sacred Feather
    Armor Shop: Adept's Clothes, Silk Robe, Iron Shield, Armlet, Bronze Helm,
                Wooden Cap, Silver Circlet
                China Dress (rarity)
    Weapon Shop: Broad Sword, Battle Rapier, Broad Axe, Battle Mace
    
    Walk around talking to everyone and getting hidden items. (If you look into
    the ovens, the food description in this village is so good it made me very
    hungry... this place has the best food in my opinion)
     To get the Mercury Djinni on top of the ledge, refer to the 'Djinn' section.
     In the Mulberry Orchard: 1 Lucky Medal in the jar at top left corner
     Inside a small house northeast of Inn: 1 Elixir in the jar at top left corner
     Inside the house beside the waterfall: 1 Sleep Bomb in the jar by the bed
     Inside the Kung Fu School: 1 Antidote in the barrel by the jumping girl
    Visit the Kung Fu School, and talk to the boy on the top right corner. He says
    he'll let you meet Master Feh if you make the tree fall from the white line
    by using Chi. Go stand on the white line, face the tree, and use 'Force' to
    make it fall. Everyone will be surprised, and Master Feh and his daughter will
    come out and talk about Hsu and Feizhi's foreseeing ability. Feizhi will
    leave, then Master Feh will notice the fallen tree. He'll ask you to use
    your 'Chi' again, and then will explain you the difference between Chi and Ki,
    and what you used is 'Ki' not 'Chi' (difference between mind and body). Talk
    to everyone again to learn about Lama Temple and Hsu, and go out of the school
    to the village entrance to see Feizhi. Talk to her, and leave the village.
    Before heading west as Feizhi said, head straight north until you get to a
    small island across a bridge. You'll encounter a Mars Djinni there like a
    monster battle while walking around there.
    
    
    After getting the Djinni, go back down and head west as planned until you
    reach the Alpine Crossing.
    
    ----------------
    Alpine Crossing
    ----------------
    As you enter, Feizhi will appear and scream about the boulders blocking the
    Silk Road saying her vision came true. Talk to her, then continue your way.
    First, freeze the water puddle near Feizhi, then grow the sprout a little
    north from there, go up, down the slide, cross to the other side using the ice
    pillar, and get a Power Bread from the chest. Cross back and go down the
    slide, and head north to Altin Mines.
    
    --------------
    Altin (flood)
    --------------
    Inn: 48 Coins
    It seems that Altin truly has been flooded as Feizhi said before... but a VERY
    bad flood. All the houses except for an Inn and a Sanctum are completely
    submerged in water. Before going further, move the statue near the entrance
    and go inside the cave to get a Psy Crystal from the treasure chest. Talk to
    everyone to find out what happened, and go up to the water spewing monster.
    It'll flee, so follow it into the mines.
    
    -----------
    Altin Peak
    -----------
    When you first enter and go up, the monster will run away from you again. It
    casts 'Frost' on the water puddle (clever monster) and go across the ledge.
    Follow it, and it will run again when you get close to it. It will go down and
    start spewing more water. Now when you walk up to it and 'talk' to it, it'll
    fight you.
    
    
    After you defeat Living Statue, the water will drain from the pool. Go down
    and freeze the puddle, walk across and go out the cave to see some water has
    drained in the village as well.
    
    -----------------
    Altin (dry lvl1)
    -----------------
    Item Shop: Herb, Nut, Antidote, Elixir, Sacred Feather
    
    The Item Shop is open now and there's a house you can go in too.
     Inside the house south of item shop: 1 Nut in the barrel near the entrance
    Now that you learned that the water drains as you defeat each monster, go into
    the newly opened mine entrance on the same level as item shop to fight more.
    
    ----------------
    Altin Peak Pt.2
    ----------------
    In this mine, remember this: Follow the yellow brick road... I mean, Follow
    the mine rails. Ignore the entrance to the north for now and keep following
    the rail to the next area. Keep following the rail until you get to a room
    with a pool, a monster, and a mine cart. This is what you should do. Follow
    the left side and go up, and when you see a switch with a red arrow pointing
    left, flip the switch so the arrow now points to the right. Hop onto the mine
    cart on the left to get to where the monster is. Fight it.
    
    After the fight, more water will drain. Ride the cart back, and go down the
    ladder into a room. There is a treasure chest but it's blocked by a big
    boulder. You can't move it with your Psynergy. Hmm... I wonder... Keep that in
    mind and go out for now. More water has drained in the village, and now the
    Armor Shop are open. You might want to get better armor before going further.
    
    -----------------
    Altin (dry lvl2)
    -----------------
    Armor Shop: Chain Mail, Adept's Clothes, Silk Robe, Iron Shield, Gauntlets,
                Armlet, Iron Helm, Silver Circlet
    
    People will say that the monsters look similar to the Guardian statues. Could
    it have turned into the monster? (hint hint: the monster's name was 'Living
    Statue.' What made things turn evil? Psynergy Stones!) Now, go back into the
    mine to do more plumbing.
    
    ----------------------
    Altin Peak Pt.2 again
    ----------------------
    Remember the entrance you ignored before? Now go in there. The pool that used
    to be there is now drained. Go down the ladder and into the next area. Go left
    and down when you get to the intersections, and you'll see a switch similar to
    the one before. Flip it so the arrow points left. Go to the right side of the
    room and ride the cart all the way, and enter to the next area. Go to
    northwest corner to get to a treasure chest... which is a Mimic!
    
    ---------------------------------------------------------------
    Name    HP  Item/Ability             Exp  Coins  Reward
    ---------------------------------------------------------------
    Mimic  
    ---------------------------------------------------------------
    
    After the fight, go down to the next area. Go left and freeze the puddle, and
    go across to the next area. You'll see another monster in this room across the
    pool. Go down the ladder, go up on the first intersection and freeze the
    puddle, go up the ladder to the left and across, and ride the cart to get to
    the treasure chest to get a Dragon Shield. Ride the cart back, go down, go up
    the ladder on the far left side and go north, and flip the switch so the arrow
    points to the right. Go back and ride the cart again, this time to get to the
    side where the monster is. Go down the ladder and fight it.
    
    After the fight, go out to the village again. Now it looks all dry and all the
    rest of the shops and houses are accessible. Get some new weapons now perhaps?
    
    ------
    Altin
    ------
    Weapon Shop: Claymore, Battle Rapier, Broad Axe, Battle Mace
                 Psynergy Rod (rarity)
    
    The village is dry, and the bottom mine entrance is open as well. Talk to
    people and get some other hidden items in the houses. And in the house in
    front of the mine entrance, you get kissed by a little girl! ;p
     Inside the Weapon Shop: 9 coins in the barriel at lower left corner
    Now is time to go into the bottom mine.
    
    ----------------
    Altin Peak Pt.3
    ----------------
    At the intersection, there is another one of that big boulder(!), and an arrow
    pointing left. There is nothing on the left so never mind that, and follow the
    rail to the next area. Keep following it and the rail will end. Now go all the
    way down to get a Lucky Medal from the chest, then all the way to the right
    and up to the next area.
    
    If you go up a bit, you'll see a Mercury Djinni! Go to the right side and move
    the stump to the left, then freeze the puddle. Go up the ladder and flip the
    switch. Go across the ice pillar and stump, and ride the cart. It'll first
    take you to the right side. Ride the same cart back, and now you'll be taken
    to where the Djinni is. You'll have to fight it.
    
    
    After defeating the Djinni, ride the cart back to top right, and walk left.
    Freeze the puddle, walk further left and freeze another puddle. Walk all the
    way back to the right and go up the ladder, go across the ice pillars and go
    out to the next area. Follow the path to the bottom to the next area. Here, go
    up through the stony path to get to a sign and a stump. The sign will say:
     "Watch for falling rocks! Do not strike the wall! Rocks may fall!"
    When you're told 'do not', you know you have to do it ;) Face the stump, and
    strike it with 'Force'. A HUGE Boulder will fall down (don't worry you will
    run automatically and not get crushed) and make a big hole on the ground. Go
    down via left side, and down into the hole using the rail as a ladder. You'll
    get to a ruin-like place and a huge monster on top of the room. Fight it.
    
    
    After you defeat it, a treasure chest will be revealed behind the statue. Open
    it to get a 'Lift Gem'. Equip it, and now you can lift those boulders that's
    blocking some of the paths. First, go back out to the village to see the
    village is finally back to normal.
    
    ------
    Altin
    ------
    Talk to everyone, sleep at the inn, and maybe update your weapon/armor if you
    didn't have enough money last time since it'll be a while til you get to a new
    village. Before you leave the village, remember the room in the second mine
    with a treasure chest blocked by a boulder? Go back in there (refer to the
    earlier part of walkthrough for the directions). Stand in front of the boulder
    and use 'Lift' to lift it up, and walk under it to get a Cookie. Go back out
    and back into the bottom mine.
    
    ----------------------
    Altin Peak Pt.3 final
    ----------------------
    First, lift up the boulder behind the red arrow near the entrance to continue
    on. At the intersection, go to the leftmost side and move the stump, and go in
    to get a Vial from the chest. Go back out, go through the middle passage, lift
    the boulder and follow the path to get out of the mine. Go to the temple with
    waterfalls now.
    
    ------------
    Lama Temple
    ------------
    Talk to everyone, and go inside the temple. Master Hama is a woman! She'll
    tell you that she has been waiting for you, and that Ivan is a Jupiter Adept
    (as if we didn't know already... except for Ivan himself) and has ability to
    foresee things, and that she will pass an ability called 'Reveal' to Ivan
    since they will need it to cross the Lamakan desert. Then Feizhi comes in and
    tells Hama that Hsu is in danger, and Hama will teach Ivan Reveal (just like
    that) and go out. Before going out, check the jar on top left to get 6 coins.
    When you go out of the temple, go across the creek to the right side, and if
    you read the writing on the cliff, it says:
     "He who has the power to see that which cannot be seen shall see the truth...
      So reads the writing on the wall."
    This is your first chance to use Reveal. Use it, and you will see a treasure
    chest where the rock used to be. Open it to get a Water of Life. Now leave the
    temple and go to the road to the right.
    
    ----------------
    Alpine Crossing
    ----------------
    You'll see Master Hama and Feizhi on the other side, and Hsu stuck under a
    boulder. You cannot move the boulder from where you are, but how to get to the
    other side? Do you see the dotted line on top? Use 'Reveal' there to reveal a
    secret passage, and go through it to get to the other side. Go behind Hsu and
    face the boulder, and lift it to free him. You'll end up back in Lama Temple.
    After the conversation, try going back to Xian to see the path now cleared and
    Hsu is in bed. Feizhi thanks you... but no reward (boo) Go back to Lama Temple
    and continue south to Lamakan Desert.
    
    ---------------
    Lamakan Desert
    ---------------
    When you are in shade, your temperature (the vertical bar on the left) stays
    the same, but when you step onto the sand, your temperature will go up. Look
    for the Oasis by using 'Reveal' at the stone circles, and jump into it. If the
    temperature goes too high, your party will lose some HP. Whenever you see a
    circle of stones, you must use 'Reveal.' Here is a description of what is
    where in Lamakan Desert.
    
    The first stone circle you get to after following the sandy path from the
    entrance is your first oasis. Continue down and left. Go all the way left and
    there will be a Psynergy stone in the circle. Go straight up from there to get
    to another oasis. Go up following the path, and go straight up at the
    intersection to get to a circle where you can get a Vulcan Axe from a treasure
    chest. Do NOT go up after getting the axe, since there is nothing up, and you
    won't make it to the oasis before you get overheated. Go straight down to the
    previous oasis (you can barely make it). Go back up and this time go right at
    the intersection. There will be a Ant Lion in that circle. If you used Reveal
    too near the center, you'll get sucked into the sand trap and will have to
    fight the monster (That monster never disappears). Go up to get to another
    oasis, then move onto the next area.
    
    This area is pretty large and has a lot of stone circles. Here is the chart:
    
              4                 ^ Entrance     1: Treasure Chest (Potion)
         5|AL                   < Exit         2: Oasis
      AL    7|AL  3              AL: Ant Lion  3: Psynergy Stone
          6      2                             4: Oasis
     <   9   AL                                5: Treasure Chest (Lucky Pepper)
      10          ^                            6: Oasis
           AL  1                               7: Jupiter Djinn
                                               8: go back to 6
                                               9: Treasure Chest (777 Coins)
                                               10: Oasis
    
    It's best if you follow the numberings to get to the oasis before getting too
    hot. Remember you need to use 'Reveal' on every circle to see what is there.
    Upon entering, go down to get a Potion from a treasure chest (1), then go up
    to cool down at an oasis (2). Go up to replenish your PP with a Psynergy Stone
    (3), and go left and up (do not go directly up since it's a dead end) to the
    oasis (4). Go left and down and you'll see two circles attached together. The
    right one is an Ant Lion and the left one is a treasure chest. Get the Lucky
    Pepper from the treasure chest and go down and right to cool down at another
    oasis (6). Go up and right to another two-in-one circles, where the right one
    is again an Ant Lion but the left one is a Jupiter Djinn (7)! You don't need
    to fight this one. Just go and catch it :) After that, go back to the previous
    oasis (6) and cool down. Go down and left to get 777 Coins from a treasure
    chest(10), and get to the last oasis (10), and go out to the next area.
    
    Cross over the sandfalls and just follow the path until you get to a sandy
    area with a sandfall. Use 'Reveal' to see an opening behind the sandfall, and
    enter. Follow along the corridor to the next area.
    
    Go down to the bottom floor and go all the way left to an oasis. Skip the
    circle right above the oasis since that's an Ant Lion, and go to the one above
    that to get a Mint from a treasure chest. Go back up to the second floor and
    go left to the sandy area with a sandfall. Use 'Reveal' to see a big monster
    blocking the passage out. Your character will get scared and back off, but
    there is no other way so just walk up to the monster and fight it.
    
    
    After defeating it, enter the passage and walk out to the world map! Before
    going anywhere, cross the bridge on the northwest to the small island, and run
    around until you encounter a Venus Djinni.
    
    After catching the Djinni, go to southwest and cross the bridge, and keep
    going west until you get to the town of Kalay.
    
    ------
    Kalay
    ------
    Inn: 60 Coins
    Item Shop: Herb, Nut, Antidote, Elixir, Sacred Feather
    Armor Shop: Chain Mail, Jerkin, Iron Shield, Gauntlets, Heavy Armlet,
                Iron Helm, Mail Cap, Silver Circlet
    Weapon Shop: Claymore, Battle Rapier, Great Axe, Battle Mace
                 Frost Wand (rarity)
    
    Welcome to Kalay, home of Hammet. You will find out about a lot of things
    here. One of the first things you notice after talking to people here will be
    that the bridge to Vault has been fixed. Now you can revisit the places in the
    north to get what you missed or access new areas. But first, let's explore
    Kalay. Make sure you talk to the people inside the inn to trigger the next
    event.
     Outside the Sanctum: 1 Vial in the jar beside the gravestone
     Outside the Armor Shop: 1 Sleep Bomb in the jar north of shop
     Inside the house east of Weapon Shop: 11 Coins in the jar beside the man
     Inside the Inn: 1 Elixir in the jar beside the stairs on the lower floor
     Inside the house north of Inn: 1 Smoke Bomb in the oven
    Jump to the right from the upper floor of the above house through the crack,
    and move the statue there to get inside the Kalay Tunnel. Move the statue all
    the way to the left to block the water to drain the pool, and catch the Mars
    Djinni. There is nothing else you can do at the moment, so go back out and go
    north to Hammet's palace.
    
    When you get to Hammet's palace, you will get to a scene with the guards and
    Lady Layana upon Ivan's returning. In that scene, learn that Hammet is still
    imprisoned in Lunpa, and also that Hammet knew of Ivan's destiny and that he
    will have to find the 'object he needs on his journey' with the Shaman's Rod.
    With that in mind, leave the room and explore the palace.
     Inside the room on the west: 1 Water Jacket in the treasure chest
     Inside the room on the east: 1 Nut in the barrel by the fireplace
    Once you are done with all that, you can leave the town. You will see a little
    scene of the travellers leaving the village towards Tolbi. You may follow them
    to Tolbi, or you may go back north to get some extra stuff.
    
    ----------------
    Revisiting Pt.1
    ----------------
    Remember the Venus Djinni you saw in Vault but couldn't reach? Now you can get
    to it. First, go to the town of Vault.
    
    Vault
    ------
    You will notice that the responses from the people have changed. It seems that
    the thieves you caught before had escaped. They give a little hint that they
    are interested in Colosso but hmm... we'll see. Now, go to the graveyard where
    the dog was. If you read its mind, it'll tell you that you can reveal a
    passage. MAKE SURE that you have rang the bell before to make the Venus Djinni
    move up the cliff first! Or you'll be sorry after you go through the cave. Use
    'Reveal' as it says, and you'll see a hidden passage in the middle of graveyard.
    
    Vault Cave
    -----------
    As you enter it, go to the right to fight a Mimic.
    
    And go to the left and follow the path up to the next area. Go down the stairs
    on the right. Move the fire pillar to the platform with fire picture to open
    the locked door. Use 'Whirlwind' to remove the ivy to get into the room where
    you can get a Vambrace from a treasure chest. Go down the ladder, and freeze 5
    puddles on the left (the one on the far right isn't really useful) and cross
    to the next area. Go down the ladder and up to the other side of the room, and
    go down to the next room. Go up the stairs and flip the switch to drain the
    water from the pool. Go back down, and continue down. Keep following the path
    until you get to the room with fire pillars and water dripping from above.
    
    This puzzle is pretty tricky, since you have to time your movement so your
    fire doesn't get put out by the water. You can go out of the room and come
    back in if your fire goes out. First, move the pillar without fire out of the
    way. Best spot to put it is on the right side of the upper dotted square. Move
    the fire pillar up one square. Now stand on the left of the pillar, and move
    the pillar all the way to the right immediately after the water hits the right
    side of the pillar. When you have successfully moved it without the fire going
    off, move the pillar around the lower dotted square so it is now on the left
    side of the square. This time, stand on the right side of the pillar and move
    it all the way to the left right after the water hits the left side like last
    time. Move the pillar around so it is now on top of the upper dotted square.
    (You may move the no-fire pillar away to see the water drop better)
    Time the water drop again, and move the fire pillar to the right. After that,
    just push it up to the tile to open the door. Whew, finally done with it.
    
    Now go out of that room, and you will get to a room you've been before, this
    time filled with drained water from the pool before. Go to the left and up the
    stairs. Go down to the next room, and you'll get to the room with drained
    pool. Go down the ladder and go through the door. Jump up to cross the gap, go
    up the ladder, and up the stairs. Exit the cave and go up the stairs to
    finally meet the long waited Venus Djinni! With that done, leave the village.
    If you wish to have a free healing potion, you can also visit Mercury
    Lighthouse to get some Herme's Water for yourself, if you don't mind detour.
    Now, go back to Kalay and go to the dock that is west of the town to finally
    move onto Tolbi.
    
    -----------
    Kalay Dock
    -----------
    
    
    To Be Continued...
    
    
    ==============================================================================
    5. Djinn
    ==============================================================================
    What makes Golden Sun really fun and special is the Djinn system. Djinn
    (Djinni in singular) are little elemental spirits that helps you up your
    stats, change classes and spells available according to number and
    combinations, and of course, summon. There are 4 kinds of elemental - Earth,
    Fire, Wind and Water - and 7 of each, which makes it 28 Djinns in total in
    game. See if you can catch 'em all! (sounds familiar?)
    
    
    I. Djinn Tutorial by Flint (revised by NaYa)
    
    - After bringing a Djinni into your party, you must set it to somebody.
    - To give your Djinni to someone else, select Djinni and select 'Give' command
      on the person you wish to set it to.
    - After choosing who will take the Djinni, you can set it by selecting the
      Djinni and selecting 'Set' command.
    - Setting a Djinni changes your attributes and maybe even your class. When
      your class changes, the Psynergy you can use may also change.
    - Each Djinni has different powers. Once we are set, you can unleash us to
      use our powers.
    - Select the 'Djinn' command to unleash me in battle, select the Djinni you
      want and choose the monster you wish to unleash to.
    - After being unleashed, we Djinn will then stand by to be summoned... If you
      have standby Djinn, you can summon even greater powers! Select the 'Summon'
      command, then the Summon you want on the Monster you wish to summon upon.
    - After a Djinni has been used to summon, it must spend time in recovery.
      And after we recover, we will set ourselves again and be ready to attack.
      So, we go from set to standby to recovery, then back to set.
    - If you want to learn more about Djinni, refer to the Help (Press Select on
      the Djinn screen)
    - Please, use us Djinn wisely! :)
    
    
    II. Djinn List in Order
    
    You can view this from your stat screen as well. If you have a missing spot,
    that means you missed that Djinn.
    
    Venus         Mercury       Mars          Jupiter
    ------------------------------------------------------------------------------
    Flint         Fizz          Forge         Gust
    Granite       Sleet         Fever         Breeze
    Quartz        Mist          Corona        Zephyr
    Vine          Spritz        Scorch        Smog
    Sap           Hail          Ember         Kite
    Ground        Tonic         Flash         Squall
    Bane          Dew           Torch         Luff
    
    
    III. Effects of Unleashing and Instructions on How/Where to Get Them
    Can't find a Djinn? You see a Djinn but don't know how to get them? Here are
    instructions for getting each Djinn.
    
    Venus (Earth)
    Flint	  - Strike a blow that can cleave stone.
              Found right outside Vale on the World Map.
              This is the first Djinni you get in the journey, so it gives a
              little tutorial on the Djinn System.
    
    Granite - Create a mighty earthen barrier.
              Found inside the fences of a house in Kolima village. Enter through
              a secret door from behind that house.
    
    Quartz  - Revive a downed ally.
              Found in Mogall Forest. If you kept following the monkeys, you can't
              miss it.
    
    Vine    - Tangle foes to drop Agility.
              Encountered on the world map like a Monster Battle
              In an area Northwest of Lamakan desert (after crossing it)
    
    Sap     - Attack a foe and steal HP.
              Found in Vault village. This one is a little tricky... first, go
              inside the Vault Inn and take a bone. Go to Northeast corner of the
              village and ring the bell, and you'll notice a Djinni jump over to a
              cave exit. Go to the graveyard and give the dog a bone, and when the
              dog moves to the back, use 'Reveal' to see the entrance in the
              middle of the graveyard. Walk through the passage to get to the
              Djinni above.
    
    Ground  - Use gravity to hold a foe.
              Found in Kalay dock over the blocked road. To reach there, take the
              ship to Tolbi and walk back to Kalay dock using the road North of
              Karagol Sea.
    
    Bane    - Attack with nature's venom.
              Found on 6th floor of Crossbone Isle. Keep chasing the Djinni in the
              room until it circles around one area trying to avoid you. Use Halt
              to make Djinni stop.
    
    Mercury (Water)
    Fizz    - Restore HP with calming water.
              Automatically gained when Mia joins.
    
    Sleet   - Drench a foe to drop its Attack.
              Found behind one of the waterfalls in Mercury Lighthouse.
    
    Mist    - Lull a foe into deep sleep.
              Found in Xian village. Stand in front of the Item Shop door, and
              when the water girl walks up to a space before the door (which will
              be right in front of you) talk to her to make her drop the water.
              Cast Freeze on it, and use the new ice pillar to jump over to the
              ledge where the Djinni is.
    
    Spritz  - Restore parth HP with soothing mist.
              Found in Altin mines.
    
    Hail    - Freeze a foe to drop its Defense.
              Encountered on the world map like a Monster Battle
              Far west of Tolbi across two bridges.
    
    Tonic   - Heal all party ailments.
              Found in Lunpa Fortress. After beating the monster, send Hammet back
              home and go back to Donpa's room. He'll let you take the Djinni as a
              token of gratitude.
    
    Dew     - Revive a downed ally.
              Found in Suhalla Gate. In the third area, go down the third slide on
              the cliff.
    
    Mars (Fire)
    Forge   - Boost party attack with flame's fury. (have to fight)
              Found in Goma cave. When you see the Djinni, move the stump nearby
              to the very top until it clicks and settles to one spot. Go down and
              jump across the water, and go down the stairways to the next room.
              Go left and jump over to the other side, then go up the stairways to
              get to the previous room. Go up and move the stump to the right,
              jump over twice and move the same stump back to get to the treasure
              chest for a Lucky Medal. Jump back and push the big stump off to the
              pit, and go back to the previous room to see a new stepping stump.
              jump across to the right and up the stairs to get to the Djinni.
    
    Fever   - Wrap a foe in feverish delusion.
              Found in Lmil village. Drop the Snowman onto the frozen river, go to
              the left side of the river and walk (slide) out from the upper
              opening on the left side. Move up, left, up, left, up, right, up,
              left, up, right, up to get inside the frozen waterfall. 
    
    Corona  - Boost party defense with a heat aura.
              Encountered on the world map like a Monster Battle
              On a small island area across a bridge North of Xian.
    
    Scorch  - Stun a foe with a blast attack.
              Found in Kalay village. Jump over to the east side ledge from a
              house with broken wall, move the statue and go inside the cave. Move
              the statue inside to block the water coming out to drain the pool.
    
    Ember   - Restore party PP with passion's flames.
              Found in Tolbi village. Upon entering the village, turn right
              immediately and walk by the cliff. Grow the sprout and go up, and
              freeze the water puddle. Go back down and walk into the village,
              all the way up to the Inn and jump over to the other side using the
              ice pillar you just formed.
    
    Flash   - Block damage to party with a firewall.
              Found in Suhalla Desert. When you see the pink tornado in third
              area, go to the left edge and cast 'Reveal.' Follow the footprint
              and jump over the log to get to the Djinni.
    
    Torch   - Penetrate defense with a melting blast.
              Found in Lalivero village. Go inside the Weapon/Armor shop, go up
              the ladder and jump to the wall. run across to the west end of the
              wall and jump to the house where the Djinni is.
    
    Jupiter (Wind)
    Gust    - Attack with mighty wind gusts.
              Found in Bilbin village. Go upstairs where the Sanctum is, run down
              and across the fence to the west side and cast 'Whirlwind' on the
              bush to open up the cave entrance. Move the statue to South using
              the 'Move' Psynergy and jump across to where the Djinni is.
    
    Breeze  - Boost party Resistance.
              Found on the top branch end of Tret tree. (accessible from the 4th
              floor of Tret)
              
    
    Zephyr  - Boost party Agility with swift wind.
              Found inside the waterfall cave of Fuchin Temple. In the room with
              the Djinni, ride the log to down, then ride the vertical one to
              left. Ride back on the horizontal one up, and jump left to the
              stepping stump and onto the vertical log. Ride to the right side to
              get to the Djinni.
    
    Smog    - Veil a foe's vision in smoke.
              Found in Lamakan Desert. In second area, use 'Reveal'
    
    Kite    - Attack twice next round.
              Inside Vale cave, acquire the Halt gem first, equip it, and chase
              down the Djinni until it is just one space from you. Face it and
              cast Halt to stop it.
    
    Squall  - Paralyze a foe with a storm.
              Found in the second area of Altania cave Southeast corner.
    
    Luff    - Seal a foe's Psynergy.
              Found inside Babi Tower. Go down the left entrance to the
              underground passage just outside Babi Tower entrance and move the
              pillar one space. Go out, move the pillar on the right side and go
              down the passage, and move the other pillar. Jump across and go out
              the exit. Go up using the sprout and go down the slide, and inside
              the tower go down the slide again to drop onto where the Djinni is.
    
    
    IV. Summon
    When the Djinn are on standby, they can be summoned. The more Djinn you
    summon at once, the more powerful they are.
    When the Djinn have been summoned, it will recover within 2 turns (or couple of
    seconds while walking) and set themselves back to the character they were
    originally set on automatically one by one. This helps to raise back the stats
    during the battle, and changes the classes accordingly as well.
    
    1 Djinni       Venus         Mercury       Mars          Jupiter
    2 Djinn        Ramses        Nereid        Kirin         Atlanta
    3 Djinn        Cybele        Neptune       Tiamat        Procne
    4 Djinn        Judgment      Boreas        Meteor        Thor
    
    
    V. Combination - Classes and Spells
    
    Depending on how you set the Djinn on your character, your class, stat and
    even available spells (psynergy) are determined. Here is a list to help you
    choose what character you want to set. The more spirits you set on a
    character, higher the stats are.
    
    * When the character has equal number of Djinn on him/herself, the class is
      determined according to the Djinn dominance.
      For example, on Isaac's elemental field, Mercury is dominant over Jupiter
      and Jupiter dominant over Mars, so when equal number of each of these
      elemental Djinn is set on him, his class will be the same as only setting
      Mercury since it is the most dominant over all and cancels out others.
      (Of course there are few exceptions and it rather creates new class)
    
    The Psynergy column lists all the possible spells when they are at level 99.
    For the details on each psynergy, refer to the Psynergy section. Since there
    isn't any new Class formed with 3 or 4 element combos due to that dominance
    factor, I will only list 2-element combos here.
    
    V = Venus, Mc = Mercury, M = Mars, J = Jupiter
    
    Isaac
    Fixed Psynergy - Move & Retreat
    Elemental Dominance - Mc > J > M
    
    Class         V    Mc   M    J    Psynergy
    ------------------------------------------------------------------------------
    Squire        0-1                 Cure, Cure Well, Potent Cure, Ragnarok,
                                      Quake, Earthquake, Quake Sphere, Spire,
                                      Clay Spire, Stone Spire
    Knight        2-3                 (Same as Squire)
    Gallant       4-5                 above + Gaia, Mother Gaia, Grand Gaia,
                                      Revive
    Lord          6-7                 (Same as Gallant)
    ------------------------------------------------------------------------------
    Swordsman     any  1              Cutting Edge, Thorn, Briar, Nettle, Revive,
                                      Cure Poison, Restore, Break
    Defender      any  2-3            above + Ply, Ply Well, Pure Ply, Avoid
    Cavalier      any  4-5       any  above + Wish, Wish Well, Pure Wish
                       4-5  1-2
    Guardian      1    6              (Same as Cavalier)
    Dragoon            3-4  3         above + Blast, Mad Blast, Fiery Blast
    
    Shaman(i)          6-7            Froth, Froth Sphere, Froth Spiral, Growth,
                       6    any  any  Mad Growth, Wild Growth, Cure, Cure Well,
                                      Potent Cure, Revive, Wish, Wish Well,
                                      Pure Wish, Cure Poison, Restore, Break
    
    Brute         any       1         Planet Diver, Growth, Mad Growth,
                                      Wild Growth, Blast, Nova, Supernova, Haunt,
                                      Curse, Condemn
    Ruffian       any       2-3       (Same as Brute)
                            2-3
    Savage        any  any  4         above + Spire, Clay Spire, Stone Spire,
                            4    1-2  Revive, Impair, Debilitate
    Barbarian               5-7       (Same as Savage)
                  any       5
                       any  5-6  any
    Berserker     1         6         (Same as Savage)
    
    Samurai                 4    3    Dragon Cloud, Demon Night, Helm Splitter,
                                      Quick Strike, Rockfall, Rockslide,
                                      Avalanche, Lava Shower, Molten Bath,
                                      Magma Storm, Demon Spear, Angel Spear,
                                      Guardian, Protector, Magic Shell,
                                      Magic Shield
    
    Ninja                   3    3-4  Death Plunge, Shuriken, Annihilation, Punji,
                                      Punji Trap, Punji Strike, Fire Bomb,
                                      Cluster Bomb, Carpet Bomb, Gale, Typhoon,
                                      Hurricane, Thunderclap, Thunderbolt,
                                      Thunderstorm, Mist
    
    Apprentice    any            1    Astral Blast, Gaia, Mother Gaia, Grand Gaia,
                                      Weaken, Enfeeble, Delude, Sleep, Haunt,
                                      Curse, Drain, Psy Drain
    Illusionist   any            2-3  (Same as Apprentice)
    Enchanter     any  any       4-5  above + Impact, High Impact, Ward, Resist
                            1-2  4-5
    Conjurer      1              6    (Same as Enchanter)
    
    Shaman(ii)                   6-7  Bolt, Flash Bolt, Blue Bolt, Growth,
                       any  any  6    Mad Growth, Wild Growth, Cure, Cure Well,
                                      Point Cure, Revive, Ward, Resist, Bind,
                                      Drain, Psy Drain
    
    
    Garet
    Fixed Psynergy - Move
    Elemental Dominance - J > Mc > V
    
    Class         V    Mc   M    J    Psynergy
    ------------------------------------------------------------------------------
    Guard                   0-1       Heat Wave, Flare, Flare Wall, Flare Storm,
                                      Fire, Fireball, Inferno, Volcano, Eruption,
                                      Pyroclasm
    Soldier                 2-3       (Same as Guard)
    Warrior                 4-5       Guard, Protect, Impair, Debilitate
    Champion                6-7       (Same as Warrior)
    ------------------------------------------------------------------------------
    Brute         1         any       (Refer to Isaac's List)
    Ruffian       2-3       any                 "
    Savage        4    any  any                 "
                  4              1-2
    Barbarian     5-7                           "
                  5         any
                  5-6  any       any
    Berserker     6         1                   "
    Dragoon       3    3-4                      "
    Samurai       4              3              "
    Ninja         3              3-4            "
    
    Swordsman          1    any       Cutting Edge, Blast, Mad Blast, Fiery Blast,
                                      Cure Poison, Restore, Guard, Protect, Break
    Defender           2-3  any       above + Ply, Ply Well, Pure Ply, Avoid
    Cavalier           4-5  any  any  above + Wish, Wish Well, Pure Wish
                  1-2  4-5 
    Luminier           6    1         (Same as Cavalier)
    
    Ascetic(i)         6-7            Douse, Drench, Deluge, Prism, Hail Prism,
                  any  6         any  Freeze Prism, Volcano, Eruption, Pyroclasm,
                                      Wish, Wish Well, Pure Wish, Cure Poison,
                                      Break
    
    Page                    any  1    Astral Blast, Volcano, Eruption, Pyroclasm,
                                      Ward, Resist, Weaken, Enfeeble, Delude,
                                      Sleep, Drain, Psy Drain
    Illusionist             any  2-3  (Same as Page)
    Enchanter          any  any  4-5  above + Impact, High Impact, Guard, Protect
                  1-2            4-5
    Conjurer                1    6    (Same as Enchanter)
    
    Ascetic(ii)                  6-7  Slash, Wind Slash, Sonic Slash, Plasma,
                  any  any       6    Shine Plasma, Spark Plasma, Volcano,
                                      Eruption, Pyroclasm, Ward, Resist, Bind,
                                      Drain, Psy Drain
    
    
    Ivan
    Fixed Psynergy - Mind Read, Reveal
    Elemental Dominance - M > V > Mc
    
    Class         V    Mc   M    J    Psynergy
    ------------------------------------------------------------------------------
    Wind Seer                    0-1  Ray, Storm Ray, Destruct Ray, Whirlwind,
                                      Tornado, Tempest, Plasma, Shine Plasma,
                                      Spark Plasma, Sleep, Bind
    Magician                     2-3  above + Impact, High Impact
    Mage                         4-5  above + Ward, Resist
    Magister                     6-7  (Same as Mage)
    ------------------------------------------------------------------------------
    Seer          1              any  Bolt, Flash Bolt, Blue Bolt, Growth,
                                      Mad Growth, Wild Growth, Cure, Cure Well,
                                      Potent Cure, Bind, Drain, Psy Drain
    Diviner       2-3            any  (Same as Seer)
    Shaman        4-5       any  any  above + Revive, Ward, Resist
                  4-5  1-2
    Druid         6              1    (Same as Shaman)
    
    Enchanter(i)  6-7                 Astral Blast, Gaia, Mother Gaia, Grand Gaia,
                  6    any  any       Impact, High Impact, Ward, Resist, Weaken,
                                      Enfeeble, Delude, Sleep, Haunt, Curse,
                                      Drain, Psy Drain
    
    Medium        3-4  3              Haunt, Curse, Condemn, Bolt, Flash Bolt,
                                      Blue Bolt, Froth, Froth Sphere,
                                      Froth Spiral, Cure, Cure Well, Potent Cure,
                                      Revive, Drain, Psy Drain
    
    White Mage    3    4              Prism, Hail Prism, Freeze Prism, Plasma,
                                      Shine Plasma, Spark Plasma, Wish, Wish Well,
                                      Pure Wish, Revive, Cure Poison, Restore,
                                      Dull, Blunt, Ward, Resist
    
    Hermit             1         any  Prism, Hail Prism, Freeze Prism, Plasma,
                                      Shine Plasma, Spark Plasma, Impact,
                                      High Impact, Bind, Drain, Psy Drain, Break
    Elder              2-3       any  (Same as Hermit)
    Scholar            4    any  any  above + Wish, Wish Well, Pure Wish
                  1-2  4
    Savant             5-7            (Same as Scholar)
                       5         any
                  any  5-6  any
    Sage               6         1    (Same as Savant)
    
    Ranger             3    3-4       Slash, Wind Slash, Sonic Slash, Douse,
                                      Drench, Deluge, Volcano, Eruption,
                                      Pyroclasm, Ward, Resist, Bind, Drain,
                                      Psy Drain, Break
    
    Pilgrim                 1    any  Slash, Wind Slash, Sonic Slash, Plasma,
                                      Shine Plasma, Spark Plasma, Bind, Drain,
                                      Psy Drain
    Wanderer                2-3  any  (Same as Pilgrim)
    Ascetic       any       4-5  any  above + Volcano, Eruption, Pyroclasm, Ward,
                       1-2            Resist
    Fire Monk               6    1    (Same as Ascetic)
    
    Enchanter(ii)           6-7       Astral Blast, Volcano, Eruption, Pyroclasm,
                  any  any  6         Impact, High Impact, Guard, Protect, Ward,
                                      Resist, Weaken, Enfeeble, Delude, Sleep,
                                      Drain, Psy Drain
    
    
    Mia
    Fixed Psynergy - None
    Elemental Dominance - V > M > J
    
    Class         V    Mc   M    J    Psynergy
    ------------------------------------------------------------------------------
    Water Seer         0-1            Ply, Ply Well, Pure Ply, Cure Poison,
                                      Restore, Frost, Tundra, Glacier, Ice,
                                      Ice Horn, Ice Missile, Break
    Scribe             2-3            (Same as Water Seer)
    Cleric             4-5            above + Wish, Wish Well, Pure Wish
    Paragon            6-7            (Same as Cleric)
    ------------------------------------------------------------------------------
    Seer          1                   Froth, Froth Sphere, Froth Spiral, Growth,
                                      Mad Growth, Wild Growth, Cure, Cure Well,
                                      Potent Cure, Cure Poison, Restore, Break
    Diviner       2-3  any            (Same as Seer)
    Shaman        4-5  any  any       above + Revive, Wish, Wish Well, Pure Wish
                  4-5            1-2
    Druid         6    1              (Same as Shaman)
    
    Cavalier(i)   6-7                 Cutting Edge, Thorn, Briar, Nettle, Ply,
                  6         any  any  Ply Well, Pure Ply, Wish, Wish Well,
                                      Pure Wish, Revive, Cure Poison, Restore,
                                      Break, Avoid
    
    Pilgrim            any  1         Douse, Drench, Deluge, Prism, Hail Prism,
                                      Freeze Prism, Cure Poison, Restore, Break
    Wanderer           any  2-3       (Same as Pilgrim)
    Ascetic       any  any  4-5       above + Volcano, Eruption, Pyroclasm, Wish,
                            4-5  1-2  Wish Well, Pure Wish
    Water Monk         1    6         (Same as Ascetic)
    
    Cavalier(ii)            6-7       Cutting Edge, Blast, Mad Blast, Fiery Blast,
                                      Ply, Ply Well, Pure Ply, Wish, Wish Well,
                                      Pure Wish, Cure Poison, Restore, Guard,
                                      Protect, Break, Avoid
    
    Hermit             any       1    (Refer to Ivan's list)
    Elder              any       2-3            "
    Scholar            any  any  4              "
                  1-2            4  
    Savant                       5-7            "
                       any       5
                  any       any  5-6
    Sage               1         6              "
    Medium        3-4            3              "
    White Mage    3              4              "
    Ranger                  3-4  3              "
    
    
    ==============================================================================
    6. Psynergy (Spell)
    ==============================================================================
    I listed the Psynergy in the order of element, since each spell holds a single
    elemental property no matter how the Djinn of different elemental nature are
    mixed up to form the spell.
    Elm (Element): V = Venus, Mc = Mercury, M = Mars, J = Jupiter
    
    Name             PP Elm Range Description
    ------------------------------------------------------------------------------
    Force                 2  -    1   Strike a distant object. Need Orb of Force
                                      (Force has no elemental property)
    ------------------------------------------------------------------------------
    Catch             1  V    1   Grab light objects from afar. Need Catch Beads
    Carry             2  V    1   Lift and move light objects. Need Carry Stone
    Retreat           6  V    1   Return to the dungeon's entrance
    Cure              3  V    1   Restore 70 HP
    Cure Well         7  V    1   Restore 150 HP
    Potent Cure      10  V    1   Restore 300 HP
    Revive           15  V    1   Revive a downed ally
    Haunt             5  V    3   Haunt a foe with an evil spirit
    Curse             6  V    1   Draw the Spirit of Death to a foe
    Condemn           8  V    1   Disable your enemy with evil power
    Demon Night      12  V    3   Unleash a myriad of monsters
    Ragnarok          7  V    1   Strike with a massive sword
    Quake             4  V    3   Attack with a powerful quake
    Earthquake        7  V    5   Attack with a mighty tremor
    Quake Sphere     15  V    7   Attack with a massive quake
    Spire             5  V    1   Attack with earthen spire
    Clay Spire       13  V    3   Attack with earthen spire
    Stone Spire      22  V    3   Attack with earthen spire
    Gaia              7  V    3   Attack with the earth's might
    Mother Gaia      17  V    5   Attack with the earth's might
    Grand Gaia       32  V    5   Attack with the earth's might
    Growth            4  V    1   Attack with wild plants
    Mad Growth       10  V    3   Attack with ferocious plants
    Wild Growth      19  V    5   Attack with giant plants
    Thorn             6  V    3   Attack with stabbing thorns
    Briar            11  V    3   Attack with sharpened briars
    Nettle           23  V    5   Attack with stinging nettles
    Helm Splitter     8  V    1   Paralyze a foe with a mighty blow
    Rockfall          5  V    3   Attack with a blast of rocks
    Rockslide        15  V    5   Attack with blast of rocks
    Avalanche        30  V    5   Attack with blast of rocks
    Annihilation     18  V    1   Attempt to annihilate a foe
    Punji             7  V    3   Attack with a bamboo weapon
    Punji Trap       13  V    3   Attack with a bamboo weapon
    Punji Strike     24  V    5   Attack with a bamboo weapon
    ------------------------------------------------------------------------------
    Cloak             1  Mc   1   Hide away in shadows. Need Cloak Ball
    Lift              2  Mc   1   Lift an object vertically. Need Lift Gem
    Ply               4  Mc   1   Restore 100 HP with faith's power
    Ply Well          8  Mc   1   Restore 200 HP with faith's power
    Pure Ply         12  Mc   1   Restore 1000 HP with faith's power
    Wish              9  Mc  all  Restore 80 HP to the whole party
    Wish Well        13  Mc  all  Restore 160 HP to the whole party
    Pure Wish        20  Mc  all  Restore 400 HP to the whole party
    Cure Poison       2  Mc   1   Cleanse the body of poison
    Restore           3  Mc   1   Remove sleep, stun, and delusion
    Break             5  Mc  all  Eliminate an enemy's bonuses
    Avoid             5  Mc   1   Encounter fewer monsters
    Frost             5  Mc   3   Attack with frigid blasts
    Tundra            8  Mc   3   Attack with frigid blasts
    Glacier          15  Mc   3   Attack with frigid blasts
    Ice               5  Mc   1   Attack with spikes of ice
    Ice Horn         11  Mc   3   Attack with spikes of ice
    Ice Missile      23  Mc   3   Attack with spikes of ice
    Froth             5  Mc   3   Attack with frothing bubbles
    Froth Sphere     12  Mc   5   Attack with frenzied bubbles
    Froth Spiral     31  Mc   7   Attack with a bubble vortex
    Douse             5  Mc   3   Attack with a surge of water
    Drench           10  Mc   3   Attack with a torrent of water
    Deluge           20  Mc   5   Attack with a deadly flood
    Prism             7  Mc   3   Attack with ice crystals
    Hail Prism       16  Mc   5   Attack with ice crystals
    Freeze Prism     31  Mc   5   Attack with ice crystals
    ------------------------------------------------------------------------------
    Move              2  M    1   Move an object on the ground
    Guard             3  M    1   Boost ally's Defense
    Protect           5  M   all  Boost party's Defense
    Guardian          3  M    1   Boost Defense with divine might
    Protector         5  M   all  Boost Defense with divine might
    Impair            4  M    1   Drop enemy's Defense
    Debilitate        6  M    3   Drop enemy party's Defense
    Heat Wave         6  M    1   Attack with fiery bolts
    Flare             4  M    3   Attack with flaring flames
    Flare Wall        7  M    3   Attack with searing flames
    Flare Storm      12  M    3   Attack with incinerating flames
    Fire              6  M    3   Attack with a scorching fireball
    Fireball         12  M    5   Attack with a scorching fireball
    Inferno          23  M    5   Attack with a scorching fireball
    Volcano           6  M    1   Attack with volcanic might
    Eruption         14  M    3   Attack with volcanic might
    Pyroclasm        29  M    5   Attack with volcanic might
    Planet Diver      7  M    1   Leap skyward and lunge onto a foe
    Blast             7  M    3   Attack with a massive explosion
    Nova             13  M    5   Attack with a massive explosion
    Supernova        31  M    7   Attack with a massive explosion
    Blast             5  M    3   Attack with an explosive blast
    Mad Blast         9  M    3   Attack with an explosive blast
    Fiery Blast      19  M    5   Attack with an explosive blast
    Dragon Cloud      6  M    1   Strike an enemy with Dragon Cloud
    Lava Shower       4  M    1   Attack with a volcano's might
    Molten Bath      12  M    3   Attack with a volcano's might
    Magma Storm      27  M    5   Attack with a volcano's might
    Fire Bomb         5  M    3   Attack with a bomb blast
    Cluster Bomb     11  M    5   Attack with a bomb blast
    Carpet Bomb      29  M    7   Attack with a bomb blast
    ------------------------------------------------------------------------------
    Mind Read         1  J    1   Read someone's mind
    Reveal            1  J    1   Perceive hidden truths
    Halt              2  J    1   Stop a moving object. Need Halt Gem
    Impact            7  J    1   Boost ally's Attack
    High Impact      12  J   all  Boost party's Attack
    Ward              3  J    1   Boost Resistance
    Resist            5  J   all  Boost party Resistance
    Demon Spear       7  J    1   Boost Attack with a demonic blade
    Angel Spear      12  J   all  Boost party Attack with a heavenly blade
    Magic Shell       3  J    1   Boost Elemental Resistance
    Magic Shield      5  J   all  Boost party Elemental Resistance
    Dull              6  J    1   Drop enemy Attack
    Blunt            11  J    3   Drop enemy Attack
    Weaken            4  J    1   Drop enemy Resistance
    Enfeeble          6  J    3   Drop enemy party's Resistance
    Mist              4  J    3   Wrap a foe in a cloud of delusion
    Delude            4  J    3   Wrap multiple foes in delusion
    Sleep             5  J    3   Lull multiple foes to sleep
    Bind              4  J    1   Block a foe's Psynergy
    Drain             3  J    1   Drain enemy's HP into yourself
    Psy Drain         0  J    1   Drain enemy's PP into yourself
    Whirlwind         5  J    3   Attack with a swirling tornado
    Tornado          14  J    5   Attack with a mighty tornado
    Tempest          27  J    5   Attack with a fearsome windstorm
    Ray               6  J    3   Attack with a magnetic storm
    Storm Ray        10  J    3   Attack with a magnetic storm
    Destruct Ray     21  J    3   Attack with a magnetic storm
    Plasma            8  J    3   Attack with a barrage of bolts
    Shine Plasma     18  J    5   Attack with a barrage of bolts
    Spark Plasma     37  J    7   Attack with a barrage of bolts
    Astral Blast      5  J    1   Attack with celestial force
    Bolt              4  J    1   Attack with a lightning bolt
    Flash Bolt        7  J    3   Attack with a lightning bolt
    Blue Bolt        14  J    3   Attack with a lightning bolt
    Slash             4  J    1   Attack with a blade of focused air
    Wind Slash        9  J    3   Attack with a blade of focused air
    Sonic Slash      20  J    5   Attack with a blade of focused air
    Quick Strike     12  J    1   Blind an enemy with a rapid strike
    Death Plunge     14  J    1   Plunge your weapon into a foe
    Shuriken          8  J    3   Attack with huge throwing knife
    Gale              3  J    3   Attack with the wind's might
    Typhoon          12  J    5   Attack with the wind's might
    Hurricane        25  J    5   Attack with the wind's might
    Thunderclap       9  J    3   Attack with the storm's fury
    Thunderbolt      19  J    5   Attack with the storm's fury
    Thunderstorm     39  J    7   Attack with the storm's fury
    
    
    ==============================================================================
    7. Item
    ==============================================================================
    *Note
     Price  - Buying Price for the special items you gain is what the shopkeepers
              put after you sell it. BP = Buying Price, SP = Selling Price
              The currency is 'Coins'
     Detail - Atk: attack, Def: Defense, Agl: Agility, Res: Resist
              V: Venus(Earth), Mc: Mercury(Water), M: Mars(Fire), J: Jupiter(Wind)
    
    I. Consumable
    Name                BP     SP    Details
    ------------------------------------------------------------------------------
    Herb                10      7    Replenishes 50 HP
    Nut                200    150    Replenishes 200 HP
    Vial               500    375    Replenishes 500 HP
    Potion                    750    Replenishes all HP
    Water of Life     3000   2250    Revives Downed characters
    Psy Crystal       1500   1125    Replenishes all PP
    Antidote            20     15    Cures Poison
    Elixir              30     22    Cures Delusion, Stun, & Sleep
    Mint               500    375    Boosts Agility
    Hard Nut           500    375    Boosts Defense
    Apple              500    375    Boosts Attack
    Lucky Pepper       500    375    Boosts Luck
    Power Bread        500    375    Boosts maximum HP
    Cookie             500    375    Boosts maximum PP
    Sacred Feather      70     52    Reduces monster encounters
    
    II. Battle Use
    Item                BP     SP    Details
    ------------------------------------------------------------------------------
    Smoke Bomb          -      22    Obstructs enemies' sight
    Sleep Bomb          -      45    Lulls enemies to sleep
    Oil Drop            -      22    Causes damage with flames
    Crystal Powder      -      45    Causes damage with ice
    
    III. Armor
    Item                BP     SP    Category     Details 
    ------------------------------------------------------------------------------
    Cotton Shirt        20     15    Clothing     Def  3
    Travel Vest         50     37    Clothing     Def  7
    Fur Coat            -     300    Clothing     Resists Water
                                                  Def 16  Mc.Res 20
    Adept's Clothes    850    637    Clothing     Boosts PP
                                                  Def 18  Max PP +8
    Elven Shirt       1700   1275    Clothing     Boosts Agility
                                                  Def 22  Agl x1.5
    Water Jacket      3000   2250    Clothing     Resists Water & Fire
                                                  Def 30  Mc.Res 30  M.Res 20
    Leather Armor      240    180    Armor        Def 12
    Psynergy Armor      -     750    Armor        Boosts PP
                                                  Def 21  Max PP +20
    Chain Mail        2000   1500    Armor        Def 25
    One-Piece Dress     25     18    Robe         Def  4
    Travel Robe        200    150    Robe         Def 10
    China Dress       1600   1200    Robe         Drops enemy's Attack when used
                                                  Def 19
    Silk Robe         1400   1050    Robe         Def 20
    Jerkin            2400   1800    Robe         Def 26
    Padded Gloves       10      7    Gloves       Def  2
    Leather Gloves     220    165    Gloves       Def 10
    Gauntlets         1600   1200    Gloves       Def 23
    Vambrace          1800   1350    Gloves       Boosts Attack
                                                  Atk  5  Def 27
    Wooden Shield       40     30    Shield       Def  6
    Bronze Shield      500    375    Shield       Def 14
    Iron Shield       1200    900    Shield       Def 20
    Leather Armlet     180    135    Bracelet     Def  7
    Armlet             900    675    Bracelet     Def 17
    Heavy Armlet      2000   1500    Bracelet     Def 25
    Leather Cap         30     22    Hat          Def  3
    Wooden Cap         400    300    Hat          Def 10
    Mail Cap          2000   1500    Hat          Def 23
    Open Helm          180    135    Helm         Def  9
    Bronze Helm        600    450    Helm         Def 14
    Iron Helm         1600   1200    Helm         Def 20
    Circlet            120     90    Circlet      Def  6
    Silver Circlet    1300    975    Circlet      Def 16
    
    IV.Weapon
    Item                BP     SP    Category     Details
    ------------------------------------------------------------------------------
    Machete             -      -     Light Blade  Used for chores
                                                  Atk  6
    Short Sword        120     90    Light Blade  Atk  8
    Bandit's Sword     700    525    Light Blade  Unleashes Rapid Smash
                                                  Atk 12
    Hunter's Sword     520    390    Light Blade  Atk 28
    Elven Rapier      2200   1650    Light Blade  Unleashes Vorpal Slash
                                                  Atk 44
    Battle Rapier     2900   2175    Light Blade  Atk 58
    Long Sword         200    150    Long Sword   Atk 14
    Broad Sword       1000    750    Long Sword   Atk 40
    Arctic Blade      2600   1950    Long Sword   Unleashes Blizzard
                                                  Atk 55
    Claymore          4000   3000    Long Sword   Atk 70
    Battle Axe         280    210    Axe          Atk 24
    Broad Axe         1400   1050    Axe          Atk 50
    Vulcan Axe        4600   3450    Axe          Unleashes Barrage
                                                  Atk 76
    Great Axe         5200   3900    Axe          Atk 80
    Wooden Stick        40     30    Staff        Atk  4
    Shaman's Rod        -      -     Staff        Atk 10
    Magic Rod          380    285    Staff        Unleashes Murk
                                                  Atk 16
    Witch's Wand       860    645    Staff        Unleashes Stun Voltage
                                                  Atk 32
    Blessed Ankh      1600   1200    Staff        Unleashes Psyphon Seal
                                                  Atk 46
    Psynergy Rod      3800   2850    Staff        Unleashes Psynergy Leech
                                                  Atk 64
    Frost Wand        5400   4050    Staff        Unleashes Frost Bite
                                                  Atk 76
    Mace                80     60    Mace         Atk  6
    Heavy Mace         500    375    Mace         Atk 26
    Battle Mace       2600   1950    Mace         Atk 56
    
    V. Accessories
    Item                BP     SP    Category     Details
    ------------------------------------------------------------------------------
    Healing Ring       800    600    Ring         Use to restore 70 HP
    Unicorn Ring      1100    825    Ring         Use to remove poison
    
    VI. Psynergy Bonus
    Item           Psynergy   Where to get it
    ------------------------------------------------------------------------------
    Catch Beads    Catch      Before Isaac leaves Vale, one of the villagers gives
                              this to him saying it's from his mother.
    Orb of Force   Force      In Fuchin Temple. Refer to the walkthrough.
    Douse Drop     Douse      Makes it rain. More useful later in the game.
    Frost Jewel    Frost      Freeze water drops to turn it into a pillar of ice.
    Lifting Gem    Lift       Inside Altin Mines after beating the boss.
    Halt Gem       Halt       Inside Vale Cave. You can access after you get Lift.
    Cloak Ball     Cloak      "Borrow" from Babi after completing the Colosso.
    Carry Stone    Carry      Inside Venus Lighthouse through the hidden passage.
    
    
    VII. Miscellaneous
    You cannot sell most of the following, but if you can, Do NOT sell them! They
    are very useful in their own way. But I'll list the Selling Price for info.
    
    Item           SP  Details
    ------------------------------------------------------------------------------
    Game Ticket    37  Special ticket from Tolbi. Used to play the slot machine
    Small Jewel        A beautiful eye-shaped jewel. Put this on minatour relief
    Mythril Bag        A fine bag made of mythril (required to obtain the stars)
    Venus Star         Earth Elemental - requires Mythril Bag
    Mercury Star       Water Elemental
    Jupiter Star       Wind Elemental
    Mars Star          Fire Elemental
    Bone               A bone from the girl at the inn
    Lucky Medal        A special medal from Tolbi. Used in the Tolbi fountain to
                       get prizes
    Empty Bottle  750  Extracts water from a magic spring
    Hermes' Water      Replenishes Full HP (used to cure Tret)
    Dragon's Eye       A shining red jewel with flames inside
    Cell Key           The key to the cells in Lunpa Fortress
    
    
    ==============================================================================
    8. Monsters
    ==============================================================================
    
    Sct = Section
    1 = from the Vale up to Goma Cave
    2 = Bilbin & Kolima area
    
    Name             Areas                 HP    XP Coin  Abilities
    ------------------------------------------------------------------------------
    Vermin           Vale (Prologue)       20     2    2    -
                     Sol Sanctum
    Bat              Vale (Prologue)       17     1    1    -
                     Sol Sanctum
    Wild Mushroom    Vale (Prologue)       18     1    2    -
                     Sol Sanctum
    Slime            Sol Sanctum           22     2    2    -
    Amaze            Sol Sanctum           28     3    3  Rumble
    Bat(2)           World Map Sct 1-2     30     2    3  Ultrasonic Waves
                     Goma Cave
                     Kolima (Secret Cave)
    Vermin(2)        World Map Sct 1       36     4    4    -
                     Goma Cave
    Amaze(2)         World Map Sct 1       39     5    6  Rumble
    Zombie           World Map Sct 1       56     7    8    -
                     Goma Cave
                     Kolima (Secret Cave)
    Wild Mushroom(2) World Map Sct 1       34     3    3  Shooting Star
                     Goma Cave
    Slime(2)         World Map Sct 1       32     4    4  Bone Chiller
                     Goma Cave
    Skeleton         Goma Cave             60    10   11
                     World Map Sct 2
                     Kolima Forest
                     Fuchin Falls Cave     60    10   11  Bone Charge
    Will Head        Goma Cave             54     9   10  Mystic Flame
                     World Map Sct 2
                     Kolima Forest
    Ghost            Goma Cave             56     9    9  Impair, Rumble, Herb x1
                     World Map Sct 2
                     Kolima (Secret Cave)
    
    
    ==============================================================================
    9. Mini Games and More
    ==============================================================================
    I. Books
    Reading the books on the bookshelf doesn't really trigger anything, but it
    helps you understand more about each villages and the story, and also hints to
    help your adventure.
    
    Vale
    "Legend of Mt. Aleph"
     It says the mountain's name refers to the origin of all things...
    "Being an Adept"
     Hone your Psynergy. Do not use it for evil...
    "Making a Great Village"
    "The Laws of Vale"
     describes Vale's customs. Get permission to leave the village. Never show
     Psynergy to outsiders...
    "The Mighty Power of Nature"
     The power beyond human understanding can be seen in volcanic eruptions and
     great floods...
    "The Psynergy Stone"
     Psynergy is replenished by touching a Psynergy Stone...
    "Etiquette for Travellers"
     It is rude not to introduce yourself to the town's mayor
    "Journey to the Northern Continent of Angara"
    "All About the Southern Continent of Gondowan"
     Mt. Aleph is on the western edge of Angara.
    a notebook belonging to Jenna's aunt
     It contains sketches of Jenna's aunt and mother drew as children
    "Encyclopedia of Alchemy"
     All things are composed of four elements: earth, water, fire, and wind...
    "The Fountain of Tolbi"
     The fountain of Tolbi will test your luck...
    "In Search of the Ancient Lemurians"
    "Study of Alchemy"
     To understand Alchemy, one must understand the Elemental Powers...
     That's where the script ends.
    
    Vault
    "Gems of Angara"
     It says nothing about the rock on the table (of course, it's psynergy stone)
    "History of Vault, Vol 1."
     The book says the name comes from being "cooped up in tiny place."
    
    Bilbin - McCoy's Palace
    "Sweetie's Gifts"
     It's the list of gifts Lord McCoy has bought his wife. It's pretty long.
    
    Kolima
    "The Holy Tree of Kolima Forest"
     Tret and Laurel are the spirits of the holy trees protecting Kolima forest.
    "The Art of Logging"
     One must study trees and train one's body well before logging.
    "Dictionary of Trees and Flowers"
     The book describes every species of tree and flower in Angara.
    
    Altin
    "Altin: The Mining Village"
     Altin mines are famous for their beautiful gems, according to the book.
    
    Kalay - Hammet's Palace
    "Business and You"
     Trust between two people is all-important for a successful business.
    "The Good Host"
     Attention to detail is key to good hospitality..."
    
    
    II. Tolbi Fountain
    The fountain gives out different items according to what color each turtle is,
    so I have listed the formula here. Can you see their movement and aim to hit
    the right turtles? Or are you really lucky?
    
    Item          Turtles
    ------------------------------------------------------------------------------
    
    III. Slot Machine
    You can get the Game Ticket from buying and selling weapon/armor, and use the
    tickets at the Slot Machine to get cool prizes. Here are the combinations and
    prizes you get.
    
    Item          Combination
    ------------------------------------------------------------------------------
    
    
    ==============================================================================
    10. Tips and Hints
    ==============================================================================
    - When you first choose your main character's name, press <Select> 3 times to
      be able to change other party members' name (Garet, Ivan, Mia), and AFTER
      naming Isaac and BEFORE naming last character, press
      <up down up down left right left right up right down left up Select>
      to change other in-game characters' name (Felix, Jenna, Sheba)
    
    - Talk to anyone and everyone! That is no.1 rule of RPG. Certain people
      trigger events. And also use Mind Read on everyone for extra informations. 
    
    - You can use mind read not only on people, but also on trees and animals!
      (of course, you can't just talk to ANY tree... hint hint Kolima)
    
    - When you see any kind of circle formation (such as circle of rocks in
      desert, tombstones in Vault, etc.) cast Reveal!
    
    - 'Reveal' spell is very useful. When you see a lot of baskets and boxes, use
      it to see which one has goodies in it. You'll see the right one shining.
    
    - Remember what psynergy to use on what. When you see a puddle of water, Frost
      should come to your mind right away.
    
    - If you get killed by a boss more than twice, it means you're not strong
      enough. Go level up some more and come back.
    
    - Try different combinations of Djinn - having pure element of your own gives
      you one of the best stats, but there always are special combinations and oh
      so many different spells to try out.
    
    - Think about which Djinn to leave on which character. Even if you haven't set
      the Djinn on the character before the battle, it will be set back once you
      summon them, resulting in change of class.
    
    - When you can't move something or get through certain areas no matter what
      psynergy you use, leave and return later in thte game. You might need to
      learn new psynergy to get through.
    
    - Missed a Djinn or critical item and can't go back? don't worry, you can
      return to any place (except for Sol Sanctum and the Ship) later in the game.
      It just... takes a while to walk around the world.
    
    - Revisit some of the earlier places you've been to when you get new psynergy.
      You never know what you missed!
    
    - Think you're lucky? Play those games in Tolbi and big win! Collect the Lucky
      medal and game tickets to exchange them for goodies.
    
    - When you're in Colosso, observe each stage carefully and assign each of your
      friends well to help you the best with their psynergy. Adjust their psynergy
      enabling equipments accordingly.
    
    
    ==============================================================================
    11. Bugs and Misinterpretations
    ==============================================================================
    These things are minor, but I thought I'd list them anyways for those who
    might be wondering about these.
    
    - The Djinn combination screen only shows up to 3 digits of your stats. For
      example, if your HP gets over 999 before setting all the Djinn, you will see
      something like 875 -> 046 when you set your next Djinni. Don't panic, It's
      only the display screen that ran out of room for the 4th digit... which I'd
      say is bad bad design -_- (freaked me out when I first saw that, but then I
      checked the stat screen and it was fine)
    
    - The curative spells specify the HP on the description, but the amount is not
      always fixed. The higher your level is, the more you heal than the shown HP.
      Sometimes you heal less than supposed-HP as well.
    
    
    ==============================================================================
    12. Credits
    ==============================================================================
    This FAQ is copyright 2001 by Maria 'NaYa' Hwang (also known as SnowCrasher)
    Golden Sun is copyright 2001 by Camelot.
    
    NaYa (mhnaya@rogers.com)
    Jiyu (darkpope@hotmail.com) for the Monster List and many other inputs
    Ed for a numerous suggestions and tips
    Nintendo official website http://www.nintendo.co.jp
    Camelot official website http://www.camelot.co.jp
    Special thanks to #RPG-Freaks and goldensunhq.com gang - This is for YOU!