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    FAQ/Walkthrough by Iron Knuckle

    Version: 1.99 | Updated: 04/28/13 | Printable Version | Search This Guide

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    ==============================================
     Game:           Golden Sun
     Platform:       Game Boy Advance
     Version:        1.95
     Last updated:   28 April 2013
     Written by:     Iron Knuckle
     Type:           FAQ/Walkthrough
     GameFAQ status: 100 %
    ==============================================
    
    
    
    =================
    Table of contents
    =================
    
      Version Updates
    
      FAQ
    
      Controls
        Controller
        Game Selection / Start Menu
        Pause Menu
        Field Commands Menu
        Statistics
        Ailments
        Combat System
          Battle Options
          Battle Methods
        Environmental Elements
          Foliage
          Pillars
          Sphere Boulders
          Water Puddles
          Small Plants
          Suspicious Marks 
    
      Main Characters
        Isaac
        Garet
        Ivan
        Mia
      Other Important People
        Jenna
        Felix
        Kraden
        Sheba
        Babi
        Saturos & Menardi
        Alex
    
      Story
    
      Walkthrough
        Beforehand
        Prologue: The Disastrous Day
        1. The Ancient Power of Sol Sanctum
        2. Solving the Burglaries in Vault
        3. Kolima's Curse and the Salvation
          3.A Investigating Kolima Forest
          3.B The Healer and Guardian of the Mercury Lighthouse
        4. Fuchin's hidden power: the Art of "Ki" (Optional)
        5. Monkey Business in the Woods
        6. Altin's Extraordinary Flood
        7. Revealing the Mirages of the Lamakan Desert
        8. Some Backtracking (Optional)
          8.A Vale Cave & Garet's Family
          8.B Vault Cave
          8.C The Hoard in Lunpa
          8.D Minor Treasure in Bilibin Cave
        9. An entertaining journey from Kalay to Tolbi
       10. Disappearance of Tolbi's Leader
       11. Of Gladiators and Glory
       12. Rescuing Master Hammet (Optional)
       13. Crossing Suhalla Desert 
       14. The Riddles of the 2 Lighthouses
         14.1 Venus Lighthouse - Dead End
         14.2 Babi's Tower
         14.3 Venus Lighthouse (Revisited)
       15. The Final encounter: You shall not light the Beacon!
       Epilogue: What happens next?
    
    
    Appendix A:
     Djinn & Classes
      1. Djinn Descriptions
      2. About the Summons
      3. Effects on Class Levels
    
    Appendix B:
     Chart tables
      1. Items
           I - Potions
          II - Attack Items
         III - Scenario Objects
      2. Weapons
           I - Long Swords
          II - Light Blades
         III - Axes
          IV - Maces
           V - Rods
      3. Body Armor
           I - Armor
          II - Clothing
         III - Robes
      4. Arm Protection
           I - Shields
          II - Gloves
         III - Armlets
      5. Helmets
          I - Helms
         II - Caps
        III - Circlets
      6. Accessories
          I - Rings
         II - Shirts
        III - Rings
         IV - Boots
      7. Psynergy Spells
          I - Field
         II - Healing & Status
        III - Attack
      8. Unleash Attacks
      9. Monster Compendium
          I - Main enemies
         II - Bosses
        III - Mimics
         IV - Djinn
    
    Appendix C:
      Crossbone Isle
    
    Appendix D:
     The Battle Arena
       Monster Battle
       Linked Battle
    
    Appendix E:
     Golden Sun: The Lost Age Linkage
      Introduction
      What gets transferred
      Passwords
    
    Appendix F:
     Extra
      Bugs
      Glitches
      Stuff
    
    Credits
    
    Copyrights
    
    E-mail, Questions and Contributions
    
    Unfinished business
    
    
    
    
    
    ===========================================================================
    Version Updates
    ===========================================================================
    
    Version 0.1
    20 December 2004:
     Started with this Walkthrough, Completed Prologue.
    
    Version 0.1.5
    2 January 2005:
      Added the first two parts and some parts of the Chart Tables.
    
    Version 0.3
    3 January 2005:
     Completed the walkthrough up to Altin's Flood. Added some monster data as 
    well.
    
    Version 0.5
    5 January 2005:
     Completed the walkthrough up to Suhalla Desert. Added some data on the 
    weapons to the chart tables
    
    Version 0.6
    8 January 2005: 
     Completed the Walkthrough of the entire game, still have small details to 
    add and rephrase some sentences. All of the boss battles have summaries of 
    all statistics now.
    
    Version 0.7
    5 May 2005: 
     Added some information about the Passwords in the proper Appendix, 
    included the controls section, introductions of all the main characters, 
    the story and started on the FAQ section. I also filled in some of the FAQ 
    questions.
    
    Version 0.8
    7 May 2005:
     Continued on writing parts of the Walkthrough that haven't been done yet. 
    I added some more data to the Monster Compendium, added additional data for 
    some of the Boss Battles.
    
    Version 1.0
    15 May 2005:
     Finally finished the first version of the Walkthrough at last.
    
    Version 1.0a
    [First Released Version]
    30 August 2005: Uploaded the FAQ after reopening my account again. I added 
    numberings and totals for all the hidden items / chests, thus I found out 
    that I collected 170 hidden items & chests.
    
    Version 1.1
    23 February 2006:
     Thanks the a few e-mails I've been able to correct some of the mistakes in 
    the FAQ. One of the main issues was that I thought the Mythril Circlet was 
    dummied whereas it is NOT! Fortunately there are people kind enough out 
    there to notify me about these matters (really, I do respond rather quickly 
    to most e-mails). Other than that there were some small cosmetic changes.
    
    Version 1.2
    12 July 2006:
     With the aid of some more mails that I received two additional hidden 
    items have been found (thanks to Shadow Revnyx), a glitch in the ultimate 
    transfer password was fixed and the mix up between Power bread and Mint for 
    the hidden cavern in Vale was cleared. I also fixed some more simple typos.
    
    Version 1.3
    10 August 2006:
     After playing GS2 and writing a walkthrough for it I discovered some 
    things about the class power ups that apply to this game as well. So I 
    revised the Class tables! Also I found out that I forgot to count the Blue 
    Keys and the Red Key from Crossbone Isle and some of the other scenario 
    items to the Hidden Item total. So the number gets increased by seventeen 
    giving a total of 214 Hidden Items & Chests.
    
    Version 1.4
    27 August 2006:
     Small changes to the lay-out. Added the Hard Nut from the Bilibin 
    Barricade to the hidden item list (forgot to add it). Also added a 
    realistic password for those of you who wish to transfer all the important 
    stuff, but not the game spoiling overpowered statistics.
    
    Version 1.4.5
    29 September 2006:
     I updated the password section and altered the Maximum password, because I 
    figured out a way to include the GS2 items. These are oh-so much more 
    powerful than the GS1 weapons. Second I also included a Collector password 
    which included about every single artifact that is not obtainable in GS2 
    (it even included the Ninja Sandals and other Dummied Out item). Other than 
    that some typographical errors are fixed as well.
    
    Version 1.5
    18 October 2006:
     Added a method for getting the "5x Perfect Bonus" Match in the Lucky Dice 
    game at Tolbi. Using this method you can 999,999 Coins in no time at all. 
    The credits go to Eric Hokenson (also known as PPK on the gamefaq message 
    boards). Included some data about RNG methods as well, since the 
    aforementioned tactic abuses the RNG of this game. See the Stuff section in 
    Appendix F.
    
    Version 1.6
    27 February 2007:
     Added the Warrior's Helm (located by Jeffry Ng) and an unknown Vial (found 
    by Kate) in Kalay to the item list. Hence there are 2 new items leading to 
    a cumulative total of 216 items in this game. Also included a strategy for 
    perfect leveling up at the bottom of the Stuff section at the end of the 
    FAQ also on credit of Jeffrey Ng.
    
    Version 1.7
    17 March 2007
     Nis pat found a new treasure in Tolbi (9 Coins near the entrance of Babi's 
    palace). Jeffrey Ng revealed a secret trick to put ALL your Djinn on 
    standby/set in one go.
    
    Version 1.75
    18 June 2007
     A small update which speaks about the problem of using the linkage system
    with GBA SPs. Chris Maka found out about this problem. It turns out that
    only GBAs with wired link seem to function properly.
    
    Version 1.8
    20 November 2007
     This update fixes some of the errors in the walkthrough and includes a
    method to get an infinite supply of Game Tickets for Tolbi's Slot machines.
    
    Version 1.9
     22 March 2009:
     After some delays all the feedback I received from everybody has been
    processed. Thank you all for your response! Don't hesistate on sending in
    any missing / new info or other improvements This FAQ won't die for
    quite some time. ^_^
    
    Version 1.95
     8 August 2010:
     Update after some mails about some notes on the Lucky wheel. Also added
    3 missed hidden items (2 in Xian and 1 in Bilibin). Also corrected smoke 
    bomb to sleep bomb in Lunpa.
    
    Version 1.99
     28 April 2013:
     Added two missing Lucky medals (one in Lunpa & one in Tolbi). Reformatted
    the Tolbi fountain's reward table.
    
    
    
    ===========================================================================
    Frequently Asked Questions
    ===========================================================================
    
    
    Q: Is it Djinn or Djinni?
    A: Actually both; you see Djinn is plural for Djinni. 'A single Djinni or
       several Djinn'. That is the question.
    
    
    Q: How can I use "Growth" Psynergy?
    A: The answer to this is pretty simple: You need to have an adept in of the
       right class in other to use Growth. Equip a Mars Djinni to Isaac or a
       Venus Djinni to Garet and either one will be capable of using "Growth". 
    
    
    Q: How can I use Whirlwind Psynergy? Ivan can't use it anymore.
    A: Put all of Ivan's Djinn on stand-by and he can use Whirlwind again, 
       this is caused by the class differences, similar to the previous 
       question. Take note that Felix and Jenna can use "Gale" as a substitute 
       in their Ninja class for "Whirlwind".
    
    
    Q: I can't get over the sand streams. The currents are too strong!
    A: Use the B button to make Isaac run. While running diagonally against the
       current and into the direction you want, you can reach the other side
       without falling down.
     
    
    Q: Which Djinn/Class combination is the best to use?
    A: For most of the game where you have only few Djinn you can best stick to
       the standard and default combination:
    
         Isaac:   All Venus Djinn
         Garet:   All Mars Djinn
         Ivan:    All Jupiter Djinn
         Mia:     All Mercury Djinn
    
       This party is strong and you can use many Djinn and Summons without
       getting any severe downgrades. After you obtain all 7 Djinn of each type
       you may want to switch to a combination of different Djinn like:
    
         Isaac:   4 Mercury + 3 Mars     => Dragoon
         Garet:   4 Venus   + 3 Jupiter  => Samurai
         Ivan:    3 Mercury + 4 Mars     => Ranger
         Mia:     3 Venus   + 4 Jupiter  => White Mage
    
       Statistically speaking this is the best balanced and most powerful
       overall combination, with very powerful mixed Psynergies. However if you
       use any Djinn at all the downgrades become really terrible.
       Also take note how the Djinn are distributed among the characters, you
       can see that Isaac the Venus Adept (who is strong to Earth and weak to
       Wind) only has Mars & Mercury Djinn. The same applies to the others. You
       may want to check the Appendices for more information about Classes and
       Djinn assignments. Also beware that the mixed setup makes it in some
       cases more difficult to get Djinn Kills. See Appendix F under Djinn Kill
       for more information about this matter.
    
    
    Q: Those stupid monsters won't give me the required item drop I want!
    A: Look at the bottom of the FAQ under the Stuff section. There I will
       explain the tactic of abusing the random number generator of this game
       in such a way that you can get any(!) rare item drop with 100%
       guarantee.
    
    
    Q: Is there a way to put all your Djinn on standby more easily? It is too
       tedious to do it one-by-one.
    A: Well, yes there is actually. Press and hold the "R" button in the Djinn
       selection screen. Then tap 'select' to set or release all Djinn in one
       go. No more sore hands! ;) Why this trick wasn't included in the manual
       eludes me...
    
    
    Q: I passed the Mogall Forest and can't return to any of the older places.
       Is it still possible to return to any of the older locations such as 
       Vale, Vault, Fuchin and such?
    A: After going through the Lamakan Desert and reaching Kalay there's a 
       small entrance in the mountains to its north. Inside the cavern is a 
       path leading back to the first part of the game. From there on you reach
       any of the locations prior and including the Mogall Forest.
    
    
    
    
    
    ===========================================================================
    Controls
    ===========================================================================
    
    ---------------------------------------------------------------------------
    Controller
    ---------------------------------------------------------------------------
    
    D-Pad
    ------------
     Walk around on the map with your leading character. Take note that you can 
    walk diagonally in this game too! It is also used to select different 
    options if those are available (you know, the usual).
    
    Start
    ------------
     Start the game or in the Field display the Pause Menu 
    
    Select
    ------------
     Use it in the field to display Field Commands Menu. Or in the Djinn 
    selection screen hold R then press Select to put ALL Djinn on set or 
    standby in one go.
    
    A Button
    ------------
     Use it to confirm an attack or command. Also used to talk to people 
    in villages, open chests and pick up items when you examine objects. 
    
    B Button
    ------------
     Most often the opposite of the A button: Cancel an attack or command. In 
    the field used to run. This can be very handy so use this option well! 
    
    Top L Button
    ------------
     Use a direct Psynergy Link attached to the L button in the Psynergy menu. 
    Useful if you need to use a certain Psynergy often like Reveal or Move. On 
    the map you can use this to zoom out a little, so you can see where you 
    headed towards. Inside a battle this can be used to view your statistics 
    and settings for a certain character.
    
    Top R Button
    ------------
     Same as L button, but for another Psynergy you can select independently 
    from the L button. On the world map you can use this to bring the entire 
    world map on-screen. Inside a battle this can be used to view your 
    statistics and settings for a certain character.
     In the Djinn selection screen hold R then press Select to put ALL Djinn on 
    set or standby in one go.
    
    
    ---------------------------------------------------------------------------
    Game Selection / Start Menu
    ---------------------------------------------------------------------------
    
     This dynamic menu appears when you start up the Golden Sun Game Pack. 
    After you press 'start' at the Title Screen (or right away when it is the 
    first time you start the game). There are several options here that may 
    change depending on what you can do, at that moment. There are 3 save files 
    in total for you to use. Here are is a brief summary of all the options:
    
    New Game (Light flash from a jar)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     This does simply what it says. You start a new game, beginning at the 
    prologue. You do need to insert a name for your leading hero. Isaac is the 
    default name and that is the reference name I will stick to as well. This 
    option only appears if you have at least one empty file. You automatically 
    begin with a new game if you start up the Golden Sun Game Pack for the 
    first time.
    
    
    Copy (Two papers; one is purple)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Indeed it copies a game save from one slot to another, however if you have 
    2 empty slots you cannot determine to which slot it gets saved though. This 
    appears only if you have 1 or more empty file.
    
    
    Erase (A paper with a piece of gum on it)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     This erases the selected game from the memory permanently. So be careful 
    when using this option. It only appears if you have at least one saved 
    game.
    
    
    Continue (Some stairs)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     With this you can continue on where you left off the last time you saved. 
    It appears of course only if you have any saved games. With this you can 
    continue on where you left off the last time you saved. It appears of 
    course only if you have any saved games. If you have a damaged save file 
    than you may start from the last sanctum that you visited. But beware that 
    it might be possible that some items are lost, that may cause you to get 
    stuck. Use this option if there is no other way to retrieve the data.
    
    
    Battle (Two people facing each other)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     This brings you to the battle arena, which is actually a mini-game that 
    can be played for fun against a random enemy or you can also compete 
    against a friend in a Linked Battle (Check out the Battle Arena Section 
    below for more information). Your characters (Djinn, Items, Psynergy, 
    Statistics and Configuration) are read from one of the game files before 
    you enter the arena. Any alternations are NOT remembered, this means that 
    if you use an item in the Battle Arena and you continue on the regular game 
    with the same file the item will still be there. This option appears just 
    like continue, erase and copy when at least one Game Save is present, but 
    only after you obtain your first Djinni.
    
    
    Send (Letter with a magenta stamp on it)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     The last option that can be displayed in Golden Sun's Start Menu is the 
    secret Send option. With this you can transfer data from GS to GS: the Lost 
    Age. Check out Appendix F for more information about this Linkage system 
    and how to make this option appear out of the blue.
    
    
    
    ---------------------------------------------------------------------------
    Pause Menu
    ---------------------------------------------------------------------------
    
     While playing the game you can press Start on the field screen in order to 
    bring a small menu up. Here you can do three things, save the game on one 
    of the game slots, put the game in sleep mode so you consume less battery 
    power (if you don't want to switch it off yet) and finally can change the 
    appearance of the window if you like too. Personally I like the default 
    blue or one of the lighter greenish tones.
    
    
    ---------------------------------------------------------------------------
    Field Commands Menu
    ---------------------------------------------------------------------------
    
     During regular game play you can enter this menu, when you are in the 
    field. Sometimes the Field Commands Menu appears instantaneously if you 
    examine a peculiar object. This usually hints you that you need to use a 
    specific object from the Inventory. There are several options you can 
    choose between.
    
    Psynergy (figure with a whirl of energy)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Select this to get the menu for Psynergy in which you see and use the 
    Psynergy for each character. Some of the Psynergies can do healing while 
    others like Move and Lift can be used in the field. Just select them and 
    press 'A' to use them right away.
     You can also assign a shortcut to 2 Psynergies as well. Stand on the 
    desired Psynergy and press either L or R button to highlight that Psynergy, 
    and press 'A' to confirm that you want to assign that Field Psynergy to the 
    desired button. This way you can use it a lot easier than having to open 
    the entire menu time after time (e.g. "Mind Read" is often required in 
    villages).
    
    
    Djinn (Venus Djinni)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     The Djinn Options may seem a bit complicated at first, but it is not that 
    bad. If you have some trouble however understanding the information about 
    the Djinn you can always press 'Select' in this menu to see additional Help 
    data on this subject. Also when you meet your first Djinni he will also do 
    some explaining on how to use Djinn properly. Therefore I will keep my 
    explanation here rather short. A Djinni can be in either one of the 
    following 3 statuses: Stand-by (white text), Set (red) and Recovery 
    (yellow).
    
     Normally a Djinni is on Set which means you can use him in battle; this 
    can be changed into Stand-by by pressing either Top L or Top R button. The 
    color of the Djinni's name will turn into a red color to mark it on "Stand-
    by".  If a Djinni is on Stand-by it can be unleashed in a Summon (or it can 
    be set again using the Set command) this does more damage than a regular 
    attack. After this happens all Djinn used in the Summon will be assigned to 
    the Recovery status. 
    
     In Recovery a Djinni can't do anything other than waiting to recover to 
    the 'Set' status. This happens when you walk around in the field or when 
    you go through the next round in combat, 1 Djinn per turn can be recovered 
    this way until all Djinn are back in Stand-by again. When a Djinni is in 
    Stand-by or Set mode, they can be assigned to other party members as well. 
    Just select the Djinn with 'A' to highlight it and move it to the desired 
    party member. Of course you can't assign all Djinn to one member so they 
    can only have even amount of Djinn in which case you can only Trade it. In 
    the other case one character may have 1 Djinn more than the other so you 
    can also Give a Djinni next to trading it.
    
    
    Item (An opened Chest)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     This opens the inventory screen where you can see all the items in your 
    possession. A thing I didn't like about the inventory setup is that it is 
    chopped up in 4 parts of 15 items; one for each hero instead of one big 
    inventory. This means that in some cases you will have multiple copies of 
    items roaming over the place. It can be quite annoying sometimes when you 
    want to equip armor to someone whose inventory is already full, meaning 
    that you have to swap items usually more than once. Luckily most common 
    items can be stacked meaning that 1 character can carry up to 30 of the 
    same kind in one space. As displayed you can use the L+A buttons to arrange 
    all items by the default order, the other visible option is the R button 
    which shows you the current equipment for that character.
    
     When you just entered this menu, you can select the inventory of the hero 
    you need by pressing right and left. If you found the required item press A 
    so you can select that item with the cursor. After doing so information 
    appears at the bottom of the screen and you can see six options of which 
    some may be grayed out.
    
     Option   What it does
     -------- -------------------------------------------------------------
     Use      Allows you to use that item
     Give     Give the item to another character
     Equip    This only works on weapons and armors of course
     Remove   Unequip the weapon/armor if it was equipped initially
     Details  See additional detailed information of that item
     Drop     Throw the item away permanently. Use this to make room in the
               Inventory if you really need to, else I'd recommend to sell
               as much stuff as possible.
    
    
    Status (Three papers)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    In here you can rearrange your party format if you like. Just press L and R 
    to move the individual characters from left to right moving them next to 
    the other characters. If you press 'A' when you select a hero his/her data 
    will appear in the screen below it.
    
     There are three different Status Screens on display. Starting with the 
    Detailed Statistics Screen. Here you can see the Class, Ailment Status, all 
    statistics and the current Djinni for that person (The statistics are 
    described in the next section). Press 'A' again to see the next screen; 
    with a list of Psynergies available. Here you can see all the Psynergy 
    spells that person can use. For each spell there are five things to see 
    here (from left to right): Icon, Name, Psynergy Point Cost, Type and its 
    Range.
    
    For the types we have:
    
        Color    Type (Kind)      
        -------- -------------------
        Yellow   Venus   = Earth
        Red      Mars    = Fire
        Blue     Mercury = Water
        Purple   Jupiter = Wind
        -------- -------------------
    
    The following possible icons for the range are displayed:
    
     Image      No. of Targets        Additional information
     --------   -------------------   -----------------------------
         |      One Target            -
        .|.     Up to Three Targets   Center Target has most effect
       .|||.    Up to Five Targets    Center Target has most effect
      .|||||.   Up to Seven Targets   Center Target has most effect
      |||||||   All targets           All Targets have equal effect
     --------------------------------------------------------------
    
    The last page displayed the current items in the inventory of you 
    character. Take note that you can also see the Elemental properties of some 
    of the weapons. For example the Gaia Blade has a Yellow dot next to it if 
    you display it here. This means that it is a Venus elemental weapon, hence 
    it cause more damage to enemies weakness to earth.
    
    
    
    ---------------------------------------------------------------------------
    Statistics
    ---------------------------------------------------------------------------
    
     Like most RPGs the characters in Golden Sun have statistics that increase 
    by leveling up and equipping weapons and armors. Here's a brief summary of 
    kind of statistics used in GS.
    
    LV - Level
    - - - - - -
     This is overall strength of a character measured on a scale from 1 to 99. 
    Each time you gain enough Experience by battling enemies you go up one 
    level and all your statistics are increased a bit. Sometimes you will also 
    receive a message about a new Psynergy that is learned.
    
    
    Exp - Experience
    - - - - - - - - -
     As mentioned in the description for Level, experience is used for becoming 
    stronger. The first weak enemies you encounter will only drop 1 Exp, but 
    later on these numbers will increase quite a lot (and even more in Golden 
    Sun: the Lost Age). Take note that the amount of experience you get from an 
    enemy can be enhanced by killing an enemy with a Djinn Unleash of the 
    element type which that enemy is weak for. For example a Grand Golem is 
    weak against Wind. So if you unleash a Jupiter Djinni against it, it will 
    do more damage and if it kills the Grand Golem he will give 133% Experience 
    & Gold (the chance for item drop quadruples too). 
    
    
    HP - Health Points
    - - - - - - - - - -
     This number represents how much damage a character can take. If this meter 
    reaches 0 that person gets downed. If all party members are downed you lose 
    the game and have to start over at either the last sanctum or the last save 
    point (you are however allowed to save the data up to that moment though). 
    So always try to keep these numbers as high as possible using healing 
    spells and/or items. This number can also be increased by eating a Power 
    Bread.
    
    
    PP - Psynergy Points
    - - - - - - - - - - -
     Using Psynergy requires energy, and so we have the Psynergy Points which 
    show how much Psynergy a character can use. Each time you use such a spell 
    this meter gets drained a bit. Take note that Psynergy is slowly regained 
    by walking around in the field. Similar to HP, PP can be increased if your 
    character eats a Cookie.
    
    
    ATK - Attack
    - - - - - - -
     This number simply displays how strong your character is physically. The 
    higher this number the more damage direct weapon attacks will cause. It can 
    be increased permanently by devouring an Apple and temporarily in battle by 
    using Psynergy spells like Impact, Angel Spear and others.
    
    
    DEF - Defense
    - - - - - - -
     The amount of defense determines how much damage you take from direct 
    enemy attacks. Of course the higher this number the stronger you are 
    against enemy attacks and the less damage you receive. It can be increased 
    permanently by using a Hard Nut on your character. In battle you can use 
    Psynergies like Protect and Guardian. Note that an attack in this battle 
    system will always do at least 1 point damage.
    
    
    AGL - Agility
    - - - - - - -
     Agility appears to have only one function in battle; it determines who 
    will strike first in a turn. The higher this number is the earlier you can 
    attack, Ivan (Wind Elemental) is very fast and is usually always the first 
    character that may launch initial attack. By eating Mint a character can 
    gain a few points permanently and by using the Djinni Zephyr in battle you 
    can temporarily raise Agility as well.
    
    
    LCK - Luck
    - - - - - -
     The final statistic used in this game is Luck. It's a bit hard to tell 
    what luck does exactly, but according to the manual the higher this number 
    the stronger you will become against special attacks and the smaller the 
    chance is that you will be affected by an Ailment. Luck is the only 
    statistic that cannot be increased by Psynergies, Leveling up or Djinn 
    Unleashes. The only thing you can do is using Lucky Pepper on a character 
    to increase it by 2 points or setting some of the Djinn may also increase 
    it by 1 or 2. Also some of the stronger and rare armors seem to affect luck 
    as well.
    
    
    Elemental Power / Resistance
    - - - - - - - - - - - - - - -
     Finally there is the elemental power and resistance that each character 
    has. The initial setup for each character is by default:
    
     Property  | Isaac | Garet | Ivan  | Mia
     -------------------------------------------
     Strong    | Earth | Fire  | Wind  | Water
     Weak      | Wind  | Water | Earth | Fire
    
     As you can see the main characters are all strong against one element (the 
    element of their own type) and weak to the opposite element. By setting the 
    proper Djinn to the four characters this may change into a different 
    setting. For example: if we give Mia a few Mars Djinn she will become 
    strong against Fire, but not necessarily weak against water. It depends on 
    the values of all four elements! Check the Status Screen to see these 
    values. For all Elemental Powers and Resistances the maximum limit is a 
    value of 200. The type with the highest value for Resistance is the type 
    against which the ally is strong against, the lowest value is the type 
    against which the character is weak. Some equipment (especially later on) 
    can dramatically change these values. So it would be wise to look at the 
    elemental properties of the armors too, instead of only looking at which 
    armor has the highest Defense value.
    
     Also the same default applies to the Power values, e.g. Isaac can do more 
    damage with earth elemental attacks (be it Psynergy, Djinn Unleash or 
    Summon) and less with wind elemental attacks. Once again these numbers can 
    too be changed by setting the right Djinn / equipping items to your 
    characters. 
    
    
    
    ---------------------------------------------------------------------------
    Ailments
    ---------------------------------------------------------------------------
    
     Here I'll describe the main ailments that are used in this game. An 
    ailments is a special status that can be caused by an enemy attack like 
    poison or things like that. Most of the ailments are quite annoying, so try 
    to prevent them as much as possible.
    
    - - - -
    Poison
    - - - -
     The Poison status often is induced by enemy attacks, which cause your 
    character to take about 5 to 10% of Maximum HP damage each following round 
    until he/she is downed. The damage is luckily only little so you may last 
    several rounds without too much injury. Poison also remains active after 
    you leave a battle, if you walk around in the field with a poisoned 
    character it will take damage too. So do be careful with this in the long 
    term. In battle a character will have little green skull floating next to 
    him/her in order to denote this status. Here are some cures:
    
     Antidote     - This item will remove poison for one character
     Cure Poison  - The Mercury Psynergy will work on one ally too for 2 PP
     Unicorn Ring - Using this item in battle removes Poison
     Tonic        - This Djinni can cure nearly anything for the entire party
     Sanctum      - In a sanctum you can also cure poison for some gold
     Die & Revive - Not my favorite method, but it does work
    
    
    - - - -
    Venom
    - - - -
     Similar to Poison, but this Ailment does a lot more damage, usually like 
    20% of the Maximum HP. It doesn't occur that often, but it is lethal 
    nonetheless. If you get hit by this you will receive a message that you've 
    been struck with Deadly Poison and it is denoted by little red skull 
    floating over the infected person. Like I said Venom is nearly the same as 
    Poison so the same healing tactics apply:
    
     Antidote     - This item will remove poison for one character
     Cure Poison  - The Mercury Psynergy will work on one ally too for 2 PP
     Unicorn Ring - Using this item in battle removes Poison
     Tonic        - This Djinni can cure nearly anything for the entire party
     Sanctum      - In a sanctum you can also cure poison for some gold
     Die & Revive - Not my favorite method, but it does work
    
    
    - - - - -
    Delusion
    - - - - -
     A character that is deluded has a higher chance of missing its opponent, 
    although I haven't seen a real significant increase in miss rates it may be 
    annoying sometimes.  
    
     Elixir       - This item will cure Delusion for one character
     Fairy Ring   - Use this ring in battle works like an elixir
     Restore      - Again a Mercury Psynergy will work for 2 PP
     Luck         - Sometimes a character can regain its sight by itself
     Tonic        - This Djinni can cure nearly anything for the entire party
     Die & Revive - Not necessary since this status isn't that bad all the same
     Battle End   - After you finish a battle this status will vanish
    
    
    - - - -
    Sleep
    - - - -
     Some attacked can make a character fall in a vast sleep so they won't be 
    able to fight. Its effect is similar to sting since it has the same 
    property. Sleep is denoted by some "zZz" over the characters head.
    
     Elixir       - This item will cure Sleep for one character
     Fairy Ring   - Use this ring in battle works like an elixir
     Restore      - A versatile Psynergy will do the job for 2 PP
     Luck         - Sometimes a character awakens from slumber just like that
     Tonic        - This Djinni can cure nearly anything for the entire party
     Die & Revive - Not necessary since this status isn't that bad all the same
     Battle End   - After you finish a battle this status will vanish
    
    
    - - - -
    Sting
    - - - -
     Odd, why they have two different statuses for one and the same effect... 
    At least the effect is identical to Sleep. Regaining from this status is 
    exactly identical to the previous status as well. If an ally is hit by this 
    you can see some yellow angular lines next to that person.
    
     Elixir       - This item will cure Sleep for one character
     Fairy Ring   - Use this ring in battle works like an elixir
     Restore      - A versatile Psynergy will do the job for 2 PP
     Luck         - Sometimes a character awakens from slumber just like that
     Tonic        - This Djinni can cure nearly anything for the entire party
     Die & Revive - Not necessary since this status isn't that bad all the same
     Battle End   - After you finish a battle this status will vanish
    
    
    - - - -
    Haunt
    - - - -
     This is a bit similar to poison, since it can cause somewhat damage. The 
    big difference is that it doesn't do damage every single round, it only 
    happens randomly. Also this ailment can't be cured with conventional ways 
    and above all this ailment doesn't go away after the battle ends.
    
     Tonic        - This Djinni can cure nearly anything for the entire party
     Die & Revive - It does get rid of the ghost...
     Sanctum      - In a sanctum you can also cure haunted people for some gold
    
    
    - - - -
    Downed
    - - - -
     Of all the status ailments this is naturally the worst since it causes a 
    character to fall down and disabling him or her permanently. This happens 
    when either the spirit gets drained (instant kill) or if his/her HP reaches 
    0. In most RPGs death isn't considered as an ailment, but in GS the game 
    clearly refers to it as Downed hence I included it here in this list. You 
    cannot heal a character in order to undo this status, but you may revive a 
    character using the following:
    
     Quartz & Dew  - These Djinn can revive (although it doesn't always work)
     Revive         - The Venus "Revive" Psynergy can cure this status
     Water of Life - Revives and fills all HP
     Sanctum       - The spiritual can revive in exchange for some gold
    
    
    - - - - - - -
    Sylphon Seal
    - - - - - - -
     This ailment is also known as the more common 'Silence' Ailment, which 
    causes magic spells to be blocked. This means that your character can no 
    longer use Psynergy attacks. It is denoted by a rotating Purple Seal next 
    to the affected character. Unlike the other ailments this one can affect 
    bosses as well.
    
     Luck         - A character may regain Psynergy abilities automatically
     Tonic        - This Djinni can cure nearly anything for the entire party
     Die & Revive - Not necessary since this status isn't that bad all the same
     Battle End   - Once the battle is over the seal is gone
    
    
    - - - - - - - - - - - - -
    'Predict Downed' / Curse
    - - - - - - - - - - - - -
     I don't know anymore how this status is called in battle, but it appears 
    when you get hit by an attack with in which you can see a candle burning 
    over your character. If it connects you will see 3 big flames and 1 small 
    flame. Each turn a flame is extinguished (big flame is 2 turns), and if all 
    flames are gone the Grim Reaper appears to deliver you the fatal blow, 
    causing Instant Death.
    
     Elixir       - According to the game description this should work
     Restore      - This will Dispel Grim Reaper
     Die & Revive - That would be silly in this case
     Battle End   - Quickly end the battle and the bad omen is lifted
    
    
    - - - -
    Cursed
    - - - -
     The last status I will note here is the Cursed status. This status only 
    appears later on in the game when you find and equip your first cursed 
    weapon / armor. Cursed weapons are usually quite strong, yet they have the 
    annoying ability to paralyze the character in rounds 2, 5 and 7 (and more) 
    of a battle when he/she is using it.
    
     Also once you equip a cursed weapon you can't take it off anymore, which 
    means that you are stuck to it. This status is attached to the item and 
    even though a sanctum can remove the cursed item from your equipped slot it 
    doesn't dissolve the curse on the item itself. Therefore the cursed item 
    will always remain cursed. There is of course one way to prevent the 
    paralysis; by equipping a Cleric's Ring you can use the weapon / armor 
    without the effect of getting paralyzed randomly. However this still 
    doesn't remove the curse from the item. So the only way to unequip is by 
    going to the Sanctum.
    
     Sanctum       - Removes the item from your equipped slot, but not from
                     the item itself (it remains cursed).
     Cleric's Ring - Cancels the paralysis effect out, but does not remove
                     the cursed item for a character.
    
    
    
    ---------------------------------------------------------------------------
    Combat System
    ---------------------------------------------------------------------------
    
     The battle system of Golden Sun is a 'Turn based' battle system, in which 
    a good strategy much more important, than good timing at pressing buttons. 
    Battles in Golden Sun are almost always random encounter, with the 
    exception of certain events and bosses. All Dungeons/Tower/Caves and the 
    World Map in Golden Sun have an infinite supply of enemies in store for 
    you, the random encounter rate is in my opinion a bit on the high side at 
    some parts of the game. This is annoying especially if you're trying to 
    solve a big puzzle. There may be many battles, but it is not that bad as 
    Tales of Phantasia however which happens to be master of random battles by 
    far to my knowledge (that game is still nice though).
    
     Anyway, when you walk around in the field you may have a chance to 
    encounter a random battle against 1 to 5 enemies at most. You'll hear an 
    enemy growl and the screen flashes to let you know a battle is about to 
    commence. Your characters get warped to the battle arena where they are 
    standing next to each other opposite of the enemies. At the start of each 
    turn there will be 3 options you can choose between:
    
    
    Battle Options
    ---------------------------------------------------------------------------
    
    Fight (Figure with a sword)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     If you choose this you can select which attacks you want to use on your 
    enemy. See below for more information about these battle tactics.
    
    
    Flee (Running figure)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     You can always try to run away in a regular battle. Most of the time this 
    will be successful, sometimes however there will be no escape and you will 
    have to endure the attacks of your enemies without having a chance to 
    strike back. So I recommend not overusing this option. I think you won't 
    need to use it if keep your party maintained, because you can take on most 
    regular enemies without too much effort on reasonable levels.
    
    
    Status (Three papers)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Before you start combat you may wish to check your statistics and such. 
    You can do this by selecting this option. I myself hardly ever use it, 
    though.
    
    
    Battle Methods
    ---------------------------------------------------------------------------
     Take note that you can always go back to the Battle Options by canceling 
    (pressing 'B') in this menu. You can also use this to go back some steps if 
    you reconsider the attack you had assigned to an character.
    
    Attack (figure swinging with a sword)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Use this option for a direct physical attack on 1 enemy with the weapon 
    your character is currently holding. If the targeted enemy gets killed 
    before he/she can land a blow the computer automatically executes the 
    Defend command for that character.
    
    
    Psynergy (figure with a whirl of energy)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Use battle Psynergy on one or more targets. You will get an additional 
    list of the possible Psynergies that character can use, after selecting the 
    Psynergy you can (in most cases) choose the target on which the spell must 
    be applied to. If this is also a multi target spell the Psynergy will have 
    most effect on the center enemy; the enemy with the biggest Cursor arrow 
    over its head.
    
     The power of the Psynergy is mainly determined by the amount of Elemental 
    Power that you have for that element. You can see the elemental power of 
    each character in the statistics screen; these powers can reach a value up 
    to 200, which is the maximum limit. Also take note that the Psynergy will 
    do less damage if the corresponding Elemental Resistance of the target is 
    higher.
    
    
    Unleash Djinn (Venus Djinni)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Using this you can unleash the special ability of a Djinni in combat. Most 
    of these attacks are quite strong and useful. Do be careful that after you 
    unleash a Djinni your characters power decreases a bit since the Djinn will 
    go to Stand-by mode. Finally the statistics may drop even more when your 
    class degrades to a lower type, because the Djinni is no longer Set. On the 
    other hand putting more Djinn on Stand-by allows you to use stronger Summon 
    attacks at the start of the battle.
    
    
    Summon (Tall black creature in a cube)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     The summon attacks are truly the most devastating attacks you party 
    members can use. The Summon of a single Djinni on itself is not that 
    strong, but you can use Summons of up to 4 Djinn simultaneously. These 
    Summons are the very strong and if unleashed by a character of the same 
    element they are even more powerful. For example: When Isaac (Venus Adept) 
    summons a Venus elemental Summon he can do more damage than the other three 
    could do.
    
    
    Item (Opened Chest)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     You can use items like Herbs and Elixirs in battle to heal and cure your 
    party members, but also you can use some of the weapons and armors. Since 
    some of these have an ability so you can use them as an item, be warned 
    that Weapons/Armors/Rings you use in battle may break if you use them too 
    often (Sometimes they already break the first time I use them). If this 
    happens the object will become useless and you will have to fix it at one 
    of the Weapon / Armor Stores around the continents.
    
    
    Defend (Shield)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     This option can be used if you don't want a specific character to attack. 
    In Defend mode a character will raise its defense and thus will take less 
    damage. Enemies sometimes do this too and oddly it seems that for your 
    enemy the defend works the entire turn, meaning that they have high defense 
    even before they actually get a chance to defend.
    
    
    
    ---------------------------------------------------------------------------
    Environmental Elements
    ---------------------------------------------------------------------------
    
     Around the world you will come across various puzzles that need to be 
    solved, these puzzles usually consist of making use of the objects that are 
    nearby in your surroundings. Here is a small list of the some of these 
    elements that you may encounter during the extensive travels.
    
    Foliage
    - - - - - - - - -
     These little green bushes look lighter than the average normal looking 
    ones that are in the background. If you use "Whirlwind" or "Gale" on them 
    they may reveal hidden passages or objects.
    
    
    Pillars / Columns
    - - - - - - - - -
     There are several types of pillars in this game and all of them can be 
    pushed around. Some however serve for other purposes too.
    
      -Tall & Thin pillars
        These are roughly twice the length of Isaac and can be used for
        creating passages on the upper level of a map (climb a ladder first)
        and you can walk over the tops of these columns.
       
      -Small & Fat pillars
        Only a few of these pop up in your adventure. Usually you have to push
        these into the water so only the top will stick out creating a little
        bridge Isaac can use to reach the other side of the water.
    
      -Fallen Pillars / Logs
        The kind pillars you'll find on the ground are the ones you can push
        around (if no objects are blocking them). Most of the time you have
        to push them in a certain order to create the desired path through a
        maze.
    
    
    Sphere Boulders
    - - - - - - - - -
     I can only remember 4 or 5 of these appearing in the game. The only way to 
    get past them is by using "Lift" Psynergy which you can obtain in Altin.
    
    
    Water Puddles / Ice Pillars
    - - - - - - - - -
     Water puddles can be frozen using "Frost" in order to create an icy and 
    tall pillar. These ice pillars can then be melted into little puddles again 
    by placing a heat source next to them like a torch.
    
    
    Small Plants
    - - - - - - - - -
     In some places you will come across a little plant that animates against a 
    huge wall. These plants can be transformed into long climbing vines if you 
    apply "Growth" on them. Reminder again: in order to get "Growth" give Isaac 
    a Mars Djinn or Garet a Venus Djinn.
    
    
    Suspicious Marks
    - - - - - - - - -
     If you come across some stones that form a circle, a peculiar lone rock or 
    other odd (out of place) looking configurations try to use the "Reveal" 
    formula Ivan obtains just before traversing through the Lamakan Desert. 
    Also "Reveal" can also be used to make hidden objects (in pots, crates) 
    appear as twinkling little stars! This helps you searching every bit a lot 
    faster.
    
    
    
    
    ===========================================================================
    Main Characters
    ===========================================================================
    
    Isaac - Venus Adept (17 years)
    ---------------------------------------------------------------------------
     The main character of this game is Isaac; he is born and raised in Vale 
    with his mother Dora and his father Kyle. The people of Vale have always 
    been the protectors of the Elemental stars that are hidden deep within Sol 
    Sanctum to the north of Vale. After the dreadful incident with the boulder 
    on the rainy day Isaac lost his father just as Jenna lost her parents and 
    brother. A few years later Isaac goes with Garet, Jenna and Kraden to Sol 
    Sanctum to find out its secrets. Inside they meet the two people who are 
    their enemies: Saturos & Menardi. They take Jenna and Kraden away, and 
    leave Isaac and Garet behind in the crumbling ruins. After this event they 
    set foot outside of Vale on their quest to stop the two fiends.
     Pros: Being the main character he pretty well balanced 
     Cons: -
    
    Initial Equipment
    -----------------------
    Weapon  Short Sword
    Armor   Cotton Shirt
    Shield  -
    Helmet  -
    
    Items   1. Herb (2x)
    
    Djinn   -
    -----------------------
    
    
    Garet - Mars Adept (17 years)
    ---------------------------------------------------------------------------
     Born in Vale as well is Isaac's childhood friend. Garet is the grandson of 
    the mayor of Vale. He travels with Isaac right from the start of the game 
    and he usually makes rather dumb comments during the conversations though, 
    but is a good fighter although he is rather slow.
     Pros: Physically the strongest member of the team
     Cons: He the slowest party member
    
    Initial Equipment
    -----------------------
    Weapon  Short Sword
    Armor   Cotton Shirt
    Shield  -
    Helmet  -
    
    Items   1. Herb (2x)
    
    Djinn   -
    -----------------------
    
    
    Ivan - Jupiter Adept (15 years)
    ---------------------------------------------------------------------------
     This young boy was an orphan found by Master Hammet the merchant of Kalay. 
    Ivan's most useful ability is to read other peoples' minds, which can be 
    handy during some parts of the game. Master Hammet gave the mystical 
    Shaman's Rod (also called the Rod of Hesperia) to Ivan and he seems to have 
    lost it somewhere in Vault a village to the south of Vale. You may have to 
    help him retrieve it, after this Ivan joins Isaac and Garet in their quest. 
    In battle Ivan is rather the opposite of Garet; being fast, but rather 
    weak.
     Pros: Very fast chap
     Cons: His physical attacks are weak
    
    Initial Equipment
    -----------------------
    Weapon  Wooden Stick
    Armor   Travel Vest
    Shield  Leather Armlet
    Helmet  Circlet
    
    Items   1. Herb
    
    Djinn   -
    -----------------------
    
    
    Mia - Mercury Adept (17 years)
    ---------------------------------------------------------------------------
     The fourth adept to join your party is Miss Mia from ever frozen village 
    called Imil to the far north. She is protector of the Mercury Lighthouse 
    just like Alex who happens to be from the Mercury Clan as well. Mia's 
    greatest asset is her healing abilities. She is capable of healing the 
    entire party with her Wish Psynergy. Other than that her attack is not that 
    bad, but she tends to be a bit slow at the lower levels.
     Pros: Great Healing abilities
     Cons: She is somewhat slow (but not as much as Garet)
    
    Initial Equipment
    -----------------------
    Weapon  Witch Wand
    Armor   Travel Robe
    Shield  Leather Gloves
    Helmet  Wooden Cap
    
    Items   1. Herb
            2. Antidote
            3. Elixir
    
    Djinn   Mercury - Fizz
    -----------------------
    
    
    Jenna - Mars Adept (17 years)
    ---------------------------------------------------------------------------
     I didn't know if I should place her here or among the main characters, 
    since she is a playable character too in this game. However she is only in 
    your group for a very short period so I decided to place her here for the 
    time being. Like I said at the introduction of Isaac she lost her parents 
    and her brother Felix after the accident that you will see in the Prologue 
    of the game. Jenna decided to come along with Isaac and Garet to Sol 
    Sanctum, but after she does so she is captured by Saturos and Menardi.
    
    Initial Equipment
    -----------------------
    Weapon  Wooden Stick
    Armor   One-piece Dress
    Shield  Padded Gloves
    Helmet  -
    
    Items   1. Herb (?x)
    
    Djinn   -
    -----------------------
    
    
    
    ===========================================================================
    Other important people
    ===========================================================================
    
    Felix - (18 years)
    ---------------------------------------------------------------------------
     We don't get to know too much about Felix other than that he was taken 
    away by the river after the accident during the storm with the boulder that 
    also took his parents leaving Jenna behind alone. Saturos & Menardi however 
    rescued him for some reason and he makes his reentrance in Vale again yet 
    he has different ideas about the issue of Alchemy than Isaac.
    
    Kraden - (Too old)
    ---------------------------------------------------------------------------
     The old man is a scholar who lives on the far west side of Vale. He has 
    studied alchemy for quite some time and has vast knowledge about it, 
    although the long conversations with him seem to be annoying sometimes. 
    Kraden helps Isaac and the others unravel the mysteries of Sol Sanctum, 
    which leads to a series of events that cause a great danger.
    
    Sheba - (14 years)
    ---------------------------------------------------------------------------
     Even more mysterious than Felix is Sheba, this young girl appears near the 
    end of the game. She is called "Child of the Gods" by the people of 
    Lalivero, because according to the people she fell from the sky as a gift 
    from God. Lord Babi held her hostage for a long time so he could enforce 
    the people of Lalivero to build him his own lighthouse for his own needs.
    
    Babi - (Unknown - Near 150 years)
    ---------------------------------------------------------------------------
     Somehow the ancient mayor of Tolbi has strange vitality for someone of his 
    unnatural old age. He seems to hold some sort of secret that keeps him 
    kicking around, but lately Babi isn't feeling that well...
    
    Saturos & Menardi
    ---------------------------------------------------------------------------
     The two main villains of this game are both Mars Adepts with great power. 
    They tried to invade Sol Sanctum, but the defense mechanism in the Shrine 
    prevented them to enter and that also caused the chaos that one day which 
    meant the demise of Jenna's parents and Felix. After the prologue they 
    return to the Sanctum and take Jenna and Kraden hostage, Felix also travels 
    along with Saturos & Menardi although he doesn't seem to mind it as much as 
    the other two.
    
    Alex
    ---------------------------------------------------------------------------
     The last person noteworthy is Alex. He appears the moment Jenna is taken 
    hostage by Saturos. For some reason he has allied with the villains and 
    betrayed the Mercury Clan as it was his duty to protect the Mercury 
    Lighthouse just like Mia.
    
    
    
    ===========================================================================
    Story            (Taken from the Instruction Booklet)
    ===========================================================================
    
                       A forbidden power is unleashed...
    
    Nestled away at the foot of Mount Aleph, the most sacred peak on the 
    continent of Angara, rests a quiet village called Vale. For ages, the 
    elders of this remote community have been the caretakers of Sol Sanctum - 
    an ancient temple on the mountain's slope that for eons has guarded the 
    seal on the ancient science of Alchemy.
    
    Now, that seal has been broken. A mysterious figure is attempting to 
    release the powers of Alchemy upon the world, a power so great that one who 
    wields its full force can attain any of his heart's desires = countless 
    riches, endless life, even the power to destroy the world. Once the 
    combined power of the four elements - Earth, Water, Wind and Fire, which 
    together make up all matter - is unleashed, the world will fall to its 
    knees before the one who wields it. If this horrible fate is to be averted, 
    a brave soul must now arise!
    
    
    
    ===========================================================================
    Walkthrough
    ===========================================================================
    
    
    
    ---------------------------------------------------------------------------
    Beforehand
    ---------------------------------------------------------------------------
     At the registry it is possible to give all main characters from the game a 
    new name. Normally you can only rename Isaac, but if you like you can 
    change the other names by pressing the following button combination. I will 
    keep to the default names myself to make the walkthrough clearer. The code 
    to do this works as following:
    
    Rename - Garet, Ivan and Mia:
    -----------------------------
    When you get to rename Isaac at the beginning of a New Game press 'Select' 
    3 times.
    
    Rename - Jenna, Felix and Sheba:
    --------------------------------
    When you are renaming Mia press the following button combination:
    
       Up,    Down,   Up,    Down,
       Left,  Right,  Left,  Right,
       Up,    Right,  Down,  Left  and Up.
     
    Now press 'Select' and there you go.
    
    
    
    ---------------------------------------------------------------------------
    Prologue: The Disastrous Day
    ---------------------------------------------------------------------------
    
    --Vale--
     Hidden Items: 0 (total hidden items / chests: 0)
      -
     Monsters:
      Bat, Vermin, Wild Mushroom (All are the "Weak" Versions of that enemy)
    
     At the very beginning of the game young Isaac is awakened by his mother 
    Dora. Outside its raining and storming, so your mother dons you in a simple 
    tunic. You can answer either "Yes" or "No" to all the questions, since that 
    won't affect the game in any other way. This goes for all conversations 
    except for really important ones, but I will tell you in advance about 
    those.
    
     Downstairs Isaac and his mother are warned about the boulder by Isaac's 
    father Kyle. It turns out to be that the village has to be evacuated and 
    everybody must head to the plaza at the southern part of town. After some 
    more talking Dora sends Isaac out to find some shelter in the plaza. 
    Unfortunately at the moment you walk (or run using "B" button) down a 
    boulder falls right in your path blocking the way down. So go north until 
    you find a red haired boy pulling a little package. After telling him to 
    drop his stuff and save his own life he joins your party. This is Garet he 
    will accompany Isaac through most of the game.
     Walk around (there's only one path possible) and as soon as you go over 
    the bridge a small cut-scene is displayed. It shows four people trying to 
    stop a huge boulder from falling down by using their "Psynergy" - a type of 
    magic used in this world - to levitate and hold it in its position.
    
     Walk towards the west part of the village and go to the most upper part. 
    Here you'll see an injured man who thinks that he is about to die. This 
    part is optional and doesn't get you anything, but you can let him live or 
    die by telling him what to do. Very strange indeed! Head down the stairs 
    and go around the corner to find yourself trapped in the first battle of 
    the game. Kill the single Vermin which should not be too difficult since 
    you get a head start. After exiting this battle the Background Music 
    changes a bit, walk on to automatically come across the next battle versus 
    a single Bat. After this go to the right and continue on your path. Two 
    Wild Mushrooms appear so dispatch of those as well. Then go down, since the 
    path behind the bridge is blocked by a boulder for now.
    
     The next scene shows how a few people (including Dora) try to save a young 
    boy named Felix who seems to be drowning in the current. He plays an 
    important role in the events in the future so remember him. After some time 
    Felix can't hold on any longer and let go of the pole he was holding after 
    a few seconds he comes back to the surface, but he can't hold on much 
    longer. The four people decide that his sister Jenna must go to the plaza 
    to get some help. Your mother also tells you to help her out by going to 
    the plaza again to find help for the drowning Felix. Once you're over the 
    bridge another fixed battle commences. Continue on and head down as soon as 
    you enter the next part of the village, since there isn't anything to do 
    around here.
    
     At the bottom of the village Jenna and a strong guy join you, so hurry 
    back to Felix. Once you're back the moment you walk down to save Felix the 
    boulder falls down taking Felix and his parents and Isaac's father along 
    with it. You can talk to the characters here, but that has no effect so go 
    back to the village on the right and Garet will follow you.
    
     Next you will hear two mysterious people talking about the fury unleashed 
    by Sol Sanctum (as the BGM suspects they are not very kind people). Since 
    you were accidentally eavesdropping the two decide that you must forget 
    everything you heard. They help you forget by fighting you, thus the battle 
    commences.
    
    ---------------------------------
    Boss: Mystery Man & Mystery Woman
    ---------------------------------
    Mystery Man
     HP: 3000    ATK:  63    AGL:    9    Weak:   Water
     PP:  260    DEF:  22    LCK:   40    Strong:  Fire
     Special: Fireball, Heat Flash, Eruption
     Exp:      0
     Coins:    0
     Item:     -
    
    Mystery Woman
     HP: 2600    ATK:  50    AGL:   13    Weak:   Water
     PP:  300    DEF:  20    LCK:   40    Strong:  Fire
     Special: Death Size, Nova, Flare Wall
     Exp:      0
     Coins:    0
     Item:     -
    
     Of course you're way too weak to beat the Mysterious couple, so don't 
    bother just let yourself get clobbered for this time. Even if by some fluke 
    you manage to beat both of them up you get 0 exp, 0 coins and the game 
    continues on as if you lost (I've tried this with some codes by changing 
    both their HPs to 0).
    
     The two people leave town abandoning the Isaac and Garet which are both 
    knocked unconscious for the moment. The intro screen pops up and the game 
    continues on 3 years later with the actual story.
    
    
    
    ---------------------------------------------------------------------------
    1. The Ancient Power of Sol Sanctum
    ---------------------------------------------------------------------------
    
    --Vale--
    Inn:
     6 coins
    Hidden Items: 13 (13)
     Antidote    - Check Barrel in Jenna's Grandparents home
     Nut         - Use "Catch" on the tree above the destroyed home of Jenna
     6 Coins     - Vase in home above Isaac's place
     3 Coins     - Vase in most upper home on the Eastern part of town
     Smoke Bomb  - Vase in home one plateau lower than the previous one
     Herb        - Box in the lower left home on Eastern part of the village
     1 Coin      - Barrel upstairs Inn
     Elixir      - Jar in the upper Jar outside to Kraden's Home
     5 Coins     - Jar inside Kraden's Home
     Herb        - Given by Garet's sister during the farewell
     Catch Beads - Given by Isaac's nephew during the farewell
     Vial        - Jar inside Shack to the east*
     123 Coins   - Barrel inside Shack to the east*
    Chests: 1 (14)
     Power Bread - Use "Whirlwind" on the bush behind the Weapon/Armor Shop
    
      * = opens up after completing Sol Sanctum
    
     The town looks peaceful again and Jenna walks towards the home of Isaac. 
    He is repairing the holes in the roof together with his mother. Jenna walks 
    farther upward and meets up with Garet who is training intensely to become 
    stronger by training his Psynergy. After some talking all four meet up near 
    Isaac's house and after even more talking you can go to visit the old 
    scholar Kraden, his cabin located near the upper western part of the 
    village (Near the guy who thought he was going to die in the Prologue). 
    Garet and Jenna join your party and now you can go to anywhere (well... 
    nearly anywhere) you like in Vale.
    
     Before continuing on it might be a good idea to get some better equipment 
    from the shop here in town. Two long swords and Travel Vests for Isaac and 
    Garet would be nice. You can also buy some new equipment for Jenna, but not 
    too much, since she will leave your party pretty soon. After talking to 
    some of the people you will hear about a group of men who have entered town 
    quite recently. They are described and considered as quite rude, since they 
    did not pay a visit to the mayor. Inside the inn you can find one of those 
    guys. He hides his face behind a mask and trying to make a conversation 
    with him leads to nothing. You better let him be.
    
     The most northern path leads to Sol Sanctum, but first you must meet up 
    with Kraden so go one screen left near the upper bridge. Here you will find 
    the two mysterious people from the other day three years ago. They are 
    talking about Kraden as well, after a while they decide to let your group 
    go this time and also you get to hear their names: He is "Saturos" and the 
    woman is called "Menardi". After this conversation the puppies that were 
    blocking your path earlier on have mysteriously disappeared (as if you 
    noted that anyway).
    
     Go to Kraden's cabin where you will automatically talk with him. He's 
    pondering about matters that are lighter than air, but after some sentences 
    he'll make you; Isaac the leader of the party and joins in too after 
    picking up some items inside. Proceed towards Sol Sanctum and be careful 
    not to be seen by the adept that hides behind the tree. He will walk around 
    in a set path and you can easily get past him, when he wanders off behind 
    the small shrine.
    
    
    --Sol Sanctum--
    Hidden Items: 8 (22)
     Mythril Bag (4x) - Get them from Kraden
     Venus Star       - Get it from the Venus Elemental Statue
     Mercury Star     - Get it from the Mercury Elemental Statue
     Jupiter Star     - Get it from the Jupiter Elemental Statue
     Mars Star        - Get it from the Mars Elemental Statue
    Chests: 3 (25)
     Small Jewel (2x), Herb
    Monsters:
     Amaze, Bat, Slime, Vermin, Wild Mushroom (All are the "Weak" Versions)
    
    
     In every dungeon/cavern you will come across random battles so be careful, 
    also in this dungeon you'll come across weaker versions of the 5 enemies 
    listed above! See appendix B for the complete Monster Compendium.
    
     Your first dungeon starts off with a small puzzle room right away. Isaac 
    can only jump over gaps that are one space in width so take the rightmost 
    path to continue on through the corridor to the second Jumping puzzle. Take 
    the middle path and collect the Small Jewel from the chest, then head back 
    to the center part of the jumping tiles (the island made of 3 squares) and 
    take the path on the right. Here you can check the relief of the Minotaur 
    that is missing one eye. Coincidently you just found an eye, so check the 
    relief then you can open your inventory and 'use' the Small Jewel on the 
    Minotaur. This will open the door at the end of the left path, hence go 
    back, jump over the gaps towards the left and walk through the doorway.
    
     In this room Kraden comes out and tries to find the hidden path, but the 
    old geezer fails. Isaac on the other hand can find it by pushing the left 
    and right most statues, however the left statue reveals only a dead end 
    since the statue in the room behind it cannot be moved. So take the right 
    path and walk around the mini-maze to find the second Small Jewel from a 
    chest. Directions are hardly needed here, but the chest can easily be found 
    by following the left path and the exit door can be found by taking the 
    path to the north from the central junction.
    
     Once again Kraden comes out and tells you that you need to use your 
    Psynergy to find the correct path. Use "Move" Psynergy on the 2 left-most 
    statues to reveal a Minotaur and a doorway leading to another dead end. 
    Better use the Small Jewel on the Minotaur here too causing a pathway to 
    open behind the right-most statue. Take that path and follow the left route 
    and you'll find a chest with an Herb. Go up the middle to reach the central 
    chamber of the Sanctum bearing the Sun's Crest in the middle. They all 
    figure out that Saturos and Menardi are thieves trying to rob the Sanctum 
    of its riches and so they decide to find out what lies further on in the 
    Sanctum.
    
     After some more talking Kraden stays behind and explores the room by 
    himself. Go up stairs and you can either go down or upwards. The lower path 
    only leads to a Psynergy Stone that replenishes all PP (Psynergy Points).
    Walk to the north, then head to the left, place the three statues onto the 
    corresponding spots (Use "Move" Psynergy to place the middle on its correct 
    position). This triggers a small mechanism that allows you to move the 
    other four in the right chamber. Kraden comes back after moving the first 
    one to talk some more. As you notice the Moon changes into Sun and vice 
    versa, opening the path to the final room. Unequip Jenna here since she 
    will leave your party very soon, so you can at least sell the items that 
    would be lost otherwise. Kraden joins you again, then check the crack in 
    the wall from which the light beam appears. A portal will open up leading 
    to the very essence of the Shrine.
    
     The sacred room the foursome stumbled upon contains the four elemental 
    stars of the four elements of which all matter consists. They are: Earth - 
    Venus, Fire - Mars, Water - Mercury and Wind - Jupiter. After some more 
    talking again, you have to get the elemental stars because Kraden is too 
    frail to get to them by himself. In order to do so he gives Isaac 4 Mythril 
    bags. So take the upper right path towards the Venus Star, next head 
    upwards for the Mercury Star and back to the Central Island since you can 
    only get the Jupiter Star. Something strange happens; Saturos and Menardi 
    show up again! It turns out that the elemental stars are what they were 
    after too and also they have tagged along the stranger with the mask. 
    Menardi asks the guy to remove his mask and he turns out to be none other 
    than Felix!
    
     After some bargaining Isaac and Garet decide to bring them the Elemental 
    Stars, just after Garet takes off to deliver them a blue haired guy 
    appears. His name is Alex and he takes the stars over in Saturos' name from 
    Garet. Isaac still has to collect the Mars star, so go back to the Central 
    Island and take the right upper path. Head left and you can put the Mars 
    Star in the final Mythril bag. After removing the final Elemental Star the 
    Sanctum becomes instable, hence Saturos and the others (including Kraden 
    and Jenna as hostages) leave Isaac and Garet to their own faith that is 
    without collecting the Mars Star.
    
     A Cyclops Rock appears which is referred to as the "Wise One", tells them 
    about the elemental Djinn that have started to appear again and the purpose 
    of the Elemental Stars. They are meant to ignite the flames of the four 
    corresponding Lighthouses which will unleash Alchemy upon the entire world 
    (Up to now alchemy is only known to the people of Vale and few people who 
    are adept to it). The Wise One can no longer hold the volcano from erupting 
    and teleports our heroes to a safer place. You might as well use "Retreat" 
    to get out Sol Sanctum at once. Once the Eruption takes place a huge amount 
    of Psynergy Crystals are send into the world, these crystals upset the 
    current balance and mean extra work for you to clear up (but later more on 
    that).
    
    
    --Vale--
     Upon returning from the Sanctum they tell the Great Healer of the village 
    about the events that have happened. He asks if Isaac is willing to 
    undertake this Mission Impossible together with Garet. If you choose "No" 
    here and you exit the sanctum you will receive a message that the world 
    will be destroyed and you get a Game Over screen. Then you'll have to start 
    over in the sanctum, so answer "Yes" to keep things short.
     Finally it is determined that Isaac and Garet will save the world from 
    destruction, by finding the location of the lighthouses. Still not even the 
    Great Healer knows what they should do when they get there. His only advice 
    is to seek out for the elemental Djinn.
    
     Preparations are made for the final goodbyes and you receive an Herb and 
    Catch Beads from Garet's sister and Isaac's nephew. After everybody said 
    'Farewell' you can leave the village and explore the world. Take note that 
    you can now equip the Catch Beads to learn the Psynergy "Catch". You can 
    use this to get the Nut from the tree in the west part of Vale mentioned 
    earlier.
    
    
    
    ---------------------------------------------------------------------------
    2. Solving the Burglaries in Vault
    ---------------------------------------------------------------------------
    
    --World Map - Vale--
    Djinn:
     Venus - Flint
    
     After setting foot outside Vale you will immediately catch up with a 
    little spark that is hovering around on the map. This is the first Djinni 
    you encounter on your travels. His name is Flint; even if you decline all 
    his offers he will still join your party anyway. He gives a brief 
    explanation of how the Djinn System works, so take note or just mash 
    buttons to get past the messages.
    
     Go over the small bridge on the right and head south towards a small 
    village. Upon entering the village you will see a caravan under command of 
    Master Hammet leaving for Kalay; however they seem to get stuck near the 
    second bridge, for the bridge to Kalay is broken and they are attacked by 
    still falling Psynergy Rocks from the eruption at Sol Sanctum earlier on. 
    So they have no other choice than to go north towards Lunpa. You can visit 
    Lunpa too, but other than "Catching" a Nut from the tree there is nothing 
    to do. Lunpa is a town that is closed to any kind of foreigners.
    
    --Vault--
    Inn:
     12 coins
    Hidden Items: 6 (31)
     Sleep Bomb - Barrel at right part of the Item Shop
     Nut        - Box just outside Mayor's Home
     7 Coins    - Jar inside home closest to lower village entrance
     4 Coins    - Barrel inside the home in center of Vault
     Mint       - Box on the left part on the main floor in the Inn
     Bone       - After beating the Bandit's team talk to the lady in the inn
                  (the only way to get rid of it is giving it to the dog)
    Djinn:
     Venus - Sap (You can't reach him, until you passed the Lamakan Desert)
    
     According to the people of Vault, there have been many burglaries lately, 
    yet no one knows who stole the items and were they are hidden. After 
    wandering around you come across the mayor's residence. Inside there is a 
    young boy who seems to be in trouble. This boy is named Ivan and possesses 
    a strange power that you will notice as soon as you talk to him. He tells 
    you about Master Hammet's stolen Rod and asks you to help him find it back. 
    Ivan then joins your party and advises Isaac to use his Mind Read Psynergy 
    to find the whereabouts of the rod. Although Ivan comes along with you, he 
    won't leave the village until he has found the rod. If you do Ivan stays 
    behind.
    
     Inside the Inn you will find two suspicious people, in order to have Ivan 
    "Mind Read" them you will need the help of Garet and Isaac too. Try to trap 
    one of them between the left most bed and the wall, after doing so Ivan 
    will automatically read his mind and obtains all the information Isaac and 
    the other need. The stolen goods should be located somewhere in the Inn, so 
    better start looking. Once you're outside you'll notice that the guy 
    obstructing the ladder to the broken roof is gone. Climb the ladder and 
    check out what's going on inside.
     
     Inside the Inn's attic there is a single crate that needs to be moved with 
    the use of "Move" Psynergy. In the next room, you'll find the stolen goods 
    and a man who has been kept prisoner here for some time. After releasing 
    his ropes the bandits from Lunpa come charging in. Time for a Mini-Boss 
    Battle!
    ---------------------------------------------------------------------------
    Mini-Boss: Bandit and Thief(2x)
    -------------------------------
    Bandit
     HP:  260    ATK:  46    AGL:   20    Weak:     All
     PP:    0    DEF:   8    LCK:    3    Strong:     -
     Special: Uses 'Herb' / 'Smoke Bomb', Glowers Ferociously
     Exp.:    36
     Coins:   46
     Item:  Bandit's Sword
    
    Thief
     HP:  110    ATK:  42    AGL:    9    Weak:     All
     PP:    0    DEF:   5    LCK:    1    Strong:     -
     Special: Uses 'Herb', 'Glowers Ferociously' / 'Intimidated' (Skip Turn),
              Defend
     Exp.:    15
     Coins:   32
     Item:     -
    
    I recommend focusing all attacks on the Bandit, then taking on the others. 
    Ivan's and Garet's Psynergies do quite well here. Also unleash Flint with 
    Isaac several times, and don't forget to heal when necessary. It shouldn't 
    be too difficult to win this battle, since human enemies are weak to all 
    elements.
    ---------------------------------------------------------------------------
    
     After their defeat the mayor comes in, takes away the bandits, puts them 
    in jail and all the stolen goods are returned to their rightful owners 
    including the Shaman's Rod Ivan was looking for. The mayor tells Ivan that 
    Master Hammet is taken hostage in Lunpa by Donpa. For now there is nothing 
    they can do about it, so they'll wait until Donpa makes his move. The Mayor 
    also requests Isaac to come to his home then he leaves the others behind. 
    At last Ivan can claim the rod back and thanks Isaac for his help and 
    leaves off too. Before you leave Vault go and see the mayor to obtain some 
    Water of Life from him. After everything is safe and sound again you can 
    leave Vault. Better head east to the Goma Cave Entrance.
    
    
    --Goma Cave Entrance--
     Jump over across the little river and move the two pillars in order to 
    continue on. Try to move the third one and Garet comes to the conclusion 
    that it won't work without removing those leaves. Suddenly Ivan reappears, 
    gives a demonstration of his "Whirlwind" Psynergy and joins your party 
    permanently. You can also backtrack to Vale and use the "Whirlwind" to open 
    up a little cavern behind Vale's shop. Inside that cavern is one chest with 
    a Power Bread in it. Anyway, move the pillar and cast "Whirlwind" on the 
    foliage to open the entrance of the Cavern.
    
    
    --Goma Cave--
    Chests: 1 (32)
     Lucky Medal
    Djinni:
     Mars - Forge
    Monsters:
     Ghost, Skeleton, Slime, Will Head, Zombie
    
     The route is pretty strait forward here, jump over the water stream, go 
    south, down the stairs and to the far right. Put the pillar in its place 
    and talk to the guy if you like. Go back to the left, jump over the water 
    near the bottom and follow the path. Go up the stairs again and move the 
    tall pillar on the right so that you can jump next to it, then walk down 
    and use Move to push the small fat pillar into the water one floor below. 
    You can also collect the Lucky Medal from the chest on the right side.
    
     Go back down from here and use the newly created path to continue on to 
    the right, since you put the pillar in its place just a few minutes ago the 
    path to the Fire Djinni is opened. Touch him to start a battle:
    ------------------
    Mars Djinni: Forge
    ------------------
     HP:  172    ATK:  45    AGL:   22    Weak:   Water
     PP:   14    DEF:   9    LCK:    6    Strong:  Fire
     Special: Flare, Blast, Escape
     Exp.:    28
     Coins:   85
     Item:     -
    
    This battle shouldn't provide any difficulty as well. Just make sure you 
    use the most powerful attacks and Flint to get the job done fast, because 
    most Djinn tend to leave the battle early by fleeing. If this happens you 
    must reenter the room so the Djinni is back in its position and try again, 
    until you are successful.
    
     After collecting Forge, the man below you commends you and leaves the 
    scene. Jump back, go through the doorway and head up towards another small 
    pillar. Push it off ramp into the water and jump onto the platform it was 
    located on, run along the path leading up to find the exit and the village 
    of Bilibin close by.
    
    
    
    ---------------------------------------------------------------------------
    3. Kolima's Curse and the Salvation
    ---------------------------------------------------------------------------
    
    --Bilibin--
    Inn:
     21 Coins
    Hidden Items: 7 (39)
     5 Coins    - Jar outside home next to the Inn
     Hard Nut   - Barrel inside home next to the Yellow Statue in Town
     Herb       - The jar just outside Sanctuary
     Nut        - "Catch" it in the tree to the left of McCoy's Mansion
     Smoke Bomb - Barrel lower Left corner on 2nd floor of McCoy's
     Elixir     - Barrel near chimney on main floor of McCoy's
     Antitdote  - Barrel in the house just to the left of the entrance
    Djinni:
     Jupiter - Gust
    
     At the entrance of the little town is an odd looking tree sprout. If you 
    "Mind Read" it you will find out that a human soul is trapped inside. 
    Further on other people tell about that tree being a person that came back 
    cursed from the woods of Kolima and other people talk about the fountains 
    of the Mercury Lighthouse to the North near Imil and its sacred Hermes' 
    Water that flows there. As you might suspect from this there are two 
    possible ways to go:
    
        - Go East to Kolima Forest to find out what is causing the curse 
     OR
        - Go North towards the Mercury Lighthouse
    
    Of course you need to do both of them, but going to Kolima first is a bit 
    easier since the enemies are somewhat weaker. On the other hand going to 
    the Mercury Lighthouse will introduce you to the fourth Adept of your party 
    right away. The choice is yours! I'll stick to the original route so I'm 
    going to Kolima Forest.
    
     Also take note that there is a Jupiter Djinni hidden in Bilibin, go south 
    from the Sanctuary (walking over the pillar tops) all the way around 
    Bilibin until you reach a suspicious bush. Use Whirlwind on it and enter 
    the cave behind it. Move the yellow statue that you find down here and 
    collect the Wind elemental Djinni: Gust.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    3.A Investigating Kolima Forest
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Head north towards McCoy's Mansion and then talk to the guard on the 
    right. After a conversation he permits you to enter the mansion and you can 
    go on audience with "zee big boss" of this place: McCoy. Walk up to find 
    yourself in McCoy's room. This McCoy guy seems to talk with a strange 
    accent, but never mind that. He declines Isaac's offer because in his eyes 
    they are nothing but mere children, after this scene the guard does give 
    some sort of hint that you do not need the key to get past the barricade 
    built on the east near Kolima... Better head for the barricade yourself 
    then.
    
    
    --Bilibin Barricade--
    Hidden Items: 1 (40)
     Hard Nut - Get from the girl after rescuing her from the water as a tree
                after beating Saturos AND before healing Tret. Cannot be done
                afterwards!
     
     The moment you get here you'll see the feeble wooden construction which 
    seems to be the barricade. Use "Move" Psynergy on the left crate to get 
    past the barricade. Note how three trees are peculiarly stacked up next to 
    the river, they will feature in one of the little side-quests later on, but 
    for now go east towards Kolima.
    
    
    --Behind Kolima Barricade - World Map--
    Hidden Items: 1 (41)
     Turtle Boots
     
     After passing the barricade you have the chance to collect the Turtle 
    boots if you head left after the barricade. Somewhere in the middle of the 
    forest area at the end of the long small island you can find the boots by 
    checking the ground. They are not that useful, but collectors may like 
    them. After you did this go head east towards Kolima.
     
    
    --Kolima--
    Inn:
     N/A (32 Coins after you break the Curse)
    Hidden Items: 4 (45)
     Apple       - Upper left barrel of the 6 clustered in right corner
     Herb        - Left Barrel just outside lowest tree home
     Lucky Medal - Jar highest level of the Inn
     7 Coins     - Jar highest level of Weapon/Armor Shop
    Djinni:
     Venus - Granite 
    
     After entering Kolima Isaac and the other find out that all the residents 
    have been changed into trees. They also notice the sparkling stuff that is 
    lying around, and then all three characters (or four if you got Mia 
    already) get attacked by some energy flow and they fall down. Soon they 
    notice the sparkles falling down from the skies, this is what must have 
    cursed all the villagers. Somehow because Isaac and the others are Adepts 
    they have some sort of barrier that shields them from the harm the sparkles 
    do, thus saving their lives. Then the voices of Tret and Laurel - the two 
    tree spirit - are heard, Tret is upset that the villagers took their axes 
    to his brethren and in his madness he cursed all of Kolima. Laurel pleas to 
    Isaac that he reawakens the softer side of Tret once more and Isaac accepts 
    that task. 
    
     After the cut scene you can see a Venus Djinni (Granite) on the right side 
    of the screen next to a tree home, but you can't reach it or can you? Enter 
    the home from the back and go downstairs and follow the path in the cavern 
    below, eventually you'll reach the Venus Djinni. Granite will join your 
    party without any fuzz. Leave the village and head for Kolima Forest to the 
    north.
    
    
    --Kolima Forest--
    Hidden Items: 1 (46)
     Nut - Second screen up a tree to the left of the first log
    Chests: 1 (47)
     Fur Coat
    Monsters:
     Drone Bee, Rat, Rat Soldier, Troll
    
     Head to the upper left corner and push the left most log into the water 
    and cross the gap. Walk on to the left to the next screen. Push the first 
    log to the left, walk down past it, then push the lower left log down, but 
    don't move the third one. Follow the path to find the third log pushing 
    puzzle. Note that there is a Nut here, which you can "grab" from the tree.
    
     For the logs you have to move the first one left, go up, around the log 
    and push it back to the right, push the lowest horizontal log down, the 
    upper one up and finally the first (vertical) one again to the left. This 
    log falls in the riverbed and keeps on floating so you can jump over it and 
    continue on to the next screen. The solution for getting the chest with the 
    Fur Coat on the right goes like this from the initial setting:
    
      Flip the switch here at the bottom of the field.
      Push: 
         Both horizontal logs -> up
         Upper vertical log   -> right
         Left horizontal log  -> down 
         Lower vertical log   -> right
         Right horizontal log -> down
         Lower vertical log   -> Left
      Flip the switch a second time
      Collect the Fur coat
    
    The solution for reaching the exit from the setting of the "Fur coat" is 
    simple:
    
      Flip the switch here at the bottom of the field.
      Push: 
         Both horizontal logs -> up
         Upper vertical log   -> left
         Left horizontal log  -> down 
      Flip the switch a second time
      Continue to the next screen
    
     On the next screen you will find Laurel and Tret. The conversation with 
    Laurel tells you that Tret can't be saved. However "Mind Reading" her gives 
    you the information that Tret can be saved by the sacred Hermes' Water from 
    at the fountain of the Mercury Lighthouse. If you try to talk to Tret 
    you'll notice that his bad personality takes over before you can make any 
    contact with the real him. The only thing you can do is climbing up the 
    vine.
    
    
    --Tret Tree--
    Chests: 2 (49)
     Healing Ring, Nut
    Djinn:
     Jupiter - Breeze
    Monsters:
     Creeper, Drone Bee, Gnome, Rat, Rat Soldier, Spider, Troll
    Boss:
     Tret
    
     In the first room there is nothing else to do, but climbing upwards to the 
    second. The second level has some leaves over the spider webs on which you 
    can only jump once, so think about your actions ahead. The left exit is a 
    dead end. Jump on the leaves from the lower left corner toward the right. 
    Keep close to the middle path and climb up the vine so you can reach the 
    third level. You can use the leaf to reach the chest in the middle here; it 
    contains a Healing Ring. Doing this however does force you to fall down one 
    level, so backtrack again and use the leaf again to reach the vine at the 
    top of the screen. Exit the next interior level using the exit at the 
    bottom of the screen, then go right and climb the vine, before entering the 
    tree again you can also get a Jupiter Djinni if you take the upper branch 
    just outside.
    --------------
    Jupiter Djinni
    --------------
     HP:  243    ATK:  79    AGL:   42    Weak:   Earth
     PP:   22    DEF:  20    LCK:    7    Strong:  Wind
     Special: Flash Bolt, Ray, Plasma, Whirlwind, Wind Slash, Escape
     Exp.:    88
     Coins:  100
     Item:     -
    
    This Djinni tends to flee sometimes, so try to stun it with Ivan's Witch 
    Wand (Stun Voltage Unleash). Take note that Ray can do quite some damage so 
    keep you HPs up at all time. Other than that there shouldn't be much to it, 
    shortly after beating this Wind elemental Djinni he joins your party under 
    the name of Breeze. 
    
     After leaving or collecting the Djinni enter the up most room here from 
    the right and you can collect a Nut from the chest here. Since it is a dead 
    end the easiest way to backtrack is to fall down one of those leaves. This 
    time take the left exit and follow the lower branch to find a vine here as 
    well. Climb it and enter the up most room from the left, once inside fall 
    down the center leaf that is located below broken leaf. This means you will 
    have to jump on it twice, after falling down five times you will come face 
    to face with Tret (I wonder how Isaac survives a fall from 4 stores high). 
    Better heal, save and set your Djinn right before starting the battle. 
    After a few words with Tret the battle starts.
    ---------------------------------------------------------------------------
    Boss: Tret
    ----------
     HP:  710    ATK:  89    AGL:   30    Weak:    Fire
     PP:   36    DEF:  27    LCK:   28    Strong:  Wind
     Special: Growth, Sleep Star, Thorn, Quake
     Exp.:   226
     Coins:  700
     Item: Potion
    
    Better use Forge and the other Djinn to make yourself stronger after that 
    Summons like Ramses and Atalanta can do quite some damage too. Tret's 
    attacks are not that strong, but dealing 700 damage can take a few rounds 
    if you're party levels are pretty low. If you have visited the Mercury 
    Lighthouse already and met up with the Water Adept this battle should be 
    easy. Tret does use Sleep Star quite often which can put some of your 
    character to sleep. Nonetheless you should come out victorious without too 
    much damage.
    ---------------------------------------------------------------------------
    
     After beating up the 'evil' side of Tret he regains his senses and becomes 
    kind again. Then again his rage and this battle have exhausted him so much 
    that he can no longer save the people of Kolima. As you already heard from 
    Laurel you need that holy water from the Mercury Lighthouse. So we'll have 
    to go back to Bilibin and then we need to head north towards Imil.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    3.B The Healer and Guardian of the Mercury Lighthouse
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     In order to get to Imil and the lighthouse we have to go north from 
    Bilibin over the little bridge, then go west over another bridge and keep 
    on going west until you reach a cavern.
    
    
    --Bilibin Cave Entrance--
     At the entrance of the screen you can see a small plant growing against 
    the wall. You can make this plant grow a lot bigger by using the "Growth" 
    Psynergy on it, however your character can only learn this Psynergy only on 
    certain classes. The easiest way to learn Growth is to give Garet at least 
    one Venus Djinni or Isaac at least one Mars Djinni. This way you can enter 
    the Cavern from a higher level.
    
    
    --Bilibin Cave--
    Chests: 4 (53)
     Elven Rapier, Vial, Psy Crystal*, Water of Life*
     * = only reachable after Mogall Woods (see Chapter 8)
    Monsters:
     Ghoul, Gnome, Ooze, Troll
    
     If you entered the cavern from the higher level by using "Growth" on the 
    small plant outside, you can easily grab the Elven Rapier from the chest. 
    Also there is an interesting formation of rocks near this chest. However 
    you need "Reveal" Psynergy to find a hidden entrance which means that Isaac 
    needs to backtrack sometime in the future. For now fall down and walk left.
    
     Here you are back at the start again, keep on heading to the left route 
    until you reach an intersection go right here and you will reach a 
    different room with some icy pillars. Near the end you can move the right 
    torch down and right to melt the final Ice Pillar creating a puddle of 
    water. Jump over this puddle and continue on. At the end there is a chest 
    containing a Vial. Head toward the exit and walk around the icy fields, 
    until you reach the frozen village of Imil.
    
    
    --Imil--
    Inn:
     24 coins
    Hidden Items: 3 (56)
     Lucky Pepper - Look in the oven inside the Inn
     9 Coins      - In the jar outside home upper level of town
     Lucky Medal  - Upper left grave near the Sanctum
    Chests: 2 (58)
     Vial         - Above the first home (See comments below)
     Empty bottle - First house from the southern entrance
    Djinni:
     Mars - Fever
    
    Talking to the people in this village gets you information about a woman 
    named Mia who is the healer of this village. Since many people have gotten 
    ill after a group of travelers can from the south, Mia is very busy now.
     You can find a Mars Djinni by moving the snowman in the northern part of 
    town to the left and then enter the slippery ice part from the Sanctum on 
    the left. Slide in the following directions from here on to find the cavern 
    with the Djinni: RULULURULURU. You can see that the snowman will help you 
    reach the cavern in the very last part of the sliding process.
    
    
    --Imil Falls Cave--
     Inside the cavern Mars Djinni Fever joins you without a fight. You should 
    have two Djinn of all but the water type.
    
    
    --Imil--
     Also you can reach a chest by following this route from the same starting 
    point: RULULURULDLUR for another Vial.
     On with our quest. After talking to most of the villagers and the two 
    children in the sanctuary Mia will show up in the first home where you 
    found the Empty Bottle. After seeing her heal the old man she mumbles 
    something about Alex and leaves for the Lighthouse. Now you can leave for 
    the Mercury Lighthouse.
    
    
    --Mercury Lighthouse--
    Chests: 4 (62)
     Nut, Psy Crystal, Psynergy Armor, Smoke bomb
    Djinni:
     Mercury - Fizz, Mercury - Sleet
    Monsters:
     Mimic, Cuttle, Harpy, Lizard Man, Mauler, Siren
    Boss:
     Saturos
    
     At the entrance you will meet Mia again (only after meeting her in Imil), 
    but she can't continue on because there is a statue in her path. Use "Move" 
    Psynergy to get rid of the first obstacle, also Mia seems to be able to see 
    your Psynergy which means that she is an Adept too! Then Mia opens the 
    barrier by using "Ply" and enters it, you'd better do the same thing so 
    it's time to enter the first Lighthouse.
    
     Inside attack the Lizard Man so Mia can continue on in the Lighthouse. She 
    thanks you and leaves again, continue on you can take either left or right 
    passageway since they end up at the same path in the next room. Keep 
    heading up and take the stairs, here you'll find Mia again and another 
    obstacle that blocks her path. If you "Mind Read" her here you'll find out 
    that she's hesitating to believe that Alex has started to turn bad... Just 
    use "Move" on the blue statue over the pit to open the path for Mia once 
    again after some more talking she decides to come along with your party. As 
    a bonus she already has a Mercury Djinni: Fizz as a pet! 
    
     Continue on until you reach another puzzle room. Push the first pipe in 
    its place and continue (there is only one path) and push the pipe from the 
    other side into it original position. You can of course backtrack a bit to 
    get the chest with the Psy Crystal, in any case proceed on to the next 
    room. Jump over the gap, don't go down the ladder, but walk around the 
    entire room. Push the pillar in its position which should only take half a 
    minute. Fall down the slide and go through the doorway that is recently 
    opened. Slide down again and you will stand right in front of the goddess.
    
     Jump over the gap onto the hands of the big statue, set "Ply" to either L 
    or R button and use it on the Statue. This should activate the cross tiles, 
    these tiles allow you to stand on water for a few steps. Jump back on the 
    tile just below to find out that you can jump on the water four times. Go 
    up one room and jump over to the very right side towards the exit.
    
     Here you find yourself in a room with three waterfalls. Open the chest on 
    the very right to find out that it is the very fist Mimic in the game! 
    Mimics are imitations of Treasure Chests that look exactly identical, the 
    moment you open them the creature attacks you. The nice thing is that when 
    you beat it the treasure from the chest is ALWAYS automatically dropped in 
    battle.
    -----
    Mimic
    -----
     HP:  468    ATK: 120    AGL:   51    Weak:    Fire
     PP:   24    DEF:  33    LCK:    8    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Wind Slash
     Exp:    164
     Coins:  178
     Item: Water of Life
    
    Walk into the right most Waterfall jump over the water to find a chest 
    containing a Psynergy Armor on the other side. Go back, walk up to the big 
    central room with several jump tiles in the water and step up the first 
    jump tile in the middle. Work your way around the room counter clockwise, 
    you should be able to get to the upper right corner using the tiles without 
    too much effort, just stay close to the right wall.
    
     After this event you can also collect the Smoke bomb by going right 
    instead of down at this point, if you collect this bomb however you have to 
    work your way around the room a second time. Head down two rooms and you'll 
    find yet another room with three waterfalls. Enter the middle one, head up 
    two rooms, push the pipes into their corresponding places (starting at the 
    back) and the previous room will fill up with water. Jump over the water 
    and ascend the stairs 3 times and here is yet another pipeline puzzle room 
    to be found.
     
     Walk down the path in the very back of the room, push the pipe to the left 
    (this will move the statue one space to the left). Let Isaac walk back, 
    push the pipe to the right, (moves statue down) then to the left a second 
    time. Before going back to the left again push the horizontal pipe down, 
    then head back and push the vertical pipe for the last time to the right. 
    This will cause the statue to fall down one floor allowing you to place on 
    top of the switch. After passing that doorway push the third statue from 
    the left aside to collect a Nut from the chest in the backroom, go back to 
    the previous room and move the lone statue on the right side. Go up one 
    room and push another pipe into position allowing you to continue on.
    
     Here there is a room with many waterfalls located next to each other. 
    Enter the fourth of the right to find a Mercury Djinni inside this one 
    however does require you to do battle.
    --------------
    Mercury Djinni
    --------------
     HP:  290    ATK: 107    AGL:   58    Weak:    Fire
     PP:   20    DEF:  24    LCK:    9    Strong:  Water
     Special: Drench, Froth Sphere, Prism, Tundra, Escape
     Exp:    130
     Coins:  151
     Item: - 
    
    Continue on to the left and follow the passageway and at the end of it 
    enter the last waterfall. Move the statue with Psynergy and continue on 
    until you reach a room with a single blue statue and a rainbow over the 
    waterfall. Use Ply on this statue and the waterfall will magically reverse 
    into streaming upwards.
    
    
    --Mercury Lighthouse Aerie--
     Cure all your wounded people, Set/Reset all Djinn if you like and collect 
    the Psynergy Stone to completely fill all of your Psynergy power. Jump over 
    to the center of the Aerie and your party will notice that the lighthouse 
    as already been lit up. After some talking the group of Saturos shows up, 
    Saturos tells Menardi to leave for the Venus Lighthouse as he will deal 
    with Isaac and the others.
    ---------------------------------------------------------------------------
    Boss: Saturos
    -------------
     HP: 1200    ATK:: 113    AGL:   51    Weak:    Water
     PP:  160    DEF:  35    LCK:   40    Strong:  Fire
     Special: Eruption, Fireball, Heat Flash (Delude)
     Exp:    331
     Coins:  800
     Item: Psy Crystal
    
     Saturos is naturally the strongest adversary you face up to this moment 
    (unless you count the Mystery Man as well). If we take a look at his 
    special attacks then Eruption and Fireball can cause quite some damage, 
    whereas Heat Flash (simply a Delude Psynergy) isn't that bad. I recon you 
    use the Mercury Djinni Sleet in the first round, because Saturos is weak to 
    water and Sleet can also lower Saturos' Attack power. You may wish to 
    unleash the other Djinn as well. Don't waste Garet's PP on Fire Psynergies 
    since Saturos has a very high resistance to it. The best strategy is to 
    attack with Mia's Djinn or unleash the level 2 Mercury Summon: Nereid on 
    him. Isaac can do some healing if it is really necessary, but I don't think 
    that this battle should prove to be too difficult as well. Saturos may have 
    a lot of HP, but he doesn't have real killer attacks.
    ---------------------------------------------------------------------------
    
     After Saturos' defeat Alex shows up to explain why Saturos was defeated so 
    easily, as a Fire Adept the Mercury's watery environment drained him of his 
    powers. Also Alex just tried to stall some time to heal Saturos and after 
    some more talking before they leave you behind. Mia also decides to join 
    you in your quest to beat Saturos and Menardi to the Venus Lighthouse, 
    before you leave you better fill up your bottle with the sacred Hermes 
    water that flows once again from the fountain (the shop in Imil are now 
    opened too and you can buy a Blessed Ankh Artifact there).
    
    
    --Bilibin Barricade (Optional)--
        = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
         WARNING: THIS IS A ONE-TIME EVENT ONLY!!! It cannot be completed
         after you heal Tret so you MUST do it now!
        = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
     You can perform a small side-quest at the Bilibin Barricade. You will see 
    the three trees again, only now one of them has fallen into the river. Walk 
    into the shallow water just below the other fallen tree. Use "Move" 
    Psynergy on the tree in the water stream. Once you've cured Tret you can 
    receive a Hard Nut from the woman that was the tree back then (Don't get 
    any silly ideas about this, pervert).
    
    
    --Kolima Forest--
     Go back to (if you visited the Mercury Lighthouse before going to Kolima) 
    Tret and cure him with the Hermes' Water. After this happens Tret is 
    finally restored to his old friendly self and will free all the people that 
    have been turned into trees by the curse. Tret then tells you that he was 
    struck by falling rocks the other day and that caused him to get very 
    upset, whereas Laurel who was hit as well became very sad. It turns out to 
    be that the Psynergy Rocks emitted by Sol Sanctum were the cause of all the 
    problems. After some more talking Laurel tells you that the animals of 
    Kolima Forest have turned into monsters; this would explain why you had to 
    fight monsters in nearly every place. After doing this you can continue to 
    the bridge to the south-east of Kolima as well and Isaac can collect a 
    reward from McCoy as well.
    
    
    --Bilibin - McCoy's Home (optional)--
    Chests: 1 (63)
      * = Technically speaking 4, but you can only collect 1 of them
          (See below).
    
     After talking to that weird man again he is so 'generous' you can pick one 
    treasure from the four chests in the basement. So the guard shows you the 
    way and Isaac follows him into the basement. Here are 4 reachable chests 
    that are arranged like this:
           _  _  _  _
          |1||2||3||4|
                 
       1 = Vial
       2 = Potion
       3 = Psy Crystal
       4 = Water of Life
    
    None of them are really spectacular, but the fourth chest is probably the 
    most valuable in terms of money. Oh well, at least Isaac gets a reward at 
    all.
    
    
    --Kolima Bridge--
     After breaking the Tree Curse the guy at the opposite side of the river 
    will lower the drawbridge for you. From here on you can go strait to the 
    cursed woods (see chapter 5) or complete an optional side-quest that is not 
    necessarily required in the Fuchin Temple (see chapter 4).
    
    
    
    ---------------------------------------------------------------------------
    4. Fuchin's hidden power; the Art of "Ki" (Optional)
    ---------------------------------------------------------------------------
    
    --Fuchin Temple--
    Hidden Items: 1 (64)
     Unicorn Ring - Check jar next to Nyunpa's home
     
    The environment of the temple looks very foreign; more or less very 
    eastern. Talk to the people at the foot of the temple and you will find out 
    that Mogall Forest sprouted from the soil in just 1 night, this is of 
    course very unnatural so indeed the power of the fallen Psynergy Rocks are 
    the blame of this. Enter the cabin at the top of the waterfall and talk to 
    Master Nyunpa using "Mind Read" Psynergy to get permission to enter the 
    trial at the base of the waterfall. Note that you can't enter the menu with 
    the 'A' button, because you will talk to Nyunpa when you are so close to 
    hom. In order to overcome this problem use 'Select' or assign a shortcut 
    key to "Mind Read".
    
    
    --Fuchin Falls Cave--
    Hidden Items: 1 (65)
     Dragon Eye
    Chests: 2 (67)
     Arctic Blade, Orb of Force
    Djinni:
     Jupiter - Zephyr
    Monsters:
     Mimic, Bone Fighter, Dirge, Mole, Spirit
    
     At the beginning you can read a tile that gives a hint about the solution 
    of the cavern. Use the right wooden pole to ride across the water to the 
    other side. Here awaits a chest for you. However this is not a regular 
    chest but a Mimic so start another battle.
    -----
    Mimic
    -----
     HP:  506    ATK: 133    AGL:   57    Weak:    Fire
     PP:   26    DEF:  36    LCK:   10    Strong: Water
     Special: Debilitate, Psy Drain, Sleep, Briar
     Exp:    190
     Coins:  207
     Item: Game ticket
    
     Go back and use the left log to reach the next room, jump over the water 
    and you'll reach the upper right corner. From here on you can go two ways 
    for now take the left path since right leads to a dead end at this moment. 
    Also the doorway up ahead leads to another dead end, hence go left even 
    further, up the stairs and follow the route through the dark room. Actually 
    the invisible path on the right can be traversed so try that if you like, 
    that would make completing this quest a lot faster/easier. Descend another 
    stairway to find yourself in another room with a log in the water, use it 
    and follow the path on the left to get over the water with another log. You 
    are back in the first room although you entered it from the left, use the 
    log to go over to the other side.
    
     In the next room you'll see a Jupiter Djinni on the right side of the 
    room, to get there walk down using the log, then place the vertical log 
    against the left wall and use the horizontal to go back to the previous 
    location. Now you can use the single pole in the water and the vertical log 
    to get the Jupiter Djinni.
    --------------
    Jupiter Djinni
    --------------
     HP:  314    ATK: 115    AGL:   68    Weak:   Earth
     PP:   25    DEF:  26    LCK:    9    Strong:  Wind
     Special: Flash Bolt, Plasma, Storm Ray, Wind Slash, Whirlwind, Escape
     Exp:    150
     Coins:  176
     Item:     -
    
     After Zephyr joins your party, go down, use the log and get up the next 
    doorway. In the next room go to 2 horizontal logs and move one upwards, 
    take the upper vertical log and go to the left, use the other horizontal 
    one to reach the doorway in the middle of the staircase. In the room below 
    you can find a Dragon's Eye lying openly on the little table. Go back and 
    take the stairway on to the north. Follow the path and place the eye in the 
    appropriate place of the dragon statue. This will make the shadow of an 
    invisible path on the ground visible. All you have to do backtrack all the 
    way to the left entrance of this room. Walk over this invisible path (don't 
    worry; you can't fall off) and read the tablet that speaks of the power of 
    "Ki" that is placed in the chest. Open it and you can obtain this Orb of 
    Force, equip it right away to any character that has room in his/her 
    inventory. Note that this is the only Psynergy in the game that is not 
    aligned to any elemental; it's Neutral!
    
    
    --Fuchin Temple--
     After returning from the dungeon, you get a message that master Nyunpa is 
    awaiting you. He tells you that you can use "Force" Psynergy on the tree 
    stumps to find your path through the Mogall Forest. You also get some 
    various other words of wisdom too for free.
    
    
    
    ---------------------------------------------------------------------------
    5. Monkey Business in Mogall Forest
    ---------------------------------------------------------------------------
    
    --Mogall Forest--
    Hidden Items: 1 (68)
     Nut 
    Chests: 2 (70)
     Apple, Elven Shirt
    Djinni:
     Venus - Quartz
    Monsters:
     Ape, Bone Fighter, Dirge, Death Head, Mole, Spirit
    Boss:
     Killer Ape
    
     With or without the Orb of Force you can continue on, although with the 
    orb you can more easily find the correct path yourself. From the entry go 
    down two screens and if you use "Force" on the tree stump on the left an 
    Ape will appear and attack you. Further on you can push the vertical log to 
    the right, the horizontal down, the vertical left and finally the 
    horizontal one upwards. Use "Catch" Psynergy to get the nut from the tree 
    if you like. Move up and use Force again on the tree stump to see a monkey 
    showing you the route or just go right 2 times.
    
     Here are 2 tree stumps, use "Force" (or not) on them and from one of them 
    a Monkey will show up running in to a path leading south, the other goes 
    east. The eastern path leads to a chest with an Apple inside. The southern 
    path leads to another log pushing field. Use "Move" on the small rock to 
    push it backwards, then push the log down so you can move on. Next move the 
    horizontal log down, the vertical log left, horizontal log up and finally 
    the vertical log to the left so it falls into the water. Venus Djinni 
    Quartz can be found at the bottom of the screen here too; he will put up a 
    fight before joining you.
    ------------
    Venus Djinni
    ------------
     HP:  349    ATK: 127    AGL:   76    Weak:    Wind
     PP:   25    DEF:  28    LCK:    9    Strong: Earth
     Special: Briar, Earthquake, Gaia, Mad Growth, Spire, Escape
     Exp:    172
     Coins:  201
     Item:     -
    
     You can use "Force" on the tree stump in the middle and then on the left 
    stump to find out the route, or I could just tell you that it's left. Next 
    there are three tree stumps to be found, the right one contains an Ape that 
    will attack you. The middle one has an Ape that goes down and the right one 
    awakens an Ape that flees to the left. Also if you go north here you can 
    find a Psynergy Stone.
    
     First we take the left route which gives us a chest with an Elven Shirt 
    after completing a really simple puzzle. Just move the rock a few times 
    until there is enough room to push the log to the right. Equip it to either 
    Garet or Mia, because they are normally so slow and will get a huge boost 
    from it. Go back and head one screen down, here you have to do nearly the 
    exact same thing and use force on the tree stump if you like so a monkey 
    will jump over to the lower stump. Walk around the other logs on the left 
    and push them so that the last tree stump will fall down into the river 
    (there is only one way to move them so it should be easy). Use "Force" 
    again to see a monkey leaving via the south entrance. So go down and you 
    will find a lone stump in the middle of the field, you can already hear 
    some sounds coming from it. This noise doesn't sound too good, but you have 
    to continue on. Time for a boss battle:
    ---------------------------------------------------------------------------
    Boss: Killer Ape
    ----------------
     HP: 1000    ATK: 156    AGL:   94    Weak:    Fire
     PP:   35    DEF:  97    LCK:   26    Strong:  Wind
     Special: Bind, Debilitate, Ransack, War Cry, Douse
     Exp:    460
     Coins: 1500
     Item: Douse Drop
    
    This boss is statistically nearly Saturos' equal so if you were able to 
    beat him, the Killer Ape should be easier since you have better equipment 
    now. Just use the Djinn followed by a summoning of the most powerful 
    Summons you have and the Ape is gone, before he even has the chance to hurt 
    you.
    ---------------------------------------------------------------------------
    
     After beating the Killer Ape you get a Douse Drop. This seems odd to me 
    since Mia can already use "Douse" Psynergy. Head down towards the exit for 
    Xian on the World Map.
    
    
    
    ---------------------------------------------------------------------------
    6. Altin's Extraordinary Flood
    ---------------------------------------------------------------------------
    
    --Xian (Optional)--
    Inn:
     40 coins
    Hidden Items: 4 (74)
     Elixir      - Barrel inside small home in the middle of Xian
     Lucky Medal - Jar outside upper left corner Mulberry Orchard
     Sleep bomb  - Jar in the left house that is grown into the wall
     Antidote    - Barrel in Master Feh's School
    Djinni:
     Mercury - Mist
    
    The people of this village are very good at Kung Fu and creating Silk 
    garbs. If you disturb the water carrying woman she will drop the water and 
    creates a small puddle of water, when you make her drop the water one space 
    next to the right wall you can use "Frost" Psynergy to get to the Mercury 
    Djinni that is located there. This Djinni named Mist and he joins without a 
    fight.
    
     At the most upper part of Xian you can find the Kung Fu School of master 
    Feh. If you don't have the Orb of Force you can leave for Altin right away. 
    On the other hand if you do have you can trigger a small cut-scene inside, 
    use "Force" Psynergy while standing on the white line to make the big tree 
    trunk fall down. After you do this the door at the bottom will unlock, open 
    and a girl named Feizhi comes outside together with Master Feh. Feizhi will 
    leave for Hsu, since she sensed that he is in danger.
     Feh will then give a small explanation between the difference of "Ki" and 
    "Chi". Also at the entrance of town Feizhi will await you if you used Force 
    on the wooden pole inside the training school.
    
    
    --Xian World Map--
    Djinn:
     Mars - Corona
    
     To the far north of Xian (You can see Kolima village at the top of the 
    screen here) there is a lone island and on this field you may encounter the 
    wild Mars Djinni: Corona. 
    -----------
    Mars Djinni
    -----------
     HP:  355    ATK: 144    AGL:   76    Weak:   Water
     PP:   24    DEF:  41    LCK:    8    Strong:  Fire
     Special: Fireball, Flare Wall, Mad Blast, Nova, Volcano, Escape
     Exp:    173
     Coins:  210
     Item:     -
    
    
    --Alpine Crossing--
    Chests: 1 (75)
     Power Bread
    
     Just located to the west of Xian you will come across the Alpine crossing 
    before entering Altin. If you met Feizhi before she will appear here too, 
    but there's not much to do here. The only thing you can do is create an Ice 
    Pillar from the water puddle and using "Growth" Psynergy on the little 
    plant to make it grow bigger (give Isaac a Mars Djinni so he learns 
    "Growth"). Go up and walk to the lower right corner where you can find a 
    chest with a Power Bread. Isaac and companions can head for the north exit 
    towards Altin.
    
    
    --Altin--
    Inn:
     48 Coins
    Hidden Items: 2 (77)
     Nut     - Barrel in home accessible after receding water once
     9 Coins - Barrel in weapon shop after draining water completely
    
     Upon entering the town you can easily see that it is entirely flooded. The 
    first villager explains to you that water spewing creatures have caused the 
    town to get flooded, of course it is up to you to solve this problem. 
    Talking to other people learns you that Altin is usually dried out so much 
    that there is hardly any water which makes it even more odd for a flood. 
    Later on you'll discover that the Psynergy Crystals have caused the 
    Guardian Statues of the inner shrine in Altin to become alive. Use Move on 
    the first statue here and you can enter a cavern.
    
    
    --Altin Peak--
    Hidden Items: 1 (78)
     Frost Jewel - Receive it from the first Living Statue
    Chests: 6 (84)
     Cookie, Dragon Shield, Lifting Gem, Lucky Medal, Psy Crystal, Vial
    Djinni:
     Mercury - Spritz
    Monsters:
     Mimic, Bone Fighter, Calamar, Dirge, Rat Fighter, Slime beast, Tarantula
    Boss:
     Hydros Statue
    
      A Psy Crystal is located in inside a red chest around here. That's all 
    you can do here so go back outside.
    
    
    --Altin--
     Descend the ladder and walk on further to the south; at the bottom of the 
    screen you can see a blue creature spitting water. As you approach it, it 
    moves 'slowly' into the mines.
    
    
    --Altin Peak--
     Inside the cavern you can watch as the creature jumps over the pit. Chase 
    and watch it fleeing again, chase once more and you'll have to do battle 
    against it. Of course I don't have to tell you that this creature is weak 
    to Fire and strong against Water. Just use you Djinni and summons to take 
    it down quite fast (it has about 500 HP). I don't know why, but you get a 
    Frost Jewel for your efforts. Again this is strange, because you can use 
    "Frost" already with Mia.
    
    
    --Altin--
     As you come outside again, it is clear that the water level has dropped a 
    bit. You can follow the mine-cart tracks into the second level of the 
    cavern.
    
    
    --Altin Peak--
     Follow the tracks as far as possible since the other paths all lead to 
    dead ends, when you reach the end follow the left path. Near the mine cart 
    hit the switch so the arrow points east, enter the cart itself and you'll 
    run into the next living statue. Fight it and the water level drops again, 
    backtrack to the beginning of the cave, but don't go outside. (You cannot 
    yet reach the chest that lies behind the door on the right here). Enter the 
    passageway in the upper left corner, climb down the ladder and continue on. 
    In the next room follow the lower left path and flip the switch so it 
    points left, head back and go right. Enter the cart, enjoy the ride, get 
    out and follow the upper left path.
    -----
    Mimic
    -----
     HP:  579    ATK: 160    AGL:   51    Weak:    Fire
     PP:   32    DEF:  44    LCK:   12    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Shine Plasma
     Exp:    241
     Coins:  267
     Item: Game Ticket
    
     Go a few steps back and follow the lower route. In the next room use Frost 
    on the water puddle before climbing the ladder then proceed to the next 
    chamber. Use Frost on the pillar in the center of the lower level of the 
    room, climb the ladder to the left of it, enter the mine-cart and collect 
    the Dragon Shield from the chest at the end of the ride. Go back and climb 
    the other ladder, change the switch and do another mine-cart ride. Now you 
    can completely backtrack towards the entrance.
    
    
    --Altin--
     All the water in the town has been drained at last. This allows you to buy 
    new Armors and Weapons (although I have to say that most of these items are 
    rubbish). Enter the mines from the lowest level for the last part of this 
    semi-dungeon.
    
    
    --Altin Peak--
     Follow the path to the right until the tracks come to an end, then go 
    south and open a chest on the left side of the screen containing a Lucky 
    Medal. Keep on running through the corridor on the right until you reach a 
    big room with a Mercury Djinni near the entrance, go right here, move the 
    pillar and freeze the puddle to create a new path. Climb the ladder due 
    north and freeze the puddle there too, hit the switch, go to the mine-cart 
    and enter it twice. Now you will be very close to the Mercury Djinni which 
    will fight you before aligning with you.
    --------------
    Mercury Djinni
    --------------
     HP:  361    ATK: 140    AGL:   84    Weak:    Fire
     PP:   27    DEF:  32    LCK:   10    Strong: Water
     Special: Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
     Exp:    190
     Coins:  226
     Item:     -
    
     With Spritz on your side you should be able to use Wish (Mia has 4 Mercury 
    Djinn now, which makes her a Cleric) which restores HP for all party-
    members! Use the Mine-cart to get back, go to the left past the frozen 
    pillar, freeze the other puddle as well, climb the ladder and follow the 
    path using the newly created pillars to exit this room. From here on follow 
    the path and navigate past all the small rocks until you reach a sign at 
    the top. Use Force on it to strike the pillar, but if you don't have the 
    orb of Force, Garet will come out and kick the pillar by himself.
    
     After doing so a huge boulder appears luckily Isaac will run automatically 
    following the correct path into safety. Climb down the gap that is created 
    just a few seconds ago, down here no random enemies appear so you can 
    freely regenerate you PP if you want. At the end of the corridor there is a 
    bigger Living statue; the so called Hydros Statue. You may want to equip 
    your fur coat here, since that protects against water attacks!
    ---------------------------------------------------------------------------
    Boss: Hydros Statue
    -------------------
     HP: 1300    ATK: 156    AGL:   62    Weak:    Fire
     PP:   80    DEF:  53    LCK:   30    Strong: Water
     Special: Drench, Froth Sphere, Ice Horn, Restore, Tundra, Water Blessing
     Exp:    496
     Coins: 2400
     Item: Lucky Medal
    
    The Hydros Statue is basically a bigger and stronger version of the Living 
    Statues you encountered before. It is resistant to water so Mia does best 
    to keep as much Djinn as possible on Stand-by. This way she can use Wish 
    which cures the entire party. Of course you may want to use Sleet or Mist, 
    but return them to Stand-by again.
     So your main attacks are with Isaac and Garet. A level 3 Mars Summon; 
    Tiamat should dispatch the Hydros Statue quickly, also Cybele can do a nice 
    amount of damage on this boss. In order to use Cybele after 2 rounds set 
    Quartz to Set before the battle (you probably don't need to revive anyway). 
    All of the Hydros' attacks are Water based which means that equipping the 
    Fur Coat is actually a good idea even though it is a bit weaker.
    ---------------------------------------------------------------------------
    
     After beating the Hydros Statue it turns into a real statue again and 
    disintegrates right in front of you. Open the chest behind it, collect the 
    Lifting Gem and equip the gem in order to lift those brown sphere-shaped 
    rocks you've come across earlier. Head towards the entrance (follow the 
    southern path) and you will find one of these boulders that can be lifted; 
    so use "Lift" Psynergy. Enter the crevice and take the far left branch, 
    move the statue and open the chest for a Vial. Head back and take the 
    central path use lift again and you will finally reach the exit of the 
    cavern.
    
    Note: You can backtrack here as well and go to the room where you fought 
    the second Living Statue, climb down the stairs on the right side of the 
    chamber and you can find another chest by using Lift on the boulder. Inside 
    the chest is a very rare PP increasing Cookie.
    
    
    
    ---------------------------------------------------------------------------
    7. Revealing the Mirages of the Lamakan Desert
    ---------------------------------------------------------------------------
    
    --Lama Temple--
    Hidden Items: 2 (86)
     6 Coins       - Check jar inside Hama's Home
     Water of Life - Chest; Use "Reveal" on the lone rock
    
     There isn't much to do around here so head up to the only building around. 
    Inside you will find Master Hama meditating. She is a Jupiter Adept just 
    like Ivan and will teach Ivan Revealer Psynergy, Hama also seems to know 
    more about the fate that has befallen Felix. Feizhi comes charging in and 
    tells Hama that is was able to foresee the event of Hsu getting trapped by 
    a boulder. This seemed odd to Hama first, even though she taught Feizhi to 
    learn Psynergy, she'd never thought it would actually succeed so well 
    because Feizhi isn't an Adept. Then Feizhi explains that she was hit on the 
    head by a falling rock a few days again (the same day as Sol Sanctum's 
    Eruption). This explains everything and after some more talking Hama and 
    Feizhi will leave the scene to rescue Hsu.
    
     Note that with "Reveal" you can also see hidden items in jars and boxes 
    which makes it a lot easier to locate them. You can use it right away on 
    the rock to the east of Hama's place. This hidden chest contains some Water 
    of Life.
    
    
    --Alpine Crossing (Optional)--
     This part is purely optional, but it will give you some help in Golden 
    Sun: the Lost Age if you use a linked game. After learning "Reveal" go to 
    the Alpine Crossing directly from the Lama Temple, use Reveal to open a 
    hidden path that leads to Hsu. Use Lift to remove the boulder and Hama and 
    Feizhi will save him from under the boulder. Later on back at the Lama 
    temple Ivan feels rather uncomfortable, because Hama hasn't looked him in 
    the eyes ever since the last conversation. The reason for this will be 
    explained much later on, though.
    
    
    --Lamakan Desert--
    Chests: 5 (91)
     777 coins, Lucky Pepper, Mint, Potion, Vulcan Axe
    Djinni:
     Jupiter - Smog
    Monsters:
     Ant Lion, Fighter Bee, Grub, Orc, Rat Fighter, Salamander 
    Boss:
     Manticore
    
     To the south of the Lama Temple you will find the Lamakan Desert. This 
    desert is quite huge and can be hard to navigate through, as soon as you 
    step on the sand the gauge on the left will fill up and if you don't find 
    any water (use "Reveal" on the rock circles) to cool down you will take 
    quite some damage (approximately 50% of current HP).
     Here are some directions: Go left from the start the first rock circle has 
    a water pool in it. Also take note that in some rock circles there is an 
    Ant Lion hiding. Continue on and take the left branch if you wish to find a 
    Vulcan Axe (Good Fire Elemental Weapon), the right route has an Ant Lion in 
    the first circle and a pool in the second. 
    
     The next screen is quite huge, the first formation to the north has a pool 
    in it as you can see in the picture below. I tried to make an ASCII picture 
    that is as accurately as possible. There may be little mistakes in it, but 
    it should provide a good guideline to find all the good things.
    
                SSS                    ________
              __SSS___             ___/        \_ '        ____
             /        \___        |              \    ____/    \
            |             \__   _/         P     |   /          \
          '/                 \_/                 |  /           |
          |             A                       / ' |           |
          |        3          _                \___/           \
          \__                / \                                 |
             \              /  _\            '               '    \
         ' __/   '         \_/                           A       |
          /                                                       / 
         |_  A                 '                  '             _/
           \            '                     A                / '
            \    '                        D                   |
        ____/.                   P                     _       \
        <-.....          2   '                        / \      /
        ......          __                            \ |     /'
        \..         /  \                            \/     |
           |.'         \   \              '                   \
           /'           \_/   _                          P   |
          /           '       / \           A                /
         /     P     '        | /             '              \____
         |            '      |/                              ....\
          \               __                            '   ....../'
          |     '        /  \                          '    .../
           \___      ___/   _|                       '      ..\ 
               \    |      /                           ____'  ..\__
               |____/      \  P            __     1   /    \ .......\
                            \_______     _/  \___     | '  |........|
                                    \___/  '     \____/    |......../
                                                           |^| 
     Legend
     ------------------------------------------------------
     P = Rock Circle with a hidden Pool
     A = Rock Circle with a hidden Ant Lion
     D = Rock Circle with a hidden Jupiter Djinni Smog
     1 = Rock Circle with a hidden Chest with Potion
     2 = Rock Circle with a hidden Chest with 777 coins
     3 = Rock Circle with a hidden Chest with Lucky Pepper
     ' = Cactus
      = Skeleton
     S = Sand fall
     . = Safe Area
     ^ = Entrance
     <- = Exit
    
     The next field has several sandy rivers, walk over the first one (use 
    diagonal up-left to get past it without falling down. Climb the stairs go 
    over the next sandy river by touching the upper wall and then running over 
    to the left. Continue on to the left and you will find a sandy river, use 
    reveal on it to enter a secret cavern. Walk through it and continue on to 
    the left.
    
     The sand fall in the upper left corner here conceals the room of the boss. 
    You can go there right away, but you can also fall down and walk to the far 
    left where there are three rock circles. The lower one is a pool, the 
    middle an Ant Lion and the upper one has a chest with Mint. Now you can go 
    back to the upper left corner, use reveal on the sandy river to make a 
    Manticore visible.
    ---------------------------------------------------------------------------
    Boss: Manticore
    ---------------
     HP: 1700    ATK: 168    AGL:   62    Weak:   Water
     PP:   83    DEF:  53    LCK:   36    Strong:  Fire
     Special: 'attack 2x', Curse, Delude, Impair, Mad Blast, Nova, Poison Tail
     Exp:    590
     Coins: 3400
     Item: Psy Crystal
    
     The Manticore boss has a huge arsenal of attacks and is also the first 
    monster that can do 2 attacks in each round. He can cause a lot of ailment 
    statuses like: Venom (Deadly Poison), Delude and Curse. As you can see he 
    is weak to water so it is time for the ultimate Mercury Summon: Boreas.
    
     In my strategy I would set all Mercury Djinn so Boreas can come right 
    away, after a few rounds Mia's Djinn should all recover so she can do some 
    healing or attack with the Djinn over again. Since Mia will be attacking in 
    this battle Isaac has to do some healing if necessary. 
    ---------------------------------------------------------------------------
    
     After beating the Manticore simply follow the path behind him to find 
    yourself in a cavern corridor with an exit that leads to the World Map.
    
    
    --Lamakan Desert West Exit (World Map)--
    Djinn:
     Venus - Vine
    
     To the north west of the Lamakan Desert Exit there is a small island which 
    contains Venus Djinni 'Vine'. The location may be a bit hard to find 
    sometimes, but he is definitely around here somewhere.
    ------------
    Venus Djinni
    ------------
     HP:  421    ATK: 175    AGL:   91    Weak:    Wind
     PP:   30    DEF:  45    LCK:   10    Strong: Earth
     Special: Briar, Clay Spire, Gaia, Mad Growth, Quake Sphere, Escape
     Exp:    230
     Coins:  277
     Item:     -
    
     The attacks of this Djinni are stronger than those of the previous Djinn, 
    but with only 421 HP an escape is the only thing you need to worry about. 
    After this Vine joins your party and with 4 Venus Djinn you should be able 
    to summon the power that be: Judgment!
    
     From here we can do some backtracking since Isaac and the other have 
    learned some new Psynergies and the bridge to the north is repaired (the 
    one that was broken at the time Master Hammet tried to go to Kalay), but 
    first perhaps take a visit in Kalay to get some new weapons and armors. 
    
    
    --Kalay--
    Inn:
     60 Coins
    Hidden Items: 6 (97)
     Nut        - Barrel in right room of Hammet's home
     Sleep Bomb - Jar behind the armor store
     Nut        - Use "Catch" on a Nut hanging in the tree near east exit
     Elixir     - Barrel in the basement of the Inn
     Smoke bomb - Oven in most eastern house
     11 Coins   - Barrel in the home in the lower right corner
     Vial       - Check the northernmost jar in the graveyard
    Chests: 1 (98)
     Water Jacket - Left room of Hammet's home
    
     If you exit the town via the north exit you will trigger a cut-scene where 
    Isaac and the other meet up with Lady Layana; Master Hammet's wife. She 
    tells some things about Ivan's origin and the use of the Shaman's Rod. 
    After all of this she asks of you not to save Hammet, but to continue on 
    with your own quest. At this moment it is not possible to save Hammet, but 
    we will do that in later on in the game.
    
     In Kalay itself there isn't much to do right now. The only thing I can 
    think of is that you can climb up the upper right building and move the 
    statue to find the entrance to the Kalay Tunnel.
    
    
    --Kalay Tunnel--
    Hidden Items: 1 (99)
     Nut
    Chests: 6 (105)
     200 Coins, Apple, Lucky Medal, Potion, Sleep Bomb, Spirit Gloves
    Djinn:
     Mars - Scorch
    
     Inside this place move the statue to the left and climb down the drained 
    water pool, climb up the on the other side and touch the Mars Djinni and 
    Scorch joins for free. Here is the moment where you should have 16 Djinn; 4 
    of each kind. This means that all Summons are ready to be called at your 
    disposal! Later on we can come back here to collect the chests and hidden 
    item, but for now continue on with the story or do some backtracking.
    
    
    
    ---------------------------------------------------------------------------
    8. Some Backtracking (Optional)
    ---------------------------------------------------------------------------
    
     That's all Isaac can do here for the time being. Below follows a short 
    description of the things you can do if you back track your steps to the 
    north. Some of the following backtracking parts are not really that 
    helpful, but if you wish to explore every corner of this game you may wish 
    to complete the following parts.
     These can be taken individually (and in any order) you like, but I would 
    like to recommend that you do at least the first two since they both give 
    you a Djinni as reward. Isaac can also find an extra Psynergy in Vale Cave 
    as well.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    8.A Vale Cave & Garet's Family
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    --Vale (Optional)--
     In Vale you can go back to Isaac's Mother or Garet's folks if you like, 
    there is nothing you will get in return of doing so, but some people find 
    it nice that the game has these kind of details. You get to hear quite a 
    long dialog. If you don't feel like it, then don't go inside the home of 
    Garet's parents. Garet will introduce Mia & Ivan and some other non 
    important business will be handled.
    
     Next to Kraden's Cabin (where that Guy was 'dying' at the beginning of the 
    game) is a boulder that be lifted using "Lift", behind it is a dungeon that 
    has a Djinni as reward.
    
    
    --Vale Cave-- 
    Chests: 2 (107)
     Halt Gem, Nut
    Djinni:
     Jupiter - Kite
    Monsters:
     Fighter Bee, Ghost Mage, Mad Vermin, Ravager
    
     At the entrance go left, use revealer to make a hidden pole visible, 
    continue on to the left, walk up and move the right crate into the water. 
    Walk over the crate and head down, go through entrance and obtain the Nut 
    from the chest. Go back to the previous room and move the left crate two 
    the right 2 times. The crate will fall in the water and you can jump on 
    over to the log behind it. Walk to the other side of the water pool, jump 
    off and enter the passage behind it.
    
     Walk around and go down to the next room, roll both logs into the water, 
    fall down and move the horizontal log upwards. Use it to reach the other 
    side and continue on. Open the chest to collect the Halt Gem and equip it 
    on someone, walk down and the Jupiter Djinni will get scared. Follow him 
    and use "Halt" Psynergy on him to catch him, without doing combat Kite adds 
    his power to yours. That's all there is to do in Vale.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    8.B Vault Cave
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    --Vault (Optional)--
     You can get a Venus Djinni here that you may have seen here before. First 
    ring the bell at the watch tower to wake up the sleepy head. Then use 
    Reveal on the 6 gravestones to open up a passageway down below.
    
     Talking to the mayor also has influence later on it Golden Sun: The Lost 
    Age, so I recommend you do that. He will tell you that the prisoners have 
    escaped into the world. (You will meet them again if you link the game to 
    GS:TLA)
    
     Also you can get a worthless bone from a woman in the inn (You'd better 
    not get any ideas about that too!). You can use this for the dog close to 
    the gravestones so he gives you a hint where to search for the entrance... 
    nuff said. Use "Reveal" near the six gravestones and you'll automatically 
    find the entrance.
    
    
    --Vault Cave--
    Chests: 1 (108)
     Vambrace
    Monsters:
     Mimic, Cave Troll, Death Cap, Fighter Bee, Gargoyle, Ghost Mage, Ravager
    
     You can go down one screen and the either left or right. Before we 
    continue I would like to remind you about ringing the bell again, or else 
    we have to go through this cavern twice. For the Djinni won't appear at the 
    end, if you didn't ring the bell on the north side of Vault. The right 
    branch contains a fake chest in the shape of a Mimic. 
    -----
    Mimic
    -----
     HP:  690    ATK: 156    AGL:   89    Weak:    Fire
     PP:   42    DEF:  56    LCK:   13    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Sonic Slash
     Exp:    321
     Coins:  356
     Item:  Vial
    
     The left path leads up to two torches and one peculiar tile with a fire 
    crest on it. Place the left torch on it to open the gate which comes 
    together with a small fanfare for some reason. Head up and use Whirlwind on 
    the bush to open a doorway to a lone chest that has a Vambrace inside.
    
     Freeze all but the most right puddle to create a path to the next room. 
    Descend and ascend the stairs, go one room up and activate the switch. This 
    drains the water from the room and transports it to the basement level 
    below preventing you from going back the way you came, so you need to clear 
    it from the other way around.
    
     Go back downstairs, head down, go down again, walk up to the next puzzle 
    and move the lower torch as following. Push it up 1 space, 3 spaces to the 
    right (push just after the drop lands on the tile to your right, 2 up, then 
    push it to the far left avoiding the water drop near the middle. Move the 
    other pillar out of the way. Once it is somewhere else, push the pillar 
    with the flame 1 down, 2 left, 2 up and 3 to the right (avoiding the water 
    drops again). Finally push it upwards onto the tile with the flame crest. 
    If for some reason the flame is extinguished go back to the previous room 
    and enter again. Somehow the flame is relit again.
    
     After you placed the Flame pillar on it spot it opens the gate with a nice 
    little tune (again), continue on and ascend the stairs, do it again on the 
    left side of the next room, head down, go down the ladder and go through 
    the door you just opened with the switch. Jump over the gap, climb the 
    stairs go right, ascend the stairs and run towards the exit. Outside Venus 
    Djinni Sap joins you without a hassle. I don't know but it seems that Venus 
    Djinn seems tend to be less aggressive. 
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    8.C The hoard in Lunpa
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    --West Lunpa Cave (Optional)--
     You can enter Lunpa if you like, although there's nothing to do right now; 
    You can't save Hammet yet, the salespeople won't sell you any armor or 
    weapons, but you can collect some of the hidden items in town itself. So if 
    you like enter Lunpa via the West Lunpa Cave (north-east of Vale). Use 
    Frost on the water puddle beneath the half closed gate, this opens it up 
    and you can enter Lunpa.
    
    
    --Lunpa (Optional)--
    Inn:
     Not open yet
    Hidden Items: 5 (113)
     Nut         Use "Catch" on the tree in front of the south entrance
     Sleep ball  Check upper left gravestone 
     Vial        Barrel weapon/Armor shop's attic
     Nut         Barrel outside most eastern home
     Lucky Medal Wooden box inside most eastern home
    Chests: 6 (119)
     44 coins, Antidote, Elixir, Lucky Medal, Smoke bomb, Water of Life
    
     As you can see most of Lunpa is sealed off, you can however open up a 
    secret cavern. Use Reveal on the rock near the upper exit. Freeze it with 
    Frost, climb the ladder on the left and walk around town until you reach a 
    dead end. Use reveal and touch the sprinkle on the wall, this will open up 
    a secret cave. There are six chests inside, just as listed above.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    8.D Minor Treasure in Bilibin Cave
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    --Bilibin Cave--
     First enter the cave as usual and use "Douse" on the little fire in the 
    second room, then go to the spot where you found the Elven Rapier and use 
    "Reveal" on the northern wall, this shows that there is a path behind it. 
    Use Douse on the little fire to remove it, continue on to find two chests 
    (mentioned earlier) containing a Psy Crystal and some Water of Life. It's 
    hardly worth the effort, but who cares...
    
    
    --'Insert Isaac's Current Place here'--
     Time to go back to Kalay, where we strayed away from our main story!
    
    
    
    ---------------------------------------------------------------------------
    9. An entertaining Journey from Kalay to Tolbi
    ---------------------------------------------------------------------------
    
    --Kalay--
     I don't know if you did all the backtracking, but I will continue where I 
    left off before starting Chapter 8. After talking to Lady Layana (or not), 
    talk to the people in the Inn and try to exit Kalay via the west exit. 
    Another 'small' cut scene will appear where a group of tourists leave of 
    for the carnival and the Colosso event in Tolbi. You'd better follow them 
    to the west, because Tolbi will be our next stop as well!
    
    
    --Kalay Docks--
    Hidden Items: 1 (120)
     Boat Ticket - Buy it from the vendor inside the only building
    Djinn:
     Venus - Ground (We can reach this one only after the boat trip)
    
     After viewing the scene where Garet thought he saw the ocean in the 
    Karagol Sea (Which is technically not an ocean) go inside the only building 
    around and buy some tickets for the boat ride. At the top of the screen you 
    can see a lone Djinni sitting at edge of the dock. You can't reach from 
    this side, so go back when you have reached the other side of the Karagol 
    Sea. Talk to the man on the left and give him your tickets in order to 
    enter the boat.
    
    
    --Tolbi-bound Ship--
    Hidden Items: 4 (124)
     23 Coins     - Wooden box in Passenger's Room
     Anchor Charm - Barrel in Crow's Nest
     Lucky Medal  - Barrel in the ship's hold
     Nut          - Jar inside the Captain's Cabin
    Boss:
     Kraken
    
     Walk around on the ship and you'll automatically participate in several 
    dialogues. A little anchor charm is supposed to guard the ship from any 
    harm and the captain won't leave if it's not on the boat. Then you see a 
    suspicious guy walking into the "cap'n cab'n", if you try to investigate it 
    he comes outside and swears that he didn't do a thing (right...). There's a 
    Nut hidden in the Jar inside the cabin, a Lucky medal in a barrel down the 
    stairs on the center part of the ship and 23 coins in the passenger room.
    
     Climb into the Crow's Nest via the ladder against the main mast and 
    collect the Anchor Charm from the barrel. Walk into the passenger room and 
    you'll overhear a conversation between some of the passengers. When you 
    return the charm to the captain you'll get caught in another conversation, 
    at the end you'll be able to give the charm to the captain and we are set 
    to go to Tolbi. But first you do need to show yourself to the rowing crew 
    below the passenger compartment. After this we can really leave, at last! 
    Of course what's a nice trip without some excitement; you will have to 
    fight through four different stages in order to reach your destination. The 
    first 3 are very easy, that still leaves the Kraken since a simple tactic 
    won't work on him.
    
    Round 1: 3 Man o' Wars
    ----------------------
     Not soon after the ship has left the docks some monsters start to appear 
    and go strait for the oarsmen (As if they were trained to do this). One of 
    the men gets hurt and you have to battle the three creatures that invaded 
    the ship. This is not a hard battle so just fight this first round against 
    the three "Man o' War". After the battle pick a character that you think 
    replaces the oarsman best. Note there is a possibility that your selection 
    will get you to Crossbone Isle instead of Tolbi. The people you have to 
    select for this are:
    
      1. Nearly bald brown haired man
      2. Bald, old, gray haired man
      3. Young man in the back of the room
      4. Girl with light brown hair and a light green dress
    
    
    Round 2: Lizard Fighter + 2 Rabid Bats
    --------------------------------------
     Once again the ship is invaded. This time you have to fight a Lizard 
    fighter and two Rabid bats. It shouldn't be too hard to beat these goons. 
    So select another oarsman/woman. Check the list above if you wish to go to 
    Crossbone Isle first.
    
    
    Round 3: Virago + 2 Man o' Wars
    -------------------------------
     Yep, the same thing going on as before... This is getting a bit lame. Just 
    fight the Virago and two Man o' Wars. I am not going to describe this 
    battle since it's Easy, Peasy. After the battle you will have to select 
    another oarsman/woman. See the list above if you want to travel to 
    Crossbone Isle.
    
    
    Round 4: Kraken
    ---------------
     This is a lot more of a challenge. The gigantic Kraken is quite strong so 
    don't underestimate him. Here's a strategy for beating this oversized 
    Squid:
    
    ---------------------------------------------------------------------------
    Boss: Kraken
    ------------
     HP: 2400    ATK: 216    AGL:   94    Weak:    Fire
     PP:   44    DEF:  60    LCK:   21    Strong: Water
     Special: 'attack 2x', Dark Blessing, Drench, Froth Sphere, Ply,
              Poisonous Beating, Spinning Beat, Water Blessing
     Exp:    711
     Coins: 5200
     Item: Water of Life
    
     I found this one of the harder battles in the game, especially since I 
    wasn't expecting a strong enemy all of a sudden after all those wimps. 
    Therefore I am going to give a more detailed strategy. My idea would be 
    putting Quartz on stand by already before the battle, then as the battle 
    starts:
    
        Isaac: Granite
        Garet: Scorch
        Ivan:  Kite
        Mia:   Mist
    
     This will most surely mean that the Kraken will get either stunned or 
    falls asleep. The second round:
    
        Isaac: Sap or Flint
        Garet: Forge
        Ivan:  Breeze & Zephyr
        Mia:   Reset Mist (with 4 Mercury Djinn she can use Wish)
    
     Also water attacks are not that strong so for this battle she can do the 
    healing or use Mist once again the next round. Depending on the actions and 
    the damage the Kraken inflicts on you. You can choose to be offensive or 
    defensive (you should have 3 Venus & Jupiter Djinn on Set now). If you get 
    the feeling you can take him out by summoning then do so, just subtract all 
    damage from the 2400 HP the Kraken has and it is easy to predict when this 
    squid goes down.
    ---------------------------------------------------------------------------
    
     Kaja comes to you and commends you on your effort and for the last time he 
    asks you to pick an oarsman. Finally choice the lucky person and you'll 
    soon reach either Tolbi (skip the next part) or if you succeeded in 
    creating an UNbalanced party like the example above Crossbone Isle.
    
    
    --Crossbone Isle (Optional)--
     Talk to the two warriors Ouranos and Sean on the main deck and they will 
    ask if you want to explore the shore. Answer "YES" here and you are allowed 
    to go to Crossbone Isle right away. Check Appendix: B for more information 
    on Crossbone Isle, since you're party doesn't have all Psynergies you can 
    only reach the 3th floor (and the beginning of the 4th floor). This doesn't 
    matter because we can go back here later on, so return to the ship after 
    collecting the items you want and the crew changes the rowing setup so they 
    ship eventually reaches Tolbi. 
    
    
    --Tolbi Docks--
    Hidden Items: 2 (126)
     35 Coins - Box upper right corner of the dock
     Potion   - Chest upper left corner of the dock; use the crates
    
     After everything is settled the ship reaches the docks and you can 
    disembark. Use Move Psynergy on the two crates to create a passage to the 
    far corner of the docks' field. Move the left crate twice and the other 
    once. Ascend the stairs to your right and jump over the crates to reach a 
    chest with a Potion. Other than this there isn't much to do here. You might 
    as well exit the docks and head for Tolbi, but first we are going to 
    collect a mighty fine Venus Djinni: Ground.
    
    
    --World Map - Near Tolbi--
     Or go west over the bridge and keep on following the path to the east to 
    reach the docks of Kalay via the northern route. This will bring you to the 
    next Venus Djinni he surrenders right away and is named: Ground. By the 
    way: Doesn't it seem odd to you that your journey with the boat made the 
    Karagol Sea look like a vast ocean, whereas you can simply run from east to 
    west in 10 seconds... Very weird!
    
    
    --World Map - Far west of Tolbi--
    Djinn:
     Mercury - Hail
    
     Another Djinni can be reached by walking around near the far west fields 
    of Tolbi. This only is usually very easy to find so it shouldn't be too 
    hard to get a battle against him:
    --------------
    Mercury Djinni
    --------------
     HP:  466    ATK: 207    AGL:  116    Weak:    Fire
     PP:   46    DEF:  48    LCK:   16    Strong: Water
     Special: Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
     Exp:    279
     Coins:  340
     Item:     -
    
     As with most world map Djinn make sure he doesn't run away, or else you 
    have to walk around that place for an even longer time. So using Djinn that 
    can stun and such are always welcome in the very first round. After you 
    beat this Djinn (it only has little over 450 HP) Hail will join you in your 
    quest.
    
    
    --Gondowan Cave--
    Chests: 2 (128)
     Apple, Lucky Medal
    Monsters:
     Dirty Ape, Kobolt, Rat Warrior
    
     There is a Cavern near the far east of Tolbi. Going through this cavern 
    creates a shortcut between Tolbi and Kalay so this may come in handy. 
    Follow the left path from the entrance and jump on the poles in the water 
    to reach a chest with a Lucky Medal. The chest at the top of the screen has 
    an Apple. Continue on the right, in the next room move the short and big 
    pillar to the left into the water creating a shortcut to the previous room. 
    Move the long pillar on the right into the water as well and continue on
    
    
    
    ---------------------------------------------------------------------------
    10. Disappearance of Tolbi's Mayor
    ---------------------------------------------------------------------------
    
    --Tolbi--
    Inn:
     No Vacancies (Fully Booked)
    Hidden Items: 9 (137)
     Power Bread - Chest use "Reveal" on the gravestones to the left
     Hard Nut    - Jar basement of Babi's; Alchemists
     Vial        - Barrel in small home near the northern exit
     9 Coins     - Wooden barrel near Babi Palace's entrance (in Tolbi still)
     Corn        - Get from Merchant in town*
     Lucky Medal - Barrel in room 2nd floor of the armor/weapon/item shop
     Lucky Medal - Barrel top room in south east corner Babi's Palace
     Lucky Medal - Jar behind most eastern home
     Lucky Medal - Barrel in the upper left room of the Inn's basement*
                   * = after Colosso Event
    Djinni:
     Mars - Ember
    
    Before doing anything here you can get to a Mars Djinni, by walking back 
    under the entrance arc and the moving along the right wall towards a small 
    plant. Use Growth on it (give Isaac a Mars Djinni) and climb the vine, use 
    Frost on the water puddle and backtrack to the Inn and go over the frozen 
    pillar and you'll reach the Mars Djinni. Ember comes along with you right 
    away.
    
     When you try to walk to the north-west exit you are stopped by two guards 
    who ask if you have seen a missing person. That guy is Babi as the Guards 
    explain and he's been missing for quite a while now. If you enter the 
    palace and head up towards Babi's room you'll overhear a conversation 
    between two people. They speak of Babi's disappearance and the Altmiller 
    Cave to the north of town. Walk around in Babi's place and you can even 
    enter the tribunes of the Colosso to see qualifying rounds for the 
    Gladiators. In one of the room is a young girl that appears to be held 
    hostage by Babi for some reason.
    
     Also there are three mini-games that can be played in Tolbi: Lucky Dice, 
    Fountain of Tolbi and the Slot Machine. The latter two can give you 
    valuable armors and other stuff that can be equipped. Also note that the 
    shirts you win in the slot machine can be worn underneath the regular armor 
    so you can wear both at the same time! Here's a description of the mini-
    games you can play here in Tolbi.
    
    
     
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Fountain
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     In the center of Tolbi's Square you can find a small fountain. Talk to the 
    guy in front of it and you are allowed to go near the fountain itself. The 
    goal of this game is pretty simple: Turn your back to the fountain and 
    throw a coin or a Lucky Medal in it, and see where it lands. Throwing in 
    coins is rather useless since you hardly get anything back for it:
    
    Coins
    -----------------------
    Center Circle: 20 Coins
    1st Circle:    10 Coins
    2nd Circle:     2 Coins
    3rd Circle:     1 Coins
    Outer Circle:   0 Coins
    Outside:        0 Coins
    
    Lucky Medals
    -----------------------
    
    Reward            |Bull | 1st | 2nd | 3rd | 4th | Out |
    ------------------|-----|-----|-----|-----|-----|-----|
    Assassin Blade    |   X |   X |     |     |     |     |
    Burning Axe       |     |   X |     |   X |   X |     |
    Grievous Mace     |     |     |     |     |   X |   X |
    ------------------|-----|-----|-----|-----|-----|-----|
    Spirit Armor      |   X |     |     |   X |     |   X |
    Kimono            |     |     |     |   X |   X |   X |
    Cocktail Dress    |     |   X |   X |     |     |   X |
    ------------------|-----|-----|-----|-----|-----|-----|
    Earth Shield      |   X |   X |   X |     |     |     |
    Battle Gloves     |     |     |     |   X |   X |   X |
    Guardian Armlet   |     |     |   X |   X |     |   X |
    ------------------|-----|-----|-----|-----|-----|-----|
    Glittering Tiara  |     |     |   X |   X |     |   X |
    Adept's Helm      |   X |   X |   X |     |     |     |
    Ninja Hood        |     |     |     |   X |   X |   X |
    ------------------|-----|-----|-----|-----|-----|-----|
    Potion            |     |     |     |     |   X |   X |
    Psy Crystal       |     |     |     |     |   X |   X |
    Water of Life     |     |     |     |     |   X |   X |
    ------------------|-----|-----|-----|-----|-----|-----|
    
    I am not entirely sure how the choice for each specific item is determined, 
    when you throw in a Lucky Medal... I would like to point out that it is 
    impossible to miss, since you always get an item. For the real collector it 
    may be hard to get at least one of each item, if you are a real collector 
    though. It could also have something to do with the number of time you hit 
    a Turtle or a Crab, but I cannot confirm this. There is an infinite supply 
    of Lucky Medals, since the Orc Lord (we'll meet him later on) has the Lucky 
    Medal as Dropped Item. So you can try indefinitely if you really want to. 
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Lucky Wheels - Slot Machine
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Next to the entrance of the Inn is a staircase that leads to a room above 
    it. Inside you can participate in the Slot Machine Mini-game. This is 
    actually one of the more interesting ways to spend your time, at least try 
    to get some shirts and boots for these are very handy. The shirts can be 
    worn underneath your regular armor, so be sure to equip them anyway even if 
    they may appear to be a bit weak. Also the Hyper Boots have the ability to 
    increase the chance your weapon does an Unleash (if the weapon has one in 
    the first place), these unleashes are quite important since those attacks 
    are very strong.
    
     You can either spend 1, 2, 3 or 4 tickets at once. It would be a waste to 
    spend 4 tickets in one turn, since you can easily get an item if you play a 
    little strategically (I can say this out of own experience that 2 tickets 
    is more than enough usually). Walk up to the slot machine and press A to 
    start playing.
    
     After the first turn select the group you want that has the most aligned 
    items already. For example if you want to win either any Ring,  Shirt or 
    Boot then look at which row has the most of either of these items (e.g. has 
    the greatest chance). Lock those Slots including the Slots on which the row 
    has a Moon (Moon is a "Joker" that counts for anything) and pull the lever 
    again and hope for some good results, then go for that type for the next 4 
    rounds. 9 out of 10 times I can get the desired prize this way.
    
      Boots         Shirts          Rings          Star/Heart     Moon
      ------------- --------------- -------------- -------------- -------------
       Fur Boots     Mythril Shirt   Adept's Ring   Vial           Anything
       Quick Boots   Running Shirt   Sleep Ring     Water of Life
       Hyper Boots   Silk Shirt      War Ring       Potion
    
     Note that it is even possible to get more than one item using this method. 
    I once managed to win some boots and a shirt with another row. 
    Theoretically this would mean that you can earn up to 7 prizes, but I think 
    it is impossible to pull this off in practice without hacking the game.
    
     If you run out of Game Tickets you can sell or buy some equipment, but the
    more Game Tickets you obtain the higher the value of your purchase needs to
    be in order to get a game ticket. You can however get Game Tickets for
    a relatively cheap price by doing the following.
    
     Additionally, each time you reset the GBA the first item you win cannot
    be either Hyper Boots or Mythril Shirt. Also game does not reward you with
    the same prize in a row. Thus after getting the first boots / shirt you
    have 50-50 chance of getting Hyper boots / Mythril shirt for the next time
    if you get the a win in the category boots or shirts respectively. Lastly,
    because the RNG is highly time dependent (in frames) it's impossible to 
    generate a decent RN strategy to fool the game. To get infinite amount of 
    game tickets see the Extra appendix for a trick.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Lucky Dice
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Inside the small tent (Marked with a Dice on the front) you can play the 
    Lucky Dice Mini-Game. The idea here is that you either match up the same 
    dice or you throw the dice in such a way they land on the same area on the 
    table. This is called a pair. 
    
        Single Match:    1x your bet (No loss / Profit)
        Double Match:    2x your bet
        Triple Match:    3x your bet
        Quadruple Match: 5x your bet
    
    This game doesn't give you any prizes other than coins, but there is a 
    strategy by PPK (Eric Hokenson) that allows you to get the grand prize of 
    5x Perfect Bonus by following these steps:
    
    Step 1 - Save in the lucky dice hut. I prefer saving right in front of the
             NPC who gives you the dice.
    
    Step 2 - Soft OR hard reset the game. For those who don't know a soft reset
             in holding down A+B+Select+Start and a hard reset is simply
             turning off the system then turning it back on.
    
    Step 3 - Load your file and get your dice.
    
    Step 4 - The lucky dice game should start with the perfect bonuses as x3 as 
             a 2 and the x5 as a 1. Move the hands all the way up till they
             won't go any higher then toss them. You should get a "Two Pair!"
             of 3,3,2,2.
    
    Step 5 - The perfect bonuses should be x3 a 2 and x5 a 3. Throw the dice
             straight that means DON'T move the hands leave the D-Pad alone
             just toss. You should now get a "One Pair!" of 3,6,3,5.
    
    Step 6 - The perfect bonuses should now be x3 a 6 and x5 a 4. Move the
             hands all the way down this time and toss. You'll get a
             "One Pair!" of 4,2,1,4.
    
    Step 7 - Perfect bonuses should be x3 a 4 and x5 a 3. Move the hands all
             the way down again and toss the dice. You'll now get a
             "Perfect!!!" of 3,3,3,3 which you see is the x5 perfect bonus.
    
    You can continue playing or quit Lucky Dice. It's possible to extend the
    Perfect Bonus strategy a second round after this. Just do the following
    upon winning the first round:
    
    Step 8 - Don't exit out. Instead, continue throwing. 
    
    Step 9 - First, throw straight (don't touch the D-pad). 
    
    Step 10 - Press all the way down and throw, 
    
    Step 11 - Go all the way up and throw
    
    Step 12 - Finally go all the way down and throw. 
    
       -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
       In short: To get two perfects in a row it's:
         Up, Straight, Down, Down, Straight, Down, Up, Down.
       -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    
    Get your money, save, hard or soft reset, and then repeat this method 
    again and again to max your coins which is pretty trivial if you fought a
    lot of monster to begin with.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Okay, let's continue on with the plot. Like I said before the Altmiller 
    Cave and the disappearance of Babi seem to have some connection, so check 
    out that cavern to the north.
    
    
    --Altmiller Cave--
    Chests: 3 (140)
     Cookie, Mystic Draught, Vial
    Djinni:
     Jupiter - Squall
    Monsters:
     Mimic, Clay Gargoyle, Dread Hound*, Foul Dirge, Gnome Mage, Golem,
     Mad Mole, Wight, Worm
    
    * = Rarely drops Prophet's Hat
    
     Inside walk according to the given path and the room will start becoming 
    darker. After 2 rooms you come to a big room with a Mimic on the right 
    side.
    -----
    Mimic
    -----
     HP:  767    ATK: 227    AGL:  104    Weak:    Fire
     PP:   48    DEF:  63    LCK:   15    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Nettle, Curse
     Exp:    374
     Coins:  415
     Item: Water of Life
    
     Keep on following that path and near the middle of the room you will come 
    across a mysterious and invisible person lying on the ground. This person 
    seems to have been exhausted so much that he cannot move and therefore asks 
    Isaac and Co. to get the draught that will rejuvenate him that is located 
    down the bottom of the cavern. Mia asks whether there is a pharmacy down 
    there and the figure replies to that witty comment. He tells that at the 
    end of the cave there are 5 rocks aligned, you must then rotate the rocks 
    on the left and right sides. If you turn these in the right order some 
    lights will appear. Turn the rocks according to those lights and the path 
    will open up to the draught. The rocks are ordered like this:
              ______     ______     ______     ______     ______
             | Blue |   |Green |   |White |   |Yellow|   | Red  | 
                                  
    
     Just before you leave he also tells that the draught is on a table behind 
    those stones. Go down the stairs and take the upper route to find a chest 
    with a Vial. The lower route leads to the next room, there's no need for 
    directions since you can't get lost here even though it's dark around here. 
    In the next room go to the north and ascend the stairway, move the first 
    log to the right, the lower horizontal one up, freeze the puddle and push 
    the last two logs back into their original direction. The Icy pillar will 
    stop them so you can get past them from both directions, move the upper 
    horizontal log down and you can reach the Jupiter Djinni which will do 
    battle with you.
    --------------
    Jupiter Djinni
    --------------
     HP:  481    ATK: 205    AGL:  120    Weak:   Earth
     PP:   40    DEF:  45    LCK:   14    Strong:  Wind
     Special: Blue Bolt, Plasma, Storm Ray, Wind Slash, Tornado, Escape
     Exp:    295
     Coins:  352
     Item:     -
     
     Squall joins you move the pillar on the right into the pit and jump over 
    it to reach the next room. Follow the upper wall here and you'll reach a 
    chest with a Cookie inside. Head back to the right and follow the wall on 
    the right and after a long walk the exit to the next room will become 
    visible. Leave the logs as they are and walk down, ascend the stair and go 
    around the room. Fall down the edge, move the log to the left enter the 
    passage, the next room contains those five rocks the guy from earlier on 
    spoke about. The five lights appear and start to rotate around a few 
    seconds until they stop with the blue one at the top. Hit the corresponding 
    rock. The order is blue, green, white, yellow & red, but just in case you 
    forget it you can also use "Reveal" to display the colors as well. In the 
    chest behind the newly created path you'll find the mystic Draught.
    
     Backtrack to the shadowy figure lying on the ground and give him the 
    Draught. He becomes visible and it turns out to be none other than Babi. 
    After a small conversation about an ancient civilization called Lemuria 
    Babi's Guards come in and escort him out. Just before Babi leaves he 
    invites them to the Colosso's main event. Exit the cave and head back for 
    the Colosso by exiting Tolbi via the central north entrance.
    
    
    
    ---------------------------------------------------------------------------
    11. Of Gladiators and Glory
    ---------------------------------------------------------------------------
    
    --Colosso--
     To most of the others displeasure Isaac will have to enter the battlefield 
    alone, although the other three can help Isaac out by using their 
    Psynergies in the field. I'll explain this later on.
    
     In the main hall you can talk to all of the seven other Gladiators, here's 
    a list of all of them. Not that it is very useful, but take a look at it 
    anyway. It turns out to be that the three Gladiators you are going to fight 
    were not even the highest ranked Gladiators!
    
        Rank  Name      Color
        ----  --------  -----------
        1st   Morgan    Blue   
        2nd   Azart     Orange
        3rd   Galahad   Purple
        4th   Satrage   Green
        5th   Dekka     Light Blue
        6th   Navampa   Magenta
        7th   Buford    Black
        8th*  Isaac     n/a
    
     * = Improvised
    
    
     One of the guards gives a tour through the first arena. He explains that 
    getting to the center of the stage gives you a better piece of equipment. 
    Don't bother too much with the items along the way since they are simple 
    healing items. Also Unleash Venus Djinni Sap in Battle against the 
    Gladiators will heal most of your wounds and inflicts damage all the same, 
    making healing items rather useless. Listen to the descriptions of each 
    stage and place one of the adepts according to which Psynergy fits bet to 
    help Isaac, here my set up for the first round. Here's what your party 
    members can do:
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Round 1:
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Chests: 3 (143)
      1st: Nut
      2nd: -
      3rd: Oil Drop
      4th: Nut 
    
    "Lend a Hand" Party Member Help per Stage:
      Stage Character What to do
      ----- --------- ---------------------------------------------------------
       1st: Garet     Use "Move" on the Central Pillar
       2nd: Ivan/Mia  Use "Douse" to fill the bucket (Need Douse Drop equipped)
       3rd: Ivan      Use "Growth" (if Ivan has a Venus Djinni) 
       4th: -         No help possible
    
    
     So put either Ivan/Mia in either 3 or 4 since she can't help this round, 
    unless you gave Ivan a Venus Djinni so he can use Growth in the 3rd part. 
    This however means that Isaac will be weakened and the gain is very minimal 
    so I would say not to use this. Too bad you can't use Halt on the Operator 
    Guy...
    
     Talk to the guard so you can go back and stand on your circle to start the 
    event. You should have plenty of time in this first round so don't worry 
    too much about the other guy, in fact if you used help in the first two 
    stage you can pick up all three items without worrying about getting in too 
    late! In order to get the Nut in the fourth stage you'll need to do the 
    following for the most efficient route:
    
       - Move Vertical Log Right
       - Walk around the pool
       - Move Horizontal Log Down
       - Walk back to the vertical one
       - Move Vertical Log Left
       - Climb down ladder
       - Collect Nut
       - Move Vertical Log Right
       - Exit
    
     The moment you reach the middle Isaac will automatically pick up the 
    strongest (upper) shield if that is available. Once both warriors reach the 
    middle the battle commences.
    -------------
    Battle: Azart
    -------------
     HP:  450    ATK: 206    AGL:   62    Weak:    All
     PP:    0    DEF: 2/20   LCK:    9    Strong:  -
     Special: Use 'Oil Drop' / 'Nut', Defend
     Exp:    0
     Coins:  0
     Item:   -
    
     Take note that Azart will have more defense if you let him collect get to 
    the center first; his defense will be 20 instead of 2. Since Azart has only 
    450 HP you can use 4 Earth Djinn and Summon Judgment to beat Azart right 
    away, easy as pie. After the battle Isaac will be healed miraculously! If 
    you manage to get go down in battle you'll be automatically transported to 
    the bedroom of Babi's little palace, where the game continues on with the 
    story line.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Round 2:
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Chests: 3 (146)
      1st: -
      2nd: Nut
      3rd: -
      4th: Smoke Bomb
      5th: Nut
    
    "Lend a Hand" Party Member Help per Stage:
      Stage Character What to do
      ----- --------- ---------------------------------------------------------
      1st   Garet     Use "Move" on the middle pillar
      2nd   Ivan      Use "Halt" (equip Halt Gem) on the operator guy
      3rd   Mia       Use "Frost" on the left puddle (right puddle is useless)
      4th   -         No help possible
      5th   Garet     Use "Force" on the log from the right
    
     Garet has two options here, either use Move in the First Stage or Force in 
    the 5th Stage. Using Force in the 5th saves you a lot more time that using 
    Move in the first, but the choice is up to you. BTW with the first stage I 
    mean the stage closest to the entrance to the Main Hall.
    
     Talk to the guard again and do your best to reach the middle as fast as 
    possible. The time limit is fairly tight even with all the assistance you 
    get from your friends, so don't waste too much time on the useless items 
    anyway. Here are some extra hints for some the fourth stage: Isaac has to 
    slide down the middle part or else he has to start over again, of course 
    you could use growth (if Isaac has a Mars Djinni) to minimize the climbing 
    time in this stage, but that doesn't really help you at all.
    
     The hero will automatically pick up the strongest armor up that is still 
    there. After both fighters reach the middle the battle starts just like in 
    the previous round, note that if you collected any items in the previous 
    round you can use them here too!
    ---------------
    Battle: Satrage
    ---------------
     HP:  570    ATK: 228    AGL:   73    Weak:    All
     PP:    0    DEF: 6/28   LCK:   12    Strong:  -
     Special: Use "Smoke Bomb" / "Nut", Defend
     Exp:    0
     Coins:  0
     Item:   -
    
     Use the same fighting strategy on Satrage that you used for Azart to beat 
    him, Use Djinn (use Sap for the last unleash) and unleash the wrath of 
    Judgment to finish Satrage off. Also just like in the other round Satrage 
    will have more defense if you let him pick up the better armor. After the 
    battle Isaac will be miraculously healed again! If you go down here the 
    game continues on as if you'd won, but you won't get the Lure Cap and a 
    special event in the Lost Age won't take place either.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Round 3:
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Chests: 4 (150)
      1st: -
      2nd: Smoke Bomb
      3rd: Nut
      4th: Smoke Bomb
      5th: -
      6th: Sleep Bomb
    
    "Lend a Hand" Party Member Help per Stage:
      Stage Character What to do
      ----- --------- ---------------------------------------------------------
      1st   Mia       Use "Frost" on the hidden puddle below the elevator
      2nd   Garet     Use "Move" on the pillar and push it to the RIGHT
      3rd   Ivan      Use "Halt" on the Operator (need Halt Gem)
      4th   -         No help possible
      5th   Ivan      Use "Force" on the Log (need Orb of Force)
      6th   -         No help possible
    
    Same strategy as with the previous field, don't bother too much with the 
    chests. Ivan can do field 3 or 5, but the third with Halt gives a bigger 
    time saver. Also the last field will take quite some time so look carefully 
    at the field to find the quickest possible path when you get instructions.
    
     If Isaac has a Mars Djinni in his Inventory he can use "Growth" on the 
    plant in the 4th field. This can save some time, but that also means your 
    fight with Navampa will be harder for your class will become weaker with a 
    Mars Djinn among your Venus Djinn. Although it is possible to reach the 
    middle with collecting all the chests it is hardly worth all the fuzz, so 
    ignore them and go strait to your target!
    
     If you manage to get in first you'll pick up the upper weapon (Claymore) 
    and fight a weaker Navampa, if he gets first you'll have to face his 
    stronger form.
    ---------------
    Battle: Navampa
    ---------------
     HP:  820    ATK: 232/274 AGL:   84    Weak:    All
     PP:    0    DEF:  54     LCK:   16    Strong:  -
     Special: Use "Smoke Bomb" / "Sleep Bomb" / "Nut", Defend
     Exp:    0
     Coins:  0
     Item:   -
    
     This battle goes nearly the same way as the other two, but be careful he 
    is somewhat stronger than the previous two. Since he has 820 HP one 
    Judgment by itself isn't enough to finish him. Of course it is no problem 
    if you lose this fight, but you won't get the Lure Cap and no additional 
    treasure in GS:TLA. After beating up Navampa Isaac is totally exhausted and 
    collapses right away, while your own partners are making only silly 
    comments, instead of helping him.
    
    
    --Babi's Palace--
    Hidden Items: 2 (152)
     Lure Cap   - Get it from Babi if you beat the Colosso event
     Cloak Ball - Get it from Babi after he goes to bed
    
     After waking up in Babi's place, listen to the conversation again and jump 
    out of bed by pressing Left. Go up to Babi's room and Babi gives you the 
    Lure Cap if you bested Navampa and then read or skip through the very very 
    VERY looonnng conversation. It comes down to this:
    
     Babi prolonged his life to unusual old age by drinking that Mystic 
    Draught. Babi explains that the Draught comes from a hidden place called 
    "Lemuria". This Lemuria is a bit like what we would call Atlantis; an old 
    and lost civilization. He once went there when he was sailing with Lunpa 
    during the "Great Flood" (indeed that villain who founded the village Lunpa 
    close to Vale). 
    
     Because Babi is running out of his draught he needs to acquire some new, 
    so he sent out many ships to find Lemuria again which is located somewhere 
    in the open ocean. All the ships came back without ever finding the place, 
    for it seems to be the mist and the ever changing currents make it 
    impossible even for the most accomplished sailor to navigate through. 
    Therefore Babi has started building on his own Lighthouse similar to that 
    of the Venus Lighthouse. Using the beacon from this immense tower a ship 
    could have fixed point which it focus on in order to navigate through these 
    current and find Lemuria once again. However this didn't work out as well 
    as planned up to now; Babi is running out of Draught and the lighthouse 
    isn't finished at all. Fortunately for him he met Isaac and the other who 
    are Adepts. As Babi tells he left Lemuria with a Lemurian ship that he was 
    able to guide with the little Psynergy that he learned during his stay over 
    there. He needs Adepts capable of using Psynergy to use the ship and since 
    Isaac and the others are the only who can do this he requests them to go to 
    Lemuria on his behalf.
    
     A bit later the Venus Lighthouse becomes the topic of the conversation, 
    You go to the south to solve the riddles of the Venus Lighthouse and Iodem 
    will help you on your way to that place. He will meet up with you on the 
    Gondowan Bridge to the south of Tolbi. Babi goes to bed and follow him (No, 
    not like that), try to pick up the Cloak ball next to his bed and you can 
    borrow it for a while. This item will be very useful to you later on so 
    don't forget about it (I know it is easy to miss).
    
    
    
    ---------------------------------------------------------------------------
    12. Rescuing Master Hammet (Optional)
    ---------------------------------------------------------------------------
     After you get the Cloak Ball go east through the Gondowan Cave we already 
    passed (if you followed my instructions) then head north towards the cave 
    next to Lunpa. 
    
    
    --West Lunpa Cave--
     Perhaps you've already been to Lunpa when backtracking as suggested in 
    chapter 8, but now we can save Master Hammet with the use of the Cloak 
    Ball. Use "Frost" on the water puddle beneath the half closed gate, this 
    opens it up and you can enter Lunpa.
    
    
    --Lunpa--
     Head up and stand in the shadows near the left side, equip the Cloak ball 
    to any character and use the "Cloak" Psynergy (Stay in the shadows or else 
    you will uncloak). 
    
    
    --Lunpa Fortress-
    Chests: 5 (157)
     Power Bread, Mythril Circlet, 100 Coins, Elixir, Lucky Medal
    Djinni:
     Mercury - Tonic
    Monsters:
     Brigand, Kobolt, Rat Warrior, Vile Dirge
    Boss:
     Toadonpa
    
     Once inside follow the upper right route and stay cloaked (So don't go 
    into the light). Head up to the stairs, cloak again and keep going north. 
    You can go to the small room in the back here too. There an old man and a 
    Vial in one of the Barrels here. Cloak again, and go down to the next room. 
    (Keep cloaking every time you come from an entrance) Wait for the guard to 
    pass by and then go down. Take note of the locked door on the left side; 
    after we get the Cell Key we can use it on this door to get four treasures: 
    Mythril Circlet (the most powerful Circlet), 100 Coins, Elixir, Lucky 
    Medal. In the next room follow the path and go upstairs.
    
     Run up as soon as the guards turn around, wait in the middle and do it 
    again for the second part, follow the path and eventually there are three 
    guys with red caps. These guards won't set you out but will fight you. 
    After their quick defeat continue further on to east. Here's another guard, 
    dispatch of it swiftly and enter the room above to find Donpa asleep. Go 
    south, carefully run past the moving guard here (the guard comes back half 
    way!), go down again, use "Catch" on the key and fight the next guard. Note 
    that you can't enter the menu via the 'A' button, when you are close to the 
    locked door so use 'Select' or assign a shortcut key to "Catch". Go 
    downstairs twice use "Whirlwind" on the bush, use "Reveal" on it too and 
    then press the hidden switch on the left.
    
     Enter the doorway, go to the upper-left corner, use "Whirlwind" on the 
    bush here for another hidden entrance. Go inside open the middle cell for a 
    chest with a Power Bread, continue on to the south, go through the cell 
    door and push the large crate into the gap to the south. Go west and use 
    "Whirlwind" & "Reveal" once more to open the secret passage. After this 
    point you will find Master Hammet, but also the devious Dodonpa. He sends 
    his Toadonpa pet after you. It's time for another boss battle although 
    Toadonpa isn't really hard.
    ---------------------------------------------------------------------------
    Boss: Toadonpa
    --------------
     HP: 2800    ATK: 266    AGL:   82    Weak:    Fire
     PP:    0    DEF:  52    LCK:   18    Strong: Water
     Special: Dark Blessing, Rotten Blood, Sticky Poison, Trash, 
              'regenerate 80 HP'
     Exp:    999
     Coins: 3200
     Item: Psy Crystal
    
    You could try to Summon Rush this Boss by setting 4 Djinn of each type and 
    using Summon all 4 in the first round. This way you can nearly beat the 
    Frog in one go, although it won't be enough. Use some more Attacks / 
    Psynergies / Unleashes and the toad is squashed. Don't worry about his 
    regenerating abilities for 80 HP nearly nothing compared to the damage you 
    can inflict against him. 
    ---------------------------------------------------------------------------
    
     Toadonpa falls on it back and Dodonpa gets trapped under his own 
    disgusting pet! Isaac and the others save him, yet he still keeps low to 
    the ground. A little later Donpa comes in and solves all the problems. It 
    seems to be Donpa spoiled his son Dodonpa too much as a son, so will make 
    up for that now and sets everybody free again and the shops sell the 
    weapons and armors again. However some of the henchmen inside the fortress 
    are still loyal only to Dodonpa so Isaac, Master Hammet and the others 
    still have to sneak out.
    
    
    --West Lunpa Cave--
     Upon exiting the cavern Master Hammet spots Bunza (one of Hammet's 
    soldiers) who is trying to enter Lunpa to trade with them even though they 
    are hostile people. He has a wagon nearby that makes it easier for Hammet 
    to escape from Lunpa without having to deal with all of Dodonpa's men. You 
    can also get a free ride to Kalay if you choose for that option. Perhaps 
    you want to stay behind, since you still have to collect Mercury Djinni: 
    Tonic from Donpa. In order to stay behind you have to answer: No, Yes, Yes 
    if Garet asks you to go or not to go.
    
    
    --Lunpa Fortress--
     If you visit old Donpa again, he'll let you into the back room, here you 
    can find another Mercury Djinni named Tonic. This Djinn joins your party 
    for free and above all the abilities of Tonic can be very handy in the more 
    difficult Boss battles as he can cure any ailment for all party members, 
    when he is unleashed in combat.
    
    
    --Kalay Tunnel Entrance--
     Hammet goes towards his palace using the secret entrance in order to avoid 
    contact with any of Dodonpa's men that may be around in Kalay. Then Bunza 
    takes you to the entrance of Kalay where you find the end of the line and 
    disembark the wagon.
    
    
    --Kalay--
     Now that Hammet went through the secret entrance you can backtrack the 
    path he used in the sewers for some extra items. Go to Hammet's palace and 
    enter the room on the right, go down the stairs and go up (the locked gates 
    are now open). Also you can get another small cut-scene if you go to Lady 
    Layana and Master Hammet's room. Hammet will hint you that you should take 
    the Shaman's Rod to Hesperia; the continent west of Angara (remember that 
    name well).
    
    
    --Kalay Tunnel--
     Open the four chests to obtain a Sleep bomb, Lucky Coin, Potion and 200 
    Coins. Move the statue in front of the waterfall to create a new 
    passageway, freeze the puddle down drained lake and then you'll find some 
    Spirit Gloves. Head north go up the stairs, follow the left path, go up two 
    more stairs and collect the Apple from the chest in the cavern. Walk 
    outside and lastly collect the Nut from the tree. Slide down the slope and 
    that's it.
    
    
    
    ---------------------------------------------------------------------------
    13. Crossing Suhalla Desert 
    ---------------------------------------------------------------------------
     After saving Hammet (or not saving Hammet) you can go south from Tolbi to 
    the Gondowan Bridge. Enter it and you will meet Iodem who will join your 
    group to help you cross Suhalla Desert. Continue on to the east after the 
    bridge and Isaac and friends reach Suhalla.
    
    --Suhalla--
    Inn:
     72 Coins
    Hidden Items: 4 (161)
      5 Coins     - Jar just below the entrance of the town
      Smoke Bomb  - Oven in the small home; an oven in the desert?!?
      Lucky Medal - Jar next to shrine, jump over the water behind it 
      Hard Nut    - Chest farther on to the left from the Lucky medal
    
     Enter the house in the lower right corner and Iodem will come forth and 
    talks to the two injured men on the beds. They start to speak about a woman 
    named Sheba, she turned out to be the sole reason why the villagers of 
    Lalivero aided in building Babi Tower. They also tell that you can stop 
    cyclones with water, make a mental note of that. There is not much else to 
    do here so either stay at the Inn or leave for the desert to the east.
    
    
    --Suhalla Desert--
    Chests: 3 (164)
     Virtuous Armlet, Lucky Medal, Cookie
    Djinni:
     Mars - Flash
    Monsters:
     Mimic, Tornado Lizard, Brutal Troll, Magicore (drops Aura gloves), Roach,
     Stone Soldier, Harridan, Tempest Lizard
    Boss:
     Storm Lizard
    
     From the start go right and listen to Iodem's advice. Make sure you have  
    "Douse" (You should have a Douse Drop or Mia) Psynergy and use that on the 
    cyclone the moment you get caught. Doing this will force you to do battle 
    with a Tornado Lizard which drops over 600 experience points, which is 
    quite a lot (a combination of Flint/Sap, Scorch, Smog/Squall and Hail 
    should finish one in one round) Continue on and open the chest for a 
    Virtuous Armlet.
    
     Go back and take the left path use the Douse Psynergy again on the cyclone 
    for a fight and continue on. In the lower part of the screen is a chest 
    with a Mimic, but first you need to take out one of the storm lizards to 
    get there.
    -----
    Mimic
    -----
     HP:  997    ATK: 303    AGL:  139    Weak:    Fire
     PP:   60    DEF:  94    LCK:   17    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Curse, Condemn, Ice Missile
     Exp:    669
     Coins:  547
     Item: Water of Life
    
     Head for the lower right corner and fight another Tornado Lizard head 
    south and go toward the next screen. Here are three paths you can choose 
    from the right one leads to a chest with a Lucky Medal, the left one a 
    cookie and the center for the path to the next field.
    
     Near the stairs that lead to the lower part of the level use Reveal on the 
    left side to make a pillar appear, jump over the pit and head down the left 
    towards stairs. Here you'll find your next Mars Djinni: Flash; this one 
    will put up fight before he surrenders so here goes.
    -----------
    Mars Djinni
    -----------
     HP:  592    ATK: 253    AGL:  151    Weak:   Water
     PP:   52    DEF:  65    LCK:   17    Strong:  Fire
     Special: Eruption, Fireball, Fiery Blast, Flare Storm, Nova, Escape
     Exp:    460
     Coins:  445
     Item:     -
    
     Enter the cavern if you like and you'll end up near a big tornado. This is 
    the Tempest Lizard if you DON'T beat him and you can actually get a free 
    ride to Crossbone Isle. I recommend you do this later on after you learn 
    the final Psynergy in the Venus Lighthouse or else you will have to 
    backtrack several times, but feel free to go if you like. Alternatively, you 
    can beat him for training purposes. He gives even more exp and coins than 
    the Storm Lizard plus he always returns after you exit the desert and come 
    back to this place.
    --------------
    Tempest Lizard
    --------------
     HP: 3000    ATK: 295    AGL:  114    Weak:   Earth
     PP:   45    DEF:  94    LCK:   26    Strong: Water
     Special: 'attack 2x', Impact, Storm Ray, Sonic Slash, Tempest, Ward,
              Wing Stroke
     Exp:   1360
     Coins: 6400
     Item: Potion
    
     I'll continue on with the plot here right now. Go back to the other 
    stairway and walk around in the desert, Isaac will automatically catch up 
    with another big tornado. Use douse as always and now you have to fight the 
    Storm Lizard. Although if you run a very efficient route you can actually 
    outrun the tornado to the exit! This is one boss you are not necessarily 
    forced to fight.
    ---------------------------------------------------------------------------
    Boss: Storm Lizard
    ------------------ 
     HP: 2900    ATK: 291    AGL:  112    Weak:   Water
     PP:   42    DEF:  86    LCK:   22    Strong:  Wind
     Special: 'Attack 2x', Impact, Sonic Slash, Storm Ray, Tempest, Ward,
              Wing Stroke
     Exp:   1300
     Coins: 6100
     Item: Psy Crystal
    
    This guy isn't that tough; he's actually weaker than the Tempest Lizard. 
    Use the same tactics as with the Tornado Lizards to beat him. Of course 
    boosting your statistics a bit by releasing some Djinn may be wise, even 
    though this Lizard isn't as hard as it seems.
    ---------------------------------------------------------------------------
    
     Near the exit of the Suhalla Desert Iodem appears again, he asks what 
    could have happened to Sheba. Then they decide to continue on to the Venus 
    Lighthouse and Lalivero. Our next stop will be the Venus Lighthouse!
    
    
    
    ---------------------------------------------------------------------------
    14. The Riddles of the 2 Lighthouses
    ---------------------------------------------------------------------------
    
    --Suhalla Gate--
    Chests: 1 (165)
     Mint
    Monsters:
     Nightmare, Gnome Wizard, Cannibal Ghoul, Horned Ghost, Mole Mage, Goblin
    Djinni:
     Mercury - Dew
    
     Iodem will appear again as you get close to the two fallen guards that 
    appear here. They tell about the Felix's group who has just passed by, 
    they're very near to the Venus Lighthouse so Isaac must hurry on. On the 
    next screen fall down the very first slide to find a chest with some Mint 
    at the bottom. Then fall down the third slide from the left on the next 
    screen in order to reach the Final Mercury Djinni: Dew.
    --------------
    Mercury Djinni
    --------------
     HP:  654    ATK: 281    AGL:  172    Weak:    Fire
     PP:   59    DEF:  77    LCK:   19    Strong: Water
     Special: Deluge, Froth Sphere, Glacier, Ice Horn, Hail Prism, Escape
     Exp:    606
     Coins:  484
     Item:     -
    
    
    --Gateway Cave (optional)--
     You can enter the cavern on the right here to get an extra cut-scene 
    further on, but this is not necessary. The cut-scene shows Iodem using a 
    Black Orb on the shipwreck, Iodem thought that this might have been a 
    Lemurian ship, but it is not so he takes the Orb back and you can leave for 
    Lalivero now once more.
    
    
    --Suhalla Gate (east)--
     Here Isaac finds a nearly dead soldier, he tells about a group of traveler 
    that passed by here just a while ago after saying this he evaporates. 
    Continue on and the Venus Lighthouse will be in sight!
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    13.1 Venus Lighthouse - Dead End!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    --Venus Lighthouse Entry-
     Lots of injured people are lying around, surely Saturos and Menardi have 
    been here already. Mind Read the second guard here and he will speak about 
    an Alchemist who served Babi: Kraden. One of the Scolars tells you that the 
    Venus Lighthouse finally opened up, which means Saturos and the others have 
    passed by here quite recently. Another guard tells you that the boy in the 
    group started glowing just before the lighthouse started to open. This 
    means that Felix opened the doorway, however only a Venus Adept could do 
    such a thing... Enter the lighthouse so you can grab some more items.
    
    
    --Venus Lighthouse (Base Section)--
    Chests: 2 (167)
     Carry Stone, Lucky Cap
    Monsters:
     Earth Golem, Goblin, Horned Ghost, Nightmare
    
     Inside walk the fallen scholar tells you that Kraden made the villains 
    stop killing everybody. Go up one room and examine the wall, it says:
    
          "If ye seek to climb Venus Lighthouse, first seek the power
           within. To obtain this power, see with the eyes of truth.
           Then the way shall open. But the path I reveal is not the
           beginning. The true beginning lies down ancient pathways
           on distant soils."
     
     Use "Reveal" on this wall in the middle to make a stairway visible, use it 
    and obtain the Carry stone. Equipping this learns you Carry (Note: Now you 
    are ready to tackle Crossbone Isle although you can do that after going 
    through Lalivero as well).
    
     Go back upstairs and follow the left route until you find yourself stuck 
    with a gray square stone, use Carry on it to move it out of the way. Head 
    through the next entrance go up, use Reveal right away, go up another set 
    of hidden stairs and walk up to the big statue. Stand in front of it and 
    some magic happens and a path is opened, if you talk to it again a 
    different path is displayed. This has influence on the route you take, but 
    they both end up at the same goal.
    
     You can go back and follow the right path jump over the tile in one of the 
    rooms on the right side (using the left route) and find some more stairs 
    and the end you can find a chest with a Lucky Cap. Use "Retreat" right away 
    to exit the Lighthouse, since you can't continue on using this path. You 
    have reached a dead end here. Take the right exit at the Venus Lighthouse 
    Entry and go to Lalivero.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    14.2 Babi's Tower
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    --Lalivero--
    Inn:
     100 Coins
    Hidden Items: 5 (172)
     Psy Crystal   - Check Stone pillar in center of town
     Lucky Medal   - Barrel in left room of the 1st floor in the Inn
     Antidote      - Barrel in the item shop
     Water of Life - Jar atop the item shop
     Black Orb     - Get it from Iodem after you light the Venus Lighthouse
    Chests: 1 (173)
     Warrior's Helm
    Djinni:
     Mars - Torch
    
     At the entrance of Lalivero are even more soldiers that have been slain. 
    After talking to these as well go to the shop to buy some stronger 
    equipment (They have a lot of new Artifacts here). Enter the lower left 
    home ascend the ladder and jump over to the wall on the left. Walk around 
    the town, climb down the vine and collect the Warrior's Helm. Isaac's 
    Ultimate Helm!
     Enter the weapon shop, climb up to the roof and make your way to the 
    Djinni atop the Inn. The last Mars Djinni is called Torch; Garet's 
    Collection should be complete now. Continue up to the north for Babi's 
    Lighthouse.
    
    
    --Road to Babi's Lighthouse--
    Hidden Items: 1 (174)
     Lucky Pepper
    
     From the start go right, move the rock to the left and use Carry on it 
    twice to create a path to the chest on the upper level for a Lucky Pepper. 
    
    
    --Babi's Lighthouse Entry--
     Just outside in front of the entrance go down the stairs on the left side. 
    Move the pillar one space to the left and go upstairs again. Move the 
    pillar on the right side of the Lighthouse to find another entrance leadin 
    down. Go down the stairs and also move this pillar to the left here so you 
    can pass by. Climb the ladder at the end and use "Growth" on the plant 
    outside. Go up the vine and fall down the slide inside the lighthouse on 
    the second level.
    
    
    --Babi's Lighthouse--
    Djinni:
     Jupiter - Luff
    Monsters:
     Chimera Mage, Ice Gargoyle, Nightmare, Manticore King
    
     If you went inside Babi's Tower using the path I described you can reach 
    another one of those Djinn here. Inside go down another slide and you'll 
    meet the final Jupiter Djinni in this game: Luff. 
    --------------
    Jupiter Djinni
    --------------
     HP:  688    ATK: 302    AGL:  177    Weak:   Earth
     PP:   62    DEF:  85    LCK:   21    Strong:  Wind
     Special: Blue Bolt, Destruct Ray, Shine Plasma, Tornado, Wind Slash,Escape
     Exp:    677
     Coins:  506
     Item:     -
    
     After getting Luff fall down the slide, go up the two left stairs then 
    slide down the upper slide and you'll go past the locked door on the 
    basement level (you can actually open it now, by walking through the south 
    entrance). Here Isaac & Iodem reach Faran and after some talking about 
    Sheba and Lavilero. Iodem stays behind and will let you travel on under the 
    lighthouse. Use "Reveal" to find a hidden switch that allows you to open 
    the door in front of you. Head up and follow the path behind it to reach 
    the Tunnel Ruins.
    
    
    --Tunnel Ruins--
    Chests: 2 (176)
     Asura's Armor, Oracle Robe
    Monsters:
     Chimera Mage, Manticore King, Skull Warrior, Wild Gryphon, Willowisp
    
     Inside walk up to the huge statue that should been activated by your visit 
    to the Venus Lighthouse previously, if you haven't been there you'll have 
    to backtrack to the Venus Lighthouse right away and activate the Statue 
    (see section 14.1).
    
     Go down one screen and move one pillar to the right so path is created on 
    the upper layer to get past the wall here (why are there two pillars here 
    if you only need 1?). Continue on down and here you will notice a 
    difference if you walked up to the statue in the Venus Lighthouse once or 
    twice. Either left or lower path will be opened, either path leads to a 
    strong armor and the same exit. If you want to have both armors you have to 
    go through it twice which means more backtracking. So I suggest you take 
    both paths if you have enough time (and you should have). You can use 
    "Retreat" to speed up returning to the start of the Tunnel Ruins.
    
    
    --Left Path--
     Move the two pillars down and left in order to create a new passageway to 
    the next room. In this next room use Whirlwind on the hidden left pillar 
    twice then bring it down by using move. Move it all the way around to the 
    right and do so the same for the upper right pillar so you can pass on to 
    the next part. Use Whirlwind once again, go past the next corridor and use 
    the two right blocks in combination with "Carry" Psynergy on the right 
    elevator to make the left rise up. Head down, take the left path and cast 
    "Reveal" on the statue to make a chest appear. Pick up an Oracle Robe and 
    go back so you can take the right route.
    
    
    --Lower Path--
     Move the water pillar onto the water crest and the platform rises up, do 
    the same for the other after using "Douse" on it. Follow the right path in 
    next room to find an Asura's Armor. Go back and take the other route, move 
    the small pillar into the correct spot and use Douse and Frost to create a 
    path to the next room.
    
    
    --After the Left/Lower Path--
     In the next room there is a simple Colored Statue Puzzle; "Mind Read" the 
    statues to figure out the pattern. Of course instead of thinking you could 
    just look at this picture, it should look something like this:
    
     R   B
       O
     G   V
    
    R = Red     B = Blue
    O = Orange  G = Green
    V = Violet
    
     Go through the door and you'll make it past the dead end you saw earlier 
    on. You're now in the last part of the last dungeon in this game: Venus 
    Lighthouse - Upper layer!
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    14.3 Venus Lighthouse (Revisited)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    --Venus Lighthouse (Upper Layer)--
    Chests: 3 (179)
     Dragon Scales, Gaia Blade, Thunder Crown
    Monsters:
     Boulder Beast, Chimera Mage, Fenrir, Grand Golem, Manticore King, Recluse,
     Skull warrior, Thunder lizard, Willowisp
    Boss:
     Saturos & Menardi
    Ultimate Boss:
     Fusion Dragon
    
       - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
       Note that all the rare "Item Drops" are listed in the monster
       compendium next to all other data for each monster, so just
       search for the monster or the item's name (use CTRL+F).
       - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     If you go up the left stairs from this initial room and you can return to 
    the lower level of the Lighthouse. Continue on, go up the middle path, 
    after that take the far left passageway, Carry the block into the pit, 
    continue on to the next room (across the Sand Slide; walk diagonal up 
    left).
    
       - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
       If you have troubles getting to the other side of the Sand Slide
       try to Run (hold B) diagonally against the current; the net effect
       will be that you will move horizontally!
       - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
     Go down the lower path to find a Cursed Thunder Crown (equip if you like 
    after obtaining Cleric's Ring). Head back and use the path to find a room 
    with three sand falls on your left. Go through the most right one, hop over 
    the rocks via the left side to the south exit. Behind this room is a very 
    simply puzzle, just move the block with the vertical stripe into the hole 
    to continue on. Hit the button and use the newly created path to go back to 
    the main room.
    
     You'll notice that the Sand slides have shifted. Enter the door to the far 
    right that was previously unreachable, use Move on the left pillar, head 
    north, push upper pillar to the left, go back, jump over to that pillar and 
    ascend the stairs. For the next ball course puzzle slide the two corner 
    piece into either left or right two holes and the horizontal slide into the 
    upper or lower other hole. Should be simple to do without making a mistake, 
    continue on and to the upper left corner of the following sand slide room, 
    go through the south passage first and collect the Dragon Scales behind the 
    right sand fall. Behind the left sand fall is the path to the next puzzle 
    where you have to use Carry to get two blocks onto the left elevator. Press 
    the button in the next room and use again the newly created path to get 
    back to the room of the three slides of which two are filled with sand now, 
    this allows you to reach the lower left corner exit. 
    
     Go to the lower left corner door, proceed on and take a careful look at 
    the shifting Sand maze to find a path to the lower right corner. Here is 
    the most powerful sword available for Isaac in this game the: 'Gaia Blade'. 
    This is Isaac's ultimate Weapon and the Unleash does a huge amount of 
    damage. So equip it right away. Run to the upper left exit and follow the 
    path to the right to find the final slider puzzle. First move the left 
    corner piece (next to the vertical slide) into the upper left hole, move 
    the piece farthest to the right into the gap beneath the previous one, 
    place the third corner piece in hole 5 squares down. Finally push the 
    strait vertical piece into the slide in the lower right corner and the door 
    will open for you. Press the third button and use final path to return to 
    the '3 slides' room. Go through the door in the upper right corner and 
    continue on very final room. 
    
     If you want to go back and do something else do it now! This is the point 
    of... "No Return", you can still save later on, but after you fall down the 
    slide here you can't get outside of Lalivero anymore!!! Slide down the gap 
    here and you'll land on a small floating platform similar to the one you 
    saw at the Mercury Lighthouse. Yes, you are transported to the Venus 
    lighthouse Aerie! Let's go on to the last part of this game.
    
    
    
    ---------------------------------------------------------------------------
    15. The Final encounter: You shall not light the Beacon!
    ---------------------------------------------------------------------------
    
     Once Isaac & Co. reach the top of the Venus Lighthouse they finally meet 
    up with the other group (Where they just waiting for you to show up?). 
    You'll hear Menardi speaking about lighting the Venus Lighthouse Beacon at 
    last. Saturos is there as well together with that young girl you may have 
    met before at Babi's Palace the other day. Menardi then says that all that 
    remains is the Jupiter Lighthouse as lightning Mars is easy, so after that 
    it should be a cakewalk for them. Felix shows up as well, Menardi however 
    seems to be upset since she ordered them to go to the ship docked at 
    Idejima (The ship you found together with Iodem if you went there, 
    remember). They talk about this girl Sheba, she seems to be the key to 
    opening the Jupiter Lighthouse as she is a Jupiter adept just like Ivan. It 
    seems to be that Felix is having an argue with the other two member. He is 
    traveling along Saturos and Menardi for some time now, yet he isn't trying 
    to reach the same goal after all. After some talking the game goes back to 
    Isaac and his group they decide that it is time to attack now, while the 
    others are busy arguing. BTW: here's my final set-up for this battle:
    
            | Isaac           Garet           Ivan            Mia
    ------- | --------------- --------------- --------------- ---------------
    Weapon  | Gaia Blade      Wicked Mace     Swift Sword     Crystal Rod
    Armor   | Asura's Armor   Storm Gear      Feathered Robe  Oracle's Robe
    Shield  | Spirit Gloves   Mirrored Shield Spirit Armlet   War Gloves
    Helmet  | Warrior's Helm  Thunder Crown   Lucky Cap       Jeweled Crown
    Shirt   | Mythril Shirt   Mythril Shirt   Mythril Shirt   Silk Shirt
    Ring    | any Ring        Cleric's Ring   any Ring        any Ring
    Boots   | Hyper Boots     Hyper Boots     Hyper Boots     Hyper Boots
    
      Of course you may want to change some of them for Running Shirts /
       Quick Boots if there are any weak members in your party. Also one of
       Those Kikuichimonjis for Ivan would work out nice too.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
       WARNING: This is the last point where you can save! If you have any
                unfinished business make sure you do it now. Once you start the
                battle against the upcoming boss you will not be able to save,
                other than an unplayable "Clear Data" file for the Password.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
     Walk over to the central part of the Aerie and the 8 of them have some 
    more argue, until Saturos tries to make a deal. He mentions the rod of 
    Hesperia and Ivan hands over the Shaman's Rod (it was cluttering your 
    inventory anyway) after a while, hoping to see that Sheba and Felix are 
    freed. Of course Saturos doesn't let Sheba go, he had only said that he 
    wouldn't hurt Sheba. He never mentioned releasing her, so they decide that 
    it is quite enough and thus the battle between the two members of the Fire 
    Clan and the four Adept begins!
    ---------------------------------------------------------------------------
    Boss: Saturos & Menardi
    -----------------------
    Saturos
     HP: 3000    ATK: 409    AGL:  160    Weak:   Water
     PP:  260    DEF: 140    LCK:   50    Strong:  Fire
     Special: Fireball, Heat Flash, Eruption 
     Exp:   3000
     Coins: 3600
     Item:     -
    
    Menardi
     HP: 2600    ATK: 389    AGL:  220    Weak:   Water
     PP:  300    DEF: 134    LCK:   50    Strong:  Fire
     Special: Death Size, Nova, Flare Wall
     Exp:   3000
     Coins: 4200
     Item:     -
    
     Menardi is the faster and the weaker (in HP) of the two so I recommend 
    starting to focus your attacks on her. After one of them is gone the other 
    should be even easier to beat. Remember that they are weak to water so 
    Boreas is the Summon you need, but with 4 Mercury Djinn on Stand-by Mia 
    can't use "Wish" anymore, so don't make any hasty decisions. Also Judgment 
    and the others do fair amounts of damage as well. A very important note 
    that I would like to make is that after this battle the true battle has yet 
    to begin, therefore don't use too many Djinn because you'll be needing them 
    the next battle against the ultimate boss.
    ---------------------------------------------------------------------------
     
     After the two are defeated Felix doesn't want stop his quest, he seems to 
    have other reasons to light the beacons. Suddenly Saturos comes back to 
    life. He may be weakened, but he's still there and so is Menardi. The two 
    tell Isaac that the Venus Lighthouse's Beacon will restore their powers and 
    so they throw in the Elemental Star after all. Now that the beacon is lit 
    you'll have to face the true might of the Northern Fire Clan. The two of 
    them unite into one being: The Fusion Dragon!
    ---------------------------------------------------------------------------
    Ultimate Boss: Fusion Dragon
    ----------------------------
     HP: 5000    ATK: 439    AGL:  190    Weak:   Water
     PP:  500    DEF: 150    LCK:   50    Strong:  Fire
     Special: Outer Space, Drain Fang, Dragon Diver, Evil Blessing
     Exp:      0
     Coins:    0
     Item:     -
    
     If you managed to beat Deadbeard on Crossbone Isle this battle shouldn't 
    cause much trouble. If you had a difficult time with the previous battle 
    this is going to get hard though.
    
     First start by unleashing any Level 4 Summons if you have those; the 
    elemental power of a character will increase greatly after doing this 
    making all the attacks that follow a lot stronger. If possible try to not 
    to unleash too many Mercury Djinn, since "Wish" is one of the key healing 
    Psynergies. Mia may need to use "Restore" to remove evil spirits as well, 
    so mainly attack with the other 3 characters. Also don't hesitate to use 
    Fire Based attacks to which the dragon may be resistant to; those attacks 
    can still do quite a lot of damage nonetheless.
    
     Of all his attacks Outer Space and Dragon Diver are probably the most 
    dangerous ones, therefore have Mia use "Wish" or Djinni: Spritz to heal all 
    members. Granite and Flash are very useful in this battle as well, since 
    they can divide the damage you receive in that turn by a factor ten.
    
     Don't use the psyphon seal on this enemy as it has no effect (i.e.
    Fusion Dragon doesn't use any psynergy spells!).
    ---------------------------------------------------------------------------
    
    After you finally manage to beat this enemy the epilogue of this game 
    begins. There isn't much to do, but you have to go through it in order to 
    create a save game for sending your data to Golden Sun: The Lost Age.
    
    
    
    ---------------------------------------------------------------------------
    Epilogue: What happens next?
    ---------------------------------------------------------------------------
    
    --Venus Lighthouse (Continued)--
     After the last battle you'll see that Saturos and Menardi will take a 
    suicidal Death plunge into the same hole where they threw the Venus Star. 
    That is the last the world will see of Saturos and Menardi. However this 
    doesn't end the game at all. Felix is going to continue where the villains 
    left off, he's going to light the other two lighthouses. Garet asks Felix 
    why he insists on lighting the beacons up, but Felix answers that there is 
    no time to discuss this issue now.
    
     All of a sudden the Venus Lighthouse's Beacon starts to illuminate. As the 
    beacon starts glowing a great amount of energy is released and it is so 
    much that it tears the lighthouse apart. The entire group falls 
    unconsciously on the ground and Felix is in trouble too. Sheba fell off the 
    edge by the earthquake and can barely hold on to the edge. Felix tries to 
    rescue her, but is too late and Sheba 'slides' (that's one odd way off 
    falling) down the edge. Felix won't accept to let it end this way and dives 
    in after her.
    
     Isaac makes his first sentence in the game, he says: "!!!". I thought he 
    was a total mute as most RPG / Adventure heroes tend to be (just think of 
    Link in the Legend of Zelda). The other allies start to awaken again and 
    the Lighthouse restores itself to its original form. According to Ivan 
    Felix jumped into the sea after Sheba did so, but according to the world 
    map there is no sea around (doesn't this seem a bit weird?). They then 
    remember about Jenna, who was left behind at Idejima. After hours of 
    searching they give up and go back to Lalivero.
    
    
    --Lalivero--
     Faran and Iodem are inside Faran's home as well, they start having a 
    conversation with Isaac and the others. It turns out to be that Felix, 
    Sheba, Jenna and Kraden have disappeared! The continent of Idejima was torn 
    loose from Gondowan after the Venus Lighthouse lit up. After some more 
    talking about Sheba and Adepts Isaac and the other want to take of for the 
    next step in their adventure, but Iodem asks them to wait outside, you can 
    do so or walk away in which case Iodem comes outside anyway.
    
     Iodem talks about Lemuria again, he gives you the Black Orb and permission 
    to enter the shack on the north-west part of Lalivero. Garet mentions the 
    ship at Idejima being Saturos' Ship, but there is no time and no way to 
    confirm that now. Talk to the guard in front of it and he'll allow you in. 
    Enter it and walk to the left, go up the pier and use the Black Orb at the 
    end to enter the Lemurian Boat docked there. After everybody makes their 
    final farewells to the player, they step aboard the boat and leave. Their 
    next goal is to find Lemuria and finding Jenna! At least that is what you 
    would think, that would happen... But we'll find out in GS:TLA. Now the 
    credits you must endure. After those you are asked to save your data into a 
    "Clear Data" File, which can be used for the "Golden Sun: The Lost Age" 
    connection. If you say yes such a file will be created, this also means 
    that you can no longer use it (other than to do a battle in the battle 
    arena).
    
    
    --Idejima--
     After the ending titles you will see a final cut-scene featuring Kraden 
    and Jenna. They are lying on the ground pondering about thing this that 
    will happen. It appears to be that they are not alone at this moment, Alex 
    is there too. He guides them to the other side of the island where they 
    find Felix and Sheba. Alex must have saved them out of the water (quite 
    possible seeing him as a Mercury Adept). The screen fades out and Golden 
    Sun has reached its ending, if you want to find out what happens after this 
    moment you'll have to play sequel to Golden Sun.
    
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
     Total Regular Hidden Items / Chests    179
     Total Crossbone Items / Chests          43 +
                                          ----- 
     Grand Total                            222 (found up to now)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    
                      ==============================
                             GAME FINISHED!!!!
                      ==============================
    
                              To be Continued
                       ~ Golden Sun: The Lost Age ~
    
                     (See you in the next Walkthrough)
                      ==============================
    
    
    
    
    
    
    ===========================================================================
    Appendix A: Djinn & Classes
    ===========================================================================
    
    ---------------------------------------------------------------------------
    1. Djinn Descriptions
    ---------------------------------------------------------------------------
    
     In Golden Sun there are 28 Djinn you can find throughout the continents. 
    Most of them are quite easy to find, while others may prove to be more 
    difficult to locate. Here's a list of all Djinn sorted by element and the 
    moment you can find them in-game.
    
     There is one remark that has to be made here; the statistic boosts of the 
    Djinn may differ from the values given here, this is so because higher 
    classes affect the statistics relatively (e.g. in percentages). Simply put 
    this means that the upgrades may vary a bit. All the statistic upgrades 
    were checked using "Base Class" for each character, for more information on 
    that topic see the following paragraph. The exact Djinn locations can also 
    be found in the FAQ, just search for the Djinni's name with "Ctrl+F" in 
    most Windows based Text Editors / Viewers.
    
    The Djinn List
    ---------------------------------------------------------------------------
    
    Venus Djinn
    ---------------------------------------------------------------------------
    
    Name     HP PP ATK DEF AGL LCK  Location           Ability
    -------  -- -- --- --- --- ---  ------------------ ------------------------
    Flint     8  4   3   -   -   -  Vale(WM)           Swift Strike
    Granite   9  -   -   2   2   1  Kolima             Reduce Damage
    Quartz   10  3   -   -   3   -  Mogall Forest      Revive Downed Ally
    Vine     12  4   -   3   -   1  Lamakan West(WM)   Lower enemy AGL
    Sap      10  -   3   -   -   1  Vault              Hit & Drain enemy HP
    Ground    9  3   -   -   3   -  Kalay Docks        Enemy must skip a turn
    Bane     12  -   4   -   -   -  Crossbone Isle(B7) Hit & Venom Enemy
    
    
    Mars Djinn
    ---------------------------------------------------------------------------
    
    Name     HP PP ATK DEF AGL LCK  Location           Ability
    -------  -- -- --- --- --- ---  ------------------ ------------------------
    Forge    10  -   2   -   2   2  Goma Cave          Raise Allies' ATK
    Fever    12  -   3   -   1   -  Imil               Delude Enemies
    Corona   12  3   -   3   -   1  Xian (WM)          Raise Allies' DEF
    Scorch    8  -   3   -   -   -  Kalay Tunnel       Stun Enemy
    Ember     9  4   -   2   2   -  Tolbi              Recover Allies' PP
    Flash    14  3   -   2   -   -  Suhalla Desert     Reduce Damage
    Torch     9  -   3   -   -   1  Lalivero           Hit Through Enemy Def
    
    
    Jupiter Djinn
    ---------------------------------------------------------------------------
    
    Name     HP PP ATK DEF AGL LCK  Location           Ability
    -------  -- -- --- --- --- ---  ------------------ ------------------------
    Gust      9  -   2   -   2   -  Bilibin            1 or 2 Wind Attacks
    Breeze   12  5   -   2   -   1  Tret Tree          Raise Allies' Resistance
    Zephyr   11  3   -   -   2   1  Fuchin Temple      Raise Allies' AGL
    Smog      9  -   3   -   -   -  Lamakan Desert     Delude Enemies
    Kite      8  3   -   -   3   -  Vale Cave          2 Attacks Next Turn
    Squall   10  -   5   -   -   -  Altmiller Cave     Stun Enemy
    Luff     11  5   -   2   -   1  Babi's Tower       Seal Enemy's Psynergy
    
    
    Mercury Djinn
    ---------------------------------------------------------------------------
    
    Name     HP PP ATK DEF AGL LCK  Location           Ability
    -------  -- -- --- --- --- ---  ------------------ ------------------------
    Fizz      9  4   -   3   -   -  Mia's Pet          Recover ally's HP
    Sleet    12  -   3   -   -   1  Mercury Lighthouse Lower Enemy ATK
    Mist     11  -   4   -   -   -  Xian               Make Enemy Fall Asleep
    Spritz    8  4   -   -   3   -  Altin Peak         Recover allies' HP
    Hail      9  -   4   -   -   1  Tolbi West(WM)     Lower Enemy DEF
    Tonic    10  3   -   2   -   2  Lunpa Fortress     Restore all ailments
    Dew      13  4   -   -   4   -  Suhalla Gateway    Revive Downed Ally
    
     (WM) = World Map
    
    
    
    ---------------------------------------------------------------------------
    2. About the Summons
    ---------------------------------------------------------------------------
    
     There are 16 Summon in Golden Sun, each representing a spirit for a 
    certain element. All the Summons of the same level are equal in strength, 
    but because of the elemental resistances of the monsters you oppose this 
    may seem different. Many believe Meteor or Judgment is the strongest 
    Summon, but this purely depends on the enemy you battle against. This game 
    has many enemies weak to fire, so naturally fire based attacks will work 
    pretty good.
    
    ------------------------------
    Summons Table
    ------------------------------
    
    Djinn            Spirit         Djinn            Spirit
    ---------------- -----------    ---------------- -----------
    1 Venus          Venus          1 Mars           Mars
    2 Venus          Ramses         2 Mars           Kirin
    3 Venus          Cybele         3 Mars           Tiamat
    4 Venus          Judgment       4 Mars           Meteor
    
    Djinn            Spirit         Djinn            Spirit
    ---------------- -----------    ---------------- -----------
    1 Jupiter        Jupiter        1 Mercury        Mercury
    2 Jupiter        Atalanta       2 Mercury        Nereid
    3 Jupiter        Procne         3 Mercury        Neptune
    4 Jupiter        Thor           4 Mercury        Boreas
    
    
    
    ---------------------------------------------------------------------------
    3. Class & Psynergy Effects
    ---------------------------------------------------------------------------
    
     Next to these effects assigning a Djinni to a character may change his/her 
    class level. In some cases these changes can create huge statistic upgrades 
    and stronger Psynergy Spells, however in some cases the class may actually 
    downgrade a character so experiment yourself to find out which classes are 
    most suitable. Of course the clean sweep with all Djinn assigned to the 
    characters with the same elemental is a good combination. Actually it seems 
    to be the only good combination, whereas assigning 1 Djinni of another type 
    to the list breaks up the entire set-up weakening the character to the 
    lowest class possible. Later on however when you have more Djinn more 
    interesting combinations take place. Here's a list of all the Class levels 
    that each character can reach.
    
    A word about the notation here:
    
    - "x|y" means all number of Djinn between x and y. For example: 3|5
      means either 3,4 or 5 Djinn of that kind.
    
    - All percentage were calculated after subtracting the effects of the 
      Djinn, so the actual percentage may appear even higher than listed
      here.
    
    - An "*" after a class name means that 1 extra Djinn of any type, may
      be included for this has no effect on the class.
    
    
    ------------------------------------------------------------------------|
    Isaac - Venus Adept (Base Class: Squire)                                |
    ------------------------------------------------------------------------|
                Req. Djinn         Statistic Change ('-' = No Change, 100%) |
    -----------|------------------|-----------------------------------------|
    Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
    -----------|------------------|------|------|------|------|------|------|
                Venus Series                                                |
               |------------------|------|------|------|------|------|------|
    Squire     | 0|1  0   0   0   | 110% |  80% | 110% |   -  | 110% |   -  |
    Knight     | 2|3  0   0   0   | 130% |  90% | 120% | 110% | 120% |   -  |
    Gallant    | 4|5  0   0   0   | 150% |   -  | 130% | 120% | 130% |   -  |
    Lord       | 6|7  0   0   0   | 170% | 110% | 140% | 130% | 140% |   -  |
    -----------|------------------|------|------|------|------|------|------|
                Mars Series                                                 |
               |------------------|------|------|------|------|------|------|
    Brute      |  0   1   0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
    Ruffian    |  0  2|3  0   0   | 120% |  80% | 130% |   -  | 120% |  70% |
    Savage     |  0   4   0   0   | 140% |  90% | 140% | 110% | 130% |  70% |
    Barbarian  |  0  5|7  0   0   | 160% |   -  | 150% | 120% | 140% |  70% |
    Berserker  |  1   6   0   0   | 180% | 110% | 160% | 130% | 150% |  70% |
    -----------|------------------|------|------|------|------|------|------|
                Jupiter Series                                              |
               |------------------|------|------|------|------|------|------|
    Apprentice |  0   0   1   0   |   -  | 120% | 110% |   -  | 120% |  90% |
    Illusionist|  0   0  2|3  0   | 120% | 130% | 120% | 110% | 130% |  90% |
    Enchanter  |  0   0  4|5  0   | 140% | 140% | 140% | 120% | 140% |  90% |
    Shaman     |  0   0  6|7  0   | 120% | 150% | 110% | 110% | 130% |   -  |
    Conjurer   |  1   0   6   0   | 170% | 160% | 150% | 130% | 150% |  90% |
    -----------|------------------|------|------|------|------|------|------|
                Mercury Series                                              |
               |------------------|------|------|------|------|------|------|
    Swordsman  |  0   0   0   1   |   -  |  90% | 110% | 110% |  90% | 120% |
    Defender   |  0   0   0  2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
    Cavalier   |  0   0   0  4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
    Shaman     |  0   0   0  6|7  | 120% | 150% | 110% | 110% | 130% |   -  |
    Guardian   |  1   0   0   6   | 170% | 130% | 140% | 140% | 130% | 120% |
    -----------|------------------|------|------|------|------|------|------|
                Other Series                                                |
               |------------------|------|------|------|------|------|------|
    Ninja      |  0   3   3   0   | 160% | 140% | 150% | 120% | 170% |  90% |
    Samurai    |  0   4   3   0   | 190% | 130% | 150% | 140% | 140% |  95% |
    Dragoon    |  0   3   0  3|4  | 160% | 130% | 140% | 140% | 110% | 120% |
    -----------|------------------|-----------------------------------------|
    
    
    Venus Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________
    lvl   Squire & Knight         Gallant & Lord
           
      1    Cure                ->  Cure
      2    Quake               ->  Quake
      4    Earthquake          ->  Earthquake
      6    Spire               ->  Spire
      7                            Gaia
     10    Cure Well           ->  Cure Well
     13    Ragnarok            ->  Ragnarok
     14    Quake Sphere        ->  Quake Sphere
     19                            Revive
     20    Clay Spire          ->  Clay Spire
     24                            Mother Gaia
     26    Potent Cure         ->  Potent Cure
     42    Stone Spire         ->  Stone Spire
     54                            Grand Gaia
    
    
    Mars Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________
    lvl   Brute & Ruffian         Savage - Berserker
           
      1    Growth              ->  Growth
      6    Blast               ->  Blast
      7                            Spire
      9                            Impair
     12    Mad Growth          ->  Mad Growth
     13    Planet Diver        ->  Planet Diver
     16    Nova                ->  Nova
     17    Haunt               ->  Haunt
     19                            Revive
     20                            Clay Spire
     23                            Debilitate
     24    Curse               ->  Curse
     28    Wild Growth         ->  Wild Growth
     29    Condemn             ->  Condemn
     40    Supernova           ->  Supernova
     42                            Stone Spire
    
    
    Jupiter Series
    ---------------------------------------------------------------------------
    ___  _______________________   ____________________
    lvl  Apprentice & Illusionist  Enchanter & Conjurer
         
      1   Delude                ->  Delude
      5                             Impact
      6                             Ward
      6   Gaia                  ->  Gaia
      9   Weaken                ->  Weaken
     11   Astral Blast          ->  Astral Blast
     14   Sleep                 ->  Sleep
     17   Haunt                 ->  Haunt
     21                             High Impact
     22                             Resist
     24   Mother Gaia           ->  Mother Gaia
     25   Enfeeble              ->  Enfeeble
     31   Drain                 ->  Drain
     39   Psy Drain             ->  Psy Drain
     54   Grand Gaia            ->  Grand Gaia
    ___   ____________________
    lvl   Shaman
       
      1    Cure
      2    Bolt
      3    Growth
      5    Ward
      6    Flash Bolt
     12    Mad Growth
     10    Cure Well
     18    Bind
     19    Revive
     22    Blue Bolt
     23    Resist
     26    Potent Cure
     29    Wild Growth
     31    Drain
     39    Psy Drain
    
    
    Mercury Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________    ____________________
    lvl   Swordsman               Defender                Cavalier
               
      1                            Ply                 ->  Ply
      4    Thorn               ->  Thorn               ->  Thorn
      5    Cure Poison         ->  Cure Poison         ->  Cure Poison
      6                            Avoid               ->  Avoid
      8                                                    Wish
     10    Mad Blast           ->  Mad Blast           ->  Mad Blast
     11    Cutting Edge        ->  Cutting Edge        ->  Cutting Edge
     13    Restore             ->  Restore             ->  Restore
     14    Briar               ->  Briar               ->  Briar
     16                            Ply Well            ->  Ply Well
     19    Revive              ->  Revive              ->  Revive
     22                                                    Wish Well
     30    Break               ->  Break               ->  Break
     34                            Pure Ply            ->  Pure Ply
     36    Nettle              ->  Nettle              ->  Nettle
     46                                                    Pure Wish
    ___   ____________________
    lvl   Shaman
       
      1    Cure
      1    Growth
      2    Froth
      5    Cure Poison
      8    Wish
     10    Cure Well
     12    Mad Growth
     13    Restore
     14    Froth Sphere
     19    Revive
     22    Wish Well
     26    Potent Cure
     28    Wild Growth
     34    Break
     40    Froth Spiral
     46    Pure Wish
    
    
    Other Series
    ---------------------------------------------------------------------------
    
    ___   ____________________
    lvl   Ninja
       
      1    Gale
      4    Punji
      6    Fire Bomb
      7    Mist
      8    Thunderclap
     12    Death Plunge
     15    Punji Trap
     16    Cluster Bomb
     18    Typhoon
     21    Shuriken
     26    Thunderbolt
     31    Annihilation
     36    Punji Strike
     40    Carpet Bomb
     44    Hurricane
     50    Thunderhead
    
    ___   ____________________
    lvl   Samurai
       
      3    Guardian 
      5    Demon Spear
      6    Rockfall
      8    Lava Shower
     10    Magic Shell
     12    Dragon Cloud
     15    Protector
     18    Demon Night
     21    Angel Spear
     22    Molten Bath
     24    Rockslide
     27    Magic Shield
     33    Helm Splitter
     40    Quick Strike
     48    Magma Storm
     54    Avalanche
    
    ___   ____________________
    lvl   Dragoon
       
      2    Blast
      4    Thorn
      5    Cure Cure Poison
      6    Avoid
      8    Wish
     10    Mad Mad Blas
     11    Cutting Edge
     13    Restore
     16    Ply Well
     17    Briar
     22    Wish Well
     27    Fiery Blast
     34    Pure Ply
     36    Nettle
     46    Pure Wish
    
    
    
    ------------------------------------------------------------------------|
    Mars Adepts - Jenna & Garet (Base Class: Flame User & Guard)            |
    ------------------------------------------------------------------------|
                Req. Djinn         Statistic Change ('-' = No Change, 100%) |
    -----------|------------------|-----------------------------------------|
    Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
    -----------|------------------|------|------|------|------|------|------|
                Venus Series                                                |
               |------------------|------|------|------|------|------|------|
    Brute      |  1   0   0   0   |   -  |  70% | 120% |  90% | 110% |  70% |
    Ruffian    | 2|3  0   0   0   | 120% |  80% | 130% |   -  | 120% |  70% |
    Savage     |  4   0   0   0   | 140% |  90% | 140% | 110% | 130% |  70% |
    Barbarian  | 5|7  0   0   0   | 160% |   -  | 150% | 120% | 140% |  70% |
    Berserker  |  6   1   0   0   | 180% | 110% | 160% | 130% | 150% |  70% |
    -----------|------------------|------|------|------|------|------|------|
          Jenna Mars Series                                                 |
               |------------------|------|------|------|------|------|------|
    Flame User |  0   0   0   0   |   -  | 120% |   -  |   -  | 120% |  90% |
    -----------|------------------|------|------|------|------|------|------|
          Garet Mars Series                                                 |
               |------------------|------|------|------|------|------|------|
    Guard      |  0  0|1  0   0   | 110% |  80% |   -  | 110% |  70% |   -  |
    Soldier    |  0  2|3  0   0   | 130% |  90% | 110% | 120% |  80% |   -  |
    Warrior    |  0  4|5  0   0   | 150% |   -  | 120% | 130% |  90% |   -  |
    Champion   |  0  6|7  0   0   | 170% | 110% | 130% | 140% |   -  |   -  |
    -----------|------------------|------|------|------|------|------|------|
                Jupiter Series                                              |
               |------------------|------|------|------|------|------|------|
    Page       |  0   0   1   0   |   -  | 120% | 110% |   -  | 120% |  90% |
    Illusionist|  0   0  2|3  0   | 120% | 130% | 120% | 110% | 130% |  90% |
    Enchanter  |  0   0  4|5  0   | 140% | 140% | 140% | 120% | 140% |  90% |
    Ascetic    |  0   0  6|7  0   | 120% | 140% | 120% | 120% | 140% | 120% |
    Conjurer   |  0   1   6   0   | 170% | 160% | 150% | 130% | 150% |  90% |
    -----------|------------------|------|------|------|------|------|------|
                Mercury Series                                              |
               |------------------|------|------|------|------|------|------|
    Swordsman  |  0   0   0   1   |   -  |  90% | 110% | 110% |  90% | 120% |
    Defender   |  0   0   0  2|3  | 120% |   -  | 120% | 120% |   -  | 120% |
    Cavalier   |  0   0   0  4|5  | 140% | 110% | 130% | 130% | 110% | 120% |
    Ascetic    |  0   0   0  6|7  | 120% | 140% | 110% | 120% | 140% | 120% |
    Luminier   |  0   1   0   6   | 170% | 130% | 140% | 140% | 130% | 120% |
    -----------|------------------|-----------------------------------------|
                Other Series                                                |
               |------------------|------|------|------|------|------|------|
    Ninja      |  3   0   3   0   | 160% | 140% | 150% | 120% | 170% |  90% |
    Samurai    |  4   0   3   0   | 190% | 130% | 150% | 140% | 140% |  95% |
    Dragoon    |  0   3   0  3|4  | 160% | 130% | 140% | 140% | 110% | 120% |
    -----------|------------------|-----------------------------------------|
    
    Venus Series
    ---------------------------------------------------------------------------
    
       See Venus Adepts "Mars" Series (are identical)
    
    
    Mars Series (Jenna)
    ---------------------------------------------------------------------------
    ___   ____________________
    lvl   Flame User
       
      1    Flare
      6    Flare Wall
     18    Flare Storm
    
    Mars Series (Garet)
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________
    lvl   Guard & Soldier         Warrior & Champion
           
      1    Flare               ->  Flare
      3                            Guard
      4    Fire                ->  Fire
      6    Flare Wall          ->  Flare Wall
      8    Volcano             ->  Volcano
      9                            Impair
     12    Heat Wave           ->  Heat Wave
     14    Fireball            ->  Fireball
     15                            Protect
     18    Flare Storm         ->  Flare Storm
     22    Eruption            ->  Eruption
     26                            Debilitate
     36    Inferno             ->  Inferno
     48    Pyroclasm           ->  Pyroclasm
    
    
    Jupiter Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________
    lvl   Page & Illusionist      Enchanter & Conjurer
           
      1    Delude              ->  Delude
      3                            Guard
      5                            Impact
      6    Ward                ->  Ward
      8    Volcano             ->  Volcano
      9    Weaken              ->  Weaken
     11    Astral Blast        ->  Astral Blast
     14    Sleep               ->  Sleep
     15                            Protect
     21                            High Impact
     23    Eruption            ->  Eruption
     25    Enfeeble            ->  Enfeeble
     31    Drain               ->  Drain
     39    Psy Drain           ->  Psy Drain
     48    Pyroclasm           ->  Pyroclasm
    ___   ____________________
    lvl   Ascetic
       
      1    Slash
      6    Ward
      8    Volcano
      9    Plasma
     10    Wind Slash
     18    Bind
     22    Eruption
     24    Resist
     26    Shine Plasma
     30    Sonic Slash
     33    Drain
     41    Psy Drain
     48    Pyroclasm
     50    Spark Plasma
    
    
    Mercury Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________    ____________________
    lvl   Swordsman               Defender                Cavalier
               
      1                            Ply                 ->  Ply
      2    Blast               ->  Blast               ->  Blast
      3    Guard               ->  Guard               ->  Guard
      5    Cure Poison         ->  Cure Poison         ->  Cure Poison
      6                            Avoid               ->  Avoid
      8                                                    Wish
     10    Mad Blast           ->  Mad Blast           ->  Mad Blast
     11    Cutting Edge        ->  Cutting Edge        ->  Cutting Edge
     13    Restore             ->  Restore             ->  Restore
     15    Protect             ->  Protect             ->  Protect
     16                            Ply Well            ->  Ply Well
     22                                                    Wish Well
     28    Fiery Blast         ->  Fiery Blast         ->  Fiery Blast
     30    Break               ->  Break               ->  Break
     34                            Pure Ply            ->  Pure Ply
     46                                                    Pure Wish
    ___   ____________________
    lvl   Ascetic
       
      1    Douse
      5    Cure Poison
      6    Prism
      8    Volcano
      9    Wish
     12    Drench
     13    Restore
     20    Hail Prism
     22    Eruption
     24    Wish Well
     30    Deluge
     34    Break
     46    Pure Wish
     48    Pyroclasm
     52    Freeze Prism
    
    
    Other Series
    ---------------------------------------------------------------------------
    
       See Venus Adepts "Other" Series (are identical)
    
    
    
    ------------------------------------------------------------------------|
    Jupiter Adepts - Ivan (Base Class: Wind Seer)                           |
    ------------------------------------------------------------------------|
                Req. Djinn         Statistic Change ('-' = No Change, 100%) |
    -----------|------------------|-----------------------------------------|
    Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
    -----------|------------------|------|------|------|------|------|------|
                Venus Series                                                |
               |------------------|------|------|------|------|------|------|
    Seer       |  1   0   0   0   |  90% | 130% |  90% |  90% | 110% |   -  |
    Diviner    | 2|3  0   0   0   | 110% | 140% |   -  |   -  | 120% |   -  |
    Shaman     | 4|5  0   0   0   | 120% | 150% | 110% | 110% | 130% |   -  |
    Enchanter  | 6|7  0   0   0   | 140% | 140% | 130% | 120% | 140% |  90% |
    Druid      |  6   0   1   0   | 150% | 170% | 130% | 130% | 160% |  90% |
    -----------|------------------|------|------|------|------|------|------|
                Mars Series                                                 |
               |------------------|------|------|------|------|------|------|
    Pilgrim    |  0   1   0   0   |  90% | 120% |  90% |   -  | 120% | 120% |
    Wanderer   |  0  2|3  0   0   | 110% | 130% |   -  | 110% | 130% | 120% |
    Ascetic    |  0  4|5  0   0   | 120% | 140% | 110% | 120% | 140% | 120% |
    Enchanter  |  0  6|7  0   0   | 140% | 140% | 130% | 120% | 140% |  90% |
    Fire Monk  |  0   6   1   0   | 150% | 160% | 140% | 140% | 160% | 120% |
    -----------|------------------|------|------|------|------|------|------|
                Jupiter Series                                              |
               |------------------|------|------|------|------|------|------|
    Wind Seer  |  0   0  0|1  0   |  80% | 140% |  80% |  90% | 130% | 110% |
    Magician   |  0   0  2|3  0   |  90% | 150% |  90% |   -  | 140% | 110% |
    Mage       |  0   0  4|5  0   | 110% | 160% |   -  | 110% | 150% | 110% |
    Magister   |  0   0  6|7  0   | 130% | 170% | 110% | 120% | 160% | 110% |
    -----------|------------------|------|------|------|------|------|------|
                Mercury Series                                              |
               |------------------|------|------|------|------|------|------|
    Hermit     |  0   0   0   1   |  80% | 140% |  80% |  90% | 130% | 120% |
    Elder      |  0   0   0  2|3  |  90% | 150% |  90% |   -  | 140% | 120% |
    Scholar    |  0   0   0   4   | 110% | 160% |   -  | 110% | 150% | 120% |
    Savant     |  0   0   0  5|7  | 130% | 170% | 110% | 120% | 160% | 120% |
    Sage       |  0   0   1   6   | 150% | 180% | 120% | 130% | 170% | 120% |
    -----------|------------------|------|------|------|------|------|------|
                Other Series                                                |
               |------------------|------|------|------|------|------|------|
    Medium     |  3   0   0   3   | 130% | 170% | 120% | 120% | 150% |  90% |
    White Mage |  3   0   0   4   | 150% | 180% | 130% | 130% | 150% | 120% |
    Ranger     |  0  3|4  0   3   | 130% | 160% | 120% | 120% | 160% | 120% |
    -----------|------------------|------|------|------|------|------|------|
    
    Venus Series
    ---------------------------------------------------------------------------
    ___   ____________________    ______________________
    lvl   Seer & Diviner          Shaman & Druid
           
      1    Cure                ->  Cure
      2    Bolt                ->  Bolt
      3    Growth              ->  Growth
      5                            Ward
      6    Flash Bolt          ->  Flash Bolt
     12    Mad Growth          ->  Mad Growth
     10    Cure Well           ->  Cure Well
     18    Bind                ->  Bind
     19                            Revive
     22    Blue Bolt           ->  Blue Bolt
     23                            Resist
     26    Potent Cure         ->  Potent Cure
     29    Wild Growth         ->  Wild Growth
     31    Drain               ->  Drain
     39    Psy Drain           ->  Psy Drain
    ___   ____________________
    lvl   Enchanter
       
      1    Delude
      5    Impact
      6    Gaia 
      9    Weaken
     11    Astral Blast
     14    Sleep
     17    Haunt
     20    Curse
     21    High Impact
     22    Resist
     24    Mother Gaia
     25    Enfeeble
     31    Drain
     39    Psy Drain
     54    Grand Gaia
    
    
    Mars Series
    ---------------------------------------------------------------------------
    ___   ____________________    _________________________
    lvl   Pilgrim & Wanderer      Ascetic & Fire Monk
           
      1    Slash               ->  Slash
      6                            Ward
      8                            Volcano
      9    Plasma              ->  Plasma
     10    Wind Slash          ->  Wind Slash
     18    Bind                ->  Bind
     22                            Eruption
     24                            Resist
     26    Shine Plasma        ->  Shine Plasma
     30    Sonic Slash         ->  Sonic Slash
     33    Drain               ->  Drain
     34    Break               ->  Break
     41    Psy Drain           ->  Psy Drain
     48                            Pyroclasm
     50    Spark Plasma        ->  Spark Plasma
    ___   ____________________
    lvl   Enchanter
       
      1    Delude
      3    Guard
      5    Impact
      6    Ward
      8    Volcano
      9    Weaken
     11    Astral Blast
     14    Sleep
     15    Protect
     21    High Impact
     23    Eruption
     25    Enfeeble
     31    Drain
     39    Psy Drain
     48    Pyroclasm
    
    
    Jupiter Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________    ____________________
    lvl   Wind Seer               Magician                Mage & Magister
               
      1    Whirlwind           ->  Whirlwind           ->  Whirlwind
      4    Ray                 ->  Ray                 ->  Ray
      5                            Impact              ->  Impact
      6                                                    Ward
      8    Plasma              ->  Plasma              ->  Plasma
     12    Sleep               ->  Sleep               ->  Sleep
     14    Storm Ray           ->  Storm Ray           ->  Storm Ray
     17    Bind                ->  Bind                ->  Bind
     18    Tornado             ->  Tornado             ->  Tornado
     21                            High Impact         ->  High Impact
     22                                                    Resist
     26    Shine Plasma        ->  Shine Plasma        ->  Shine Plasma
     36    Destruct Ray        ->  Destruct Ray        ->  Destruct Ray
     44    Tempest             ->  Tempest             ->  Tempest
     50    Spark Plasma        ->  Spark Plasma        ->  Spark Plasma
    
    
    Mercury Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________
    lvl   Hermit & Elder          Scholar - Sage
           
      1    Impact              ->  Impact
      6    Prism               ->  Prism
      8    Plasma              ->  Plasma
     12                            Wish
     18    Bind                ->  Bind
     21    High Impact         ->  High Impact
     22    Hail Prism          ->  Hail Prism
     24                            Wish Well
     26    Shine Plasma        ->  Shine Plasma
     30    Break               ->  Break
     31    Drain               ->  Drain
     39    Psy Drain           ->  Psy Drain
     46                            Pure Wish
     50    Spark Plasma        ->  Spark Plasma
     52    Freeze Prism        ->  Freeze Prism
    
    
    Other Series
    ---------------------------------------------------------------------------
    
    ___   ____________________ 
    lvl   Ranger
       
      1    Douse
      1    Slash
      6    Ward
      8    Volcano
     10    Wind Slash
     12    Drench
     18    Bind
     22    Eruption
     24    Resist
     30    Sonic Slash
     30    Deluge
     33    Drain
     34    Break
     41    Psy Drain
     48    Pyroclasm
    ___   ____________________ 
    lvl   Medium
       
      1    Cure
      2    Froth
      2    Bolt
      6    Flash Bolt
     10    Cure Well
     14    Froth Sphere
     17    Haunt
     19    Revive
     20    Curse
     22    Blue Bolt
     26    Potent Cure
     29    Condemn
     31    Drain
     36    Psy Drain
     40    Froth Spiral
    ___   ______________________ 
    lvl   White Mage
       
      2    Prism
      5    Cure Poison
      6    Ward
      8    Plasma
     11    Dull
     12    Wish
     13    Restore
     17    Revive
     20    Hail Prism
     24    Wish Well
     26    Shine Plasma
     31    Resist
     37    Blunt
     46    Spark Plasma
     46    Pure Wish
     52    Freeze Prism
    
    
    
    ------------------------------------------------------------------------|
    Mercury Adepts - Mia (Base Class: Water Seer)                           |
    ------------------------------------------------------------------------|
                Req. Djinn         Statistic Change ('-' = No Change, 100%) |
    -----------|------------------|-----------------------------------------|
    Class      | Ven Mar Jup Mer  | HP   | PP   | Att  | Def  | Agl  | Lck  |
    -----------|------------------|------|------|------|------|------|------|
                Venus Series                                                |
               |------------------|------|------|------|------|------|------|
    Seer       |  1   0   0   0   |  90% | 130% |  90% |  90% | 110% |   -  |
    Diviner    | 2|3  0   0   0   | 110% | 140% |   -  |   -  | 120% |   -  |
    Shaman     | 4|5  0   0   0   | 120% | 150% | 110% | 110% | 130% |   -  |
    Cavalier   | 6|9  0   0   0   | 140% | 110% | 130% | 130% | 110% | 120% |
    Druid      |  6   0   0  1|3  | 150% | 170% | 130% | 130% | 160% |   -  |
    -----------|------------------|------|------|------|------|------|------|
                Mars Series                                                 |
               |------------------|------|------|------|------|------|------|
    Pilgrim    |  0   1   0   0   |  90% | 120% |  90% |   -  | 120% | 120% |
    Wanderer   |  0  2|3  0   0   | 110% | 130% |   -  | 110% | 130% | 120% |
    Ascetic    |  0  4|5  0   0   | 120% | 140% | 110% | 120% | 140% | 120% |
    Cavalier   |  0  6|9  0   0   | 140% | 110% | 130% | 130% | 110% | 120% |
    Water Monk | 1|3  6   0   0   | 150% | 160% | 130% | 140% | 160% | 120% |
    -----------|------------------|------|------|------|------|------|------|
                Jupiter Series                                              |
               |------------------|------|------|------|------|------|------|
    Hermit     |  0   0   1   0   |  80% | 140% |  80% |  90% | 130% | 120% |
    Elder      |  0   0  2|3  0   |  90% | 150% |  90% |   -  | 140% | 120% |
    Scholar    |  0   0   4   0   | 110% | 160% |   -  | 110% | 150% | 120% |
    Savant     |  0   0   0  5|9  | 130% | 170% | 110% | 120% | 160% | 120% |
    Sage       |  0   0  1|3 6|8  | 150% | 180% | 120% | 130% | 170% | 120% |
    -----------|------------------|------|------|------|------|------|------|
                Mercury Series                                              |
               |------------------|------|------|------|------|------|------|
    Water Seer |  0   0   0  0|1  |  90% | 130% |  90% |   -  |  80% | 130% |
    Scribe     |  0   0   0  2|3  |   -  | 140% |   -  | 110% |  90% | 130% |
    Cleric     |  0   0   0  4|5  | 120% | 150% | 110% | 120% |   -  | 130% |
    Paragon    |  0   0   0  6|7  | 140% | 160% | 120% | 130% | 110% | 130% |
    -----------|------------------|------|------|------|------|------|------|
                Other Series                                                |
               |------------------|------|------|------|------|------|------|
    Medium     |  3   0   3   0   | 120% | 150% | 110% | 120% | 150% |  90% |
    White Mage |  3   0  4|6  0   | 150% | 180% | 130% | 130% | 150% | 120% |
    Ranger     |  0  3|6  3   0   | 130% | 160% | 120% | 120% | 160% | 120% |
    -----------|------------------|------|------|------|------|------|------|
    
    Venus Series
    ---------------------------------------------------------------------------
    ___   ____________________    ______________________
    lvl   Seer & Diviner          Shaman & Druid
           
      1    Cure                ->  Cure
      2    Froth               ->  Froth
      3    Growth              ->  Growth
      5    Cure Poison         ->  Cure Poison
      8                            Wish
     10    Cure Well           ->  Cure Well
     12    Mad Growth          ->  Mad Growth
     13    Restore             ->  Restore
     14    Froth Sphere        ->  Froth Sphere
     19                            Revive
     22                            Wish Well
     26    Potent Cure         ->  Potent Cure
     29    Wild Growth         ->  Wild Growth
     30    Break               ->  Break
     40    Froth Spiral        ->  Froth Spiral
     36    Pure Wish           ->  Pure Wish
    ___   ______________
    lvl   Cavalier
       
      1    Ply
      4    Thorn
      5    Cure Poison
      6    Avoid
      8    Wish
     10    Mad Mad Blast
     11    Cutting Edge
     13    Restore
     14    Briar
     16    Ply Well
     19    Revive
     22    Wish Well
     30    Break
     34    Pure Ply
     36    Nettle
     46    Pure Wish
    
    
    Mars Series
    ---------------------------------------------------------------------------
    ___   ____________________    __________________________
    lvl   Pilgrim & Wanderer      Ascetic & Water Monk
           
      1    Douse               ->  Douse
      5    Cure Poison         ->  Cure Poison
      6    Prism               ->  Prism
      8                            Volcano
      9                            Wish
     12    Drench              ->  Drench
     13    Restore             ->  Restore
     20    Hail Prism          ->  Hail Prism
     22                            Eruption
     24                            Wish Well
     30    Deluge              ->  Deluge
     34    Break               ->  Break
     46                            Pure Wish
     48                            Pyroclasm
     52    Freeze Prism        ->  Freeze Prism
    ___   ____________________
    lvl   Cavalier
       
      1    Ply
      2    Blast
      3    Guard 
      5    Cure Poison 
      6    Avoid
      8    Wish
     10    Mad Blast
     11    Cutting Edge
     13    Restore
     15    Protect
     16    Ply Well
     22    Wish Well
     28    Fiery Blast
     30    Break
     34    Pure Ply
     46    Pure Wish
    
    
    Jupiter Series
    ---------------------------------------------------------------------------
    ___   ____________________    ____________________
    lvl   Hermit & Elder          Scholar - Sage
           
      1    Impact              ->  Impact
      6    Prism               ->  Prism
      8    Plasma              ->  Plasma
     12                            Wish
     18    Bind                ->  Bind
     21    High Impact         ->  High Impact
     22    Hail Prism          ->  Hail Prism
     24                            Wish Well
     26    Shine Plasma        ->  Shine Plasma
     30    Break               ->  Break
     31    Drain               ->  Drain
     39    Psy Drain           ->  Psy Drain
     46                            Pure Wish
     50    Spark Plasma        ->  Spark Plasma
     52    Freeze Prism        ->  Freeze Prism
    
    
    Mercury Series
    ---------------------------------------------------------------------------
    
    ___   ____________________    ____________________
    lvl   Water Seer & Scribe     Cleric & Paragon
           
      1    Ply                 ->  Ply
      4    Ice                 ->  Ice
      2    Frost               ->  Frost
      8                            Wish
      9    Tundra              ->  Tundra
     13    Restore             ->  Restore
     16    Ply Well            ->  Ply Well
     17    Ice Horn            ->  Ice Horn
     22                            Wish Well
     25    Glacier             ->  Glacier
     30    Break               ->  Break
     34    Pure Ply            ->  Pure Ply
     42    Ice Missile         ->  Ice Missile
     46                            Pure Wish
    
    
    Other Series
    ---------------------------------------------------------------------------
    
     See Jupiter Adepts "Other" Series (Are identical)
    
    
    
    
    
    ===========================================================================
    Appendix B: Chart Tables
    ===========================================================================
    
    ---------------------------------------------------------------------------
    1. I Items - Potions
    ---------------------------------------------------------------------------
    
    Name           Value Description
    -------------- ----- ------------------------------------------------------
    Herb              10 Heals 50 HP
    Nut              200 Heals 200 HP
    Corn              12 Heals 200 HP
    Vial             500 Heals 500 HP
    Potion!         1000 Heals all HP
    Empty Bottle!   1000 Use to store Hermes' Water from the Mercury Lighthouse
    Hermes' Water!  2000 Heals all HP; Heals Tret
    Psy Crystal!     500 Heals all PP
    Antidote          20 Cures Poison
    Elixir            30 Cures Delude, Stun, Sleep, Haunt & Curse
    Sacred Feather    70 Decreases Encounter Rate (Less Monster Battles)
    Water of Life!  3000 Revives a dead character and heals all HP
    Power Bread!     500 Increase maximum HP with +5 permanently
    Cookie!          500 Increase maximum PP with +5 permanently
    Apple!           500 Increase Attack with +3 permanently
    Hard Nut!        500 Increase Defense with +3 permanently
    Mint!            500 Increase Agility with +3 permanently
    Lucky Pepper!    500 Increase Luck with +2 permanently
    
    
    ---------------------------------------------------------------------------
    1. II Items - Attack Items
    ---------------------------------------------------------------------------
    
    Name           Value Description
    -------------- ----- ------------------------------------------------------
    Smoke Bomb        30 Use to delude enemies
    Sleep Bomb        60 Use to make enemies fall to sleep
    Oil Drop          30 Attack with Fire power 
    Weasel Claw       40 Attack with Wind power
    Bramble Seed      50 Attack with Earth power
    Crystal Powder    60 Attack with Water power
    
    
    ---------------------------------------------------------------------------
    1. III Items - Scenario Items
    ---------------------------------------------------------------------------
    
    Name           Value Description
    -------------- ----- ------------------------------------------------------
    Lucky Medal!      50 Use for winning items at Tolbi's Fountain
    Game Ticket!     100 Use for winning items at Tolbi's Slot Machine
    
    Lifting Jewel      - Learn "Lift" Psynergy
    Frost Jewel        - Learn "Frost" Psynergy
    Douse Drop         - Learn "Douse" Psynergy
    Orb of Force       - Learn "Force" (neutral) Psynergy
    Carry Stone        - Learn "Carry" Psynergy
    Cloak Ball         - Learn "Cloak" Psynergy
    Halt Gem           - Learn "Halt" Psynergy
    
    Mythril Bag        - Can hold one of the elemental stars
    Mercury Star       - Use to light the beacon of the Mercury Lighthouse
    Venus Star         - Use to light the beacon of the Venus Lighthouse
    Jupiter Star       - Use to light the beacon of the Jupiter Lighthouse
    Mars Star          - Use to light the beacon of the Mars Lighthouse
    Small Jewel        - Used for the Minotaur relief in Sol Sanctum
    Dragon's Eye       - Used for the Dragon Statue in Fuchin Temple
    Bone               - Wastes inventory space / Get a hint from dog in Vault
    Boat Ticket        - Used for boarding the ship to Tolbi (600 Coins for 4)
    Anchor Charm       - Used to get the Tolbi-bound ship going
    Cell Key!         30 Used to sneak inside Dodonpa's Fortress
    Mystic Draught     - Used to cure Babi's illness temporarily
    Blue Key           - Used for unlocking one blue door in Crossbone Isle
    Red Key            - Used for unlocking one red door in Crossbone Isle
    Black Orb          - Used for entering & controlling the Lemurian Ship
    
    
    
    ---------------------------------------------------------------------------
    2. I Weapons - Long Swords                          (Used by Isaac & Garet)
    ---------------------------------------------------------------------------
    
    Name           ATK Value Unleash        Other
    -------------- --- ----- -------------- -----------------------------------
    Long Sword      14   200 -
    Broad Sword     40  1000 -
    Arctic Blade!   55  2600 Blizzard
    Claymore        70  4000 -
    Great Sword     90  7000 -
    Shamshir!       99 10000 Acid Bath
    Silver Sword!  108 12000 Aqua Sock
    Masamune!      115 13400 -              Dummied out
    Muramase!      126 13600 Demon Fire     Cursed
    Gaia Blade!    135 17000 Titan Blade    (Earth) Earth Pow. & Res. +20
    Sol Blade!     138 19000 -              Dummied out
    
    
    ---------------------------------------------------------------------------
    2. II Weapons - Light Blades                  (Used by Isaac, Garet & Ivan)
    ---------------------------------------------------------------------------
    
    Name           ATK Value Unleash        Other
    -------------- --- ----- -------------- -----------------------------------
    Machete^         6    22 -
    Short Sword      8   120 -
    Bandit's Sword! 12   700 Rapid Smash
    Hunter's Sword  28   520 -
    Elven Rapier!   44  2200 Vorpal Slash   (Wind)
    Battle Rapier   58  2900 -
    Mystery Blade!  85  6400 Life Nourish
    Master Rapier   86  6800 -
    Assassin Blade! 90  7800 Mortal Danger
    Ninja Blade!    99  8800 Cyclone Attack
    Swift Sword!   104  9400 Sonic Smash    Wind Pow. +10
    Kikuichimonji! 128 13400 Asura
    Kunasagi!      135 19000 -              Dummied out
    
    
    ---------------------------------------------------------------------------
    2. III Weapons - Axes                               (Used by Isaac & Garet)
    ---------------------------------------------------------------------------
    
    Name           ATK Value Unleash        Other
    -------------- --- ----- -------------- -----------------------------------
    Battle Axe      24   280 -
    Broad Axe       50  1400 -
    Vulcan Axe!     76  4600 Barrage
    Great Axe       80  5200 -
    Burning Axe!    84  7500 Broil          (Fire)
    Dragon Axe!    100 10300 Heat Mirage    (Fire)
    Giant Axe!     114 14000 Meltdown
    Demon Axe!     132 16000 Poison Cloud   Cursed
    
    
    ---------------------------------------------------------------------------
    2. IV Weapons - Maces                          (Used by Isaac, Garet & Mia)
    ---------------------------------------------------------------------------
    
    Name           ATK Value Unleash        Other
    -------------- --- ----- -------------- -----------------------------------
    Mace             6    80 -
    Heavy Mace      26   500 -
    Battle Mace     56  2600 -
    War Mace        84  6200 -
    Grievous Mace!  88  7000 Terra Strike   (Earth)
    Righteous Mace!112  8400 Blinding Smog  HP rec. +3
    Blessed Mace!  126 14500 -              HP rec. +2, Use rec. +200 HP
    Wicked Mace!   130 13800 Poison Death   Cursed
    
    
    ---------------------------------------------------------------------------
    2. V Weapons - Rods                                    (Used by Mia & Ivan)
    ---------------------------------------------------------------------------
    
    Name           ATK Value Unleash        Other
    -------------- --- ----- -------------- -----------------------------------
    Wooden Stick     4    40 -
    Shaman's Rod    10    NA -
    Magic Rod!      16   380 Murk
    Witch's Wand!   32   850 Stun Voltage
    Blessed Ankh!   46  1600 Psyphon Seal
    Psynergy Rod!   64  3800 Psynergy Leech
    Frost Wand!     76  5400 Frost Bite      (Water)
    Angelic Ankh!   83  6400 Life Leech
    Demonic Staff!  92 10000 Bad Omen        Cursed
    Zodiac Wand!   102 11400 Shining Star
    Crystal Rod!   106 13400 Drown
    
    
    
    ---------------------------------------------------------------------------
    3. I Body Armor - Armor                             (Worn by Isaac & Garet)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Leather Armor     12   240
    Psynergy Armor    21  1000 Max PP +20
    Chainmail         25  2000
    Armored Shell     30  3600
    Spirit Armor      32  4000 All Res. +15
    Plate Mail        33  4400
    Spiked Armor!     34 14000 ATK +10, Crit. +6%
    Steel Armor       36  4900
    Asura's Armor!    42 15000 ATK +5, HP rec. +8
    Dragon Scales!    44 17000 Water/Fire Res. +30
    Demon Mail!       50 17000 Cursed, Wind Res. -10
    
    
    ---------------------------------------------------------------------------
    3. II Body Armor - Clothing                                   (Worn by All)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Cotton Shirt       3    20
    Travel Vest        6    50
    Fur Coat          16   400 Water Res. +20
    Adept's Clothes   18   850 Max PP +8
    Elven Shirt!      22  1700 AGL *1.5
    Kimono!           25  2800 AGL +10, Fire Res. +10
    Silver Vest       28  3200 
    Water Jacket!     30  3000 Water Res. +30, Fire Res. +20
    Ninja Garb!       36  6900 AGL +30, Wind Res. +10
    Storm Gear!       42  9800 Water/Fire/Wind Res. +30
    
    
    ---------------------------------------------------------------------------
    3. III Body Armor - Robes                              (Worn by Mia & Ivan)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    One-Piece Dress*   4    24
    Travel Robe       10   200
    China Dress!*     19  1600 Use enemy ATK-
    Silk robe*        20  1400
    Jerkin*           26  2400
    Cocktail Dress!*  29  4000 Max PP +15
    Blessed Robe!     36  7000 HP rec. +5
    Magical Cassock!  39  9000 PP rec. +2
    Mysterious Robe!  40 11000 Dummied Out
    Oracle Robe!*     43 13500 HP rec. +10, Water Res. +40 
    Feathered Robe!   45 14000 AGL +30, Wind Pow. +20, Wind Res. +30
    
    
    
    ---------------------------------------------------------------------------
    4. I Arm Protection - Shields                       (Worn by Isaac & Garet)
    ---------------------------------------------------------------------------
     
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Wooden Shield      6    40
    Bronze Shield     14   500
    Iron Shield       20  1200
    Dragon Shield!    26  2400 Fire Res. +30
    Knight Shield     28  3000
    Earth Shield!     31  4100 Earth Res. +20, use to rec. 150 HP
    Mirrored Shield!  39  5200 Use induce Delude
    
    
    ---------------------------------------------------------------------------
    4. II Arm Protection - Gloves                                 (Worn by all)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Padded Gloves      2    10
    Leather Gloves    10   220
    Gauntlets         23  1600
    Battle Gloves!    26  2100 Attack +8
    Vambrace!         27  1800 Attack +5
    War Gloves!       31  4000 Attack +10
    Spirit Gloves!    34  5200 All Pow. +5
    Aura Gloves!      36  6500 Use boost all Res.
    
    
    ---------------------------------------------------------------------------
    4. III Arm Protection - Armlets                        (Worn by Ivan & Mia)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Leather Armlet     7   180
    Armlet            17   900
    Heavy Armlet      25  2000
    Guardian Armlet!  27  2600 Use DEF+  
    Silver Armlet     30  4000
    Virtuous Armlet!  35  7000 Fire & Wind Pow. +10, Use rec. 100 HP
    Spirit Armlet!    38  9000 Earth & Water Pow. +10, Use cure Ailments
    
    
    
    ---------------------------------------------------------------------------
    5. I Helmets - Helms                                (Worn by Isaac & Garet)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Open Helm          9   180
    Bronze Helm       14   600
    Iron Helm         20  1600
    Steel Helm        27  3100
    Adept's Helm!     29  3700 Max PP *1.2
    Silver Helm       30  3900
    Knight's Helm     33  4600
    Warrior's Helm!   35 10000 Earth Pow. +10, Crit. +10%
    
    
    ---------------------------------------------------------------------------
    5. II Helmets - Caps                                          (Worn by All)
    ---------------------------------------------------------------------------
    
    Name             DEF Value Other
    ---------------- --- ----- ------------------------------------------------
    Leather Cap        3    30
    Wooden Cap        10   400
    Lure Cap!         20  3000 Increase Encounter Rate
    Mail Cap          23  2000
    Ninja Hood!       28  2800 AGL +20
    Prophet's Hat!    30  4600 Use induce Curse
    Lucky Cap!        33  5200 PP rec. +2, Crit. +8%
    Jeweled Crown!    35  4000 LCK +5
    Thunder Crown!    40  7500 Cursed, PP rec. +4
    
    
    ---------------------------------------------------------------------------
    5. III Helmets - Circlets                              (Worn by Ivan & Mia) 
    ---------------------------------------------------------------------------
    
    Name             Def Value Other
    ---------------- --- ----- ------------------------------------------------
    Circlet            6   120
    Silver Circlet    16  1300
    Guardian Circlet  25  3400
    Glittering Tiara!*27  3600 Use prevent Delusion
    Platinum Circlet  29  4200
    Mythril Circlet!  34  7000 PP rec. +3
    
    
    
    ---------------------------------------------------------------------------
    6. I Accessories - Rings                                      (Worn by All)
    ---------------------------------------------------------------------------
    
    Name             Value Other
    ---------------- ----- ----------------------------------------------------
    Healing Ring!      800 Use rec. 70 HP
    Unicorn Ring!     1100 Use cure Poison
    Sleep Ring!       1400 Use induce sleep
    Adept Ring!       3100 Use rec. 7 PP
    War Ring!         2600 Use ATK+
    Fairy Ring!       2900 Use as Elixir
    Cleric's Ring!    6400 Nullify effect caused by Curse (doesn't remove it)
    
    
    ---------------------------------------------------------------------------
    6. II Accessories - Shirts                                    (Worn by All)
    ---------------------------------------------------------------------------
    
    Name             Def Value Other
    ---------------- --- ----- ------------------------------------------------
    Running Shirt!     1   400 AGL +15
    Silk Shirt!*       6  1800 LCK +1
    Mythril Shirt!    10  2900 Max HP +5
    
    
    ---------------------------------------------------------------------------
    6. III Accessories - Boots                                    (Worn by All)
    ---------------------------------------------------------------------------
    
    Name             Def Value Other
    ---------------- --- ----- ------------------------------------------------
    Turtle Boots!      3   600 AGL *0.5
    Fur Boots!         2  1200 Water Res. +15
    Quick Boots!       3  2100 AGL +20
    Hyper Boots!       4  2400 Crit. +12%
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ATK = Attack
    DEF = Defense
    AGL = Agility
    LCK = Luck
    
    'item name'! = Item is an Artifact
    'item name'* = Item can by used by girls only (Mia & Jenna)
    Crit+        = When equipped item increases Unleash Rate
    ('Element')  = Regular attack is of type: 'Element'
    
    
    Note 1: Selling an item gives you only 75% of its original value. Using
            this I calculated the original values, instead of having 2 columns
            for price
    Note 2: All items that are used in battle can break
    Note 3: Ivan can't use the Machete, even though it is a Light blade class
            weapon.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    8. I Psynergy Spells - Field
    ---------------------------------------------------------------------------
    
    Name           Lvl Elem. PP Item           Effect and Notes
    -------------- --- ----- -- -------------- --------------------------------
    Avoid            6 Wind   5  -             Encounter Rate decreases 
    Carry            - Earth  2 Carry Stone    Carry an object to another tile
    Catch            - Earth  1 Catch Beads    Catch small objects
    Cloak            - Water  1 Cloak Ball     Cloak to hide in the shadows
    Douse            1 Water  5 Douse Drop     Small rain cloud
    Force (Ki)       -  -     2 Orb of Force   Use Ki to strike an object
    Frost            1 Water  5 Frost Jewel    Freeze puddles of water
    Gale             1 Wind   3  -             Same as "Whirlwind"
    Growth           1 Earth  4  -             Make small plants grow
    Halt             - Wind   2 Halt Gem       Stop 1 Target's Movements
    Lift             - Wind   2 Lifting Gem    Lift boulders
    Mind Read        1 Wind   1  -             Read peoples' Minds
    Move             1 Fire   2  -             Move an object one square
    Retreat          1 Earth  6  -             Retreat to the dungeon entrance
    Reveal           - Wind   1  -             See things normally invisible
    Whirlwind        1 Wind   5  -             Use to blow away small bushes
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    8. II Psynergy Spells - Healing & Status
    ---------------------------------------------------------------------------
    
    Name           lvl E PP Ran Effect and Notes
    -------------- --- - -- --- -----------------------------------------------
    Revive          19 Earth 15   1 Revives downed and recover HP
    
    Cure Poison      5 Wind   2   1 Cures one poisoned ally
    Restore         13 Wind   3   1 Cures sleep, stun and Delusion Statuses
    Break           34 Water  5 All Nullify any enemy status boosts
    
    Impact           5 Wind   7   1 Raise Ally Attack
    High Impact     21 Wind  12 All Raise Allies Attacks
    Demon Spear      5 Wind   7   1 Raise Ally Attack
    Angel Spear     21 Wind  12 All Raise allies' Attacks
    
    Guard            3 Fire   3   1 Raise Ally Defense
    Protect         15 Fire   5 All Raise Allies Defenses
    Guardian         3 Wind   3   1 Raise Ally Defense
    Protector       15 Wind   5 All Raise Allies' Defenses
    
    Ward             6 Wind   3   1 Raise Ally's Resistance
    Resist          22 Wind   5 All Raise Allies' Resistance
    Magic Shell     10 Wind   3   1 Raise Ally Resistance
    Magic Shield    27 Wind   5 All Raise Allies' Resistances
    
    Dull            11 Wind   6   1 Lower Enemy Attack
    Blunt           37 Wind  11   3 Lower Enemies Attacks
    Impair           9 Fire   4   1 Lower Enemy Defense
    Debilitate      23 Fire   6   3 Lower Enemies Defenses
    Weaken           9 Wind   4   1 Lower Enemy Resistance
    Enfeeble        25 Wind   6   3 Lower Enemies Resistances
    
    Sleep           12 Wind   5   3 induce sleep
    Bind            18 Wind   4   1 Chance of Sealing enemy's Psynergy
    Delude           1 Wind   4   3 induce Delusion
    Mist             1 Wind   4   3 induce Delusion
    Haunt           17 Earth  5   3 induce Haunt
    Curse           20 Earth  6   1 induce Curse
    Condemn         29 Earth  8   1 Chance of disabling enemy
    Annihilation    31 Earth 18   1 Chance of Instantly killing enemy
    
    HP Drain        33 Wind   3   1 Chance of draining HP
    Psy Drain   *39/41 Wind   0   1 Chance of draining PP (if it has any)
    
    Cure             1 Earth  3   1 Cure Series, Cures 70 HP
    Cure Well       10 Earth  7   1 Cure Series, Cures 150 HP
    Potent Cure     26 Earth 10   1 Cure Series, Cures 300 HP
    
    Ply              1 Water  4   1 Ply Series, Cures 100 HP
    Ply Well        16 Water  8   1 Ply Series, Cures 300 HP
    Pure Ply        34 Water 12   1 Ply Series, Cures 1000 HP
    
    Wish             8 Water  9 All Wish Series, Cures 80 HP 
    Wish Well       22 Water 13 All Wish Series, Cures 160 HP
    Pure Wish       46 Water 20 All Wish Series, Cures 400 HP
    
    
    * = Some classes learn this spell on different levels for some unknown 
    reason. Check the individual classes for more details.
    
    
    ---------------------------------------------------------------------------
    8. III Psynergy Spells - Attack
    ---------------------------------------------------------------------------
    
    Name           lvl Elem. PP Ran Effect and Notes
    -------------- --- ----- -- --- -------------------------------------------
    Ragnarok        13 Earth  7   1 Attack with a huge sword
    Helm Splitter   33 Earth  8   1 Attack that can induce Paralysis
    Demon Night     18 Earth 12   3 Attack with monster spirits
    
    Heat Wave       12 Fire   6   1 Attack with Fiery Bolts
    Planet Diver    13 Fire   7   1 Attack with a gigantic leap
    Dragon Cloud    11 Fire   6   1 Attack with a Fire Dragon 
    
    Astral Blast    11 Wind   5   1 Attack with heaven's power
    Death Plunge    12 Wind  14   1 Attack with a gigantic leap
    Quick Strike    40 Wind  12   1 Attack in a split second
    Shuriken        21 Wind   8   3 Attack with knives
    
    Cutting Edge    11 Water  5   1 Attack with a water shockwave
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Quake            2 Earth  4   3 Quake Series
    Earthquake       4 Earth  7   5 Quake Series
    Quake Sphere    14 Earth 15   7 Quake Series
    
    Spire            6 Earth  5   1 Spire Series
    Clay Spire      20 Earth 13   3 Spire Series
    Stone Spire     42 Earth 22   3 Spire Series
    
    Gaia             6 Earth  7   3 Gaia Series
    Mother Gaia     24 Earth 17   5 Gaia Series
    Grand Gaia      54 Earth 32   5 Gaia Series
    
    Rockfall         6 Earth  5   3 Rockfall Series (similar to Gaia)
    Rockslide       24 Earth 15   5 Rockfall Series
    Avalanche       54 Earth 30   5 Rockfall Series
    
    Growth           1 Earth  4   1 Growth Series
    Mad Growth      12 Earth 10   3 Growth Series 
    Wild Growth     28 Earth 19   5 Growth Series
    
    Thorn            4 Earth  6   3 Thorn Series
    Briar           17 Earth 11   3 Thorn Series
    Nettle          36 Earth 23   5 Thorn Series
    
    Punji            4 Earth  7   3 Punji Series (similar to Thorn)
    Punji Trap      15 Earth 13   3 Punji Series
    Punji Strike    36 Earth 24   5 Punji Series
    
    Flare            1 Fire   4   3 Flare Series
    Flare Wall       6 Fire   7   3 Flare Series
    Flare Storm     18 Fire  12   3 Flare Series
    
    Fire             4 Fire   6   3 Fire Series
    Fireball        14 Fire  12   5 Fire Series
    Inferno         36 Fire  23   5 Fire Series
    
    Volcano          8 Fire   6   1 Volcano Series
    Eruption        22 Fire  14   3 Volcano Series
    Pyroclasm       48 Fire  29   5 Volcano Series
    
    Lava Shower      8 Fire   4   1 Lava Shower Series (Similar to Volcano)
    Molten Bath     22 Fire  12   1 Lava Shower Series
    Magma Storm     48 Fire  27   1 Lava Shower Series
    
    Blast            6 Fire   7   3 Blast(1) Series
    Nova            16 Fire  13   5 Blast(1) Series
    Supernova       40 Fire  31   7 Blast(1) Series
    
    Fire Bomb        6 Fire   5   3 Fire Bomb Series (Similar to Blast(1))
    Cluster Bomb    16 Fire  11   5 Fire Bomb Series
    Carpet Bomb     40 Fire  29   7 Fire Bomb Series
    
    Blast            2 Fire   5   3 Blast(2) Series
    Mad Blast       10 Fire   9   3 Blast(2) Series
    Fiery Blast     27 Fire  19   5 Blast(2) Series
    
    Whirlwind        1 Wind   5   3 Whirlwind Series
    Tornado         18 Wind  14   5 Whirlwind Series
    Tempest         44 Wind  27   5 Whirlwind Series
    
    Gale             1 Wind   3   3 Gale Series (Similar to Whirlwind)
    Typhoon         18 Wind  12   5 Gale Series
    Hurricane       44 Wind  25   5 Gale Series
    
    Ray              1 Wind   6   3 Ray Series
    Storm Ray       14 Wind  10   3 Ray Series
    Destruct Ray    36 Wind  21   3 Ray Series
    
    Plasma           8 Wind   8   3 Plasma Series  
    Shine Plasma    26 Wind  18   5 Plasma Series
    Spark Plasma    50 Wind  37   7 Plasma Series
    
    Bolt             2 Wind   4   1 Bolt Series
    Flash Bolt       6 Wind   7   3 Bolt Series
    Blue Bolt       22 Wind  14   3 Bolt Series
    
    Slash            1 Wind   4   1 Slash Series
    Wind Slash      10 Wind   9   3 Slash Series
    Sonic Slash     30 Wind  20   5 Slash Series
    
    Thunderclap      8 Wind   9   3 Thunderclap Series (Similar to Plasma)
    Thunderbolt     27 Wind  19   5 Thunderclap Series
    Thunderstorm    50 Wind  39   7 Thunderclap Series
    
    Frost          1/2 Water  5   3 Frost Series
    Tundra         8/9 Water  8   3 Frost Series
    Glacier      24/25 Water 15   3 Frost Series
    
    Ice              4 Water  5   1 Ice Series
    Ice Horn        17 Water 11   3 Ice Series
    Ice Missle      41 Water 23   3 Ice Series
    
    Froth            2 Water  5   3 Froth Series
    Froth Sphere    14 Water 12   5 Froth Series
    Froth Spiral    40 Water 31   7 Froth Series
    
    Prism            6 Water  7   3 Prism Series
    Hail Prism      22 Water 16   5 Prism Series
    Freeze Prism    52 Water 31   5 Prism Series
    
    Douse            1 Water  5   3 Douse Series
    Drench          12 Water 10   3 Douse Series
    Deluge          30 Water 20   5 Douse Series
    
    
    
    ---------------------------------------------------------------------------
    9. Unleash Attacks
    ---------------------------------------------------------------------------
    
    Name            Elem.  Effect and Other notes
    --------------  -----  ----------------------------------------------------
    Acid Bath       Fire   Drop ATK
    Aqua Sock       Water  -
    Asura           Wind   -
    Bad Omen        Fire   Induce Haunt
    Barrage         Fire   Induce Stun
    Blinding Smog   Wind   Induce Delusion
    Blizzard        Water  Drop ATK
    Broil           Fire   -
    Cyclone Attack  Wind   Drop Res.
    Demon Fire      Fire   Induce Haunt
    Drown           Water  Instant kill 
    Frost Bite      Water  Induce Stun
    Heat Mirage     Fire   Induce Delusion
    Life Leech      Water  Drain HP
    Life Nourish    Earth  Drain HP
    Meltdown        Fire   Drop DEF
    Mortal Danger   Earth  Instant Kill
    Murk            Wind   Induce Sleep
    Psynergy Leech  Water  Drain PP
    Psyphon Seal    Wind   Seal Psynergy
    Poison Cloud    Earth  Induce Poison
    Poison Death    Earth  Induce Venom
    Rapid Smash     Wind   Can do either 1x or 3x Damage
    Shining Star    Wind   Induce Delusion
    Sonic Smash     Wind   Can do either 1x or 3x Damage
    Stun Voltage    Wind   Induce Stun
    Terra Strike    Earth  -
    Titan Sword     Earth  -
    Vorpal Slash    Wind   -
    
    
    
    ---------------------------------------------------------------------------
    10. Monster Compendium
    ---------------------------------------------------------------------------
    
    This is the Monster Compendium and it has detailed data about all the 
    monsters in this game. Most statistics speak for themselves, but some of 
    tem are a bit harder to understand.
    
    -Elemental properties are abbreviated:
    
          E = Earth   F = Fire    W = Wind    w = Water
    
    -ICC stands for Item Chance Class, there are 9 classes ranging from 1 to 9. 
    Each class has its own percentage with ICC1 = 100%. The next class (ICC2) 
    has a drop chance of 50% and this gets halved each time. We get the 
    following list:
    
         ICC1  = 100.0%
         ICC2  =  50.0%
         ICC3  =  25.0%
         ICC4  =  12.5%
         ICC5 ~=   6.3%
         ICC6 ~=   3.1%
         ICC7 ~=   1.6%
         ICC8 ~=   0.8%
         ICC9 ~=   0.4%
    
    ICC9 is in this game only used for the Fenrir's Kikuichimonji. Other than 
    that ICC2 is non-existent in this game. Most drops have a chance of ICC5 
    and ICC6, but most of those items are just weak and regular items. If you 
    manage to get a Djinn Kill / "Dark Panther Method" (see below in stuff 
    section) this class is lowered by 2, meaning that the chance is quadrupled!
    
    -Monsters are sorted in four lists, one for regular enemies, one for the 
    bosses (and non-regular enemies), one for the Mimics and the last is for 
    the Djinn. Also all monsters are listed by alphabetical order of their 
    names.
    
    -(WM) means that the monster is found mainly on the World Map.
    
    ---------------------------------------------------------------------------
    I. Regular Enemies
    ---------------------------------------------------------------------------
    
    Monster Name    HP    Att  Agl  Exp.  Weakness      Power: E    F    W    w 
                    PP    Def  Luck Coin  Strong       Resist: E    F    W    w
                    Dropped Item     ICC  Location
                    Special Attacks
    --------------- -----------------------------------------------------------
    Acid Maggot      160  255   78    86   Fire               95   90   85   85
                       0   60    2   102   -                  48   25   48   48
                    Sleep Bomb         6   Suhalla Desert
                    Acid Bite, Escape
    
    Amaze (Weak)      28   25   12     3   Wind              100   95   95   95
                       0    8    2     2   Water              48   72    7  100
                    Oil Drop           5   Sol Sanctum
                    Rumble
    
    Amaze             39   36   18     5   Wind              100   95   95   95
                       0   10    2     6   Water              48   72    7  100
                    Oil Drop           5   Vale (WM)
                    Rumble
    
    Ant Lion         400  160   58   168   Water              95  115   95   85
                       0   45   19   320   Fire              100  175  100   25
                    Vial               4   Lamakan Desert
                    Ultrasonic Waves, Flare Wall, Earthquake
    
    Ape              290  128   49    96   Fire              100   70   80   80
                       0   29    2   160   Wind               48   25   72   48
                    Vial               3   Mogall Forest
                    Ransack
    
    Armored Rat      147  193   60    77   Fire              100   70   80   80
                       0   79    1   100   Wind               48   25   72   48
                    Herb               6   Altmiller Cave
                    Defend (50%/90% damage reduction)
    
    Bat (Weak)        17   21   13     1   Wind               95   95  110   95
                       0    6    3     1   Earth             127   48    7   72
                    Herb               6   Sol Sanctum
                    -
    
    Bat               30   30   20     2   Wind               95   95  110   95
                       0    4    3     3   Earth             127   48    7   72
                    Herb               5   Vale (WM)
                    Ultrasonic Waves
    
    Bone Fighter     122  131   52    51   Earth             100   80   80   95
                       0   35    3    63   Water              25   72   48  127
                    Sleep Bomb         6   Fuchin Temple
                    Undead Sword
    
    Boulder Beast    211  327  140   278   Water              95  125   95   75
                      14  137    6   164   Fire              100  193  100   25
                    Water of Life      8   Venus Lighthouse (Upper Level)
                    Mad Blast, Dynamite (Kamikaze), Head butt
    
    Brigand          421  251  104   162   All                80   80   80   80
                       0   69    5   190   -                  72   72   72   72
                    Crystal Powder     6   Lunpa Fortress
                    Uses 'Smoke bomb', Slice
    
    Brutal Troll     291  273   76   150   Fire              100   70   80   80
                       0   63    6   190   Wind               48   25   72   48
                    Nut                5   Suhalla (WM)
                    Brute Force, 'Furious Rage', 'Regenerate 30 HP'
    
    Calamar          104  130   46    59   Fire               95   75   95  125
                       0   34    1    79   Water              48    7   48  127
                    Elixir             5   Altin Peak
                    Electric Bite, 'Search for Allies'
    
    Cannibal Ghoul   249  274   80   194   Fire              100   80   80   95
                       0   82    4   160   Water              25    7   48   72
                    Antidote           6   Suhalla Gate
                    Cannibal Fang, 'Search for Allies', 'Smell of Decay'
    
    Cave Troll       212  199   44   106   Fire              100   70   80   80
                       0   45    3   134   Wind               48   25   72   48
                    Nut                5   Vault Cave
                    Brute Force, 'Regenerate 20 HP'
    
    Chimera Mage     413  326  145   362   Water              95  115   95   85
                      28  119   16   300   Fire              100  175  100   25
                    Spiked Armor       7   Venus Lighthouse (Upper Level)
                    Eruption, Fire Blessing, Mad Dash, Rabid Fang,
                    Recover 150 HP
    
    Clay Gargoyle    209  210   84   100   Earth             100  100   95  100
                      24   90    7   147   Wind               48  100  127  100
                    Nut                6   Altmiller Cave
                    Guard, Spire, Ultrasonic Waves
    
    Creeper           89   79   29    32   Wind              100   95   95   95
                       6   19    2    38   Water              48   72    7  100
                    Weasel's Claw      6   Tret Tree
                    Douse, Frost
    
    Cuttle            80   96   36    27   Fire               95   75   95  125
                       0   22    1    49   Water              48    7   48  127
                    Sleep Bomb         6   Mercury Lighthouse
                    Poisonous Bite
    
    Death Cap        117  159   90    48   Fire              105   80   70  100
                       0   19    5    56   Water              48    7   72  100
                    Sleep Bomb         6   Vale Cave
                    Sleep Star
    
    Death Head       128  130   47    55   Earth             100   80   80   95
                      15   31    3    73   Water              25   72   48  127
                    Nut                5   Mogall Forest
                    Impair, Slash
    
    Dirge             91  122   60    47   Wind               95   95  110   95
                       0   32    2    61   Earth             127   48    7   72
                    Nut                5   Mogall Forest
                    Flying Attack
    
    Dirty Ape        230  236  132   114   Fire              100   70   80   80
                       0   57    2   149   Wind               72   25  127   72
                    Antidote           5   Suhalla (WM)
                    Freebite Rush, War Cry
    
    Dread Hound      252  211   90   116   Water              95  115   95   85
                       0   56   13   176   Fire              100  175  100   25
                    Prophet's Hat      7   Altmiller Cave
                    Double Fang, Fire Blessing, Wicked Howl
    
    Drone Bee         63   68   36    19   Wind               90   95  105   90
                       0   19    2    28   Earth             100   48    7   48
                    Elixir             5   Bilibin Cave
                    Numbing Sting
    
    Earth Golem      298  299   70   218   Wind              120   95   80   95
                       0  114    5   183   Earth             193  100   25  100
                    Giant Axe          8   Venus Lighthouse (Lower)
                    Truncheon fist
    
    Fenrir           406  357  141   402   Fire               95   85   95  115
                       0  125    9   212   Water             100   25  100  175
                     Kikuichimonji     9   Venus Lighthouse (Upper Level)
                     Double Fang, Ice Blessing, Wicked Howl
    
    Fighter Bee      116  155   74    67   Wind               90   95  105   90
                       0   38    2    90   Earth             100   48    7   48
                     Elixir            6   Lamakan Desert
                     'Search for Allies', Numbing Sting
    
    Foul Dirge       149  177  120    82   Wind               95   95  110   95
                       0   46    2   100   Earth             127   48    7   72
                    Smoke Bomb         6   Altmiller Cave
                    Swift Strike
    
    Gargoyle         176  181   59    84   Earth             100  100   95  100
                      21   81    7   119   Wind               48  100  127  100
                    Sleep bomb         6   Vault Cave
                    Guard, Ice Blessing, Quake Sphere
    
    Ghost             56   38   12     9   Wind              100   95   95   95
                       6   12    2     9   Water              48   72    7  100
                    Oil Drop           5   Goma Cave         
                    Impair, Rumble
    
    Ghost Mage       161  168   86    80   Wind              100   95   95   95
                      19   43    9   110   Water              48   72    7  100
                    Bramble Seed       5   Vale Cave
                    Haunting, Spire, Whirlwind
    
    Ghoul             99   93   16    34   Fire              100   80   80   95
                       0   20    1    42   Water              25    7   48   72
                    Antidote           5   Bilibin Cave
                    Cannibal Fang
    
    Gnome             48   73   38    29   Earth              85   85  100   85
                       5   15    3    40   Wind               48   72  100   72
                    Oil Drop           6   Imil (WM)
                    Bolt, Flare, Guard, Escape
    
    Gnome Mage       162  179  108    86   Earth              85   85  100   85
                      24   50    8   126   Wind               48   72  100   72
                    Crystal Powder     5   Altmiller Cave
                    Delude, Fire Ball, Flash Bolt
    
    Gnome Wizard     215  257  122   219   Wind              100   85   85   85
                       0   74    8   176   Earth             100   72   48   72
                    Crystal Powder     6   Suhalla Gate
                    Impact, Mother Gaia, Sleep
    
    Goblin           268  289   83   221   Jupiter           100   85   85   85
                       0   91    3   170   Venus             100   72   48   72
                    Vial               6   Suhalla Gate
                    -
    
    Golem            266  217   40   105   Wind              120   95   80   95
                       0   57    2   161   Earth             193  100   25  100
                    Vial               7   Altmiller Cave
                    Forcible Arm
    
    Grand Golem      476  367   80   412   Wind              120   95   80   95
                       0  149    5   208   Earth             193  100   25  100
                    Zodiac Wand        8   Venus Lighthouse (Upper Level)
                    Truncheon Fist
    
    Grub             102  154   52    62   Fire               95   90   85   85
                       0   32    1    88   Earth              48   25   48   48
                    Antidote           5   Lamakan Desert
                    Escape
    
    Harpy            105  104   46    36   Wind               95   95  110   95
                       0   25    4    53   Earth             127   48    7   72
                    Elixir             5   Mercury Lighthouse
                    Shriek
    
    Harridan         231  261  118   150   Wind               95   95  110   95
                      29   66    8   164   Earth             175   72   25  100
                    Nut                6   Suhalla Desert
                    Banshee Howl, Crazy Voice, Wind Slash
    
    Horned Ghost     236  268  116   166   Wind              100   95   95   95
                       0   78    5   199   Water              48   72    7  100
                    Elixir             6   Suhalla Gate
                    Ice Horn, Hail Prism, Haunting
    
    Ice Gargoyle     304  319  100   307   Earth             100  100   95  100
                      21  150    7   170   Wind               48  100  127  100
                    Potion             7   Venus Lighthouse (Upper)
                    Guard, Ice Blessing, Mother Gaia
    
    Kobold           220  230   75   107   Wind              100   85   85   85
                       0   62    4   154   Earth             100   72   48   72
                    Sleep Bomb         5   Suhalla (WM)
                    Use 'Herb'
    
    Lizard Man       129  106   30    42   Fire               85   85   85  100
                       0   31    2    52   Water             100   72  100  127
                    Nut                6   Mercury Lighthouse 
                    Water Blessing
    
    Mad Mole         156  197   62    71   Fire              100   70   80   80
                       0   23    1    88   Wind               48   25   72   48
                    Bramble Seed       6   Tolbi (WM)
                    Mad Spatter
    
    Mad Vermin       131  164   67    55   Fire              100   70   80   80
                       0   22    2    80   Wind               48   25   72   48
                    Herb               6   Lamakan Desert (WM)
                    -
    
    Magicore         321  253  109   169   Water              95  115   95   85
                      34   74   11   208   Fire              100  175  100   25
                    Aura Gloves        8   Suhalla Desert
                    Bind, Nova, Poisonous Tail, Sleep
    
    Manticore King   348  317  134   342   Water              95  115   95   85
                      33  106   12   240   Fire              100  175  100   25
                    Psy Crystal        7   Venus Lighthouse (Upper Level)
                    Bind, Eruption, Lucid Prophecy, Poison Tail
    
    Mauler           109   99   24    37   Fire              100   70   80   80
                       0   27    1    45   Wind               48   25   72   48
                    Nut                6   Imil (WM)
                    Bear claw
    
    Mole              96  119   36    39   Fire              100   70   80   80
                       0   22    1    60   Wind               48   25   72   48
                    Bramble Seed       5   Mogall Forest
                    Mad Spatter, use 'Bramble Seed'
    
    Mole Mage        199  265   74   191   Fire              100   70   80   80
                      14   47    4   132   Wind               48   25   72   48
                    Antidote           6   Suhalla Gate
                    Mad Growth, Mad Spatter
    
    Nightmare        258  287  138   241   Earth              85   85  100   85
                      28   89   13   198   Wind               72  100  127  100
                    Healing Ring       7   Venus Lighthouse (Lower Level)
                    Bind, Shine Plasma, Fireball, Glowers Miserably
    
    Ooze              72   72   30    26   Fire               95   75   95  125
                       0   19    1    40   Water              48    7   48  127
                    Herb               5   Bilibin Cave
                    Divide, Sticky Goo
    
    Orc              148  156   54    68   Wind              100   85   85   85
                       0   41    3   113   Earth             100   72   48   72
                    Nut                6   Lamakan Desert
                    Spasm
    
    Orc Captain      231  248   90   125   Wind              100   85   85   85
                       0   69    4   142   Earth             100   72   48   72
                    Smoke Bomb         5   Suhalla Desert
                    Spasm
    
    Orc Lord         278  302   70   260   Wind              100   85   85   85
                      18   98    3   198   Earth             100   72   48   72
                    Lucky Medal        8   Babi's Lighthouse
                    Sleep, Spasm
    
    Plated Rat       203  262   61   208   Fire              100   70   80   80
                       0  130    2   135   Wind               48   25   72   48
                    Elixir             6   Tunnel Ruins 
                    'Counter', Defend (50%/90% damage reduction)
    
    Rabid Bat        125  190   84    61   Wind               95   95  110   95
                       0   34    2    82   Earth             127   48    7   72
                    Sleep Bomb         5   Tolbi-bound Ship
                    Vampiric Fang, Ultrasonic Waves
    
    Rat               49   52   15    14   Fire              100   70   80   80
                       0   27    1    17   Wind               48   25   72   48
                    Herb               6   Kolima Forest
                    Defend
    
    Rat Fighter      143  146   58   126   Fire               85   85   85  100
                       0   39    3   166   Water              72   48   72  100
                    Smoke Bomb         6   Altin Peak
                    Uses 'Smoke Bomb', Escape
    
    Rat Soldier       69   56   19    17   Fire               85   85   85  100
                       0   13    2    19   Water              72   48   72  100
                    Smoke Bomb         5   Kolima Forest
                    Escape
    
    Rat Warrior      208  226  121   100   Fire               85   85   85  100
                       0   49    3   160   Water              72   48   72  100
                    Bramble Seed       6   Suhalla (WM)
                    Uses 'Smoke Bomb', Escape
    
    Ravager          189  185   60    90   Fire              100   70   80   80
                       0   47    2    95   Wind               48   25   72   48
                    Elixir             6   Vault Cave
                    Bear Claw
    
    Recluse          221  323  109   243   Fire               95   90   85   85
                       0  122    4   153   Earth              48   25   48   48
                    Unicorn Ring       7   Venus Lighthouse (Upper Level)
                    Rabid Fang, Spider Web
    
    Roach            211  252   92   144   Water              95  115   95   85
                      27   72    4   120   Fire              100  175  100   25
                    Bramble Seed       6   Suhalla Desert
                    Flare Wall, Quake Sphere, Ultrasonic Waves
    
    Salamander       212  158   50    84   Water              95  125   95   75
                      18   49    6   190   Fire              100  193  100   25
                    Oil Drop           5   Lamakan Desert
                    Blast, Fireball, Fire Blessing, Guard
    
    Siren            116  107   54    45   Fire               85   85   85  100
                      12   27    9    56   Water             100   72  100  127
                    Crystal Powder     5   Mercury Lighthouse
                    Froth Sphere, Glowers Miserably, Sleep
    
    Skeleton          60   46   18    10   Earth             100   80   80   95
                       0   14    1    11   Water              25   72   48  127
                    Herb               5   Goma Cave
                    Bone Charge
    
    Skull Warrior    283  322  130   301   Earth             100   80   80   95
                      16  112    5   188   Water              25   72   48  127
                    Vial               6   Venus Lighthouse (Upper)
                    Bone Charge, Dull
    
    Slime (Weak)      22   22    8     2   Fire               95   75   95  125
                       0    6    1     2   Water              48    7   48  127
                    Herb               6   Sol Sanctum
                    Escape
    
    Slime             32   34   10     4   Fire               95   75   95  125
                       0    6    1     4   Water              48    7   48  127
                    Herb               5   Vale (WM)
                    Bone Chiller
    
    Slime Beast       99  134   54    51   Fire               95   75   95  125
                       0   27    2    77   Water              48    7   48  127
                    Herb               5   Altin Peak
                    Sticky Poison, Divide
    
    Spider            69   75   22    25   Fire               95   90   85   85
                       0   22    1    32   Earth              48   25   48   48
                    Antidote           5   Tret Tree
                    Spider Web
    
    Spirit           116  114   48    49   Wind              100   95   95   95
                      11   30    6    67   Water              48   72    7  100
                    Crystal Powder     6   Fuchin Temple
                    Ice, Douse
    
    Stone Soldier    179  241  104    98   Water              95  125   95   75
                       6  105    5    98   Fire               48  127   48    7
                    Elixir             6   Suhalla Desert
                    Blast, Dynamite (Kamikaze), Mad Blast, Head butt
    
    Tarantula        108  144   52    58   Fire               95   90   85   85
                       0   30    5    81   Earth              48   25   48   48
                    Antidote           5   Altin Peak
                    Poison Fang
    
    Tempest Lizard  3000  295  114  1360   Earth              90   95  110   95
                      45   94   26  6400   Wind               48  100  152  100
                    Potion             1   Suhalla Desert
                    'attack 2x', Impact, Storm Ray, Sonic Slash, Tempest, Ward,
                    Wing Stroke
    
    Thunder Lizard   456  347  134   422   Earth              80   95  120   95
                       0  133   10   221   Wind               25  100  193  100
                    Blessed Mace       8   Venus Lighthouse (Upper Level)
                    Storm Blessing
    
    Tornado Lizard   530  267  104   620   Earth              90   95  110   95
                      37   74   18   477   Wind               48  100  152  100
                    Weasel's Claw      4   Suhalla Desert
                    Impact, Storm Ray, Tornado, Ward, Wind Slash, Wing Flutter
    
    Troll            101   73   14    30   Fire              100   70   80   80
                       0   16    1    34   Wind               48   25   72   48
                    Nut                6   Bilibin Cave
                    Brute Force, 'Regenerate 10 HP'
    
    Undead           165  180   58    74   Fire              100   80   80   95
                       0   27    1    90   Water              25    7   48   72
                    Antidote           5   Lamakan (WM)
                    'Search for Allies', Smell of Decay
    
    Vermin (Weak)     20   23    7     2   Fire              100   70   80   80
                       0    7    2     2   Wind               48   25   72   48
                    Herb               5   Sol Sanctum
                    Defend
    
    Vermin            36   32    9     4   Fire              100   70   80   80
                       0    7    2     4   Wind               48   25   72   48
                    Herb               5   Vale (WM)
                    Defend, Escape
    
    Vile Dirge       173  228  120    75   Wind               95   95  110   95
                       0   56    2    98   Earth             127   48    7   72
                    Weasel's Claw      5   Suhalla (WM)
                    Flying Attack, Wing Beat
    
    Virago           185  199   89    87   Wind               95   95  110   95
                       0   47    4   120   Earth             127   48    7   72
                    Elixir             5   Tolbi-bound Ship & Crossbone Isle B1
                    Banshee Howl
    
    Warrior Bee      164  221  102    65   Wind               90   95  105   90
                       0   65    5   104   Earth             100   48    7   48
                    Elixir             5   Gondowan Cave
                    Numbing Sting, Mortal Blow, 'Search for Allies'
    
    Wight            192  205   54    92   Fire              100   80   80   95
                       0   55    2   115   Water              25    7   48   72
                    Elixir             5   Altmiller Cave
                    Rotten Blood, Smell of Decay
    
    Wild Gryphon     370  332  170   322   Wind               90   95  110   95
                       8  112   10   290   Earth             152   72   48  110
                    Feathered Robe     8   Venus Lighthouse (Upper Level)
                    Bind, Twin Beaks, Wind Stroke
    
    Wild Mushroom     18   22   10     1   Fire              105   80   70  100
    (Weak)             0    5    1     2   Water              48    7   72  100
                    Smoke Bomb         6   Sol Sanctum
                    Soothing Star
    
    
    Wild Mushroom     34   31   15     3   Fire              105   80   70  100
                       0    5    1     3   Water              48    7   72  100
                    Smoke Bomb         6   Vale (WM)
                    Soothing Star
    
    Will Head         54   42   10     9   Earth             100   80   80   95
                       0   10    1    10   Water              25   72   48  127
                    Smoke Bomb         6   Goma Cave
                    Mystic Flame
    
    Willowisp        209  279  121   227   Earth             100   80   80   95
                      12   87    6   160   Water              25   72   48  127
                    Nut                6   Venus Lighthouse (Upper Level)
                    Blue Bolt, Drain, Haunting, Tundra
    
    Worm             132  196   79    60   Fire               95   90   85   85
                       0   51    2    94   Earth              48   25   48   48
                    Herb               6   Altmiller Cave
                    'Search for Allies'
    
    Zombie            55   41    5     7   Fire              100   80   80   95
                       0    9    1     8   Water              25    7   48   72
                    Herb               5   Goma Cave
    
    
    
    ---------------------------------------------------------------------------
    II. Boss List
    ---------------------------------------------------------------------------
    
    Monster Name    HP    Att  Agl  Exp.  Weakness           E   F   W   w(Pow) 
                    PP    Def  Luck Coin  Strong             E   F   W   w(Res)
                    Dropped Item    ICC   Location
                    Special Attacks
    --------------- -----------------------------------------------------------
    Azart            450  206   62     0   All                80   80   80   80
     (Weak)            0    2    9     0   -                  90   90   90   90
                    -                      Colosso (1st Round)
                    Defend
    
    Azart            450  206   62     0   All                80   80   80   80
     (Strong)          0   20    9     0   -                  90   90   90   90
                    -                      Colosso (1st Round)
                    Defend
    
    Bandit           244   46   20    36   All                80   80   80   80
                       0    8    3    46   -                  72   72   72   72
                    Bandit's Sword     1   Vault Inn's Attic
                    Uses 'Smoke Bomb', Glowers Ferociously
    
    Cerebus         2200  369  151  1863   Fire               95   85   95  115
                      42  130   22  3200   Water             100   25  100  175
                    Psy Crystal        1   Crossbone Isle B9
                    Double Fang, Ice Blessing, Ice Missle, Restore, Wicked Howl
    
    Chimera         1350  294  121   930   Water              95  115   95   85
                      48   90   18  1600   Fire              100  175  100   25
                    Potion             1   Crossbone Isle B6
                    Bind, Flare Storm, Fire Blessing, Guard, Impair, Mad Dash,
                    Rabid Fang
    
    Deadbeard       6000  468  180  8000   Earth             100  120  110  130
                     600  178   60  9000   Water              72  127  152  193
                    Water of Life      1   Pirate Ship
                    'Attack 2x', Break, Debilitate, Freeze Prism, Guard,
                    Impact, Inferno, Spark Plasma, Ward
    
    Earth Lizard    1550  278  102  1545   Wind              120   95   80   95
                      48   97   17   920   Earth             193  100   25  100
                    Water of Life      1   Crossbone Isle B7
                    Acid Blessing, Clay Spire, Cure Well, Mother Gaia,
                    Quake Sphere
    
    Fiendish Ghoul   609  199   69    87   Fire              100   80   80   95
                       0   45    3   109   Water              25    7   48   72
                    Antidote           5   Crossbone Isle B3
                    Bacteria Rush, Cannibal Fang
    
    Fusion Dragon   5000  439  190     0   Water             100  110  100   95
                     500  150   50     0   Fire              127  175  127   72
                    -                      Venus Lighthouse Aerie
                    'Attack 2x', Break, Outer Space, Drain Fang, Dragon Diver,
                    Evil Blessing, Deadly Gas, Severe Blow
    
    Grisly           768  208   78   243   Fire              100   70   80   80
                       0   63   13   700   Wind               72   25  127   72
                    Potion             1   Crossbone Isle B2
                    Bear Claw, 'Furious Rage'
    
    Gryphon         1100  213   98   303   Wind               90   95  110   95
                      36   56   19  1900   Earth             152   72   48  110
                    Potion             1   Crossbone Isle B4
                    Bind, Impact, Sonic Slash, Tornado, Wing Flutter,
                    Twin Beaks, Ward
    
    Hobgoblin        650  203   65   223   Wind              100   85   85   85
                       0   54    9   800   Earth             127  100   72  100
                    Lucky Medal        1  Crossbone Isle B1
                    Uses 'Crystal Powder' / 'Smoke Bomb' / 'Nut' / 'Sleep Bomb'
    
    Hydros Statue   1300  156   62   496   Fire               95   75   95  125
                      80   53   30  2400   Water             100   25  100  193
                    Lucky Medal        1   Altin Peak
                    Drench, Froth Sphere, Ice Horn, Restore, Tundra,
                    Water Blessing
    
    Killer Ape      1000  156   94   460   Fire              100   70   80   80
                      45   49   26  1500   Wind               72   25  127   72
                    Douse Drop         1   Mogall Forest
                    Bind, Debilitate, Ransack, War Cry, Douse
    
    Kraken          2400  216   80   711   Fire               95   85   95  115
                      46   60   21  5200   Water             100   25  100  175
                    Water of Life      1   Tolbi-bound Ship
                    'attack 2x', Dark Blessing, Drench, Ply, Poisonous Beating,
                    Spinning Beat, Water Blessing, Froth Sphere
    
    Lich             900  192  106   263   Wind              100   95   95   95
                      52   48   15  1200   Water              72  100   25  152
                    Psy Crystal        1   Crossbone Isle B3
                    Bind, Curse, Debilitate, Enfeeble, Glacier, Haunt, Revive
    
    Living Statue    540  149   56   377   Fire               95   75   95  125
                      34   44   20   900   Water             100   25  100  193
                    Vial               1   Altin Peak
                    Tundra, Water Blessing
    
    Lizard Fighter   212  204   60    89   Fire               85   85   85  100
                       0   61    2   124   Water             100   72  100  127
                    Nut                5   Tolbi-bound Ship
                    Water Blessing
    
    Lizard King     2000  285   92   535   Fire               85   85   85  100
                      52   93   13  1200   Water             100   72  100  127
                    Psy Crystal        1   Crossbone Isle B5
                    Bind, Blunt, Debilitate, Hail Prism, High Impact,
                    Ice Blessing
    
    Man o' War       137  193   70    55   Fire               95   75   95  125
                       0   42    1    87   Water              48    7   48  127
                    Antidote           6   Tolbi-bound Ship
                    Poison Ink
    
    Manticore       1700  168   61   590   Water              95  115   95   85
                      83   48   36  3400   Fire              100  175  100   25
                    Psy crystal        1   Lamakan Desert
                    'attack 2x', Curse, Delude, Impair, Mad Blast, Nova,
                    Poison Tail         
    
    Menardi         2600  389  220  3000   Water             100  105  100   95
                     300  134   50  4200   Fire              127  175  100   72
                    -                      Venus Lighthouse Aerie
                    Death Size, Fiery Blast, Flare Storm, Impact, Resist,
                    Supernova, Wish
    
    Mystery Man     3000   63    9     0   Water             100  110  100   90
                     260   22   40     0   Fire              100  175  127   72
                    -                  -   Vale (Prologue)
                    Eruption, Fireball, Heat Flash
    
    Mystery Woman   2600   50   13     0   Water             100  105  100   95
                     300   20   40     0   Fire              127  175  100   72
                    -                  -   Vale (Prologue)
                    Death Size, Flare Wall, Mad Blast, Nova
    
    Navampa          820  232   84     0   All                80   80   80   80
     (Weak)            0   54   16     0   -                  90   90   90   90
                    -                      Tolbi Colosso (3rd round)
                    Defend
    
    Navampa          820  274   84     0   All                80   80   80   80
     (Strong)          0   54   16     0   -                  90   90   90   90
                    -                      Tolbi Colosso (3rd round)
                    Defend
    
    Poison Toad     2250  363   93  1732   Fire               95   85   95  115
                       0   97   20  2200   Water             100   25  100  175
                    Water of Life      1   Crossbone Isle B8
                    Acid Blessing, Rabid Fang, Rotten Blood
    
    Satrage          570  228   73     0   All                80   80   80   80
     (Weak)            0    6   12     0   -                  90   90   90   90
                    -                  -   Colosso (2nd round)
                    Defend
    
    Satrage          570  228   73     0   All                80   80   80   80
     (Strong)          0   28   12     0   -                  90   90   90   90
                    -                  -   Colosso (2nd round)
                    Defend
    
    Saturos         1200  113   51   331   Water             100  110  100   90
                     160   35   40   800   Fire              100  175  127   72
                    Psy crystal        1   Mercury Lighthouse Aerie
                    Eruption, Fireball, Heat Flash
    
    Saturos         3000  409  160  3000   Water             100  110  100   90
                     260  140   50  3600   Fire              100  175  127   72
                    -                      Venus Lighthouse Aerie
                    Break, Haunt, Heat Flash, Inferno, Potent Cure, Protect,
                    Pyroclasm
    
    Storm Lizard    2900  291  112  1300   Earth              90   95  110   95
                      42   86   22  6100   Wind               48  100  152  100
                    Psy crystal        1   Suhalla Desert
                    'Attack 2x', Impact, Sonic Slash, Storm Ray, Tempest, Ward,
                    Wing Stroke
    
    Succubus         529  195  101   101   Fire               85   85   85  100
                      56   49   12   143   Water             100   72  100  127
                    Crystal Powder     5  Crossbone Isle B2
                    Glowers Miserably, Hail Prism, Wind Slash
    
    Thief            110   42    9    16   All                80   80   80   80
                       0    5    1    20   -                  72   72   72   72
                    -                  -   Vault Inn's Attic
                    Uses 'Herb', Glowers Ferociously
    
    Toadonpa        2800  266   82   999   Fire               95   85   95  115
                       0   52   18  3200   Water             100   25  100  175
                    Psy crystal        1   Lunpa Fortress
                    Dark Blessing, Rotten Blood, Sticky Poison, Trash,
                    'Regenerate 80 HP'
    
    Tret             710   89   30   226   Fire              105   80   70  100
                      36   27   28   700   Water              72   25  100  175
                    Potion             1   Tret Tree
                    Growth, Sleep Star, Thorn, Quake
    
    Zombie            55   41    1     0   Fire              100   80   80   95
                       0    1    1     0   Water              25    7   48   72
                    -                  -   Flint's Special Demonstration
    
    
    
    ---------------------------------------------------------------------------
    III. Mimic List
    ---------------------------------------------------------------------------
    
    Monster Name    HP    Att  Agl  Exp.  Weakness           E   F   W   w(Pow) 
                    PP    Def  Luck Coin  Strong             E   F   W   w(Res)
                    Dropped Item     ICC  Location
                    Special Attacks
    --------------- -----------------------------------------------------------
    Mimic            468  120   51   164   Fire               95   75  105  100
                      24   33    8   178   Wind              100   25  152  127
                    Water of Life      1   Mercury Lighthouse
                    Debilitate, Psy Drain, Sleep, Wind Slash
    
    Mimic            506  133   57   190   Fire               95   75  105  100
                      26   36   10   207   Wind              100   25  152  127
                    Game Ticket        1   Fuchin Temple
                    Debilitate, Psy Drain, Sleep, Briar
    
    Mimic            579  160   51   241   Fire               95   75  105  100
                      32   44   12   267   Wind              100   25  152  127
                    Game Ticket        1   Altin Peak
                    Debilitate, Psy Drain, Sleep, Shine Plasma
    
    Mimic            690  156   89   321   Fire               95   75  105  100
                      42   56   13   356   Wind              100   25  152  127
                    Vial               1   Vault Cave
                    Debilitate, Psy Drain, Sleep, Sonic Slash
    
    Mimic            767  227  104   374   Fire               95   75  105  100
                      48   63   15   415   Wind              100   25  152  127
                    Water of Life      1   Altmiller Cave
                    Debilitate, Psy Drain, Sleep, Curse, Nettle
    
    Mimic            997  303  139   669   Fire               95   75  105  100
                      60   94   17   547   Wind              100   25  152  127
                    Water of Life      1   Suhalla Desert
                    Debilitate, Psy Drain, Sleep, Curse, Condemn, Ice Missile
    
    Mimic            729  214   97   347   Fire               95   75  105  100
                      44   59   14   386   Wind              100   25  152  127
                    Potion             1   Crossbone Isle B1
                    Debilitate, Psy Drain, Sleep, Curse, Sonic Slash
    
    Mimic           1206  367  167  1009   Fire               95   75  105  100
                      68  126   18   643   Wind              100   25  152  127
                    Potion             1   Pirate Ship
                    Debilitate, Psy Drain, Sleep, Condemn, Curse, Spark Plasma
    
    
    
    ---------------------------------------------------------------------------
    IV. Djinn List
    ---------------------------------------------------------------------------
    
    Monster Name    HP    Att  Agl  Exp.  Weakness           E   F   W   w(Pow) 
                    PP    Def  Luck Coin  Strong             E   F   W   w(Res)
                    Dropped Item     ICC  Location
                    Special Attacks
    --------------- -----------------------------------------------------------
    Jupiter Djinni   243   79   42    88   Earth              80   95  120   95
     (Breeze)         22   20    7   100   Wind               25  100  193  100
                    -                  -   Tret Tree
                    Flash Bolt, Ray, Plasma, Whirlwind, Wind Slash, Escape
    
    Jupiter Djinni   314  115   68   150   Earth              80   95  120   95
     (Zephyr)         25   26    9   176   Wind               25  100  193  100
                    -                  -   Fuchin Temple
                    Flash Bolt, Plasma, Storm Ray, Wind Slash, Whirlwind,
                    Escape
    
    Jupiter Djinni   481  205  120   295   Earth              80   95  120   95
     (Squall)         40   45   14   352   Wind               25  100  193  100
                    -                  -   Altmiller Cave
                    Blue Bolt, Plasma, Storm Ray, Wind Slash, Tornado, Escape
    
    Jupiter Djinni   688  302  177   677   Earth              80   95  120   95
     (Luff)           62   85   21   506   Wind               25  100  193  100
                    -                  -   Babi's Tower
                    Blue Bolt, Destruct Ray, Shine Plasma, Tornado, Wind Slash,
                    Escape
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    Mars Djinni      172   45   22    28   Water              95  125   95   75
     (Forge)          14    9    6    85   Fire              100  193  100   25
                    -                  -   Goma Cave
                    Flare, Blast, Escape
    
    Mars Djinni      355  144   76   173   Water              95  125   95   75
     (Corona)         24   41    8   210   Fire              100  193  100   25
                    -                  -   Xian (WM)
                    Fireball, Flare Wall, Mad Blast, Nova, Volcano, Escape
    
    Mars Djinni      592  253  151   460   Water              95  125   95   75
     (Flash)          52   65   17   445   Fire              100  193  100   25
                    -                  -   Suhalla Desert
                    Eruption, Fireball, Fiery Blast, Flare Storm, Nova, Escape
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    Mercury Djinni   290  107   58   130   Fire               95   75   95  125
     (Sleet)          20   24    9   151   Water             100   25  100  193
                    -                  -   Mercury Lighthouse
                    Drench, Froth Sphere, Prism, Tundra, Escape
    
    Mercury Djinni   361  140   84   190   Fire               95   75   95  125
     (Spritz)         27   32   10   226   Water             100   25  100  193
                    -                  -   Altin Peak
                    Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
    
    Mercury Djinni   466  207  116   279   Fire               95   75   95  125
     (Hail)           46   48   16   340   Water             100   25  100  193
                    -                  -   Tolbi (WM)
                    Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
                    
    Mercury Djinni   654  281  172   606   Fire               95   75   95  125
     (Dew)            59   77   19   484   Water             100   25  100  193
                    -                  -   Suhalla Gate
                    Deluge, Froth Sphere, Glacier, Ice Horn, Hail Prism, Escape
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    Venus Djinni     349  127   76   172   Wind              120   95   80   95
     (Quartz)         25   28    9   201   Earth             193  100   25  100
                    -                  -   Mogall Forest
                    Briar, Earthquake, Gaia, Mad Growth, Spire, Earthquake,
                    Escape
    
    Venus Djinni     421  175   91   230   Wind              120   95   80   95
     (Vine)           30   45   10   277   Earth             193  100   25  100
                    -                  -   Kalay (WM)
                    Briar, Clay Spire, Gaia, Mad Growth, Quake Sphere, Escape
    
    
    
    
    
    
    
    ===========================================================================
    Appendix C: Crossbone Isle
    ===========================================================================
    
     You can get yourself a ticket to the infamous Crossbone Isle on two 
    occasions. On the first occasion you may however not be able to traverse 
    anything farther than B3. This is so because you need the Cloak Psynergy to 
    make it past B4, but it is nice anyway to collect some of the treasures on 
    the first routine. Also you probably need to make 2 trips anyway since 
    there are so many items to be found here and the inventory set-up doesn't 
    allow you to carry more than 60 items (including the stuff you can't drop).
    
    A. make the Tolbi bound ship dwell of course by selecting the people as 
    oarsmen/women:
    
       1. Nearly bald brown haired man
       2. Bald old gray man
       3. Young man in the back of the room
       4. Woman with light brown hair and a light green dress
    
    
    B. Don't fight the Tempest Lizard at the end of Suhalla Desert. If you 
    let him carry you around you will net you free ride from Suhalla to 
    Crossbone Isle and back. In any case after reaching this place you'll find 
    a nice dungeon consisting of 10 layers with the dreaded Deadbeard at the 
    bottom as boss. There are many interesting items to collect here so let's 
    go.
    
    
    --Crossbone Isle--
    Hidden Items: 5 (5)
     Blue Key (4x) - on B3 use "Catch" to get these
     Red Key       - on B3 use "Reveal" and "Catch" near the top to get it
    Chests: 38 (43)
     Outside -   1 Coin, Mint
          B1 - 111 Coins, Antidote, Nut, Hard Nut
          B2 - 222 Coins, Elixir, Lucky Pepper, Mystery Blade
          B3 - 333 Coins, Fairy Ring, Cookie, Smoke Bomb
          B4 - 444 Coins, Psy Crystal, Storm Gear, Sleep Bomb
          B5 - 555 Coins, Ninja Garb, Lucky Medal, Potion
          B6 - 666 Coins, Elixir, Demon Axe, Water of Life
          B7 - 777 Coins, Lucky Medal, Psy Crystal, Wicked Mace
          B8 - 888 Coins, Potion, Cleric's Ring
          B9 - 999 Coins, Water of Life, Sleep Bomb, Muramase
         B10 - Demon Mail
    Monsters: Mimic (2x)
    Djinn: Venus - Bane (B7)
    Boss: Deadbeard
    
     From the start go left and use 'Growth' (equip Isaac with Mars Djinni) on 
    the vegetation against the wall 3x times. The bush next to the third vine 
    conceals nothing so you can leave that foliage. Use Catch to reach the Nut 
    on the right tree. From here you can go down the slide from 3 different 
    places. First take the middle slide and you can collect a chest with 1 
    Coin. Fall down, climb up the wall again and pick the slide on the right, 
    move the log and open the chest for Mint. Finally repeat the process again 
    for the left slide and use Whirlwind to enter the dungeon of Crossbone 
    Isle.
    
    --Crossbone Isle Cave--
    
    B1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Touch the door to start a battle against 2 Viragos and a Hobgoblin. These 
    clowns aren't hard, beating them give you a Lucky Medal.
     Enter the door and walk around the main room at the end there is a chest 
    with an Antidote. Next go back to the entrance, jump up the left square 
    tile, move the pillar to the left and collect the Nut from the red chest.
     Next go back through the doorway, enter again (this to reset the pillar), 
    this time move it to the right and collect 111 coins from the chest by 
    jumping to the left. Move the pillar north of you to the right and collect 
    the Hard Nut from the chest here.
     Reset the room again and move the same pillar to the right and collect 111 
    coins from the chest by jumping to the left. Move the pillar north of you 
    to the left, jump along the tiles until your reach the pillar on the most 
    upper platform. Use move to pull in towards the middle section of that 
    platform. Go back and use "Move" on the pillar just below the most upper 
    one to the right. Jump onto the platform, go left, up and move the pillar 
    you just placed in the middle to the far right. Jump over this and other 
    platform and you can reach the exit.
    
     Push the pillar into it place so you don't have to do this all over when 
    backtracking. Also take note of the Mimic Chest here, if you open it will 
    fight you.
    -----
    Mimic
    -----
     HP:  729    ATK: 214    AGL:   97    Weak:    Fire
     PP:   44    DEF:  59    LCK:   14    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Curse, Sonic Slash
     Exp:    347
     Coins:  386
     Item: Potion
    
    
    B2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Open the door to commence a battle against 2 Grislies and a Succubus. Just 
    like the previous floor these monster are easy, but don't get too 
    overconfident for the monsters of the lower floors are no pushovers. 
    Defeating them nets you a potion, afterwards enter the doorway for room #2. 
    Walk up to the chests with an Elixir, 222 Coins and Lucky Pepper right 
    away.
     Move the upper vertical pole, the two horizontal ones (starting with the 
    upper one), the lower vertical one to the left and finally the left 
    horizontal one up that was previously inaccessible. Open the chest and 
    collect the Mystery Blade from it.
    
    
    
    B3
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Touch the door for a visit by 2 Fiendish Ghouls and Lich. Beating the 
    goons gives you a Psy Crystal. Enter the third room and collect the first 
    blue key by using Catch Psynergy. Move three platforms to the right and 
    head up, here use Catch on the blue key above you in order to obtain it. Go 
    to the far right using the lower route and pick up the third key from the 
    platform two spaces to the right of it.
     Go back to the start and take the left route this time, follow the left 
    wall and from the 'two square sized' platform go right, up, continue right 
    and pick up the fourth blue key with "Catch" on the platform below. Open 
    the four blue doors with the keys and step down from the fourth door, use 
    Reveal to make the concealed red key visible and pick this one up with 
    "Catch" as well. The chests contain from left to right: 333 Coins, Fairy 
    Ring, Cookie and a Smoke Bomb. Go a few steps back and jump to left towards 
    a red door. Use the red key on it and proceed to B4.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Note: People who came here via the Tolbi Bound ship will get stuck in the 
    next room, since they have yet a few more Psynergies to learn. They can 
    however fight the Gryphons for the Experience and the money. Use Retreat to 
    make the returning journey a lot quicker!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    B4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Inside door #4 are two Gryphons. These guys are pretty strong so be 
    careful. Try to focus your attacks on 1 Gryphon so you can eliminate one 
    right away. Victory on them will give you yet another Potion. Enter the 
    door, go right use Halt on the two statues, when they are on either side, 
    the left one defends a chest with a Sleep bomb. Behind the second statue 
    use "Cloak" Psynergy and walk by the statue in the shadows, to the north 
    you can find a chest with 444 Coins. Walk past the right statue from the 
    left side and collect the Storm Gear from the chest. This is one great 
    armor!
     Go back to the entrance, then go left and use cloak whilst making sure 
    that Isaac's body is entirely in the shadow. Walk past the Pushing Statue 
    and collect the Psy Crystal near the exit.
     
    
    B5
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Two Stone Soldiers + Harridan + Lizard King appear here, with the 
    exception of the Lizard King these are just regular enemies from Suhalla so 
    they shouldn't be too hard to beat. Only the Lizard King may provide any 
    resistance, but not that much (Beating them gives you a Psy Crystal). Once 
    inside the room you can instantly collect 555 Coins from the chest at the 
    top of the screen. Here are directions to get all the items and reach the 
    exit:
    
       Move the upper left horizontal log down
       Move the lowest vertical log left
       Move the horizontal log just above the vertical one down 
       Push the vertical back into position
       Push the upper horizontal one back into position
       Hit the switch
       Collect Ninja Garb from chest
    
    From the previous end setting:
       Drain the water
       Push the vertical logs to the left
       Push the lower horizontal log upwards
       Push the upper vertical back into position
       Push the horizontal log just to the right of the vertical one down
       Push the other vertical log back into position
       Push the horizontal log back into position
       Hit the switch
       Collect the Lucky Medal
    
    From the last setting: 
       Drain the water
       Push the upper horizontal log down
       Hit the switch
       Collect the Potion
       Exit the room
    
    
    B6
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Hit the door for 2 Chimeras to pop up. These guys are getting stronger 
    than the average enemies so don't rush (their weakness is water and HP = 
    1350 each). As with most of these longer battles focus on 1 enemy, before 
    taken on the other and you'll get a potion at the end. After they're 
    disposed of go inside the next room.
    
     Push the pillar with the chest up in the back of the room and the two 
    pillars at the start to the left so you can jump over them to the path that 
    is behind them. Go over the new path and pick the Elixir up from the chest. 
    To the left you can see Bane; the final Venus Djinni. He gets scared flees 
    to a safer place, we'll get him soon enough. Go around the room and push 
    the pillar down, fall down as well, then freeze the puddle so an Icy Pillar 
    is created. Climb the ladder on the left, jump on the pillars and go up to 
    collect 666 coins from the chest, go up even further and Bane gets scared 
    again.
    
     Move the pillar that is next to his former location to the right twice and 
    climb up and down the ladders to collect the Demon Axe, but don't equip it 
    yet. You need the Cleric's ring to prevent the curse from taking your 
    character over. Now move the lower pillar so that you are north of it, when 
    you get it in its final place (Use Move Psynergy over the small stone to 
    get this job done). Walk all over the place and collect the chest some 
    Water of Life.
    
     Go back to the upper right corner and meet up with Bane again. He flees 
    for the final time to the other side of the room. Follow him and use Halt 
    to prevent him from escaping again. Touch him and he turns to your side, 
    now you can use his poisoning abilities (This is very handy in longer 
    battles). Time to head for the exit of this room.
    
    
    B7
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Only two enemies here which are both Earth Lizard (HP = 1550 each and 
    weakness = Wind), they're quite strong so don't underestimate them. Use 
    your newly acquired Djinni Bane right away and hope that he inflicts 
    "Deadly Poison"; if he does this battle will be easily finished in 3 
    rounds. You get some Water of Life for your effort.
    
     The next room is a bit more complicated to explain. The easiest way of 
    collecting all the chests is used the square block in combination with 
    Carry to get one item each time. The go back and reset the room, because 
    you won't be able to get all items in one go. 
      -A Lucky Medal is hidden in the chest on the right
        Be sure to Carry the block on the upper space near the gap
      -A Psy Crystal in the upper left corner
        Be sure to Carry the block on the right space!
      -The chest in the middle has a Wicked Mace (cursed)
        Place the block between the smallest part of the left gap
    Also near the exit is a chest with 777 Coins. Go outside and push the 
    pillar in the pit again. 
    
    B8
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     And what behind door number 8? What's gonna' come out? We'll soon find 
    out! First you have to beat two Thunder Lizards and a Poison Toad. This 
    battle can be quite hard if you haven't been to the Venus Lighthouse's 
    upper level yet, but it can be done. The Thunder Lizards are exactly the 
    same as the ones in the Lighthouse only the Poison Toad (HP = 2250 and 
    Weakness = Fire) is new, once again unleashing Bane on him is a good idea. 
    Water of Life is your reward for beating him.
    
     The next puzzle is a real jinx so be careful about the moves you make. 
    Inside jump over the first puddle, turn around, freeze it and use it to 
    reach a chest with 888 Coins. Go left, jump over another puddle, move the 
    small block to the right, jump back over the puddle, freeze it and use that 
    to reach a chest with a potion. Go back to the dragon statue, slide down 
    near it and raise the platform with Frost. This also melts the pillar 
    giving you an extra chance to go the left again. Don't forget to push the 
    log down before going back to the left again. Jump over the puddle after 
    pushing the log and freeze it a second time. Climb the stairs, collect a 
    smoke bomb from the chest on the right if you like, go left, slide down one 
    of the slides and push the upper log down.
    
     Finally you can collect the Cleric's Ring, be very careful with this ring 
    because it is the only way to negate the cursed item effects. This one is 
    very special again since you are going to get this One in BOTH Golden Sun 
    Games so make sure to transfer this one. Currently the ring goes best to 
    Garet with a Wicked Mace and Thunder Crown. I prefer the Wicked Mace over 
    the Demon Axe, because the difference in Attack Power is little and the 
    Wicked Maces' Unleash causes Venom Status which is soooooo much more 
    effective. 
    
    
    B9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     The final door challenge; two Cerebuses. As you might suspect these guys 
    are no pushovers (HP = 2200 each, Weakness = Fire). Mia probably has to do 
    some healing here, for their attacks are very strong. Use the Wicked Maces' 
    Unleash and Bane to make this battle a short one; Venom Status does about 
    450 Damage per turn on them!
    
     Behind them is the last puzzle room, walk over the left log towards the 
    back then take the vertical log to the right. Take the horizontal log on 
    the right, go up again, jump over to the other log and move to the right. 
    Switch over to the lower log and go to the right shore. You can collect 999 
    Coins by taking the lower log to left. Switch back to the log you just and 
    go to the left. Use the horizontal log above you and go upwards to another 
    chest with a sleep bomb inside. Go back, go ashore on the left side and 
    collect some Water of Life here. 
    
     From here you can already reach the exit or solve another puzzle:
    
        -First move all three horizontal logs upward
        -Move the lowest vertical log to the left
        -Move the center horizontal log down
        -Move the center vertical log to the left
        -Move the right horizontal log down
        -Finally move the upper vertical log to the left
    
    This should allow you to reach the chest with the Muramase. An item that is 
    not that strong, but you may argue differently. Go outside and push the 
    final pillar in its place. You can go down another level here, but the 
    dreaded Deadbeard lurks down there on the haunted Pirate ship. If you feel 
    like you can take on the world go down there. Deadbeard is absolutely the 
    strongest adversary you'll encounter in this game.
    
    
    B10
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    --Pirate Ship--
     After nine layers of beating demons and solving puzzles you reach the 
    bottom of the pit where a Pirate Ship is located. The first chest you come 
    across is the last Mimic of the game and it's a bit stronger than the 
    others.
    -----
    Mimic
    -----
     HP: 1206    ATK: 367    AGL:  167    Weak:    Fire
     PP:   68    DEF: 126    LCK:   18    Strong:  Wind
     Special: Debilitate, Psy Drain, Sleep, Condemn, Curse, Spark Plasma
     Exp:   1009
     Coins:  643
     Item: Potion
    
     Once again try to unleash Bane and the Unleash of the Wicked Mace. The 
    "Venom" Status just helps so much in battles like these. Although this 
    battle isn't that hard, the Cerebuses were harder IMO.
    
     If you walk up to the front of the ship you automatically have to fight 
    Deadbeard; THE strongest adversary in this game. You may want to "Retreat" 
    if you feel weak at this moment. You can always come back later to beat 
    him. First off try to raise all (or at least some) Party members AGL over 
    180 (Take note that there has to be some room for Djinn unleashes). This 
    way you should be able to outrun Deadbeard and get the first turn.
    
    ---------------------------------------------------------------------------
    Big Boss: Deadbeard
    -------------------
     HP: 6000    ATK: 468    AGL:  180    Weak:   Earth
     PP:  600    DEF: 178    LCK:   60    Strong: Water
     Special: 'Attack 2x', Break, Debilitate, Freeze Prism, Guard,
               Impact, Inferno, Spark Plasma, Ward
     Exp:   8000
     Coins: 9000
     Item: Water of Life
    
     To start of with this analysis: Statistically speaking Deadbeard is 
    stronger than the Fusion Dragon. So if you can beat him you can beat every 
    monster. As you can see he has top level Attack Psynergies of all elements, 
    Break (to undo your power ups), Impact + Guard + Ward to protect himself 
    and he may strike 2x per round.
    
     Of course any enemy can be beaten so start of with Unleashing Bane 
    (Venom), Luff (Block his Psynergy), Scorch (stun Deadbeard) and such. From 
    my own experience I can tell that Mia will probably be healing each round, 
    so don't waste too many Djinn with her for Wish Well / Pure Wish is very 
    handy in this battle. Get Isaac to use Judgment as soon as possible, since 
    Deadbeard is weak to Earth. Although I say that you should use Bane I do 
    have to admit that Deadbeard's extremely high amount of Luck makes him 
    nearly invulnerable to ailments.
    
     Another possible tactic is interchanging Granite and Flash each round; 1 
    turn unleash Granite and set Flash, then the next turn you can do the 
    opposite. This however leaves you with only 2 members to attack, but your 
    defense will be very strong and Deadbeard will hardly be able to hit you.
    ---------------------------------------------------------------------------
    
     After beating him you can get a Demon Mail from the chest behind him. This 
    armor looks strong, but actually lowers your wind resistance. So it isn't 
    that good all the same, too bad I was expecting something better.
     
     That's it you completed the entire Crossbone Isle Side-Quest. If you link 
    your game to GS:TLA some people will tell you about the great Isaac who 
    bested Deadbeard, this doesn't give you any items or rewards, so this is 
    more a matter of honor.
    
    
    
    
    
    ===========================================================================
    Appendix D: The Battle Arena
    ===========================================================================
    
     The Battle Arena is a special feature in the game that you can play just 
    for fun. There are no treasures to be won here (actually you can't earn 
    anything other than a new high score), but this is a nice additional 
    section that can be good especially if you have some friends to compete 
    against. The main thing the Battle Arena consists of is the Monster Battle 
    and the Linked Battle as described below.
    
     In order to do battle you will have to collect your first Djinn (Venus 
    Djinni: Flint) if you which to participate in the Battle Arena. I guess 
    don't know the main reason behind this, but that is all that is needed. To 
    get to the Battle Arena select the "Battle" option from the Main Selection 
    screen after you start up your GBA. Then you will have to choose one of the 
    save file. Pick the data file which you want to use; all your Characters, 
    Djinn and Statistics will be used from that data file. After doing so Isaac 
    will enter the Arena Waiting Lobby. Check the map below for all the 
    interesting parts (Looks more like a boat, if you don't see the perspective 
    of this picture...):
    
        _______________________________________________
       |   P                                    P      |
       |   _                                           |
       | P|_|                                     G    |
       |   P                                    I||M  |
       |       P                                      |
       |     P|_|P                                     |
       |       P ____________________________ 4        |
       |        |                  _____     |         |
       |        |              _  |9|9|9|    |         |
       |        |             /D\       |         |
       |      __|____________/DDD\___________|__       |
       |      \      1  |          3 |  2      /       |
       |______ \---------      o     ---------/ _______|
       |      \ \                            / /       |
       |_______\                              /________|
       |     P              P                     P    |
       | P          __________   __________            |
       |___________|          |E|          |___________|
    
    
       Legend
       ------------------------------------------------------------
       1. Receptionist    - Start Battle
       2. Man             - Counts consecutive Linked Battles
       3. Old Man         - Counts consecutive Monster Battles
       4. Sanctuary Guy   - Same as in the regular game 
    
       o.   Central tile; Gladiator's Circle
       D.   Passageway to the arena
       999. Consecutive Linked Battle Counter 
       P.   Various people who make some comments about the arena.
       G.   Garet
       I.   Ivan (only if Ivan is in your team)
       M.   Mia (only if Mia is in your team)
    
    
    Monster Battle
    ---------------------------------------------------------------------------
     Talk to the lady (1. on the map) behind the counter and the lady will ask 
    if you want to battle a monster right away, when you don't have a second 
    GBA connected to your GBA. If you do have a second GBA attached you will 
    have to opt for the single player battle if you want to battle a monster. 
    She'll tell you stand on the central circle (marked with o ) to start the 
    battle. If you do so you'll enter the arena where you have to fight any 
    monster that you have defeated in battle. This includes the bosses and so 
    on, which means that even Fusion Dragon and Deadbeard may pop up if you 
    have defeated them in that particular save file.
    
     I noticed that you'll only battle the strongest monsters you have 
    defeated, which usually means many Deadbeards and other bosses if you 
    bested them. After checking out the statistics of the monsters I found out 
    that the monster in the Battle Arena are a lot stronger than the ones in 
    during regular game play. Just take a look at this example:
    
    
     Statistics Comparison for 3 enemies: Regular game VS. Battle Arena
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
                   Amaze         Deadbeard     Chimera Mage 
                                            
       Statistic | Reg. Arena  | Reg. Arena  | Reg. Arena  
       --------- | ---- -----  | ---- -----  | ---- -----  
       HP        |   39   464  | 6000  6543  |  413  1101
       PP        |    0    67  |  600   684  |   28   134
       Attack    |   36   578  |  468   999  |  326   999
       Defense   |   10   156  |  178   362  |  119   353
       Agility   |   18   241  |  180   465  |  145   507
       Luck      |    2     2  |   60    60  |   16    16
                 |             |             | 
       Pow - Ven |  100   200  |  100   200  |   95   200
       Pow - Mar |   95   200  |  120   200  |  115   200
       Pow - Jup |   95   200  |  110   200  |   95   200
       Pow - Mer |   95   200  |  130   200  |   85   200
                 |             |             |
       Res - Ven |   48    48  |   72    72  |  100   100
       Res - Mar |   72    72  |  127   127  |  175   175
       Res - Jup |    7     7  |  152   152  |  100   100
       Res - Mer |  100   100  |  193   193  |   25    25
    
       All Hero Characters are on level 99 upon testing
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
     As you can see in the above table even a weak enemy like an Amaze can 
    become a fierce opponent if your levels are really high. I am not entirely 
    sure if only the levels alone determine the strength of your opponent, but 
    it is certain that they become stronger when you are strong too. Therefore 
    the monsters in the battle arena are a lot harder to defeat than during 
    regular game play. Only the Elemental Resistances and Luck remain the same 
    for each monster.
    
     There are some other differences with the regular battles too. For one 
    thing you don't receive any item drops, experience and coins from the 
    enemies you defeat in the battle arena. Secondly, if you party dies this 
    has no further consequences other than that your consecutive Battle counter 
    gets a reset. Third thing is that all items you use aren't removed from 
    your inventory if you play the regular story again. If you manage to beat a 
    monster and you return to the main lobby you are asked to battle another 
    random monster or quit. If you quit all your characters' HP and PP gets 
    restored to the original values.
    
    
    
    Linked Battle
    ---------------------------------------------------------------------------
     When two GBAs who are both equipped with a Link Cable and they both have a 
    game pack of Golden Sun(1; no mixes with "the Lost Age" are allowed) of the 
    same language you can do a Linked battle against your friend (Watch out 
    when connecting European Versions of the game). An important rule in the 
    Linked battle is that there can only be three allies in the same group in a 
    Linked battle. Therefore Mia will fall out by default, if you wish to 
    change this you need to move the characters in the statistics screen (press 
    select, select the Statistics option and use L and R to move the characters 
    from left to right here). Second Rule is that again you can't earn any Exp. 
    and coins with these battles. Third and most important rule is that after 
    the other player has inserted all of his commands you only have 15 seconds 
    to set your characters attacks or else the will become "Defend" by default.
    
     Talk to the receptionist again and if the GBAs are connected properly you 
    will get an extra option that allows you to challenge your opponent; if 
    your opponent accepts this challenge you both have to step to the center 
    circle for the battle to start. I myself didn't have much experience with 
    the linked battles, but what I did remember from the few battles is that 
    trying to Summon Rush (using all Summons at the same time) doesn't work 
    well if you have an opponent that is not incredibly weak. Therefore you'll 
    need to create good tactics to beat him, since with all the Djinn and 
    healing/reviving spells it sometimes may take a very long time for the two 
    of you to complete one battle.
    
     Most tactics you may have used against bosses in the regular game may 
    prove ineffective, but you may find other weaknesses and exploit these. A 
    very effective tactic is entering your attacks very quickly; leaving the 
    other player only 15 seconds to think. This may seem a lot, but many people 
    usually need more than that to come up with a good strategy so playing fast 
    may be a possible tactic to win. Of course you need to bear in mind that 
    playing fast can cause you to make errors all the same.
    
    
    
    
    
    ===========================================================================
    Appendix E: Golden Sun: The Lost Age Linkage
    ===========================================================================
    
    Introduction
    ---------------------------------------------------------------------------
     So what's the deal with this linkage system you may have heard about 
    already? Well, basically it allows you to transfer your data from GS 1 to 
    GS2: the Lost Age so you can continue on where you left off in GS. This is 
    a very nice idea and works fine although if you don't have a link cable & a 
    second GBA you will have to do some very tedious and error-prone work 
    first. To make things a little easier there are three levels of passwords 
    which allows you to choose what you do want to transfer and what doesn't 
    get transferred.
    
    What gets Transferred
    ---------------------------------------------------------------------------
     As I said in the introduction you can choose 3 levels of password you wish 
    to transfer data. They are Bronze, Silver and Gold Medal passwords.
    
       Bronze                Silver                Gold
       -------------------   -------------------   -------------------
       Character Levels      Character Levels      Character Levels
       Djinn                 Djinn                 Djinn
       Psynergy Items        Psynergy Items        Psynergy Items
       Quest Data(*)         Quest data(*)         Quest data(*)
       -                     Character Stats       Character Stats
       -                     Coins                 Coins
       -                     -                     Items in Inventory
    
    (*) = This data doesn't appear on the list, but it is in the password. 
    Basically there are six different events that the password memorizes and 
    sends to the Lost Age. Each event will give you something in Golden Sun: 
    The Lost age.
    
    1  Event: Talk to the Mayor of Vault after the bandits escape
       GS2:   The bandits come across again, you also get the Golden Boots
    
    2  Event: Beat the Colosso Event in Tolbi
       GS2:   the Gladiators return, you also get the Golden Shirt
    
    3  Event: Save Hsu at the Alpine Crossing before Hama does
       GS2:   You receive the Golden Ring
    
    4  Event: Beat Deadbeard
       GS2:   Some folks in Alhafra tell you that Deadbeard was defeated.
    
    5  Event: Save Master Hammet from Lunpa Fortress
       GS2:   You receive a chest with Orihalcon, when your ship gets wings.
    
    6. GS1:   Talk to Dora in Vale after she gets ill (after reaching Altin)
       Event: Isaac has an extra segment of conversation with his dad about 
              his ill mother in Prox during the epilogue.
    
    
    How to transfer data
    ---------------------------------------------------------------------------
     Actually this is described in detail in the Golden Sun: the Lost Age 
    manual, so you should read that. It is possible however to look at the data 
    right away using the "Send" option in the Game Selection Menu. In order to 
    make this appear you need to have at least one "Clear Data" file. If you 
    have one or more do the following:
    
       Start up your GBA with GS
       Press 'start' to get to the main file selection menu
       Press and hold left on the D-pad
       Press and hold the R shoulder button at the top of your GBA
       Press 'B'
    
     A new option should appear on the far right of the selection menu: Send. 
    Select it and you will have to choose which data file you which to 
    transfer, you can only select the "Clear Data" files; e.g. the files that 
    have been saved after finishing the game.
    
     Select one of those files and you get another option: Password or Cable. 
    If you choose "Password" you can choose which level you want, before the 
    game shows you the password. You have to write it down or (memorize it) and 
    enter this in GS:TLA. This password is not that long for Bronze and Silver 
    Medals, but Gold is lengthy 6 pages * 50 characters per page = 300 
    Characters. So I recommend you write it down carefully, since you don't 
    want to receive an error after filling in all those characters in GS:TLA.
    
     The Cable Option will automatically transfer the Golden Password to the 
    Lost Age using 2 GBAs and 1 GBA Game Link Cable. This is a lot easier than 
    writing down, but not everybody has 2 GBAs around.
    
     Furthermore Chris Maka found out that using GBA SP with wireless linking
    doesn't work. You really need two GBAs with a wired link, in order to
    transmit the password over to the other cartridge. Apparently Nintendo
    didn't design their hardware to be backwards compatible. If your uplink
    doesn't work because of this, then you still have to use the manual
    password.
    
    
    
    Passwords
    ---------------------------------------------------------------------------
     Here are some of the most interesting patches you may want to use. There 
    are three prefabricated passwords:
    
        -Maximum
        -Realistic
        -Collector
    
    The first one has everything maxed out to get the strongest characters 
    available. The second is game file played by me with normal items and 
    statistics at the end. Finally the third password has about nearly every 
    single artifact so you can get a complete inventory in the Lost Age.
    
     Take note that all passwords have been verified with the Password 
    Generator made by Paulygon. I did this to prevent typographical errors in 
    the password codes (I know how irritating an error can be if you just 
    entered 260 characters). In other words:
    
                = = = = = = = = = = = = = = = = = = = = = = =
                  ALL PASSWORDS ARE VERIFIED AND ERROR FREE!
                = = = = = = = = = = = = = = = = = = = = = = =
    
     There is however one thing I do wish to point out. On www.neoseekers.com
    some of the characters are misinterpreted into HTML codes (e.g. "&" sign
    becomes "&amp;"). I cannot resolve this problem as the error lies at
    Neoseeker's servers not mine. Please interpret the aformentioned html code
    with the ampersand sign. See this picture for an example:
                   http://i17.tinypic.com/6g2ergj.jpg
    
    
    
    
    Maximum - a hacked password for THE strongest setup
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
     This password was generated with the objective of making the game as 
    simple as possible (from the perspective of the battles). Initially I used 
    Paulygon's Password Generator to create this password, but I noticed that 
    it is possible to get ANY item from GS2 transferred to GS2. So, I made up 
    my own password that features all of these Uber-items. The statistics are 
    raised to the highest possible levels, but the actual effects may vary due 
    to Djinn or Class properties. I deliberately put the characters on level 54 
    so all the Psynergies are available and yet you can train them even 
    stronger by leveling up.
    
     I also included four of those pretty Ninja Sandals (dummied out... 
    normally), because they seem to be more effective than Hyper Boots. At 
    first I tried to include "Orihalcon *30", but that didn't work out properly 
    and the same goes for the others like Mist Potion and Mythril Silver. You 
    only get 1 of them once the password is read in GS2. I know the problem 
    lies in the GS2 cart, because the password itself did store it as 
    "Orihalcon *30".
    
    The main features of the password are:
    
      999999 Coins
      All Djinn
      60x each Statistic Increasing Item
      All Psynergy Items
      All Side-Quest completed
      All Characters Level 54
      All Statistics maxed out (as far as possible, that is) 
    
    Inventory:
    
    Isaac              Garet              Ivan               Mia
    ----------------   ----------------   ----------------   ----------------  
    Sol Blade          Clotho's Distaff   Cleric's Ring      Catch Beads
    Lure Cap           Atropos' Rod       Cleric's Ring      Carry Stone
    Warrior's Helm     Lachesis' Rule     Lucky Medal *30    Lifting Gem
    Big Bang Gloves    Tisiphone Edge     Game Ticket *30    Orb of Force
    Big Bang Gloves    Huge Sword         Ninja Sandals      Mars Star
    Riot Gloves        Levatine           Ninja Sandals      Black Orb
    Berserker Band     Stellar Axe        Ninja Sandals      Frost Jewel
    Storm Gear         Tungsten Mace      Ninja Sandals      Douse Drop
    Mythril Helm       Valkyrie Mail      Cloak Ball         Halt Gem
    Leda's Bracelet    Triton's Ward      Power Bread *30    Power Bread *30
    Leda's Bracelet    Triton's Ward      Cookie *30         Cookie *30
    Planet Armor       Ardagh Robe        Apple *30          Apple *30
    Excalibur          Feathered Robe     Hard Nut *30       Hard Nut *30
    Excalibur          Feathered Robe     Mint *30           Mint *30
    Excalibur          Cosmos Shield      Lucky Pepper *30   Lucky Pepper *30
    -------------------------------------------------------------------------
    
     Bronze
     -----------
     ?Fgcv Z#wVy
     iR?e& Z
     -----------
    
     Silver
     -----------
     9qSJP Ae+xq
     B?D?j nF+Fi
     unF+z sJW#d
     7N&%P R=C5Q
     X6JC5 WPG8A
    
     mTvcT VdZQU
     6
     ------------
    
     Gold
     -----------
     uHYyi XLJJB
     g=VPk 5TteF
     27Gp6 gcmA$
     b9?Xj dAthh
     J&qv6 Du$!Q
    
     CZzxR qyzz&
     5jADY eWb94
     Wr?Lv !Zz#q
     F!eB? =B8Nk
     FQyzB iw52f
    
     w2KJd rVfS$
     Ap=Jj T%i%F
     s7utc HFRP9
     Vrm3m j%$Ai
     QgBTr CJVMc
    
     Fxb2i EMtn$
     9S7bd Wbfhy
     3gkn7 kqsbs
     rvxgv z?kzG
     $+r$A CvAEV
    
     H!FKM $KPBS
     eV7fX U7eK=
     Z57Q5 9bU9q
     9J#jv C5ind
     rapts Sj!zk
    
     jy#$p #TAcE
    ---------------------------------------------------------------------------
    
    Realistic - an Actual Game Password
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    This is an actual game file played through to the end, that's why this 
    password is realistic. This is for everybody who wishes to be able to get 
    every feature in GS2, but who doesn't have the original GS or doesn't need 
    to be a god and ruin the game play. To be even more specific it is the game 
    file I used for the creation of the GS1 walkthrough. The main features of 
    the password are:
    
      813168 Coins
      All Djinn
      4x each Statistic Increasing Item (except 5x Hard Nut)
      All Psynergy Items
      All Side-Quests completed
      All rare item drops that can only be found in GS1
      Characters: Isaac - Level 47
                  Garet, Ivan & Mia - Level 46
    
     Bronze
     -----------
     kCDR# Nh=gx
     X6Edg m
     -----------
    
     Silver
     -----------
     ju=G? $d+fA
     F!DyC #68MN
     E2ncG BE&k9
     hSc9n MWPgm
     vuTrk ?ZK5i
    
     k$Pc! PFFC&
     6
     -----------
    
     Gold
     -----------
     whk?n fQKJV
     yG86K wUMjQ
     nCKER !zLQY
     RxRa! C5#=y
     dws!5 9pKpB
    
     egxKF 4xzRz
     6keKZ =uKKU
     EZ+Z% ?3Kmi
     RsKEq s=yqu
     ?NHD? 4CQCK
    
     VdeqQ F%#h+
     CtPbt uP2Fd
     9ND4T Nw#d5
     B#BEg k=$7%
     BLB?b +ixpv
    
     +hrS& L&W5J
     9A3ad E7ehN
     Kcjjf gpsTM
     muxYr y?ZpR
     r8q2= Cd$Dm
    
     HiBJM nFNRw
     tLTWx QX2?8
     V47+Z 8bC5A
     dgHah kMex4
     rSjss QNEzC
    
     3u?$7 v2AUR
    ---------------------------------------------------------------------------
    
    Collector - Nearly Complete Inventory
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    This password mainly focuses on getting a complete inventory so you have 
    ALL artifacts this game provides. There are more than 60 Artifacts not 
    attainable in GS2, therefore I had to drop some of them. This is so because 
    the party members can only carry 15 * 4 = 60 Items at most. I chose to drop 
    the following items/artifacts: 
    
       -Frost Jewel      Mia & Piers have it already
       -Douse Drop       Mia & Piers have it already
       -Cloak Ball       "Cloak" isn't required in GS2
       -Halt Gem         "Halt" isn't required in GS2
       -Hermes Water     Just a Potion with a different name
       -Empty Bottle     Useless in this game
       -Cell Key         Useless in this game
       -Machete          I had to drop 1 more item to get all the others in
       -Fur Coat         It is not enlisted as a Rare Item, but it can only be
                         found in this game.
    
     If you can find a way to drop even more artifacts (i.e. that can be found 
    in GS: the Lost Age) it might be possible to transfer these items as well.
    
    
    Password Features: 
    
      513000 Coins
      All Djinn
      All Side-Quests completed
      Includes the dummied out Rings, Under Shirts & Boots
      Only Psynergy Items that are unique are included (see inventory below)
      Characters: Isaac - Level 35
                  Garet - Level 35
                  Ivan  - Level 34
                  Mia   - Level 36
    Inventory:
    
    Isaac              Garet              Ivan               Mia
    ----------------   ----------------   ----------------   ----------------  
    Arctic Blade       Oracle Robe        Vambrace           Catch Beads
    Gaia Blade         Cocktail Dress     Spirit Gloves      Carry Stone
    Muramasa           China Dress        Battle Gloves      Lifting Gem
    Elven Rapier       Ninja Garb         Virtuous Armlet    Orb of Force
    Assassin Blade     Kimono             Guardian Armlet    Mars Star
    Mystery Blade      Storm Gear         Warrior's Helm     Black Orb
    Kikuichimonji      Water Jacket       Adept's Helm       Divine Camisole
    Bandit's Sword     Elven Shirt        Ninja Hood         Herbed Shirt
    Vulcan Axe         Spiked Armor       Lucky Cap          Casual Shirt
    Burning Axe        Asura's Armor      Thunder Crown      Knight's Greave
    Demon Axe          Demon Mail         Lure Cap           Silver Greave
    Grievous Mace      Dragon Scales      Mythril Circlet    Ninja Sandals
    Wicked Mace        Spirit Armor       Glittering Tiara   Aroma Ring
    Zodiac Wand        Dragon Shield      Fairy Ring         Rainbow Ring
    Fur Coat           Earth Shield       Cleric's Ring      Soul Ring
    --------------------------------------------------------------------------
    
     Bronze
     -----------
     x=3=U %wUks
     +jK9x 9
     -----------
    
     Silver
     -----------
     ikENZ wBFH9
     pYW8W ZWXVt
     EaUnq kg6ab
     Q5#fj tqpM%
     8LRy! D!A&A
    
     Gfw5P =$FLg
     A
     -----------
    
     Gold
     -----------
     x9bBU 7nSks
     89=Uf 6zmKR
     G58Ft av=#G
     eWHct 2?rV4
     DN5tt MHK+L
    
     tUcyP EqXbf
     NwDs5 RHhXf
     BG=W8 SMhN&
     PyB%c W3ntU
     3fUv$ d6XX%
    
     zWxW? weBEr
     n&Xcx PZnG8
     Sam8X M4bJB
     %X5Dq HP9Jq
     ega&q =wCwB
    
     zpDRk $#5Ek
     %J&3B N=7Fn
     TEcLX JgQ3A
     PmV8T rZcX$
     w6h4! am8$d
    
     fsdBj whFpW
     ?nLu% sQyBi
     xV&G? Z=L%e
     6ERCa JVGeM
     P2MjS RNXXV
    
     bWu4f 278cs
    ---------------------------------------------------------------------------
    
    
    
    
    
    ===========================================================================
    Appendix F: Bugs, Glitches and Stuff
    ===========================================================================
    
    ---------------------------------------------------------------------------
    Bugs
    ---------------------------------------------------------------------------
    
     I haven't found any bugs in this game that can seriously block your 
    progress, so far.
    
    
    
    ---------------------------------------------------------------------------
    Glitches
    ---------------------------------------------------------------------------
    
     Here I will describe some of the mistakes in the game that may seem odd, 
    but don't influence game play too much.
    
    
    Stone soldier can't use his "Mad Blast" Psynergy Attack
    ---------------------------------------------------------------------------
     Up to this moment this is the only enemy script glitch I could find in the 
    entire game. The Stone Soldier you come across in Suhalla Desert has 6 PP, 
    but in order to cast Mad Blast (a spell this creature has) he needs 10 PP. 
    So this means that this creature has to skip a turn, if he tries to use 
    this Psynergy. I guess the programmers didn't take into account to give him 
    at least 10 PP.
    
    
    
    ---------------------------------------------------------------------------
    Stuff
    ---------------------------------------------------------------------------
    
    Rename all main characters
    ---------------------------------------------------------------------------
     When you get to rename Isaac at the beginning of a New Game press 'Select' 
    3 times to rename Garet, Ivan and Mia.
    
    When you are renaming Mia press the following button combination:
    
       Up,    Down,   Up,    Down,
       Left,  Right,  Left,  Right,
       Up,    Right,  Down,  Left  and Up.
     
    Now press 'Select' and you can also give Jenna, Felix and Sheba a new name.
    
    
    Put all your Djinn on Set / Standby in one go
    ---------------------------------------------------------------------------
     A little trick that may be very handy before entering a boss battle to 
    save yourself from doing tedious work is pressing and holding the 'R' 
    button and then press 'select' to set or free all Djinn with a single 
    command. Handy if you do not wish handle each one separately.
    
    
    
    Warp back to the last Sanctum
    ---------------------------------------------------------------------------
    Whenever you continue a saved game you can start in the sanctum you last
    visited by pressing: Shoulder L, Shoulder R & Start buttons.
    
    
    
    The hidden GS2 items and enemies
    ---------------------------------------------------------------------------
     After going through the ROM I found out that there are three dummied out 
    weapons in it that are used in Golden Sun: The Lost Age, these are Sol 
    Blade, Kunasagi, Masamune and Mysterious Robe. Also something that is less 
    known is that enemies like Wise Gryphon and Doodle Bug are in the GS ROM, 
    which are (if you played GS2) enemies from the second game. Although I 
    haven't been able to fight them their names do appear in the internal list!
    
    
    Infinite supply of Game Tickets
    ---------------------------------------------------------------------------
     If you run out of Game Tickets you can sell or buy some equipment, but the
    more Game Tickets you obtain the higher the value of your purchase needs to
    be in order to get a game ticket. You can however get Game Tickets for
    a relatively cheap price by doing the following. Note that this tactic
    doesn't work 100% of the time, but it should get you tickets with 2-out-3
    chance.
    
     1. Go to any item shop
     2. Buy 30 Nuts from the item selling clerc for a Game Ticket
     3. Return to the main menu (where you choose between Buy/Sell/Repair)
     4. Repeat step 2. & 3. and sell them if your inventory is full.
    
     The crux of this strategy is that you return to the main menu
    (Buy/Sell/Repair) before buying any more Nuts. If you don't do this the 
    trick won't work. KrrA_InAgOtAbLe who found this interesting method made a 
    video about this on Youtube:
                  http://www.youtube.com/watch?v=Ynt3X5KK2z4
    
    
    Crossbone Isle's Location
    ---------------------------------------------------------------------------
     There is something weird going on with the location of Crossbone Isle. If 
    you try to access the World Map, while you are on Crossbone Isle you will 
    receive a message that it is not on the map. So this means it is somewhere 
    of limits. But as we all know we can reach Crossbone Isle with the Ship 
    Trip over the Karagol 'Sea' (also see App. B for that) from Kalay to Tolbi. 
    The Karagol Sea which is technically a huge lake since it is enclosed by 
    land from all sides, would prevent any ship to pass through bounds of the 
    lake to a place that is not on the map.
     We can come to the conclusion that either Crossbone Isle is hidden 
    somewhere in the Karagol Sea or the Programmers allowed to pass this small 
    glitch, so you could enjoy a part of CI a lot earlier.
    
    
    
    Statistic Boosting Item List
    ---------------------------------------------------------------------------
     This is not so important that I want to spend an entire section on, but 
    here is a list of where you can find all the Statistic Boosting Items in 
    this game. I listed these because they are very rare and also, because this 
    is the only way to increase your character's stats manually.
    
    = = = = = = = = = = = = = =
    Apple (Increase Attack +3)
    = = = = = = = = = = = = = =
    
    ---------
    1. Kolima
    ---------
      Check the upper left barrel of the six in the right corner.
    ----------------
    2. Mogall Forest
    ----------------
      Take the right exit after you reach a screen with 2 Tree Trunk next
      to each other. On the next field you'll see a lone chest containing
      the apple within sight right away.
    ----------------
    3. Gondowan Cave
    ----------------
      From the left entrance keep heading up, until you reach a room with
      two chests. The upper chest contains the Apple.
    ---------------
    4. Kalay Tunnel
    ---------------
      After saving Lord Hammet, you can enter the Kalay Tunnel from
      within Hammet's Palace. Just follow the path to the exit and you'll
      automatically come across the chest in the last part of the cavern.
    
    
    = = = = = = = = = = = =
    Cookie (Increase PP +5)
    = = = = = = = = = = = =
    
    -------------
    1. Altin Peak
    -------------
      You can use "Lift" Psynergy on the brown sphere rock in the room where 
    you fought the second Living Statue (Take the middle level entrance inside 
    the mine).
    
    -----------------
    2. Altmiller Cave
    -----------------
      The second chest you come across in this cave has it (Not counting the 
    Mimic). It can be found very near to where you meet up with Squall; the 
    Jupiter Djinni.
    
    -----------------
    3. Suhalla Desert
    -----------------
      Near the part where the path splits up in three smaller paths leading 
    north (one screen after the Mimic) you'll have to take the left branch. 
    Beat the Storm Lizard and collect the delicious cookie from the chest.
    
    --------------------
    4. Crossbone Isle B3
    --------------------
      You can reach this part of Crossbone Isle using the Boat trip. In the 
    third layer of this dungeon you can get it by opening the second right door 
    with a Blue Key.
    
    
    = = = = = = = = = = = = = = =
    Power Bread (Increase HP +5)
    = = = = = = = = = = = = = = =
    
    -------
    1. Vale
    -------
      After Ivan joins, use "Whirlwind" on the bush behind Vale Shop.
    
    ------------------
    2. Alpine Crossing
    ------------------
      Freeze puddle south of the right entrance to this area and use "Growth" 
    on the plant to reach the chest.
    
    --------
    3. Tolbi
    --------
      Use Reveal on the Gravestones on the western part of town for a chest 
    with the item inside.
    
    -----------------
    4. Lunpa Fortress
    -----------------  
      The only chest you can find in this fortress. It can be found near the 
    end, just before the part with where you have to push the big box.
    
    
    = = = = = = = = = = = = = = = =
    Hard Nut (Increases Defense +3)
    = = = = = = = = = = = = = = = =
    
    ----------
    1. Bilibin
    ----------
      In one of the barrels inside the home next tot the Yellow statue in the 
    center of town.
    
    -------------------------------------------------------
    2. Bilibin Barricade (Only if you save the little tree)
    -------------------------------------------------------
      It is easy to miss this one, if you don't save the small tree from the 
    river after you collect the Hermes' Water. Jump in the water from the right 
    and you can use "Move" on the tree to save the soul, which happens to be a 
    young girl. She'll give a Hard Nut after the Tree Curse is released. This 
    can not be done be done anymore after you used the Hermes' Water on Tret.
    
    --------
    3. Tolbi
    --------
      Inside Babi's Palace you can go down stairs several times, until you 
    reach a room filled with scholars and alchemists. In one of the Jars at the 
    bottom of the screen you can collect the Nut for free. 
    
    ----------
    4. Suhalla
    ----------
      In this little village jump over the water, while standing next to the 
    building that is supposed to be a Sanctum. Walk to the far left and collect 
    it from the chest.
    
    --------------------
    5. Crossbone Isle B1
    --------------------
      Hmmm... It seems to be possible to collect five of these in this game!
    In the very first puzzle room of Crossbone Isle you can collect it from the 
    chest by jumping on the first tile, pushing the pillar to the right, going 
    past the 111 Coin Chest and pushing the next pillar to the right as well. 
    After this you can reach it.
    
    
    = = = = = = = = = = = = = =
    Mint (Increases Agility +3)
    = = = = = = = = = = = = = =
    
    --------
    1. Vault
    --------
      On the main floor of the Inn check the box on the left side of the 
    screen.
    
    -----------------
    2. Lamakan Desert
    -----------------
      After the big field where you could find the Jupiter Djinni Smog, you can 
    find a Mint leaf in a chest on the far left side of the screen. In order to 
    get there go down the stairs and use Reveal on the upper stone circle ring. 
    
    ---------------
    3. Suhalla Gate
    ---------------
      In the only chest around here, fall down the very first slide you can 
    find here.
    
    ---------------------------
    4. Crossbone Isle (outside)
    ---------------------------
      This one is easy for the grabbing; Go up the vines 3 times using "Growth" 
    and fall down the slide on the far right side of the screen, you'll 
    automatically reach the desired destination.
    
    
    = = = = = = = = = = = = = = = = =
    Lucky Pepper (Increases Luck +2)
    = = = = = = = = = = = = = = = = =
    
    -------
    1. Imil
    -------
      Check the oven inside the inn.
    
    -----------------
    2. Lamakan Desert
    -----------------
      On the big field (I drew an ASCII picture of it, see Chapter 7.) you'll 
    have to open the hidden chest in the far north west corner of the screen. 
    Use Reveal on the rock formation here to make it visible.
    
    ----------------------------
    3. Road to Babi's Lighthouse
    ----------------------------
      When you exit Lalivero from the north exit you can go to the right, right 
    away. Use Carry on the grey block and use it to create a path to the lonely 
    chest containing the Pepper.
    
    --------------------
    4. Crossbone Isle B2
    --------------------
      It seems to be that about every Statistic Boosting Item is present on 
    CBI. Go to the second level and push the fallen pillars away to collect it 
    from the third chest you can nab. Easy...
    ---------------------------------------------------------------------------
     That's it for all the statistic boosting items in this game. You'll have 
    to play Golden Sun: The Lost Age to get other boosters if you really must.
    
    
    
    How to find out your enemies' Elemental Weakness
    ---------------------------------------------------------------------------
     If you don't know which to which element an enemy is weak you can easily 
    check it by looking at the end of the line, when you perform an attack.
    
      'Damage here' !!! = Enemy is weak to this element
      'Damage here' !   = Enemy is not weak nor strong (normal) to this element
      'Damage here' .   = Enemy is strong against this element
    
     It can be quite convenient to find out which type of element you need to 
    use on your opponent. Of course there are more uses for knowing your 
    opponent's weaknesses and strength see the sections below here for 
    additional data on those.
    
    
    
    Special Djinn Kill Bonuses ("Dark Panther Method" for enlightened people)
    ---------------------------------------------------------------------------
     Many people know this common and nifty trick already, but if you don't 
    read on. If you can kill an enemy with a Djinn Attack of which the element 
    is the weakness of that enemy you will see that the enemy will make a 
    second Growl and changes color several times before it dies. Next to that 
    you receive 133.3% of the regular Experience and Coins, on top of that the 
    chance for an Item drop get Quadrupled too (ICC lowers by 2). This method 
    is handy if you wish to gain more experience or if you want to increase 
    your chances for one of those Rare Item Drops like the Kikuichimonji.
    
    For example take the Fenrir, which is weak to Fire and has ICC 9 for 
    dropping a Kikuichimonji:
    
     Regular Kill                  Djinn Kill (Mars Djinni in this case)
     ------------------------      ------------------------
     Exp. :  402                   Exp. :  536
     Coins:  212                   Coins:  283
     Kikuichimonji Drop: 0.4%      Kikuichimonji Drop: 1.6%
    
    As you can see the numbers can increase quite a lot if you are fighting a 
    strong enemy. 1.6% is still not much chance for an Item Drop, but there is 
    a way to increase this to 100% by exploiting a little programming glitch. 
    This makes use of so-called RNG methods (see below for some setup that 
    allow you to get a dropped item guaranteed) that provide information about 
    these strategies.
    
     Luckily for you these kills only work in your advantage; if you kill an 
    enemy with a Djinn against which the enemy is strong you still receive 
    normal Experience and Coins.
    
     There is however one small drawback to this method that may cause this 
    method to fail sometimes. The elemental power of the attacker must be at 
    least 41 points higher than the elemental resistance of an enemy. For 
    example a Tempest Lizard is weak to earth (Earth resistance = 48). So the 
    attacker must have at least 48 + 38 = 86 Venus Power the moment he/she 
    unleashes the lethal Venus Djinni, if it is less the Tempest Lizard will 
    not flash and does not drop more Exp. & Coins then usual.
    
     As a final remark I would like to say that this method for getting more 
    Rare Items is by some people also referred to as the "Dark Panther Method" 
    for he was the first person to find out about these properties.
    
    
    
    Abusing RNGs (Random Number Generators) for your benefit
    ---------------------------------------------------------------------------
     This game (as well as GS:tLA) uses 2 RNGs (random number generators) to 
    determine everything that should happen with a 'random' chance. Computers 
    however are actually not suitable to generate true random numbers, because 
    they behave deterministically (i.e. applying the EXACT same input from the 
    same starting state always yields the same results). This leads some people 
    to find strategies that abuse these RNGs so they can force specific 
    outcomes, which should normally be determined by pure chance.
    
     Golden Sun actually has a pretty simple RNG function that can be abused 
    very easily to get the specifically required result time after time. The 
    first RNG is used in battle and determines the whether weapons use their 
    unleash, attacks cause a status or a monster drops his item. The other RNG 
    is there to determine randomness of effects in the field. Examples of these 
    are your chances of success in the Lucky Dice / Slot Machine games at 
    Tolbi. Below I've listed several exploits that allow you to get certain 
    things done (100% of the time), which are normally near impossible to 
    attain in one single attempt.
    
    Field RNG
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Like mentioned in the section above the second RNG determines your chance 
    of in the chance games at Tolbi.
    
    Lucy Dice - Get 5x Perfect Bonus
    --------------------------------
    Here is an example of abusing the RNG to get a 5x Perfect Bonus in the 
    Lucky Dice game in Tolbi. The strategy is created by PPK (Eric Hokenson) 
    and allows you to get the grand prize of 5x Perfect Bonus by following 
    these steps:
    
    Step 1 - Save in the lucky dice hut. I prefer saving right in front of the
             NPC who gives you the dice.
    
    Step 2 - Soft OR hard reset the game. For those who don't know a soft reset
             in holding down A+B+Select+Start and a hard reset is simply
             turning off the system then turning it back on.
    
    Step 3 - Load your file and get your dice.
    
    Step 4 - The lucky dice game should start with the perfect bonuses as x3 as 
             a 2 and the x5 as a 1. Move the hands all the way up till they
             won't go any higher then toss them. You should get a "Two Pair!"
             of 3,3,2,2.
    
    Step 5 - The perfect bonuses should be x3 a 2 and x5 a 3. Throw the dice
             straight that means DON'T move the hands leave the D-Pad alone
             just toss. You should now get a "One Pair!" of 3,6,3,5.
    
    Step 6 - The perfect bonuses should now be x3 a 6 and x5 a 4. Move the
             hands all the way down this time and toss. You'll get a
             "One Pair!" of 4,2,1,4.
    
    Step 7 - Perfect bonuses should be x3 a 4 and x5 a 3. Move the hands all
             the way down again and toss the dice. You'll now get a
             "Perfect!!!" of 3,3,3,3 which you see is the x5 perfect bonus.
    
    
    
    Battle RNG
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Force Item Drops
    ----------------
     This random number generator can be abused in such a way that you can 
    always get the required item drop from an enemy. This can be very handy if 
    you wish to get an item that is extremely rare like the Kikuichimonji from 
    the Fenrir. It has normal drop rate of 0.4%, and even with a Djinn Kill it 
    is only a mere 1.6% chance (see above in the stuff section).
    
     You can get the item guaranteed if you manage to kill the required enemy 
    when the RNG has used exactly 28 numbers. To be honest the number turns out 
    to be 31 deploying the Djinn and killing the enemy consumes 3 more random 
    numbers. So to keep things simple I will stick to 28. Furthermore, there 
    are other magic numbers too, but they won't work on enemies with extremely 
    rare item drops. The question is how do you know at which number the RNG 
    is? You can't see it and even if you could you wouldn't know at which 
    random number it is. The solution to this problem is using the following 
    method in general:
    
       -Restart your game with a Hard Reset by turning the power switch Off
        and On. When you reload your game the battle RNG resets and it will be
        on the first number; this is your reference point.
    
       -Enter the battle with the enemy that has your item of choice. This has
        to be the very first battle you come across, at least for the strategy
        I am going to describe below.
    
       -Use exactly 27 random numbers before killing the specific enemy that
        holds the item with a Djinn Kill. The death of the enemy will use
        another random number, hence it will be on 28 (your magic number) when
        it is downed.
    
       -If the monster had the flashy colored death with a double growl AND the
        RNG was on number 28 THEN you will automatically receive the item you
        desired.
    
     In case there are any other monsters left in the battle you can finish 
    them off any way you like, just make sure you complete the battle. The item 
    is going to appear no matter what in the battle end messages if these first 
    four steps are completed. This sounds complicated, but it not too hard. 
    Below I will provide a short list of all the RN eating battle methods. If 
    you don't want to spend time on creating your own RNG methods just look at 
    the examples below.
    
    Type of event in battle     | RN usage     | Example
    ----------------------------|--------------|-------------------------------
    Start of Battle             | 1            |   -
    Enemy's Turn (per action)   | 1            |   -
    Enemy's Death               | 1            |   -
                                |              |
    Attack (w/o Unleash)        | 1            |   -
    Defend                      | 0            |   -
                                |              |
    Psynergy: Attack            | 2 per target | "Briar" on 3 targets = 6 RN 
    Psynergy: Heal              | 2 per target | "Wish" on 4 allies   = 8 RN
    Psynergy: Additional        | 1 per target | "Resist" on 4 allies = 4 RN
    Psynergy: Ailment Status    | 1 per target | "Bind" on 1 target   = 1 RN
    ---------------------------------------------------------------------------
    
     There are some initial requirements that have to be met or else the 
    following strategies will NOT work. 
    
     First point: Make sure that the Djinn Kill will cause the double growl and 
    colored death of the enemy, because if the elemental power of the character 
    that unleashes the Djinni is too weak the Djinn Kill itself will fail 
    rendering the entire strategy to be doomed (see Djinn Kill Bonuses for more 
    information on this topic). Therefore you should stick to the Djinn setup 
    with Isaac having all Venus Djinn and Mia getting all the Mercury Djinn and 
    so on for the others. Just make sure the power of their natural elemental 
    type is as high as possible. The elemental power of the adept who delivers
    the final blow with the Djinni needs to have at least 38 more elemental
    attack poewr than the enemy's corresponding elemental defense when (s)he
    unleashes the Djinni.
    
     Second point: As you can see in the methods below there is one initial 
    attack in the second turn for most of the strategies. This means that the 
    Djinn unleashing character has to be slower than the fastest member. This 
    could give rise to a problem if you need Ivan to unleash his Jupiter Djinn, 
    because he is by far the fastest member. In order to overcome this give 
    somebody an Elven Shirt, Running Shirt and/or Running Boots to boost the 
    agility to a level that he/she can outrun Ivan.
    
     Third point of interest: you have to make sure the statistics of your 
    characters are not too weak/strong, because prematurely killing on of the 
    enemies in the group will consume an additional RN and thus screws up the 
    entire strategy once again. If this happens, just use a weaker version of 
    the Psynergy that is mentioned (e.g. use "Flare" instead of "Flare Storm"). 
    Now without further ado here are some strategies I came up with for 
    collecting those pesky ultra rare item drops. There are strategies here for 
    the following enemy / item combinations:
    
      Dropped Item           Linked Enemy
      ---------------        ---------------
      Prophet's Hat    <->   Dread Hound
      Aura Gloves      <->   Magicore
      Giant Axe        <->   Earth Golem
      Unicorn Ring     <->   Recluse
      Healing Ring     <->   Nightmare
      Lucky Medal      <->   Orc Lord
      Feathered Robe   <->   Wise Gryphon
      Spiked Armor     <->   Chimera Mage
      Kikuichimonji    <->   Fenrir
      Blessed Mace     <->   Thunder Lizard
      Zodiac Wand      <->   Grand Golem
    
     Fourth point: you canNOT wear any cursed equipment on any of your 
    characters. This because cursed items eat up additional RN, causing any of
    the strategies to fail. Using the Cleric's ring won't make any difference,
    if you are stuck with such an item you must unequip it at a Sanctuary.
    
     Last note: I will leave out the Battle Start, 'Enemy' attacks and 'Enemy' 
    dies after the first strategy. Also note that the enemy will NEVER attack 
    the very first turn, when you load a new game. This makes this kind of 
    strategy even better to use, because your opponents won't do anything the 
    first turn (but they do use up 1 RN per enemy though).
    
    
    Prophet's Hat
    ---------------------------------------------------------------------------
    Dropped by:    Dread Hound
    Weakness:      Water
    Save Location: Altmiller Cave - Room with fallen logs & Squall
    Battle Entry:  After hard reset load game in this room, walk around this 
                   area and 2 Dread Hounds appear
    
    RN Action                     Target
    -- -------------------------- -----------------
     1 Battle Start               -
    
     5 Ivan  -> "Storm Ray"       DreadHound1
     9 Isaac -> "Earthquake"      DreadHound1
    13 Garet -> "Flare Wall"      DreadHound1
    21 Mia   -> "Wish"            all Allies
    
    23 DreadHound1 & 2 attack     - (no attack, because this is the
                                                first battle)
    23 Ivan  -> "Storm Ray"       DreadHound1
    27 Isaac -> Defend            -
    27 Garet -> Defend            -
    27 Mia   -> Unleash Hail      DreadHound1
    
    28 DreadHound1 dies!!!        Prophet's Hat
    ---------------------------------------------------------------------------
    
    
    Aura Gloves
    ---------------------------------------------------------------------------
    Dropped by:    Magicore
    Weakness:      Water
    Save Location: Suhalla Desert - In the first field; in front of exit to
                                    the second area
    Battle Entry:  After hard reset load game in this field, then walk to the
                   left to the second area and 1 Magicore appears.
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Ivan  -> "Resist"          all Allies
        7 Isaac -> "Spire"           Magicore
       11 Garet -> "Protect"         all Allies
       19 Mia   -> "Wish"            all Allies
    
    1+ 20 Ivan  -> "Impact"          Mia
       23 Isaac -> "Spire"           Magicore
       27 Garet -> "Protect"         all Allies
       27 Mia   -> Unleash Hail      Magicore
    
       28 Magicore dies!!!           Aura Gloves
    ---------------------------------------------------------------------------
    
    
    Giant Axe
    ---------------------------------------------------------------------------
    Dropped by:    Earth Golem
    Weakness:      Wind
    Save Location: Suhalla Gate - Second screen at the entrance
    Battle Entry:  After hard reset load game walk back and forth between the
                   first two areas. Here an Earth Golem and two Nightmares
                   appear.
    Notes:         Give Ivan the Turtle Boots, so he becomes slower than the
                   rest (alternatively use Ninja Garb, Elven Shirt to speed the
                   others up).
                   
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  6 Isaac -> "Mother Gaia"     Earth Golem
       10 Garet -> "Debilitate"      all enemies
       18 Mia   -> "Wish"            all Allies
       24 Ivan  -> "Shine Plasma"    Earth Golem
    
    3+ 24 Isaac -> Defend            -
       27 Garet -> Defend            -
       27 Mia   -> Defend            -
       27 Ivan  -> Unleash Squall    Earth Golem
    
       28 Earth Golem dies!!!        Giant Axe
    ---------------------------------------------------------------------------
    
    
    Unicorn Ring
    ---------------------------------------------------------------------------
    Dropped by:    Recluse
    Weakness:      Fire
    Save Location: Venus Lighthouse - Lower level; enter the Electricity room
                   from the Upper level and save just in front of the entrance
                   back up.
    Battle Entry:  After hard reset load go to the Upper level again, walk
                   around in this room and a Willowisp & Recluse appear
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Ivan  -> "Ray"             Willowisp
        9 Isaac -> "Quake"           Willowisp
       13 Garet -> "Flare"           Willowisp
       21 Mia   -> "Wish"            all Allies
    
    2+ 21 Ivan  -> Defend            -
       23 Isaac -> "Quake"           Willowisp
       27 Garet -> Unleash Torch     Recluse
       27 Mia   -> Defend            -
    
       28 Recluse dies!!!            Unicorn Ring
    ---------------------------------------------------------------------------
    
    
    Healing Ring
    ---------------------------------------------------------------------------
    Dropped by:    Nightmare
    Weakness:      Earth
    Save Location: Venus Lighthouse - Lower level first interior room
    Battle Entry:  After hard reset walk around and 2 Nightmares appear
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Ivan  -> "Storm Ray"       Nightmare1
        9 Isaac -> "Earthquake"      Nightmare1
       13 Garet -> "Flare Wall"      Nightmare1
       21 Mia   -> "Wish"            all Allies
    
    2+ 25 Ivan  -> "Storm Ray"       Nightmare1
       27 Isaac -> Unleash Flint     Nightmare1   
       27 Garet -> Defend            -
       27 Mia   -> Defend            -
    
       28 Nightmare1 dies!!!         Healing Ring
    ---------------------------------------------------------------------------
    
    
    Lucky Medal
    ---------------------------------------------------------------------------
    Dropped by:    Orc Lord
    Weakness:      Wind
    Save Location: Babi's Lighthouse F2 - Enter via the "Growth" vine on the
                   left, then save inside the tower.
    Battle Entry:  After hard reset load game in this field and 1 Wild Gryphon
                   & 1 Orc Lord appear.
    Notes:         Give Ivan the Turtle Boots, so he becomes slower than the
                   rest (alternatively use Ninja Garb, Elven Shirt to speed the
                   others up).
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Isaac -> "Earthquake"      Wild Gryphon
        9 Garet -> "Flare Wall"      Wild Gryphon
       17 Mia   -> "Wish"            all Allies
       21 Ivan  -> "Storm Ray"       Wild Gryphon
    
    2+ 25 Isaac -> "Earthquake"      Wild Gryphon
       27 Garet -> Defend            -
       27 Mia   -> Defend            -
       27 Ivan  -> Unleash Squall    Orc Lord
    
       28 Orc Lord dies!!!           Lucky Medal
    ---------------------------------------------------------------------------
    
    
    Feathered Robe
    ---------------------------------------------------------------------------
    Dropped by:    Wild Gryphon
    Weakness:      Wind
    Save Location: Venus Lighthouse Upper level - first room
    Battle Entry:  Venus Lighthouse - Upper level in the first room
                   Go to the electricity room and back 3 times and then 
                   you'll encounter 2 Wild Gryphons and a Grand Golem.
    
    Notes:         -
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  6 Ivan  -> "Shine Plasma"    Wild Gryphon
       13 Isaac -> "Mother Gaia"     Wild Gryphon
       21 Mia   -> "Wish"            all Allies
       24 Garet -> "Debilitate"      Wild Gryphon
    
    3+ 24 Ivan  -> Unleash Squall    Wild Gryphon
       27 Isaac -> Defend            -
       27 Mia   -> Defend            -
       27 Garet -> Defend            -
    
       28 Wild Gryphon dies!!!       Feathered Robe
    ---------------------------------------------------------------------------
    
    
    Spiked Armor
    ---------------------------------------------------------------------------
    Dropped by:    Chimera Mage
    Weakness:      Water
    Save Location: Babi's Lighthouse F1 - Enter via main entrance and save
    Battle Entry:  After hard reset load game walk around and Chimera Mage &
                   Ice Gargoyle appear
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Ivan  -> "Storm Ray"       Chimera Mage 
        9 Isaac -> "Earthquake"      Chimera Mage
       13 Garet -> "Flare Wall"      Chimera Mage
       21 Mia   -> "Wish"            all Allies
    
    2+ 25 Ivan  -> Defend            -
       27 Isaac -> "Earthquake"      Chimera Mage
       27 Garet -> Defend            -
       27 Mia   -> Unleash Hail      Chimera Mage
    
       28 Chimera Mage dies!!!       Spiked Armor
    ---------------------------------------------------------------------------
    
    
    Kikuichimonji
    ---------------------------------------------------------------------------
    Dropped by:    Fenrir
    Weakness:      Fire
    Save Location: Venus Lighthouse - Upper level in the first room
                   (right after completing the 5 colored statues puzzle)
    Battle Entry:  After hard reset load game walk around and Fenrir &
                   Ice Gargoyle appear
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Ivan  -> "Storm Ray"       Fenrir
        9 Isaac -> "Earthquake"      Fenrir
       13 Garet -> "Flare Wall"      Fenrir
       21 Mia   -> "Wish"            all Allies
    
    2+ 25 Ivan  -> Defend            -
       27 Isaac -> "Earthquake"      Fenrir
       27 Garet -> Unleash Torch     Fenrir
       27 Mia   -> Defend            -
    
       28 Fenrir dies!!!             Kikuichimonji
    ---------------------------------------------------------------------------
    
    
    Blessed Mace
    ---------------------------------------------------------------------------
    Dropped by:    Thunder Lizard
    Weakness:      Earth
    Save Location: Venus Lighthouse - Upper level in the first room
    Battle Entry:  After hard reset load game do the following:
                   1. Take left stairs back to the Tunnel Ruins
                   2. Go back up to the Upper level
                   3. Take right stairs back to the electricity room
                   4. Go back up to the Upper level
                   A Thunder Lizard and Boulder Beast should appear here
                  
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  4 Ivan  -> "Ray"             Thunder Lizard
        9 Isaac -> "Mother Gaia"     Thunder Lizard
       13 Garet -> "Flare"           Thunder Lizard
       21 Mia   -> "Wish"            all Allies
    
    2+ 21 Ivan  -> "Ray"             Thunder Lizard
       27 Isaac -> Unleash Flint     Thunder Lizard
       27 Garet -> Defend            -
       27 Mia   -> Defend            -
    
       28 Thunder Lizard dies!!!     Blessed Mace
    ---------------------------------------------------------------------------
    
    
    Zodiac Wand
    ---------------------------------------------------------------------------
    Dropped by:    Grand Golem
    Weakness:      Wind
    Save Location: Venus Lighthouse - Upper level in the first room
    Battle Entry:  After hard reset load game do the following:
                   1. Take left stairs back to the Tunnel Ruins
                   2. Go back up to the Upper level
                   3. Take right stairs back to the electricity room
                   4. Go back up to the Upper level
                   5. Take the center entrance
                   6. Go back to the first room
                   Four Boulder Beasts and a Grand Golem should appear here.
    
    RN    Action                     Target
    ----- -------------------------- -----------------
    1+  8 Ivan  -> "Shine Plasma"    Boulder Beast 4 ( <- only 4 targets )
       11 Isaac -> "Ragnarok"        Grand Golem
       14 Garet -> "Debilitate"      Boulder Beast 4
       22 Mia   -> "Wish"            all Allies
    
    5+ 22 Ivan  -> Unleash Squall    Grand Golem
       27 Isaac -> Defend            -
       27 Garet -> Defend            -
       27 Mia   -> Defend            -
    
       28 Grand Golem dies!!!        Zodiac Wand
    ---------------------------------------------------------------------------
    
    
    Perfect Leveling Up
    -------------------
     Furthermore the battle RNG can also be forced to yield perfect leveling 
    up. This term is coined quite some time ago and results in your characters 
    having the highest stats available. Usually at a level up each person gets 
    upgraded stats, but the amount by which a statistic increases seems to be 
    variable per level up. Hence if you wish to get the best possible 
    statistics you need a special strategy for obtaining the most proficient 
    level ups. First of all a perfect level up for a character should look 
    similar to this:
    
                      | Isaac   Garet    Ivan     Mia
                ----- | -----   -----   -----   -----
                HP    |     8       8       7       8
                PP    |     3       3       3       3
                ATK   |     4       4       4       4 
                DEF   |     2       2       2       2
                AGL   |     4       4       5       4
    
    To get such statistic boosts every time you need to do the following for 
    each character. These leveling up strategies are very tedious and 
    cumbersome, but unfortunately not better solution seems to be apparent... 
    There are different strategies for all four characters:
    
    Isaac
    -----
     Save in Suhalla Desert's first area, but make sure that the sand isn't 
    blowing. Hard reset to encounter a Harridan as the first battle on this 
    screen. First Isaac attacks him with Flint, then Ivan kills him with 
    Squall.
    
    Garet
    -----
     Save in Suhalla Desert's first area, but make sure that the sand isn't 
    blowing. Hard reset to encounter a Harridan as the first battle on this 
    screen. Ivan attacks with Smog, then Isaac kills him with Flint.
    
    Ivan
    -----
     Save outside the desert on the world map. Soft reset and encounter a 
    Kobold paired with a Warrior Bee. Have Isaac kill the Warrior Bee with 
    Flint, and then have Ivan kill the Kobold with Gust.
    
    Mia
    -----
    Save in Suhalla Desert's first area, but make sure that the sand isn't 
    blowing. Hard reset to encounter a Harridan as the first battle on this 
    screen. Isaac attacks with Flint, and then Ivan kills with Smog.
    
    
    
    
    
    ===========================================================================
    Credits
    ===========================================================================
    
    The credits go to:
    
     Camelot Software Planning:
      For creating this brilliant 2-part RPG game.
    
     Gamefaqs:
      For putting this up the website.
    
     You:
      For reading this FAQ.
    
     Me:
      As I enjoyed making this FAQ.
    
     Lord Torrent: 
      He gave me additional information about the monsters, such as a complete
      attack list and some of the statistics that I was missing like the ICCs.
    
     Jason Westbrook:
      Telling me that I did not clear up on holding the B button for running
      near the sand stream section in the Venus Lighthouse (I only mentioned it
      in the beginning near the button tutorial).
    
     Aqua Cadet Dabura:
      Fixed my error about the buy/sell ratio. I thought selling was 66 2/3% of
      the original price, but it is actually 75% of the buying price!
    
     Paulygon:
      His Password Editor is the only and the best one of its kind. It allows 
      you to create as many custom passwords for GS:TLA. See the link below to
      get the editor.
    
     A True Gamer:
      Located an error in my Ultimate transfer password; I missed the Lifting
      Gem.
    
     Jeff Leyden:
      For correcting the mix up between the effects of Power bread and Apple.
    
     Bob Kars:
      Cleared the Mint/Power Bread mix up in the Vale's hidden cavern.
    
     Shadow Revnyx:
      Found Arctic Blade Fuchin Falls Temple and a Nut in Kolima Forest that I
      missed in the Walkthrough. Also found the Herb that was not accounted
      for in Vale, and a Lucky Medal in Lunpa.
     
     Tim Assman:
      Used similar type of lay-out for the class Psynergies, which looks much
      better than the original lay-out that I used.
    
     Justin Hilton:
      Corrected the amount of Exp and Coins Deadbeard gives. I originally used
      Saturos' stats for that by mistake.
    
     Taren Long:
      For informing me that the Dark Panther Method will only work if the
      Elemental Power of the attacker is higher in some degree than the
      resistance of the enemy. 
    
     Emperor:
      Found out that I missed the "Revive" Psynergy in the list of cures for
      the Downed Status.
    
     PPK (Eric Hokenson):
      Creator of Lucky Dice 5x Perfect Bonus strategy. He discovered a method
      to get the maximal bonus time after time, and it works like a charm!
    
     James Simpson:
      Told me about the little fact that casting "Reveal" on the rocks in the
      Altmiller cave will also unveil the corresponding matching colors.
    
     Quaenorde:
      She informed me about the missing Vial hidden item in Kalay's graveyard
    
     Jeffrey Ng:
      -Hinted me about missing Warrior's helm in the hidden item list, even
       though I mentioned it in the walkthrough I didn't enlist it
      -Explained me the perfect leveling up strategy
      -31 turns out to be the magic RNG number, but this doesn't affect my
       strats as you require to use 28 RNs just _before_ unleashing the fatal
       Djinn.
      -Explained about the secret of setting all Djinn in one go; saves you
       much time!
    
     Nis Pat:
      -Found a missed secret treasure in Tolbi; 9 Coins in the barrel near Babi
       Palace entrance.
    
     Chris Maka:
      Located the problem of the GBA SP linking problem. The game link only
      works on original GBAs with an old fashioned wired link.
    
     KrrA_InAgOtAbLe:
      Reminded me that I missed to spell out that cursed items can screw up 
     the RNG methods for item drops. He also found a method to gain an
     infinite amount of Game Tickets.
    
     BetaWax:
      Located my oversight of not including the Fur Coat into the Collector's
     password, as this item cannot be collected in GS:tLA.
    
     gamexpert007:
      Found several typos in the section about the Tolbi-bound ship section.
    
     bdragonboy36:
      Found an error in Appendix F regarding the renaming of the main 
      characters. I forgot the last "Up" direction at the end.
    
     soulflame / Brian Smith:
      Fixed the messed up description of Game Ticket and Lucky Medal.
    
     Babydrinks:
      Mentioned my contradicting texts about getting a free ride to Cross-
      bone Isle by (not) beating the Tempest Lizard.
    
     ElementalSkaterSMC:
      Noticed my error in unlocking "Send" option.
    
     John Cows:
      Observed that the Psynergy lock has no effect on Fusion Dragon.
    
     SaxxonPike:
      Found a directional goof-up in the Kolima log section.
    
     Wolf Link:
      Corrected the minimal amount of elemental attack power that is required
      to get a double growl for a successful Djinn Kill.
    
     Boksha:
      Some additional hints on the Lucky wheel.
    
     Kairi Tsukimori:
      Correct log direction in Cross bone isle on floor B5.
    
     FinalFight:
      Found three missing hidden items and corrected sleep bomb in the list of
      Lunpa.
    
     James Davis:
      Told me the effect of the 6th linked event (talking to Dora)
    
     Calump:
      RN strategy for the Feathered robe
    
     NickRiddle:
      Corrected the usage of Felix -> Isaac in the introductory part
      
     DS_grave:
      Extended the Lucky Dice Perfect Bonus strategy
      
     Dylan Shoener:
      Found a missing Lucky Medal on the second floor of the shop in Tolbi.
    
    
    ===========================================================================
    Copyrights
    ===========================================================================
    
    Iron Knuckle 2004 - 2013 (c)
     Nothing out of this walkthrough may be copied for use on own websites, or 
    own profit. The following link is the only website on which my FAQ / 
    walkthrough is available, if you wish to upload the FAQ to your own website 
    please notify me before doing so. If I am interested enough I will grant 
    permission for an additional upload.
    
    
    
    -----------------
    Website locations
    -----------------
     http://www.gamefaqs.com
     http://www.neoseekers.com
     http://www.mycheats.com
     http://www.ign.com
    
    
    
    -----------------------
    Other Interesting Links
    -----------------------
     http://home.earthlink.net/~paul3/
       This is the home Directory of Paulygon; you can get the Password Hacker
       here too.
    
     http://www.youtube.com/watch?v=Ynt3X5KK2z4
       KrrA_InAgOtAbLe's video for an infinite amount of Game Tickets.
    
     http://www.youtube.com/profile_videos?user=Zuqkeo
       My vid page, there are some interesting videos such as glitches about
       several video games on display here.
    
    
    
    -------------------------
    Total GameFAQ productions
    -------------------------
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     Golden Sun: the Lost Age                  FAQ/Walkthrough
     Jet Force Gemini                          In-depth; Capacity Crates 
     Lufia 2: Rise of the Sinistrals           FAQ/Walkthrough
     Lufia 2: Rise of the Sinistrals           World Map 
     Monkey Island 3: Curse of Monkey Island   FAQ/Walkthrough
     Paper Mario                               FAQ/Walkthrough
     Perfect Dark                              FAQ/Walkthrough
     Secret of Evermore                        FAQ/Walkthrough
     Terranigma                                FAQ/Walkthrough
    
    
    
    
    
    ===========================================================================
    E-mail, Questions and Contributions
    ===========================================================================
    
    If you want to ask / contribute / correct anything about this Walkthrough / 
    FAQ about Golden Sun, mail to knuckle_iron(at)hotmail(dot)com . Only send 
    mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't 
    mean to be rude, but this is a Gamefaq. Do wish to add that under normal 
    circumstances a reply will be given within 24 hours, if you mail is 
    considered relevant. I almost forgot; don't submit anything that has been 
    done already in this FAQ. In the section below this you can see a list with 
    examples of things that are incomplete.
    
    
    
    
    
    ===========================================================================
    Unfinished business
    ===========================================================================
    
      - More information about the spells like the individual base strengths
      - Any Items / Chests that I missed
      - Any other special things that I missed
    
    
    
    
                                         -
                                        -=-
                                   - --=====-- -
                              - ---== | END | ==--- -
                                   - --=====-- -