Golden Sun: The Lost Age
                                            FAQ/Walkthrough
                                            By: Super Slash
                                             Version: 1.0
                                      Email: ganonpuppet@yahoo.com
                                      ----------------------------







                                    ===================
                                      VERSION HISTORY
                                    ===================

                                   v 1.0 - Submitted the guide



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                                     TABLE OF CONTENTS
                                    -------------------

                                 I.........Story
                                II.........Controls
                               III.........Game Basics
                                IV.........Walkthrough
                                 V.........Side Quests
                                VI.........Item List
                               VII.........Weapons
                              VIII.........Armor
                                IX.........Accessories
                                 X.........Djinn
                                XI.........Character Classes
                               XII.........Item Forging
                              XIII.........Psynergy
                               XIV.........Enemy List
                                XV.........Secrets & Glitches
                               XVI.........Frequently Asked Questions
                              XVII.........Email Info
                             XVIII.........Credits
                               XIX.........Copyrights



=========
I. Story
=========

Since I don't have the story from the instruction booklet (I assume there is
one), I will have to explain the story of this game in my own words.


This game takes place right before the end of the story for the original Golden
Sun. Felix, Kraden, and Jenna are shown in the Venus Lighthouse, in a room with
an electrical barrier. This scene takes place before Isaac and co. reach the
lighthouse (your old party from the first game). After they get out of the
Venus Lighthouse, Felix and the others end up on a strange new continent. They
must now complete the quest they started: lighting the beacons of the four
lighthouses, with only two remaining. If you want to know the full story, you
will find out what it is when you start the game.


-------------------------------------------------------------------------------


=============
II. Controls
=============

"A" Button: Brings up the menu. Also confirms stuff and talks to people, as
            well as examines certain objects (such as barrels or jars)

"B" Button: Cancels out of menus and such. Hold B while walking to run

"L" Button: Uses a customized shortcut for Psynergy. Also gives you a view of
            your surroundings while on the world map

"R" Button: Uses a customized shortcut for Psynergy. Also brings up the map
            while on the world map

"Start" Button: Brings up the Pause screen, where you can save your quest, put
                the game in Sleep mode, or change the game's settings

"Select" Button: Brings up the menu. Also randomly changes the window color and
                 brightness on the Change Settings screen

D-Pad: Moves character


-------------------------------------------------------------------------------


=================
III. Game Basics
=================

NOTE: This section was all copied from my FAQ for the original Golden Sun, with
      only a few things changed/added. This is because both games play almost
      exactly the same.


In this section, I will list the basics of the game. If you are new to the
Golden Sun series or new to RPGs in general, be sure to read this section
before playing!


-----------------
The Battle System
-----------------

Golden Sun plays like most RPGs out there. It is turn-based, and in a battle,
you have a list of commands to choose from. You can choose to do your basic
attack with your weapon, and you can even choose to use your equipped Djinn.
Once you use a Djinni, you can use a summon on the next turn with that
character. However, most of the summons require you use more than one Djinni in
order to be able to use them. You can tell how many Djinn you have to use by
looking at the number next to the summon. You can also use items in battle, and
can even run away. Running away isn't always successful, however, and you can't
run from a boss battle (why would you be able to?).


--------------------
Other Game Mechanics
--------------------

Hit Points
----------

This is your health in the game (way more commonly known as "HP"). The more you
level up, the more HP you will obtain. Characters get more or less HP with each
level you gain, and HP is a very important element in every RPG. If the HP of a
character reaches zero, that character falls. You must use an item or certain
skills to revive the character, and there's always the sanctuaries you can use
in the towns.


Psynergy Points
---------------

This is more commonly known as "PP". Psynergy Points are basically your magic
points in Golden Sun, and they're also a really important element in the game.
Like with HP, you gain more PP for each level up, more or less with each party
member. It's important to conserve as much PP as possible, simply by not using
Psynergy skills that are pretty much worthless, and by exploiting the enemy's
weakness. PP is recovered the same way as HP is.


Psynergy
--------

Probably the most important aspect of Golden Sun. Psynergy is like your magic
in this game, only it can be used outside of battle as well. Depending on the
type of Djinn you equip, you'll learn other Psynergy spells. They are required
to use in order to access certain areas of the game, making them a nessecity.
Sometimes you might have to switch around Djinn to certain characters to learn
certain spells you'll need. However, you can just switch them back once you get
past that area of the game. Psynergy that's used outside of battle can have a
shortcut set to it. Put the cursor over the Psynergy you want to create a
shortcut on, then hold Select and press L or R. You can then use that button to
use the Psynergy immediately.


Djinn
-----

Another new aspect to RPGs. Djinn are strange little creatures shaped like
small balls, only with wings, ears, eyes, and a small mouth. You are forced to
get at least one Djinni in this game. Djinn are sometimes difficult to find,
and they are scattered at random locations at random spots in the game. Some
are even found by battling on the World Map itself, and you have to go to a
certain spot just to find it. There are several different types of Djinn, too,
and you can either give your party members one type of Djinn, or several types.
These also affect your character classes (you can find info on that in the
Character Classes section). You can't use them outside of battle like Psynergy,
but only in battle.

Djinn do certain things in battle, and you have to use a certain amount of them
in order to be able to use summons (they MUST be equipped in order for you to
use them). After using them, they take a "rest" for a few turns before they are
ready for use again. You can see how many turns are left before it becomes
available again by looking at the Djinni list in the battle. There is a number
to the right of the Djinni you used which determines it. In case you're
confused, Djinni is singular and Djinn is plural.


Game Events
-----------

If you beat GS1 and transferred your data from one of your files over to GS2,
certain events during the game will occur if you did certain things in GS1.
These are entirely optional (obviously) and do not add much to the game, other
than a few interesting scenes. I will list what you must do in GS1 to get these
events to happen in GS2 below.


 - If you talked to the mayor after beating the Bandit and Thieves in Vault,
   then you'll have to battle them a second time in Madra. Defeating them nets
   you a pair of Golden Boots


 - If you came in first place in the Colosso, then you'll have to fight
   Navampa, Azart, and Satrage in the Shaman Village Cave. For defeating them,
   they let you have a Golden Shirt. Also, in Mikasalla, there will be a
   gladiator from the Colosso who will warn Felix that Navampa, Azart, and
   Satrage are seeking revenge on Isaac


 - If you saved Hsu by using Lift on the boulder at Alpine Crossing, Feizhi
   will appear at Champa and give you a Golden Ring. She refers to Hsu as
   "Ulmuch", which is a translation error. Maybe that's the name in the Japan
   version, but I really don't know


 - If you defeated Deadbeard at Crossbone Isle, then two pirates in Alhafra
   will talk about Isaac defeating him before you go to Champa


 - If you did the Lunpa Fortress side quest (thus, saving Hammet), you will get
   an Orihalcon from a messenger from Vault


 - If you talked to Dora (Isaac's mom) while she was ill, then Isaac will
   comment on how she looked sick at the end of the game


-----------------
Transferring Data
-----------------

Once you beat the original Golden Sun, you get the opportunity to save your
game to a file. This game has "(Clear data)" next to it once you save, and that
file cannot be loaded again. In Golden Sun 1, go to the main menu that appears
when you boot up the game, then hold Left on the D-Pad, the R Button, and then
press Start. Do _not_ release Left and R until the menu appears again, then
release them. The option "Send" will now be available on the right. Choose that
option, and you'll get to choose a file that has "(Clear data)" on it. Choose
the file you want and you will have two options: "Password" and "Cable". If you
don't have two GBAs and a link cable, then you'll have to choose "Password" to
transfer your data. I will explain both of them.


Password
--------

When you choose Password, you then have to choose between the Bronze, Silver,
or Gold password selections. Each medal has a longer password than the other.
The Gold password is your best bet, but it's really lengthy (260 characters),
and the passwords are case-sensitive, so if you mess up, you have to go through
each and every page and double-check the password to find the error. Each medal
has a password that transfers a limited amount of things.


Bronze:

 - Character levels
 - Djinn


Silver:

 - Character levels
 - Djinn
 - Character stats


Gold:

 - Character levels
 - Djinn
 - Character stats
 - Items
 - Coins


Despite what the game says, however, they transfer more than that. All of the
passwords also transfer your quest data and your items that enable certain
Psynergy. The quest data is basically stuff that triggers certain events in
Golden Sun: The Lost Age.


Cable
-----

This is by far the easiest method of transferring all of your data. All you
must do is link up with two GBAs using a Game Boy Advance Link Cable. This
makes your data all transfer over to GS2 instantly. Keep in mind that I'm only
going by what I've heard, because I have never used this option; I always use
the passwords.


-------------------------------------------------------------------------------


================
IV. Walkthrough
================

When you start a new file, you'll get to name the main character of this game.
By default, his name is "Felix", which I will be referring to him as throughout
this guide. You will then be asked if you want to transfer data from the
original game. By selecting "Yes", you can choose to do it through a password
or a link cable. By selecting "No", you simply get to name Isaac, who's name
will also be referred to as such throughout the guide. You will have to name
him regardless. If you are playing on a linked game, you will be brought up to
a screen with Isaac, Garet, Ivan, and Mia. Just press Start twice to begin the
game. The game starts with an opening that explains everything that happened in
the first Golden Sun game. After this, the intro plays and the game finally
begins (err, continues from the previous game).


=================
Venus Lighthouse
=================

Felix, Kraden, and Jenna are shown in a room of the Venus Lighthouse, with an
electrical barrier blocking their path. Felix uses the "Move" Psynergy on a
nearby statue, which he moves onto a switch. This disables the barrier in their
way. Felix leaves and then Alex appears, and a long scene occurs. After awhile,
Alex will suggest leaving before they fire the beacon, then Jenna heads
downstairs and you gain control. Take the door on the left and head all the way
south. Go through the door there; ignore the stairs, as they lead to nothing of
importance. Head south a few more areas to exit the lighthouse.


=========================
Outside Venus Lighthouse
=========================

Out here, head south and you'll see some men from Lalivero preparing to invade
the lighthouse. After a lot of mindless jabber, Kraden will ask Jenna what they
should do, and she suggests fighting since there's no other way around it. When
Alex suggests they regroup from the road that's away from Lalivero, accept, and
he'll give you directions on how to reach Idejima where you'll meet him. After
you see Alex use his uber h4x to scare the people of Lalivero, follow the
western road and you'll spot another one of those goons from Lalivero. He's
waiting for backup, but he's so scared. He's gonna try taking you down! You
fight only with Jenna right now, but this fight is so easy you could win with
your eyes closed, and with your feet.

Simply use her "Fume" spell and you'll defeat the Ruffian with one shot. That
was easy, wasn't it? Continue to the Suhalla Gate.


=============
Suhalla Gate
=============

Head west and up the flight of stairs, and you'll come to another Ruffian. Just
like the last one, he thinks he can take you on now that Alex isn't with you.
Show him what you're made of and proceed to the next area. If you keep going
left, Kraden will stop you, so climb down the two vines and head up to the
cave. You'll be stopped by three more Ruffians, but don't worry, two more
doesn't make it any harder. Enter the cave after defeating them, then head down
the stairs and enter the next room. Follow the path in here and you'll be
attacked by another easy enemy: the Punch Ant. One Fume will also take care of
it. After Kraden rambles on about how he loves fighting, he suggests continuing
to the peninsula. Examine the purple stone on the ground, which is a Psynergy
Stone. It restores all of your PP. Follow the path to the exit.


========
Idejima
========

This is the peninsula Alex wanted you to meet him at. When you step outside,
Jenna and Kraden will soon notice a ship in the water that Menardi spoke of.
She was one of the villians from the first game, for those of you who didn't
play it. After a bit of bickering between Jenna and Kraden, Alex appears and
they all wonder why the Venus Ligthouse beacon hasn't been lit yet. Right after
that, it gets lit, and a tremor causes a rift to tear in the Suhalla Range.
Idejima will then slowly float away, and you'll see a scene of it completely
out in the open water, away from land. You will see a scene that occured in GS1
all over again. At the end of the scene, Alex shows Jenna and Kraden two people
lying on shore: Felix and Sheba. The title screen appears at this point, so
press A to continue with the game.

The scene continues as Sheba wakes up, and eventually Felix too. If you can't
tell, in this game, Felix is mute (he wasn't in the last game). Eventually,
Felix and the others spot a new continent that Idejima is approaching, but it's
accompanied by a tidal wave caused by the tremor at the lighthouse. It washes
everyone on Idejima away. Felix wakes up with Sheba and Kraden unconscious.
Check yourself for injuries if you want, although it's not required; it's just
for kicks. Talk to Kraden and he'll wake up, and he'll find out that they were
all washed onto the continent they spotted earlier. Talk to Jenna and Sheba and
they will join your party (Kraden is _not_ a party member, he just joins with
you). Head all the way west and Kraden will wonder where Alex went. After some
talking about the Great Western Sea and Sheba, you'll regain control. Continue
west and you'll be on the world map.


==========
World Map
==========

Welcome to the world map! It's enormously huge in this game, and about three
times as big as it was in the original Golden Sun (the game itself is about
twice as long, as well). Anyway, our first destination is Daila, a town to the
south. It's the only place you can visit from where you are right now, so just
follow the path leading to the village.


======
Daila
======

Before we go on, equip the Shaman's Rod on Jenna (preferably). This is a key
item that was obtained in the original game. To give it to Jenna, go to the
Item screen and go to Felix's inventory. Go to the Shaman's Rod and select it,
then choose "Give" and move the cursor over to Jenna. Give it to her and
choose to equip it on her. Viola! Now that that's done, feel free to explore
the village a bit and speak with the townsfolk. They're all still in shock over
the massive tidal wave, which explains why there is salt water everywhere. You
will also learn about the Kandorean Temple if you speak with enough villagers.
At the northern end of the village is a sanctuary, but there's not much of a
point in going there right now (much later in the game, we'll go there). At
the southwestern part of the village is the Inn.

Examine the barrel at the entrance of the Inn to get a Sleep Bomb. Go around
the outside of the building to some barrels. Examine those until you find a
Smoke Bomb. At the northeastern end of the village is a house on a raised
cliff, which you need to climb up some steps to reach. In the mayor's house,
examine one of the jars until you find 12 Coins. Exit and go behind the house
by going left, then head up the steps and examine the jar to find an Herb. Go
past the mayor's house and head down the steps, then go around the big house
there and go inside. Inside one of the jars, you can find 3 Coins. That's it
for the items in here (there's a couple more, but we can't get them yet). Go to
the Equipment Shop located at the southern end of the village. Buy some new
armor for your characters and buy Felix a Wooden Shield as well.

At the Weapon Shop, buy Felix a Long Sword. If you don't have enough cash, just
sell the Sleep Bomb and Smoke Bomb you just found; they're not really worth
keeping. Once you're done shopping, take the southern exit out of the village.


==========
World Map
==========

Immediately after exiting the village, you'll encounter your first Djinni. If
you played the original Golden Sun game, you'll know how these things work.
Since I'm too lazy to explain, say "No" to the last thing the Djinni asks and
he'll explain. Otherwise, just refer to the Game Basics section. The first
Venus Djinni, Echo, will join Felix. Set the Djinni on him. I suggest having
Venus Djinn on Felix, Mars Djinn on Jenna, Jupiter Djinn on Sheba, and Mercury
Djinn for your fourth party member you'll get later on (you'll have to keep the
Mercury ones on someone else until you get him). Now then, take the southern
path and follow the dirt path all the way to a bridge. Head south from that
bridge to find another one; cross it, because it's a shortcut. Follow the path
up to the Kandorean Temple.


=================
Kandorean Temple
=================

You will notice that the entrance is blocked off. If you talk to the two gate
guards, you'll learn that you cannot enter the temple because there is a
meditation session going on, with someone named Master Poi. Head around the
left side of the temple's walls and you'll come to a wall of ivy. Kraden says
it looks suspicious, and it is. Have Sheba use Whirlwind on it while standing
in front of it to blow it away, then enter the cave that was revealed. Follow
the watery path and you'll come to a well at the end. You can climb it up. Do
so and you'll be back outside. You can see some of Master Poi's students
meditating in front of the entrance. Without delay, enter the temple (they must
not be very good at meditating if they can't even sense your presence). In here
you will see Poi, who is training his students to levitate in the air.

They ultimately end up failing, then one of them begs Poi to let him enter the
trials. He proceeds through the cave, so follow him into it. Inside, head north
and open the chest to find...a Mimic! Mimics are basically fake chests that
attack you when you examine them, and each one has more HP than the other. This
particular one has 207 HP, a decent amount this early in the game. Use your
best spells and you'll take this thing down in no time. It gives you 64 EXP and
46 Coins, along with a Game Ticket. Once it's defeated, take the western path
and manuver your way past the stones. After a really long path, take the stairs
down to the next room. Climb down the ladder here and head south, walking
through the maze of pillars. Head left and you'll see one of Poi's students
lying on the ground (this must be the guy that took the trials when we entered
the temple).

Talk to him if you wish, then go right and manuver your way through those
pillars. You will eventually come to a ladder at the northwestern corner of the
room. Climb it up and follow the path south, past the red rock. At the end of
the path, jump onto the pillars on the right and hop your way across them to
the northern end of the room. Proceed to the next area. In here, you'll have
two paths to take. The eastern one leads to a dead end, so take the western one
and head into the next area. Here, climb down the ladder and you'll see a
waterfall. The water flows really fast, and it'll slide you down if you stand
on it. Head south until you find an opening in the rocks where you can cross
the waterfall. Run across it and use the rocks to prevent you from going all
the way down. Make your way east and then run up the path of water (you can run
up, it's just a little slow).

When you see the path branch off to the right, take that path and keep going
until you reach the next area. You will see two water vents in this room, along
with a log. Push the log onto the western vent when it is closed, then go over
to the right one and stand on it. The water will raise you all the way up, so
stay there and you'll be taken to the upper floor. Jump to the chest and open
it to get a Mysterious Card. Whenever you equip this card, that character's
class will change to Pierrot. Jump back on the vent when it comes up and let it
take you back down. Now, push the log onto the right vent this time, then stand
on the left one. Let it take you up to the upper floor, then jump to the ground
and go up the ladder at the end of the path. Follow the path to a tightrope,
then walk across it.

Ignore the second tightrope and go up, then right (ignore the ladder). Use Move
on the log and push it right once, then jump across and go across the second
tightrope. Don't go down the ladder. Go right and head around the path, then
jump your way across and go down the ladder at the end. Enter the next room. In
here, go forward and you'll see a Mercury Djinni. We can't get it yet, so for
now, just keep following the path through a couple of more areas. You'll
eventually come to a sign and a pot of boiling water. The sign says to
extinguish your desire to cool the fire, and to empty your mind and you'll feel
no pain. Yeah. Whatever. Use Move on the pot and push it aside, then head up
and you'll encounter three giant gorillas.


-------------------------------------------------------------------------------


Chestbeater (x3)

HP: 155 (each)
PP: 0
Weakness: Fire
Strengths: Wind
Attack: 44
Defense: 11
Agility: 20
Luck: 24
Experience Points: 120
Coins: 84
Items Obtained: Nut

Boss Strategy: This fight isn't all that hard. The three gorillas can dish out
               a lot of damage if you don't keep your party healed, though.
               Just attack with Felix (or use Spire) and Sheba. Since they're
               strong against Wind-based attacks, don't bother using Whirlwind.
               It's just a waste of PP. If she has it, have Jenna use Flare
               Wall to hit all three of them at once. Otherwise, have her use
               Fume on one at a time until they're down. Keep your team healed
               by having Felix use Cure or by using an Herb, and as long as you
               are healed, you'll have little trouble with this fight.


-------------------------------------------------------------------------------


Climb up the ladder that is revealed after the battle, then follow the path to
the next room. In here, Poi will mistake you for one of his students, but
quickly notice that you're a new guy. He'll find out that you came here through
the cave, and as a reward, he says he'll give you a power known as "Lash". He
will demonstrate the technique on a rope nearby to connect it to another peg on
the ledge above. Poi calls it "spiritual power", but apparently that and
Psynergy are one and the same. When Poi climbs up the rope, you do the same,
then examine the pebble on the pedestal. You'll get the Lash Pebble. Lash can
be used on ropes like the one Poi just used it on. Equip the Lash Pebble on
someone to learn Lash, then backtrack the way you came until you get to the
room where the Mercury Djinni is. Use Lash on the rope near it, then climb it
up to reach it. It won't join you without a fight.

This Mercury Djinni has 165 HP. It's weak against Fire, so make good use of
Jenna's spells. Just do whatever with Felix and Sheba. If it runs away, reenter
the area and it'll come back. Once you defeat it, you'll get the Mercury Djinni
named Fog. I suggest leaving it unset on one of your characters for now, until
you get the fourth party member (which won't happen for awhile). Use Retreat to
get back to the entrance, then exit the temple. Outside, go south and the gate
will open, so continue out onto the world map.


==========
World Map
==========

Now that we have Lash, go back to Daila and take the eastern path this time.
You took the southern path to reach the Kandorean Temple, remember? Anyway,
follow the eastern path to a cave, the Shrine of the Sea God.


======================
Shrine of the Sea God
======================

Go forward and you'll see two children. One is by a rope and another one is on
the platform across from the rope. Their names are Riki and Tavi (Riki is the
one by the rope, Tavi is the stuck one). Eventually Riki will leave to go get
help, and you'll regain control. Climb up the nearby ladder and use Lash on the
rope to create a path. Tavi will think that Riki did it and will then climb
down, but soon finds out that you're not Riki. Riki will enter the room again
and they'll start jabbering, talking about a critter that flies away when they
try to catch it. A Djinni! When the two brats leave, climb up the rope and go
through the door ahead. In the next room, head left across a couple of
walkways, then head south and cross the walkway there. You'll see a Jupiter
Djinni, but before you can reach it, the walkway collapses. Approach the ladder
and it will retreat.

Climb up the ladder and follow it, then it'll retreat again. Keep following it
and head down the stairs. In the next room you'll see some footprints; it's
from the Djinni, no doubt. Follow the footprints to some water. Walk across the
water and you'll come to three stairways. Take the southern one up to the next
room, then climb down the ladder and go forward. You'll see the Djinni on a
ledge above you, and he'll head left down a staircase. Go back to the previous
room and take the left staircase this time. Follow the path and the Djinni will
run to the north on the floor below you. Head down the staircase to the east
and climb down the ladder again. Go forward and you'll find the Djinni, but it
will retreat onto a stone wall nearby. Before chasing after it, push the torch
in the middle of the wall up twice.

Chase after the Djinni again and it will run, but will be forced to stop at the
flame. Now you've got it cornered! Like the last one, though, you'll have to
fight to get it to join you. This one has 184 HP and isn't too difficult. Once
you defeat it, you'll get Breath. Use Retreat and leave this place for now.


==========
World Map
==========

Head west and go back to Daila.


======
Daila
======

Here, you'll notice that most of the water is dried up. Go northeast and head
to the mayor's house, and you'll find Alex. He says that he spoke with the
mayor, and that there's a boat at Madra, to the south. After a little bit of
talking, you will regain control, so leave the village.


==========
World Map
==========

From the exit of Daila, head south and turn east at the fork in the road.
Follow that path across a couple of bridges, and soon you'll come to a
mountain-like area, which is where you need to go.


===============
Dehkan Plateau
===============

Head up the stairs in this place and you'll come to two holes and some cracks
in the ground. Walk on any of the cracks twice to fall through. Once you fall
through, head right and take the southern exit (you should be able to tell that
there's a part of the wall that's really a door). Climb down the vine here and
open the chest to get a Full Metal Vest, then head back into the cave and go up
the stairs ahead. From there, head east to the next area. There are stone
pillars in this area, and if you jump on them once, they crack. Jumping on them
twice causes them to break. Jump across the one to the far north and open the
chest to get an Elixir. You'll have to jump to the pillar again. Once you fall
down, climb up the vine and hop across the other two pillars (the only ones you
haven't crossed). The big pillar to the north is blocking your path, so head
south and follow that path to some cracks and holes.

Walk along the cracks and make your way to the northernmost one. Step on it
once to fall into a cave, on a ledge right next to a chest. Open it to get a
Mint, which permenately boosts a party member's Agility. Slide off of the ledge
and climb up the vine, then follow the path which leads back outside. Push the
log into the hole to create a path for you to jump across. Do so and go back
north to the cracks again. Manuver your way through the cracks and this time,
jump over the hole in the middle, then head all the way north and to the next
area. You'll notice some more stone pillars in this area. Hop across the only
one that is possible to hop to from your position, then hop to the platform
there. Hop to the next platform, then to the last stone pillar. Jump on it
twice and it will crumble to the ground, opening a path to a vine. Climb up the
vine and open the chest to get Themis' Axe.

Equip this on Felix and make your way back to the previous area, then come back
here. The stone pillars will have reappeared. Jump across the first one, and
this time, jump across the ones to the south. From there, jump your way to the
northwestern part of the area, then follow the path to a new screen. Here, fall
down any of the cracks and you'll fall into a cave, where you should head south
to another room. Head up the stairs in that area and you'll be back outside. Go
forward and you will find a Mars Djinni, who will flee and fall through a
crack, opening more of another crack in the process. Fall down the crack in
front of you, then exit the cave you fall into. Follow the path and climb up
the vine, then go forward and the Djinni will retreat. Before following him,
push the log ahead into the hole below.

In the next area, you'll see the Djinni on the bridge. Approach it and it will
run away again.	Head south and climb down the vine, then follow the path to a
couple of tightropes. Walk across both of them and push the pillar with a vine
on it all the way to the right. Climb it up using the vine, then jump to the
platform and use Lash on the rope. Climb up the rope you created to reach a
chest, which contains a Nut. Head back down and push the vine pillar to the
left off of the platform. Climb down the vine and head all the way south, then
climb up the vine there. You'll see the Djinni again, who will use the Pound
Psynergy to pound a stone pillar into the ground. It will then retreat. Follow
it to the next area, and it will hop across two stone pillars, then fall
through a hole. Climb down the vine and push the vine pillar over to the right,
then climb it up and jump across.

Jump to the two stone pillars, and jump back to the first one when you're on
the second one to make it crumble to the ground. Take the path that was
revealed and you'll come around to another vine pillar. Use Move on it to move
it left twice, then climb onto the pillar and jump to the stone one to make it
crumble. Climb up the vine nearby, and then push the pillar here off of the
platform. Climb back down the vine and go around to the pillar, then move it
once using the Move spell. Go back on the platform and jump across the pillar
to reach the next platform. Head down the stairs which lead to a cave. Follow
the path here, then turn right and head into the next room. The Djinni is in
this room, surrounded by a lot of cracks. Head up to the northwesternmost one,
but do _not_ step on the darkened one in the corner.

Instead, walk across the lighted one and step onto the second crack, then go
south and step on the next crack. From there, turn right and run across that
crack, then head south to another room. Head up the stairs there and you'll be
back outside. Follow the path to two almost-broken cracks. Step on the
rightmosbt one and you'll fall back into the cave and land right on the Djinni.
It'll drop a cube, then retreat to the next room. Pick up the cube and you'll
get the Pound Cube. This gives the Pound spell to whoever equips it, so equip
it on somebody and use the northeasternmost crack to get to the stairs the
Djinni went down. Follow it to the next room, then follow that path to another
room. The Djinni is right next to two pillars in this room, and the left one is
one that cannot be crumbled. Climb down the vine and walk up to it, then use
Pound to pound it into the ground.

Climb back up the vine and attack the Djinni; we've finally ended this wild
goose chase! This one has 203 HP. It's not really any more difficult than the
others you've faced so far. After you defeat it, the Mars Djinni, Cannon is
yours! Climb down the vine and head right, then climb up that vine too. Go
through the next few rooms and you'll be back outside. Follow the path down and
head down the stairs, then go all the way left and push the pillar left. This
creates a shortcut back to the previous areas. Head back down the stairs and
head south, then follow the path out of this place.


==========
World Map
==========

Simply head south and you'll see a boat on the shore. Approach it.


=================
East Indra Shore
=================

Here, Kraden will notice a ship which he says belonged to Menardi. It must've
drifted here since Saturos and Menardi are dead, and apparently it won't run
without a certain orb. Since we can't do anything with this boat just yet, exit
this place, then follow the path west to a cave which you should enter.


=============
Indra Cavern
=============

In this cavern, go forward and you'll see a rope and a log. Use Move on the log
and move it right once, then use Lash on the rope and climb it up. Jump across
the log and examine the stone tablet. The tablet will disappear and a bunch of
weird letters will appear on the screen, then you'll get the Zagan summon! To
summon it, you need 1 Venus and 1 Mars Djinni on Standby. That's all we came
here for, so exit the cave.


==========
World Map
==========

You'll have to take a bit of a long walk to reach Madra. Head west and follow
that path. After you cross a few bridges, you'll soon come to a town, which is
Madra. Before entering it, head back west and cross the bridge there, then go
all the way west to the water and trees. Keep walking around that area and you
will eventually fight a Venus Djinni in a random encounter. It has 223 HP. For
defeating it, Iron will join you. Go back and enter Madra now.


======
Madra
======

When you enter the town, go forward and the two people guarding the entrance
will examine Felix and Kraden. Apparently, some pirates from Champa have been
coming here to try and free their leader, Briggs. They will let you pass, so go
through the gate to the true part of town, then enter the Inn and go upstairs.
There, examine the jar to the left to get a Sleep Bomb. Before exiting the Inn,
head south two rooms and you'll be on the balcony. Walk on the tents to the
left, then jump across and open the chest to get a Nurse's Cap. Go back into
the Inn and exit it, then enter the small house just south of here. Examine the
barrel at the end of the room and you'll find a Smoke Bomb. Go to the
northwestern part of the village and enter the house on the raised cliff. This
is the mayor's house. Examine the wooden box to find 15 Coins, then exit.

There is a Weapon Shop, an Armor Shop, and an Item Shop outside at the tents,
but there are no weapons worth buying. Buy a Leather Armlet for Jenna (and
anyone else if they need one, but only Jenna needed one for me) and a pair of
Leather Boots for all three of your party members. Now, go to the exit of the
village, but from the middle of the staircase that goes to the exit, turn right
and follow that path to a graveyard. Head north from there and take the ladder
down to the Madra Catacombs.


================
Madra Catacombs
================

Not much we can do here right at this moment. Head south to that room, then go
through the western door. Follow the path and climb down the ladder, then
follow the path to another room. In this room, head west and climb up the vine
on the stone structure, then use Move on the wooden pillar ahead. Head west
across the pillar, then climb down the vine and go through the hole in the
wall. Here, jump across the gap and go forward, then go down the stairs and
through the door. Open the chest in here to get the Tremor Bit. For now, use
Retreat and exit this place.


======
Madra
======

By equipping the Tremor Bit on a character, that character will learn the
Tremor spell, which we will be needing eventually. Head all the way to the
northern side of the village, past the tents, and enter the cavern on the left.
Inside, examine the jar next to the guy laying in bed to find an Elixir. If you
use Mind Read on the sick guy, then he'll say something about eyes shining in
the darkness. This is sort of a clue on what we must do. Other people around
the town tell you that the boat we saw on shore earlier is one from Champa, and
you'll also learn that there is some prisoner in this village. Head over to the
left side of the village and enter the rundown building, which is actually a
jail. Inside, you'll see two people interrogating a man named Piers. He looks a
lot like Alex (at least to me), but it's not him, despite his rather calm and
collective attitude.

He will use the Frost spell on a puddle that one of the interrogators is
standing on, which sends him plummeting to the ground. After both of the
interrogators leave, go up to Piers' cell and read his mind. He will sense
someone using Psynergy, then notice you. After you read his mind, leave the
jail area. Back outside, you'll see some dialogue concerning Piers, and
eventually the lady will notice you. She grants you permission to enter Osenia,
so once you regain control, exit the village.


==========
World Map
==========

Go right and to the Madra Drawbridge (it looks like a normal bridge; approach
it to enter a new area). The two people here will let you pass since you got
permission from that lady, so continue off to a new area. From there, simply
head right and to the Osenia Cliffs.


==============
Osenia Cliffs
==============

Here, go north (ignore the vines for a moment) and you'll find the wreckage of
a ship. Climb the tightrope to get on a piece of the wreckage, then jump to the
northern piece and then to the eastern piece. Use Lash on the rope, then climb
it to find a chest to the south. It contains a Pirate's Sword. Since the weapon
isn't that much better than the one you have now for Felix, I recommend giving
it to Jenna. Go back and cross the tightrope again and then make your way back
to the entrance of this place. Climb the vine on the right and jump across to
the rock on the right. Follow the path leading out of here.


==========
World Map
==========

Continuing on the world map, follow the path and you'll come to a broken
bridge. Ignore that and keep going, and eventually you'll see an open desert.
Head there.


=============
Yampi Desert
=============

When you enter this desert, head southeast and follow the long path to a wooden
peg. Pound it into the ground using Pound, then open the chest to obtain a
Guardian Ring (I recommend giving it to Sheba; she has low HP). Once you get
it, head north and to the next screen. There, follow the path and talk to the
people standing there. They're trying to find a way through the desert so that
they can get to Alhafra. Just follow the path that leads to the next area after
you talk to them. Pound the wooden peg here and go forward. Ignore the peg
guarding the chest. Go around to the right and at the end of the path, use
Pound on the peg there. Follow the path going left to reach the chest, which
contains an Antidote. After getting it, go right and use Pound on the peg by
the wall. This reveals a stone wall you can climb up.

Climb it up and go left, then follow the path as you jump across the wooden
pegs. You will eventually come to a dead end. Head south from there and jump
across those two pegs (I hope you didn't use Pound on them!), then follow the
path and you'll find a Jupiter Djinni. Don't worry, there's no wild goose chase
with this one; you'll just fight it. It has 267 HP. Once you win the fight, you
will get Blitz. Now, head south and slide off of the platform, then go left and
head back around to where you went earlier (the path that takes you to the two
raised pegs in front of each other, which you just jumped across). At the end
of the path (keep going right), slide off of the platform and continue on to
the next area. You will see a Psynergy Stone dead ahead upon entering this
area; use it, then use Pound on the rightmost pillar by the wall. Climb up the
wall and enter the next area.

Here, you will see something scuttling along in the sand. There are several
wooden pegs here, too. Set Pound as a shortcut; you'll need it (put the cursor
over it, then hold Select and press L or R. You can then press that button to
use the Psynergy quickly). Go up to the wooden peg and use Pound when the
moving object starts approaching it. If it didn't work, keep trying until you
trap it and it moves onto the next area (it turns out it's a scorpion, as you
can see when it retreats). Follow it, and you'll have to do the same thing here
except the log placement is different. This one is pretty easy; I don't have
any really useful tips for you. When it retreats, follow it to another area.
This is the hardest part. I suggest using Pound on the right pillar when he
moves around towards the left; that's how I did it. If you fail, reeneter the
area and try again. Once you trap him, walk up to the sand pit and he'll use
Scoop to drop you into a cave. Prepare for a boss battle.


-------------------------------------------------------------------------------


King Scorpion

HP: 1064
PP: 0
Weakness: Fire
Strengths: Wind
Attack: 101
Defense: 32
Agility: 39
Luck: 40
Experience Points: 440
Coins: 228
Items Obtained: Vial

Boss Strategy: This thing has a crapload of HP. Not to worry, though; it's not
               all that hard. Start by unleashing all of your Djinn with all of
               your characters (except maybe the Mercury one, as there's no
               good reason to), then have Felix summon Zagan (Ramses works well
               too). The scorpion has some minorly powerful attacks, but
               nothing to be afraid of, really. If need be, have Felix heal
               your party. Once you use your summons, do whatever until the
               Djinn are set again, then unleash them and repeat the process
               until you win.


-------------------------------------------------------------------------------


After the scorpion goes down, you get the Scoop Gem the monster was carrying.
Equip the gem on anybody, then use Scoop in the middle of the sand to uncover a
water jet. Stand in the middle when the water jet isn't shooting out, then it
will shoot you out of the cave and back to the previous area. Now, use Retreat
to get back to the entrance of the desert, then go to the second area. Go right
and then follow the path to the southwestern corner, where you'll find a patch
of sand in the middle of a four-rock formation. Use Scoop to uncover a ladder,
then climb it down to a cave. Follow the path to another ladder which you
should climb, then exit the cave. Climb up the walls here and keep going. The
people that are trapped here notice that you made it up on this cliff. They're
so clueless. Ha! ...Or maybe not. One of them finds the ladder you uncovered,
then they all take that route. Continue to the next area.

Here, you'll see several patches of sand that you can scoop up. Go to the one
in the southeastern corner and scoop it up to find a whopping 315 Coins! Head
north and enter the cave there. In here, sand is flowing across a path, and you
have to cross it. Head north and let it take you up, then move up when you see
an opening in the rocks at the top. Run across the sand flow and go south, then
let the sand flow take you back to the left. Run up to the chest containing a
Hard Nut, which permenately boosts a party member's Defense. Make your way back
over the sand flow again, and then you'll come to a second one. Run up the flow
and it'll start flowing toward the right. Let it carry you right, then move up
in between the three rocks. Face the wooden peg and use Pound on it, then have
the flow carry you over to the right a bit more. Move up to the chest and open
it to get a Blow Mace. Give this to Sheba.

Have the sand flow take you over to the right side of the room, then climb down
the ladder and head out of the cave. Back outside, head north and to the next
area. There are a few sandfalls here. Run across the first one and let the
second one take you down, then follow the path. You'll come across nine rocks
along the way. If you come here with Reveal and use it in front of them, one of
the set of nine rocks will form an arrow pointing towards the northwestern part
of the area. That is of no importance at the moment, though. If you later use
Reveal in front of the second set of nine rocks, you'll find a Lucky Jewel.
Anyway, keep going past the rocks and climb up the stone wall you find. Run
across the two sandfalls and climb up the stone wall, then head around and run
to the far right side of the second sandfall. Let it bring you down, then
follow the path and you'll finally be out of this place.


==========
World Map
==========

On the world map, go north and enter Alhafra.


========
Alhafra
========

Go forward in this village and you'll see that the people from the Yampi Desert
made it out alive. They talk about going to see the mayor and such, and after a
bunch of talking, one of the villagers show them the way to the mayor's place.
Head left and you'll find some weirdo by a well. He says something about Briggs
and takes off running. Head all the way to the right and enter the Inn, then
head upstairs and go left. Alex is here. He says that he'll rest here for
awhile since he's weary. When he's done, examine the jar of water south of Alex
to find an Apple (why did someone throw an apple in a jar of water?). This
permenately increases the Attack of a single party member. Exit the Inn and
head west, then go north and enter the upper part of the double house (two
houses connected together). Inside, examine the barrel for an Elixir.

Now, head directly west and to the entrance of a cave. Examine the pot there to
get a Sleep Bomb (enter the cave if you wish, though there's no need to). Head
up the stairs near the cave's entrance which goes up to the mayor's mansion.
You can't enter right now, so when you find the mansion, head east and go
around it, then examine the uppermost box to find 32 Coins. That's all of the
hidden items we can get for right now, so head south and down all of the
stairs, then head all the way to the eastern part of the village and enter the
next area.


================
Eastern Alhafra
================

Here, head all the way north and examine the northwestern pot at the end of the
pier. You'll find a Smoke Bomb. Head up onto the boat which has a broken mast,
and you'll hear some people debating on how they're going to get the mast back
up. There are many things holding it down, the biggest problem being a big rock
in the water, which is so big that they can't move it at all. When they're done
talking, head inside the ship by going north and through that door, then head
down to the basement. Inside, you'll hear a conversation taking place with
Briggs and a pirate. Eventually, Jenna gets mad and opens her mouth, then they
notice you, and you enter battle against them.


-------------------------------------------------------------------------------


Briggs / Sea Fighter

HP (Briggs): 984
PP (Briggs): 0
Weakness (Briggs): All
Strengths (Briggs): -
Attack (Briggs): 129
Defense (Briggs): 29
Agility (Briggs): 76
Luck (Briggs): 42

HP (Sea Fighter): 197
PP (Sea Fighter): 0
Weakness (Sea Fighter): All
Strengths (Sea Fighter): -
Attack (Sea Fighter): 119
Defense (Sea Fighter): 28
Agility (Sea Fighter): 61
Luck (Sea Fighter): 26

Experience Points (Briggs): 333
Experience Points (Sea Fighter): 89
Coins (Briggs): 891
Coins (Sea Fighter): 130
Items Obtained (Briggs): Vial
Items Obtained (Sea Fighter): -

Boss Strategy: Be careful in this battle, because it can get a bit rough. Make
               sure you start off by using all of your Djinn with each party
               member so you can bring out the summons. Briggs can call out an
               extra Sea Fighter at any given time, even if there's already one
               out on the field. Briggs is the dangerous one, really; his Sea
               Fighters aren't all that much of a problem. He might also use a
               Nut to heal himself up by 200 HP, and his Sea Fighters might
               also use Herbs and the like. They also have Smoke Bombs which
               work on your party members almost every time. Be extra careful
               and have Felix heal when needed. Use your best summons and
               spells and hope you bring him down, along with any Sea Fighters.


-------------------------------------------------------------------------------


Once the battle ends, a really long scene will take place. Chaucha, Briggs'
wife will enter the room, then soon after, the mayors of Madra and Alhafra
enter. After a really long scene, it is decided that Briggs will free Piers and
that Briggs will also be locked up for his crimes. Once the scene finally ends,
head all the way south and use Move on the crate to move it to the right. Go
through the door that's revealed, and inside, you'll see a slice of bread
sitting on top of a box. Use Tremor to knock it down (tap Left and Right on the
D-Pad quickly and repeatedly for the spell to work effectively). Pick it up and
you will get the Large Bread. Head back outside the ship, then Kraden and Jenna
will recommend that we try and fix the mast. We can get rid of some of the
objects right now, but we can't get rid of the big rock until way later in the
game. Let's do what we can for now, however.

Start by walking onto the mast, then walk down and push the small block thing
to the south all the way down, and it will fall into the water. Next, use Move
on the crate sitting on the sail and move it into the water. Head back north
and head back up the mast again, then get off of it and use Move on the block
that's blocking the log. Use Move on it over and over until you move it down so
that it falls into the water. Next, go up to the western edge of the log while
you're on the boat (not the mast) and roll it down, and it will fall into the
water. Jump across to the right and head south, then climb down the rope and
onto the log that's now in the water. Use the platforms to jump across to the
ground. Head north and ignore the crate, then at the end of the path, jump
across the platforms and use Pound to pound the stone pillar into the water.
This detaches the ropes tied to it.

Head back south and stand by the three sandy rocks, then use Move on the crate
and move it left once. Now, jump across the platforms to the left again and
climb up the mast, then jump to the boat and make your way to the tightrope on
the mast. Climb it up and then jump across to the left and onto the boat. Go
north and use Lash on the rope there, then climb it up and climb down the two
vines. Jump across the platforms again and head south, then use Move on the
crate and move it left once. From there, just push it left and into the water.
Use it to reach the other platforms in the water, then you'll come to the big
rock. Jenna will say that there's nothing we can do about it right now, so we
will have to head back. Make your way back to the boat and tell Kraden that
you're done here for now. Go back to the village.


========
Alhafra
========

Go in between the two ruined buildings now that the water is gone, and examine
the pot to get a Lucky Medal. If you go to the ruined building to the left, you
will see a short scene where a lady found five coins that she plans to use for
food. Anyway, follow the path and you'll see a crying boy by the stairs. Talk
to him, and he'll say that he's starving. Give him the Large Bread (select the
item and select "Use"), and he'll ask you if you like adventures. Say you do
and he'll grant you permission to enter the Alhafran Caves through the back
entrance, and tells you to go see his dad. Before we do that, however, let's
pay the mayor a visit like he asked us to after defeating Briggs. Go to the
mayor's mansion (all the way at the northwestern corner of the village), and
once inside, enter the room to the southeast. Inside, examine one of the crates
to get 7 Coins.

Exit that room and go through the middle door. Speak with the mayor and he'll
say something about trading with other towns. We can't do anything about that
right now, though. Once he's finished talking, exit the mansion and head due
south. Enter the cave to the left when you head down the stairs. Inside, you
will see Briggs in his cell, along with Chaucha and Eoleo, their son. Eoleo can
use Psynergy, as you can see from this scene. Once the scene ends, read Briggs'
mind if you wish, then exit and head up the stairs going to the mayor's house.
Head left after the first set of stairs and talk to the man there. He will let
you pass since you helped his son, but asks you not to take any of the mayor's
treasures inside. But we can't accept that, now can we?


==============
Alhafran Cave
==============

Take the stairs in this cave down to the next room. There, simply follow the
path down and to another room. In the next room, go left and use Pound to smash
the stone pillar into the ground. Head down the ladder you come to and use Lash
on the rope. Climb it up and open the three chests to get 123 Coins, an Ixion
Mail, and a Lucky Medal. We can't get anything else here for right now, so just
exit the cave.


========
Alhafra
========

We're finally done with this place for the time being, so make your way out of
the village.


==========
World Map
==========

Since you have nowhere else to go at this point, head south and back into the
Yampi Desert, and head due south this time. Ride the sandfall down, enter the
cave, go through the cave, and you'll be back on the world map. From there,
simply follow the path and you will come to a bridge, which leads to a huge
desert. Ignore it and continue following the path, then you'll come to a town.
This is Garoh.


======
Garoh
======

This place has some nice music. Climb up the flight of stairs here and jump
across the gap, then push the log you come to down. Slide off of the platform
and keep climbing up the stairs. Jump across again and push the next log down,
then slide off of the platform and continue to the next area. Here, go forward
and you'll hear a howl. You will find out that it is really a werewolf, and
Sheba will notice it, then it runs away. Kraden seems overly excited that there
are werewolves in this rundown village, and after a bit of bickering, you
regain control. Head into the next area. There are many normal villagers here,
who cover themselves up in coats. When there is a full moon, they'll turn into
werewolves if they look at it. We can't buy anything at the Weapon and Armor
Shops, so we might as well leave the village for now. On your way out, push the
logs out of your way.


==========
World Map
==========

Get ready for one of the longest dungeons (if you can call it a dungeon) in any
RPG, and quite possibly the longest area in the game. Head north of Garoh and
cross the bridge you ignored earlier. In the center of the desert is a big
mountain; go there.


======================
Air's Rock (Exterior)
======================

Relax and get comfortable, because we'll be here for quite awhile. Go north and
read the sign, which says something about Wind Stones. They are the key to
getting past this part of the level, and there is one in front of you; it looks
like a rock sticking up. Stand by the southern side of it and use Whirlwind
with Sheba (you might as well make it a shortcut; you'll need it often). This
will cause some wind to tear through a wall of sand which blocks the way. Head
down that path, then go left and go as far north as you can go. Then, open the
chest to the right and you'll fight a Mimic. This one has 431 HP. For defeating
it, you get a Lucky Medal. Once it's defeated, head south of the chest and
follow the path to a fork. Head right and go south, then follow the path and
head right, then north. Stand on the right side of the Wind Stone, then cast
Whirlwind to blow away a wall of sand that blocks a chest.

From where you are, you can't get the chest, so head all the way south until
the path ends. Stand on the right side of the Wind Stone and use Whirlwind
again. This gets rid of another wall of sand. Go back around to the other side
of the rocks and take the path that Whirlwind just cleared for you. You will
come to another Wind Stone. Use Whirlwind on it from the south (that's the only
way you can face it from this direction anyway) to blow away more sand. Go back
east and head north, past the rocks. Head left and then take the southern path,
then follow the path back to where the Mimic was. Go left and take that path
down again, then go right and follow the path. You'll eventually end up by the
Wind Stone you just used. From there, go left and you'll be back at the very
first Wind Stone, from the right side this time. Use Whirlwind on it and you'll
clear away another path.

Backtrack until you get to the point where the road forks again. Take the
western path and use Whirlwind on the Wind Stone, from the northern side of it.
This clears yet another path. Go around to the right, then head south and then
west, then you'll reach a chest containing a Smoke Bomb. Use Whirlwind on the
Wind Stone while facing it from the south and you'll clear away another path.
Go back around to the right, then up, then left, and take that new path. At the
end of the path, go right and you'll find a giant cyclone. Use Whirlwind on it,
and a big tornado will appear which blows away the sand covering the wall. Go
right and climb the wall until you reach the next area. In the next area, you
will see mini-cyclones being shot over to the right. Head left and you'll see a
Tiki, which is what is shooting the mini-cyclones. Climb up the wall after it
shoots out a cyclone, then go left and climb that wall.

Now, slide off of the platform and let the Tiki's cyclone blow you over to the
right. Slide off of that platform and then the next one, then go left and let
another cyclone take you over to the right. Push the wooden pillar off of the
platform, then go right and push that pillar off as well. Follow that path and
ignore the climbable walls. When you see a climbable wall that goes down,
climb it down and you'll be at the previous area. Go left here, and if you blew
away the wall of sand earlier, open the chest to get the Storm Brand. Give this
to Felix; it's a much better weapon than what he has right now. Go back up the
stone wall, and when you're back in the previous area, climb up the wall to the
right. Be careful of the Tiki. Climb up the next wall and let a cyclone take
you away to the left. You'll bump into a wooden pillar and drop down.

Head right and climb down that wall, then get blown away by a cyclone again.
In front of you is a climbable wall; climb that one up, followed by another
one, then push the wooden pillar down. Stand there and let a cyclone blow you
away, then climb up the wall in front of you and enter the next area. Here,
you'll see a Tiki lying down by a chest, which shoots cyclones upwards. Climb
up the wall next to you, and watch out for the cyclones; there's a lot of Tiki
statues on the way up. When you make it up, go all the way right and slide down
the platform, then push the wooden pillar aside and climb down the left wall.
Walk over the Tiki statue before it shoots a cyclone, then open the chest to
get a Sleep Bomb. Stand on the statue and let it blow you up, then you'll be
back on the upper ledge. Head all the way right and to the next area. Climb up
the wall here until you see a path going up and a path going to two pillars.

Take the right path. Use Move on the left pillar and move it to the left once.
Now, get back on the wall and climb back down a bit, then head all the way
right and get on the platform there. Go right and slide down the platform to
two Tiki statues. You can only stand on one, so head right and stand on it. You
will get blown upwards. Go all the way left and use Move on the pillar there.
Move it left once, then hop across and slide down the platform. You will land
either on a Tiki or directly into a cyclone it shoots out. Either way, you'll
end up on the top platform. Once that happens, go left and climb the wall over
to the other side, then enter the next area. Here, simply climb up the wall and
you'll be in a new area, where there is haze. Climb up the ladder there and use
Move on the pillar to the left. Pull it towards you and then go back two areas.

Back in this area, climb the wall back over and head all the way to the right.
Slide off of this platform and the next one, then head all the way left and
climb up the wall. Keep climbing until you reach the next area, then climb up
the wall there to reach the hazy area again. Climb your way up and you'll see a
purple cyclone, like the one you saw earlier. Use Whirlwind on it to activate
it, which will cause a giant tornado to blow away all of the haze. This was
necessary, you see, because if you didn't do this, you'd be climbing up this
mountain endlessly with no progress. Go back two areas, then climb the wall
down, past the wooden pillars. Then, climb to the right and get on the platform
above the one with the pillars. Go right and slide off of the platform, then
head right and stand on the Tiki.

When it shoots you up, head left and jump across, slide off of the platform,
and let yourself get launched up. Climb the wall back to the next screen once
again, then climb up the wall on that screen, leading back to the area with
the giant cyclone we just used. Climb your way up this screen to another area,
in which you will find a chest. It contains the Fujin Shield. Give this to
Felix, as well. Climb back down three areas and you'll be back at the area with
all of the Tiki statues. Go all the way right, slide off of the two platforms,
head left, climb up and enter the next area. Climb up here too, and you'll be
back at the purple cyclone area. You're getting tired of this, aren't you?
Climb up the left part of the wall and go north, then climb that wall up to the
next area. Go forward and use Whirlwind on the giant cyclone. This opens the
entrance to a cave, the interior of the rock.


======================
Air's Rock (Interior)
======================

We're roughly about half way done. Told ya this place was long. Pick up the
Psynergy Stone in front of you to restore the party's PP, then head south and
keep following the southern path. After a long walk, you'll reach a stone wall
you can climb down. Do so and keep following the path until you reach another
climbable wall. Climb it up and enter the next room. Here, head left and go
through the door there, then follow the path and climb down the wall. At the
end of the path, push the wooden pillar as far to the left as it can go, then
go back to the previous room. This time, head all the way to the right and
enter that door. In this room, go right and head through the northern path,
then climb down the wall. This is a little puzzle, full of wooden and stone
pillars. Start by pushing the southwesternmost pillar under the other pillar
in that block (by "block", I mean around the white line; in this case, the one
on the left).

Go back south and climb up the wall, then head all the way north and jump to
the pillar. Cross over using the pillars and you'll end up on the easternmost
platform. Head south and climb down the wall here, then jump across to a Wind
Stone. Face it and use Whirlwind on it to blow away a wall of sand. Hop back
across and cross over the pillars again, and when you're on the westernmost
platform again, head south and climb down. Go north and through the path you
just opened, then climb up to another Wind Stone. Face the northern side of it
and use Whirlwind. This will plow through another wall of sand. Climb down and
head back south, then climb up to the platform again. Follow the path south and
go through the newly opened path, then climb down the wall when you reach it.
Push the wooden pillar here to the left as much as it can go, then climb back
up and go around the path.

Keep going around the path until you get back to the entrance of this room. Go
south from there and hop across the wooden pillar to the next platform. Then,
head north and descend the stairs. In the next room, follow the path going
north and you'll find a stream of water being shot out. Climb down the wall and
ignore it, then head east and climb up that wall. Follow the path to a wooden
pillar which is blocking a stream of water. Push it aside in either direction
to let the water shoot out freely. This stops the hole in the wall on the left
from shooting out water. Take that path and go north, then follow the path and
climb down the wall. Head left and stand in the middle, facing the wooden
pillar. Use Move and move it to the right, then go north and stand a little bit
to the right of the hole. Face the pillar and use Move on it again, then move
it back to the left. If you did it right, the water in front of you will not
push you down.

Climb up the wall and hop across the pillar, then follow the path and climb
down the wall. Push the pillar all the way down, then climb up the wall ahead
and follow the path (don't hop across the wooden pillar just yet). Push the
pillar blocking the water to the right, then go back to the pillar you just
pushed and hop across it. Slide down the platform at the end of the path, then
go left and climb up the wall. Make your way to the next area. Here, go left
and hop across the platforms, then you'll come to a door which you should go
through. Follow the path in here and climb down the wall, then face the eastern
part of the Wind Stone and cast Whirlwind. This will cause a platform to point
horizontally. Climb back up and jump to said platform, then jump across to the
left. Climb down the wall and climb up the wall to the left, then follow the
path left. Climb down the wall when you can and face the northern part of the
Wind Stone. Cast Whirlwind and you'll shift around the bridge platform again.

Now, climb back up and go all the way around, taking the northern path this
time around. Walk across the tightrope and push the wooden pillar down, then
walk across the tightrope again and jump onto the bridge platform. Walk across
it and jump across to the south, then walk across the tightrope and follow the
path to the next room. In here, you have two paths to choose from. Take the
southern one to a chest which contains an Elixir. Go back to the entrance of
the room and take the northern path, then climb down the wall at the end and
head right. Hop across the floating platforms here, then hop to the south and
then to the right. Climb up the wall here, then follow the path and hop across
to a tightrope. Before walking across it, climb down the platform and face the
southern part of the Wind Stone. Use Whirlwind to move a bridge platform and
make it turn vertically.

Climb onto the platform and walk across the tightrope, then hop across to the
bridge and cross it, hopping over to the north. Walk across the tightrope here
and climb down the wall, then face the right side of the Wind Stone and cast
Whirlwind. This makes the bridge platform turn horizontally, so climb up the
wall and jump across to the bridge again. Walk across it and hop over to the
left, then follow the path. Don't slide down the platform; instead, go past
that part of the platform and hop over to the wooden pillar. Get on the
tightrope and walk across it, then follow the path and hop across to the next
platform. Keep following the path and hopping across the platforms, then enter
the next area. Here, jump across to the platform on the right and climb down
the wall to the very bottom platform. Then, take the stairs down to another
room. This room has purple walls with a huge crystal in the center.

That's actually a Psynergy Stone that you can use over and over. Follow the
path to the middle of the room, then jump to the north and examine the stone
to restore everyone's PP. Jump back across and continue right, then north.
Ascend the stairs to the next area. Here, go south and hop across the left
floating platforms. You will come to another set of floating platforms, along
with a big purple cyclone in the middle. Use Whirlwind on it and the large Tiki
will get activated, causing the small Tiki behind you to activate as well.
Stand on the small Tiki and it'll shoot you up to another room (the floating
platforms you saw on the left lead to a dead end, so don't worry about them).
At the very top room, go north and use Whirlwind on the purple cyclone. This
activates another large and small Tiki head. Jump over to the left, then use
Move to move the wooden pillar one square to the left.

Jump over to the pillar and move it left once more, then hop across to the
south. Go around to the right and stand in front of the Tiki. It will blow you
away to a chest. Open it to get a Vial, then use Move on the wooden pillar to
the north. Move it right once, then jump across and push it to the right, then
use Move to move it down. Jump across to the right and go around the room
clockwise, then climb up and take the stairs down to another room. Head right
and go through that door. In this room, go right and take the southern path,
then jump across the wooden pillar and follow the path to the next room. In
here, follow the path and make your way to the lone pillar that's in a white
line which we haven't done anything with yet. Push it to the right once, then
backtrack and go north of the two holes in the wall. Take the eastern path
and follow the path to some water being shot out of the wall.

You solved a little puzzle here earlier; you may need to do it again. If so,
move the pillar to the right using Move, then go up to the hole that's not
shooting water, step to the right a bit, face the pillar, and use Move to move
it to the left again. Climb up the wall and jump across, then follow the path
and use the Tiki to get blown over to the left. Face the northern side of the
Wind Stone and use Whirlwind. This will blow the wooden pillar you pushed
earlier over to the southern part of the room. Make your way back around and
head back to the entrance of the room. Push the pillar into the gap and then
use it to jump across, then examine the stone tablet to get the Flora summon!
This one takes 2 Jupiter and 1 Venus Djinni on Standby to use. Now, use Retreat
to get back to the entrance of the interior, then make your way through the
main room and you'll be back at the room with two paths. Head left and enter
that room.

Head north and let the Tiki blow you away. Then, hop across to the wooden
pillar and follow the path, then you'll see a Tiki statue. Push it up as far as
it can go, then go around to the narrow walkway in the center and have the Tiki
blow you over to a chest. Open it to get a Clarity Circlet. Slide off of the
platform and follow the path, then climb up and jump across to the right. Go
back up to the Tiki statue and push it down four times, then have it blow you
across to the left again. Follow the path until you come to a wooden pillar,
which you should push off of this platform. Go northwest and take that path to
some platforms. Hop your way across them until you get on the northeasternmost
one. Then, use Move to push aside the log blocking a stream of water. This will
cause the water on the right side to stop shooting out.

Make your way back around to where you pushed the wooden pillar off of the
platform, then take the southern path and enter the next room. Here, climb down
the platform and follow the path to a tightrope. Walk across it, and then walk
across another one. Climb up onto another platform and walk across the
tightrope there as well. Descend the stairs at the end of the path. In here, go
left and around to a Wind Stone. Face the left side of it and cast Whirlwind to
blow away a wall of sand. Face the northern side of it now and cast Whirldwind
again. This blows away a Tiki statue and makes it land on another platform. Go
around the room and climb down the platform, then follow the path and climb up
the platform with the Tiki on it. Have it blow you over to a platform with a
chest, which contains 666 Coins (o_O).

Slide off of the platform and keep following the southern path, then climb up
the platform on the right and descend the stairs to the next room. Head all the
way left in this room, and follow the path. Jump across and open the chest to
get a Vial. Head north of here, then use Move and push the Tiki statue to the
right. Head back around to the entrance of the room and go north, then enter
the next room. Here, simply follow the path into another area, where you should
climb down the wall and head south. Let the Tiki blow you all the way over to
the right side, then go north and climb up the walls until you reach the top.
Hop to the floating platforms here and hop across until you reach the last one.
Examine the object on the wall to reveal a doorway, which you'll enter
automatically. You are now in an outside area and are above some purple clouds.

Hop across the platforms to the north (which disappear each time you hop off of
one) and you will reach an altar, with a stone tablet on it. Examine the tablet
and it will say something about the wind. Sheba asks if she should touch it,
then she does so and gets the Reveal spell. Hop across the floating platforms
to the west, and you will come to some red floating platforms forming a circle.
Use Reveal while standing on the first red platform, and you'll see another one
in the middle. Use it to hop across to the right, then hop across to the south
and you'll reach a chest. It contains a Psy Crystal. Get it and go back to the
stone tablet, then hop across the eastern platforms this time. Use Reveal at
the red platforms, then hop across and hop your way back to the entrance of the
room.

Go through the door and use Retreat, head up the stairs, then use Retreat once
more. It's time to leave this place. Take a deep breath, my friend; we are
finally done.


==========
World Map
==========

Now that we got that over with and have Reveal, we need to return to Garoh.
Head right and cross the bridge, then go due south and follow the path to reach
the town.


======
Garoh
======

Make your way up the steps and through this area, just like last time. It's so
easy to make your way through here, I shouldn't even need to tell you how to do
it. Anyway, when you make it to the next area, head north to enter the village.
Head northeast and up the steps, then you'll see a big rock house and see
someone use Reveal. A big werewolf will come out and then run away when he sees
you. Use Reveal and enter the hideout. Inside, go forward and you'll hear a
howl. The same werewolf kid we saw last time will appear again, then it will
run away. Kraden suggests we follow it. Head north and jump across to the left,
then go through the northern door. In the next area, follow the path and jump
across, then you'll come to a path going north. Take that path and Kraden will
notice that we've reached a dead end.

Soon after, the werewolf kid and the big werewolf will come out of the hideout
in the middle using Reveal. You'll learn that the big one's name is Maha. After
a bit of a lengthy conversation, Felix and the others will rest at an Inn (you
rest there automatically). When you wake up the next morning, exit the Inn.
Since it's not nighttime, the villagers aren't hiding under cloaks anymore.
What's more, the Weapon and Armor Shops are now open for business! Enter the
hut with the sword on it to find both shops. There aren't any good weapons for
you to buy for any of your characters. Buy the Adept's Clothes for Jenna and
Sheba, and the Wooden Cap for Felix. That's all you should need. Exit the shop
and go to the northeastern part of the village, then head back into the hideout
that you have to use Reveal at to enter.

Go back to where Maha lives and he will appear again, at the same location.
Another conversation will take place about werewolves and Adepts. When the
conversation ends, Maha will reward you with the Jupiter Djinni, Ether. Once
you regain control, make your way back outside, then head to the northwestern
part of the village and head down the stairs there. In here, head left and go
south, and you'll see a circle of platforms. Jump to one and use Reveal to make
another one appear, then head up the stairs until you end up outside. From
there, go south one screen. In this area, jump on the tightrope and then jump
south to get off of it, then open the chest to get the Hypnos' Sword, a great
weapon for Jenna (the Storm Brand is still better, so don't give it to Felix).
Walk across the tightrope and slide off of the platform, then head south and to
the next area. Make your way out of the village.


==========
World Map
==========

Follow the road due south of Garoh, and you'll come to a bridge. Cross it and
continue following the road, then cross the next bridge you come to. From
there, keep following the path and turn left when the path splits. You will see
a village, so enter it.


==========
Mikasalla
==========

We'll start off by getting some hidden items in this village, like usual. Head
to the southeastern end of the village, and check the barrel by the two people
in front of the house to get an Elixir. Enter the house right in front of you
and check the pot for an Herb. Next, go north and enter the Inn, then head to
the end of the room and examine the barrel to find a Lucky Pepper. This boosts
the Luck of a party member permenately. If you are playing a linked game and
won at the Colosso in GS1, there will be a gladiator from the Colosso here.
Talk to him and he'll ask if you know Isaac. Tell him you do, and he'll say
Navampa, Azart, and Satrage are still looking for him to this day, in order to
avenge their loss. Uh oh. Exit the Inn and climb up the first ladder to the
right of the Inn (not the second one). Jump across to the right and follow the
path to the next area.

Here, you'll see a Mars Djinni that you cannot reach from this spot. Don't
worry, we'll get to that. Open the chest ahead to get 82 Coins, then go back to
the previous area and jump back across. Climb down the ladder and go to the
southwestern corner of the village, where you'll find a sheep and a chicken.
Examine the barrel here to get a Nut. If you Mind Read the chicken, you'll get
a vague hint about something being hidden here. Use Scoop and dig on all spots
of the sand until you uncover a ladder, then go down it. There, just head north
and follow the path until you end up outside, at the back side of the village.
Go north and to the next area, where you'll find the Mars Djinni, Spark. It
will join you without a fight. Go back through the cave to get back in the main
part of the village, then enter the building with three red dots on the front.

This is the Equipment Shop. You might want to buy an Armlet for Jenna and
Sheba and a Bronze Helmet for Felix, but you don't really need anything else.
When your shopping errands are done, exit the village.


==========
World Map
==========

Head north from this village and turn to the right, to an enclosed area
surrounded by mountains. Fight around the river here until you encounter a
Mercury Djinni. It has 291 HP, and isn't that hard. Defeat it and Sour will
join you. Now, head north of here and enter the cave there.


==============
Osenia Cavern
==============

Go around the rocks in this cave and go to the X on the ground. Use Scoop on it
to uncover a ladder. Enter it and then go left and climb up the ladder, and
you'll end up on the other side of the rocks. Examine the stone tablet here to
get the Megaera summon. It requires 1 Mars and 1 Jupiter Djinni on Standby to
use. Exit this cave.


==========
World Map
==========

Go south and then follow the western path back to Mikasalla. From there, go
left and follow the really long path. When you come to a bridge, ignore it and
head east. Follow that path past the Yampi Desert, and eventually you'll reach
the Osenia Cliffs. There, simply climb the vine and jump across to the left,
then climb down the vine and exit. Head south to the Madra Drawbridge, cross
it, then go past Madra and head all the way left. Cross the bridges and keep
following the path that goes left, and eventually you will reach an area called
the Gondowan Cliffs.


================
Gondowan Cliffs
================

When you enter this area, notice the dog sniffing the ground. Use Scoop in the
same spot he's sniffing at and some water will shoot up. Stand on the crack
when the water isn't there and let the water shoot you up, then jump to the
left. Now, slide off of this platform and jump over to the left, then follow
the path and climb up the vine. Go north and climb up the next two vines, then
you'll see a Mars Djinni. We can't reach it yet, so slide down the middle
crevice on the platform. Head left and follow the path to a stump across from
you. Use Move to push it into the water, then go back south and slide off of
the platform. Climb down the vine and you'll have to hop across some stones.
Hop west three times, north twice, west once, north once, west twice, south
twice, west once, north three times, east four times, north three times, and
west twice to reach a vine.

Climb it up, then climb up the next vine ahead. Go south a bit and jump across
to the left side, then climb the vine to the north and follow the path to a
chest. Open it to get a Sleep Bomb, then go back to the vine and climb it down.
Climb down the next vine and then follow the path, climbing up the next two
vines. Ignore the tightrope and climb up the third vine, then follow the path
and climb the vine. Go right, ignore the next vine, and head south as far as
you can go until you find the Mars Djinni. It'll fight before joining you, so I
suggest saving your game before fighting it (you don't want to do all of that
again, do you?). This one has 403 HP. It's a little bit harder than the others,
but nothing you can't handle. When you defeat it, Kindle joins you. We could
get the Laughing Fungus, a red mushroom, but it's completely useless, so let's
just ignore it.

Head all the way back north, then west. Climb down the vine and go west, then
climb down that vine too. Walk across the tightrope to the other side, then
you'll have to climb down a couple of more vines. Do so and follow the path
that leads back onto the World Map.


==========
World Map
==========

Out here, simply follow the road all the way north and eventually you'll reach
a town. Head a bit south of it and you'll find a bridge. Cross it, then head
all the way south and cross that bridge to reach a forest. Keep going south and
at the end of the path, fight some enemies in the forest and eventually a
Mercury Djinni will appear. It has 414 HP. For defeating it, Chill joins you.
Now, head back north and then east, then enter the town to the north.


========
Naribwe
========

This is a strange town. It looks kinda prehistoric and stuff. Head west from
the entrance and examine the jar by the Equipment Shop for an Elixir. Speaking
of which, you might want to enter said shop and buy a Battle Rapier for Jenna.
Anyway, head east from the Equipment Shop and you'll see the Inn. To the right
of it is a rope you can use Lash on. Do so and climb up the rope, then climb
down the log you're standing on. Open the chest to get a Thorn Crown. Climb
back down the rope and enter the Inn. Examine the blue jar by the bed to get a
Sleep Bomb (I see what they did there). Go to the double house located at the
northwestern corner of the village, and enter it. Inside, examine the jar on
the left for 18 Coins. Enter the other end of the house and then exit it. Go
left out here and use Whirlwind on the ivy to blow it away, revealing a ladder.
Climb it up and use Reveal to locate a chest in the center.

Open it to get the Unicorn Ring. If you go to the northeastern part of the
village and enter the house there, you can get your fortune read for 20 coins
by giving the Witch Doctor one of your items (he'll give them back). Give him
the Shaman's Rod and listen to what he has to say; it's rather interesting.
Regardless, whenever you're ready, head north and exit the village. Follow the
road all the way north to the Kibombo Mountains.


==================
Kibombo Mountains
==================

Head up the stairs here and you'll overhear two Kibombo warriors. They'll say
that no one is allowed in Kibombo while Akafubu's ceremony is going on, among
other things. Eventually one of the warriors will leave, leaving the other one
to keep a close watch on things. If you get caught by a Kibombo warrior, you
will have to try to sneak past them again from the start, so we've gotta be
stealthy. Push the box ahead all the way over to the right, then all the way
up. Next, use Move on the box to the right of that one and move it left once.
Climb up the vine and hop across the boxes to the next platform, then follow
the path and walk across the wooden gate. You will come to a wooden pillar.
Push it into the gap, then take that path and climb up the vine. Head up the
stairs, taking note of the Kibombo warrior patrolling the area ahead.

When the guard is patrolling to the right, go behind the box. Push it to the
right twice when he's not looking, then wait until he's not looking again (just
to be safe) and climb up the vine. Head right and ignore the other vine, then
slide down the crevice near where the box is. Use Move on the box to move it
down once, then push it down as far as it can go. If you want to be mean and
trap him, go ahead and do so by pushing the box all the way to the left. With
both boxes in front of him, he'll be patrolling aimlessly in front of two
boxes. Hah! From there, you can take the Disk Axe from the chest to the north.
It's a good weapon for Felix. Don't go down the nearby stairs or the guard
there will catch you. Climb up the vine to the left and head up to a rope. Use
Lash on it to connect it, then climb it down and head south. Climb down the
vine and follow the path to a wooden pillar with an overgrowth.

Push it off to create a shortcut, then go back north and climb back up the
platform. Continue to the next screen. In this area, go north and move the box
here to the southwestern corner. Wait until the Kibombo warrior is right under
the box (not really under it, but right next to it), then push it off. If you
did it right, he will be captured inside the box! Climb down the vine and open
the chest to the left to get some Power Bread. This permenately increases the
HP of a single party member. Go left and be careful of the dog to the north.
Climb up the vine surrounding the stump, then go forward and jump across to the
right. Move the wooden pillar to the northeastern corner, and time it so that
when you push the pillar off, it captures the dog on the upper side of the
pillar. Once you capture it, use the pillar to jump across to the right, then
climb down the vine and open the chest for a Tear Stone.

Exit the area through the way you entered it from and do the first step over
again (trap the Kibombo guard). This time, capture the dog so that it is
captured on the southern side of the pillar. Once you do that, jump back across
to the left and climb down. Go north and to a crate with a bone on it. Ignore
it for a moment and enter the cavern next to it. Inside, examine the wooden box
on the right to find a Smoke Bomb. Exit the cavern and move to the right, so
that you are facing the wooden box. Then, use Tremor to make the box shake,
causing the bone and the box to fall off. This will make the dog go over to the
bone and gnaw on it, so head right and use Whirlwind on the wall of ivy. Enter
the cavern that's revealed and follow the path leading out of it. Climb up the
two vines and follow the really straightforward path until you get out of here.
We can't get the Jupiter Djinni there just yet.


==========
World Map
==========

Cross the bridge and follow the path north. The sky will darken as you approach
the town of Kibombo.


========
Kibombo
========

As you can see, every building is blocked off by candles (why do they have
candles lit so close to the roof?). Head west from where you enter and examine
the jar there to find a Lucky Pepper. If you go north, you'll be at the
consecration where everybody is blocking the way to the Gabomba Statue. All the
way at the southwestern corner of the village (west of the red pillars at the
entrance) is a rope. Use Lash to connect it, then climb it up and jump to the
red pillars. Jump your way across them until you reach the eastern side, then
follow the path up and ignore the vine. Head all the way north, then jump to
the red pillars. Jump to the southwesternmost one, then jump west to a roof.
Walk across both roofs and jump over to the left, then head north and to the
next area. You will see that the ceremony is beginning now.

Once the scene is over, go forward and you'll see Piers! He forgets who you are
for a moment, but soon he remembers. After a small conversation, Akafubu will
try to offer the Black Orb as a sacrifice to the Great Gabomba. It refuses the
offer, however, and now it looks like Piers is in a pickle since he wants that
orb back. When you regain control, head north and climb up the vine if you want
to use a Psynergy Stone. Then, climb back down and use Move to pull the wooden
pillar into the gap. Piers will then see that you can use Psynergy and they'll
get into a big conversation. It turns out Piers is from Lemuria. After a long
discussion about Babi and Lemuria, he joins your party. Give him one of the
Mercury Djinni you have and set it to him; he can't have all of them yet. Head
along the path you created using the log, then climb down the vine at the end
and use Scoop on the X to uncover a ladder. Climb it down to enter the statue.


===============
Gabomba Statue
===============

Follow the path in this underground area and eventually you'll come to a
ladder. Climb it up and the rotating pinions will push you forward. Continue to
the next room. In here, go north and go right, then take the first southern
path you see. Open the chest to find a Mimic, which has 536 HP. Once you kill
it, you'll get a Hard Nut. Go back north and head east, then head south and
follow the path there which leads to a chest. It contains a Bone Armlet. Go
back around and take the last path which leads to a ladder. Climb it down to
reach the next room. In here, you'll see some rotating pinions and gears. Go
left and follow that path up, then you'll find a rope. The pole the rope
connects to is on the blue gear in front of the rope. Wait until the pole is
close to the rope, then use Lash to connect it and stop the gears and pinions.
Backtrack and head north past the pinions that have now stopped.

Go right and climb the ladder up to the next room. In this room, head south and
ignore the Venus Djinni you see for now. Jump across to the left and keep
following the path, going past all of the gears. Eventually, you'll come to a
ladder which you should climb up. This room has a lot of gears, as you can see
upon entering. Make your way south past all of the gears, then you'll come to a
ladder. Ignore that and keep going, then eventually you'll see a rat. It will
demonstrate a technique as it climbs onto gears and jumps from them, something
you'll also have to do. Follow the path past the gears and jump across, then
head north and jump across again. Take the ladder down to the next room, then
head south and down that ladder as well. Follow the path going south and
eventually to the right, then you'll reach a stone pillar.

Use Pound on it. Now we have to get the one on the other side. Go back to the
room where the mouse was, then head west and jump across. Head south and jump
across to the right, then follow the path up and then go in between the blue
and the red cogs. Jump onto the red cog from there, then onto the blue one.
Jump your way across the gears and when you make it across, follow the path to
a ladder and enter the next area. Climb down the ladder in this room, then go
left and follow that path to a chest. It contains an Elixir. Once you have it,
go back around and take the eastern path this time. Keep following the path and
you will reach a second pillar. Use Pound on it, and with both pillars pounded,
the gears will rotate in the opposite direction. Go back two rooms and head
around the gears until you find two pink ones. Jump on the left one and it'll
drop you down one floor.

There is a green gear and a blue gear that the Venus Djinni is next to. Go to
the green one and walk past it to reach the Djinni. It will fight you. It has
446 HP, which is a bit high for a Djinni. Once you defeat it, you'll get Steel.
Now, walk past the two gears again and use Lash on the rope there. Climb it and
climb down the ladder, then make your way to the ladder at the northern end of
the room and climb it up. Back here, head due south and you'll come to another
ladder which you ignored earlier. Climb it up, and in the next room, have the
pinions push you forward. Climb up the ladder in here to reach another floor.
Here, you'll see a small Gabomba statue at the northern end of the room. Go all
the way right and take the ladder up to yet another floor. Here, you will see a
scene where Akafubu tries to offer the Black Orb again, but to no avail.

When he offers the Black Orb, inside of the statue is shown, and it appears
that the power conduits are broken, which is why he won't accept it. After the
scene is over, we have to solve a puzzle. It's really simple, though. Use Pound
on the pillar at the northern side of the room, which causes the tiles to be
raised up. Use Pound on the upper-left tile from the right, then step on the
curved tile to the right of the Pound pillar. This rotates the tiles around.
Simply Pound the rest of them in, then wait until Akafubu tries to offer the
orb again. If you did it right, the red and blue lights will power up the
statue, allowing the ceremony to be a success. The statue will eat the Black
Orb, then Akafubu will enter the statue via the tongue. Back at the room with
the small statue, Piers wonders where the orb is.

It suddenly enters the room and rolls through a small hole in the staute. Just
as Piers has lost all hope, Akafubu enters and Jenna shows him how they helped
him complete his ceremony. As a reward, he places a red orb into the small
statue to reveal another room, and will allow you to take the Black Orb. Head
into the next room once it's opened, then head up the hallway and ride the
elevator down. In the next room, go forward and you'll see Akafubu and another
small Gabomba statue. After Akafubu talks, examine the statue and it will come
to life. It will say that Akafubu is the new witch doctor, then he leaves the
room in excitement. The statue was going to give him some kind of magic item,
but he ran off too fast so he decides against it. After some talking, the
statue opens a new path for Felix and the others.

Felix takes the Black Orb, which is actually called the Black Crystal, then he
and Kraden leave to deliver the message to Akafubu that the Gabomba statue told
them to deliver to him. You will be back in Kibombo.


========
Kibombo
========

You will see a scene where Felix and Kraden are delivering the Gabomba statue's
message to Akafubu and his father. When the scene ends, head down the ladder
and exit the house. You can now enter the houses. First, enter the house at the
northwestern end of the village. There, enter the back room and examine the jar
to get a Lucky Medal. Next, go to the Inn and go to the back room, then climb
up the ladder. Examine the barrel to the left to find a Nut. Exit the Inn and
go to the Equipment Shop to the west. Go to "Artifacts" instead of "Buy" on the
Weapon Shop, then buy a Frost Wand for Sheba. Now, exit the village.


==========
World Map
==========

Out on the world map, head west and follow the road south to a bridge. Cross it
and enter the Kibombo Mountains.


==================
Kibombo Mountains
==================

Here, go south and hop across the rock in the water, then head up two flights
of stairs and go south to a puddle. Use Frost with Piers to freeze it and turn
it into a pillar of ice. Go up another flight of stairs and the head south,
jumping across the pillar to a sprout. Give Felix a Mars Djinni or Jenna a
Venus Djinni to make that character learn the Growth spell. Use it on the
sprout to turn it into a vine, then give Felix/Jenna their Djinni back. Climb
up the vine and you'll see a Jupiter Djinni, who will not join you without a
fight. It has 440 HP. Once you defeat it, Waft joins you. Now, climb down the
vine you created and climb up the vine to the right, then follow the path to
the next area. Here, slide off of the platform. There are no more Kibombo
warriors here, so you won't get caught. Make your way south, climbing down the
mountain until you reach the exit.


==========
World Map
==========

Go south and past Naribwe. However, if you want, you can go back there and get
your fortune told (use any item). You'll be told to gather three pieces of
something to defeat a mortal enemy, which we'll have to do in the future.
Anyway, go past Naribwe and at the end of the path, turn right and head into
the Gondowan Cliffs.


================
Gondowan Cliffs
================

Follow the path here and climb up the vines, then walk across the tightrope.
Climb up the vine here and head right, then climb up that vine and keep going
right, then down. You will come to a puddle. Use Frost on it to create a
pillar of ice, then head north and climb the vine there. Follow the path down
and jump across the pillar of ice to the next platform. Slide off of that
platform and follow the small path (don't slide off of the platform yet). You
will come to a green mushroom, so examine it to get a Healing Fungus. Go back
north and slide off of the platform, then head south and slide off of that
platform. Climb up the vine to the right and use Lash on the rope. Climb it up
and climb down the vine, then slide off of the platform. Jump across the
platform and continue following the path. When you see the dog, continue east
and you will exit this place.


==========
World Map
==========

Head east and across the bridge, then head south and across another bridge.
Follow the path east and then turn north, crossing that bridge. Keep going and
you'll reach Madra.


======
Madra
======

First, go to the Inn and head west of it, then turn south and enter the house
with two floors. Inside, talk to the old man, then your menu will pop up. Go to
Items, then go to the Healing Fungus and select Use. The old man will ask Felix
if he went all the way up the mountains just to get this for him, then Felix
nods even though we've never seen the man before. Eventually he and his wife go
upstairs to get a reward for you, then they bring down a Mars Djinni! You will
then get Char. Exit the building and head north, then head towards the stairs
on the left. Some red-headed girl will say something about her sister, Menardi!
Head up the stairs and enter the house. Inside, go left, and the party will
tell the mayor and the others that they got the Black Orb back. Piers now
trusts Felix and his group, and says that they actually are good people.

After all of the farewells from the people of Madra, exit the building. Back
outside, the mayor will come out and say that he promised a reward awhile ago,
and that it's time to give you that reward. He will give you the Cyclone Chip,
which gives a character the Cyclone spell. You'll be needing it. Once the mayor
leaves, the girl that spoke of Menardi earlier will have heard Felix's name,
then she'll ask what happened to her sister. Once Karst find out that she is
dead, she vows revenge against Isaac. Eventually, she leaves, then Sheba makes
Jenna embarassed by calling her and Isaac an item. Once you regain control,
head all the way east and climb down the ladders to enter the Madra Catacombs.


================
Madra Catacombs
================

We've been here before, but now we can do more since we have Reveal. Head south
and enter the next room, then follow the path west and enter that room. Here,
follow the path and climb down the ladder, then read the tablet on the wall. It
says "Look upon me with eyes of truth... Then the door will open...". This is a
small clue. Use Reveal and a switch will appear on the wall where the tablet
should be. Flick the switch to open the door, then go through it and head all
the way north, then west. Go through the door to the next room. In here, go
right and enter that door. Head to the northern end of the room and take the
stairs up to another room. Go through the hallway here and to another room,
where you'll find a chest containing a Lucky Jewel. Once you get that, go back
three rooms and you'll be back at the main hall. From there, just head south
and exit this room.

Back here, go south and then east, then head north to the ruined walls where a
puddle is. Use Frost to turn it into a pillar of ice, then head north and
follow the path to a chest, in front of some walls. Open it to get an Apple. Go
right and use Move on the wooden pillar to move it into the hole. Head north of
the chest and you'll come to a wooden pillar with an overgrowth on it. Use Move
to move it to the right, then climb it up and jump across. Go north and then
turn right. Walk on the walls and jump across, then at the end of the path,
jump to the right and onto the wall of dirt. Jump over to the right and then
follow the path south and then west. Jump across the wooden pillar to a wall,
then jump over to a rope. Use Lash on it, then climb it over to another wall
and slide down.

Don't slide down the next wall. Go left and up to the icy pillar, then jump to
it and head north. Jump to the left and go through the door, and in the next
room, go through the door ahead. In here, you'll see a chest sitting on top of
a bookshelf. Go north and face the bookshelf, then use Tremor to make the chest
fall off. It will fall down the gap in front of you. Go back two rooms and you
will be back in the main room. Follow the path south and then east, then climb
down the vine to reach a chest. Open it for a Mist Potion. Climb back up, then
go right and slide off of the wall. Follow the path northwest and enter the
door there. Back in here, go through the door to the north. In here, open the
chest to the left which is the same one that dropped down earlier. It contains
the Ruin Key. Exit the room and go through the door on the right.

There, head down the stairs nearby. In this room, examine the big red door and
use the Ruin Key to open it. Some torches will light up. Go north and examine
the stone tablet, then you'll get the Moloch summon. It requires 2 Mercury and
1 Jupiter Djinni on Standby to use it. Use Retreat and exit this place.


======
Madra
======

We don't need to do anything else in this village, so just exit it.


==========
World Map
==========

If you talked to the mayor of Vault in the first Golden Sun and are playing a
linked game with that file, then three bandits will appear from out of the
village right now. They want to know where Isaac is, but Kraden tells him that
he doesn't know. They decide to battle you instead.


-------------------------------------------------------------------------------


Bandit / Thief (x2)

HP (Bandit): 346
PP (Bandit): 0
Weakness (Bandit): All
Strengths (Bandit): -
Attack (Bandit): 200
Defense (Bandit): 42
Agility (Bandit): 98
Luck (Bandit): 34

HP (Thief): 212
PP (Thief): 0
Weakness (Thief): All
Strengths (Thief): -
Attack (Thief): 196
Defense (Thief): 38
Agility (Thief): 87
Luck (Thief): 26

Experience Points (Bandit): 136
Experience Points (Thief): 115
Coins (Bandit): 183
Coins (Thief): 169
Items Obtained: -

Boss Strategy: This fight is a joke. Seriously, you shouldn't have any trouble
               at all with these guys. Just have all four of your party members
               use their best multi-target Psynergy, and you will more than
               likely defeat them all in one turn. If not, just do it again and
               you'll win for sure.


-------------------------------------------------------------------------------


After the battle, the thieves beg for you to let them join you, but Kraden
refuses. They then leave a shiny boot behind and run away in fear. Press A in
front of the boots to get the Golden Boots. Equip this on someone, as they're
quite useful. Now, head northwest and cross the bridge, then head north and
cross that bridge as well. Go northeast and follow that path, ignoring the cave
you come to. Head over to the ship in the water, which we went to earlier in
the game.


=================
East Indra Shore
=================

Here, head to the southwestern corner and freeze the puddle using Frost. Now,
climb up the vine to the north and jump across the icy pillar, then examine the
wooden box to get a Cookie. This permenately increases the PP of a single party
member. Jump back across and climb down the vine, then head south and walk
along the shallow water. Climb up the ladder at the end and you'll be on the
boat. Head left to a door, then Piers will use the Black Crystal to open up the
door. He says that we must head belowdecks in order to get this thing going, so
enter the ship.


==============
Lemurian Ship
==============

Head west and follow the path to a door, which you should go through. In the
next room, you will see a jellyfish-like monster. They're all over the ship.
Examine it and you'll fight it, so just use normal attacks to defeat it. Once
it's defeated, it will turn into a puddle, so jump over it and head down the
ladder. Defeat the Aqua Jelly there and freeze the puddle it turns into, then
climb back up and jump across the icy pillar. Open the chest to get a Potion,
then jump back across and follow the eastern path down the stairs. Go through
the door here, and in the next room, you'll see a lot of Aqua Jellies. They are
on the floor below you, so you can't get to them yet. Go through the door on
the right to enter a hallway with another door, which you should go through. In
here, climb down the ladder and fight all of the Aqua Jellies on ground level.
Once they're all defeated, freeze the southwestern and southeastern puddles.

Push the box into the southeastern part of the square it's in, so that it's
lined up with the two icy pillars. Then, climb back up the ladder and jump
across the icy pillars and the box, going through the door at the end. Here,
use Move to move the box to the left once, then push it into the gap and go
through the door on the far right. In this room, climb down the first ladder
and defeat the Aqua Jelly, then freeze the puddle and climb back up the
ladder. Jump across to the right side, then climb down that ladder and go
north. Defeat the Aqua Jelly there, then freeze the puddle and defeat the next
one to the north. Freeze the puddle and then go south, then look to the left
and use Move on the wooden box there. Push it to the left once, then go back
to the entrance of the room and head down the northermost ladder this time.

Defeat the Aqua Jelly and freeze the puddle, then climb back up and jump across
to the next platform. Climb down the ladder and defeat the Aqua Jelly, then
freeze the puddle and move the wooden box down once. Climb back up the ladder
and hop across the icy pillar, the box, and to the platform. Head right and do
the same, then follow the path and climb down the ladder. Defeat the last Aqua
Jelly in this room, then freeze the puddle, climb back up the ladder, go right,
then jump across all the way over to the left. Go through the door to a small
hallway, where you should go left and through that door. In here, an Aqua Jelly
will see you, then get startled and retreat under a metal bridge. Climb down
the ladder and fight it, then freeze the puddle to hold the bridge up. Climb
back up the ladder and go through the door to the left. In the hallway, go left
and through another door.

In the next room, head down the steps and go south, then hop onto the boxes to
the left. Examine the Aqua Jelly to the north, and all of the Aqua Jellies in
the room will merge into one.


-------------------------------------------------------------------------------


Aqua Hydra

HP: 2276
PP: 70
Weakness: Fire
Strengths: Water
Attack: 173
Defense: 38
Agility: 63
Luck: 44
Experience Points: 963
Coins: 1612
Items Obtained: Vial

Boss Strategy: This fight can be pretty hard. Start by having all four of your
               party members use their Djinn on him. If need be, you can
               attempt to put him to sleep by having Sheba use the Sleep spell.
               Granted, it doesn't work most of the time, but it can. Once you
               use all of your Djinn, bring out the summons (preferably
               fire-type since that's what he's weak against). Don't bother
               using water-type spells or summons; they won't hurt much. Keep
               your party healed at all times, and watch out for his attack
               that poisons you. Once you use up all of your summons, either
               use your Djinn again and try again, or just use Psynergy.


-------------------------------------------------------------------------------


Water will be filled up in the middle of the room after the battle is over.
There's also a green chest under the water, but you can't get it yet. Hop
across the boxes and make your way to the northwestern corner of the room, then
go through the door. In the hallway, go through the door on the left. Here,
walk up to the pillar on the right and use Douse on it to fill it up. Push it
onto the water symbol and the pillar will sink in place, matching with the
other water puddle to the left. The door in this room will then open. Before
going through it, set all of the Djinn back on your characters if you used them
against the boss. In the next room, follow the hallway to another door which
you should enter. You're now completely belowdecks. Piers will insert the Black
Crystal into the pedestal, and power will be restored to the ship. I will
consider the outside of the ship a part of the World Map.


==========
World Map
==========

The ship will get moving automatically, and everybody is shown on the deck of
the ship already. Piers suggests that we sail around first to get used to
sailing a ship, then Jenna suggests we go to Tolbi and Vale. Even if you agree
to go, we won't be able to. Kraden explains why. Too bad, huh? =P. Anyway,
after some dialogue, you'll gain control. You can now sail around the Eastern
Sea in your very own ship! You can't go to the Western Sea yet, however. Also,
while sailing, there's a chance you'll get caught by some monsters, and you'll
have to fight them (you can run away though). Press R to bring up the map,
then sail to the first island northeast of here. Once you reach it, sail up to
one of the beaches and press A to disembark. Enter the town area there.


===============
N Osenia Islet
===============

This is a pretty dead place. There's a small farm, and the town is only
populated by a few people. There's only one thing to do here right now. Head
north and enter the house there, then go left and examine the barrel to the
south to get a Lucky Jewel. Now, exit the town.


==========
World Map
==========

Walk up to your boat and press A to get on it. Bring up your map with R and
look to the left. Use the D-Pad to put your cursor over the dots, which are
areas you've already visited. Look for Kibombo and then sail in between the two
continents (the one that Madra is on and the one that Kibombo is on). Sail all
the way towards the Gondowan Cliffs until you come to a beach on Kibombo's
continent, where you should disembark. Head all the way north past Naribwe,
then go through the Kibombo Mountains. After that, follow the path to Kibombo.


========
Kibombo
========

There's nothing for us to do in the village; you're actually going to go back
into the Gabomba Statue. Head north to the next screen, and walk across the
statue's tongue to enter it again.


===============
Gabomba Statue
===============

Head north to the next screen, then proceed down the hallway and take the
elevator down. Go north in that hallway and head down the ladder that the
statue opened for us last time we were here.


==================
Gabomba Catacombs
==================

When you enter here, head south and climb down the ladder. Go north and through
the path of rocks, then you'll find some weeds. Equip the Cyclone Chip onto
someone and use Cyclone to blow away the grass. You will be teleported through
a teleportation circle, and you will be dropped into another room. In here, go
right and you'll have to fight the Venus Djinni here, which has 500 HP. Once
you defeat it, you'll get Mud. Now you should have 5 Djinn of one type, which
means you can give another Mercury Djinni to Piers. You shouldn't have the
Djinn mixed up anymore (like Jenna having a Mercury). Anyway, head left and
slide off of this platform, then go south and climb up the ladder. Follow the
path north and head up the stairs to the next room. Slide off of the platform
here, then go all the way west and use Cyclone.

You will reveal another teleportation circle, and will be teleported down to
the lower room again. Head west and follow the path up, then take the eastern
path to another room. Here, go north and use Cyclone on the weeds to reveal a
Mint. Pick it up and go north to find a ladder. Climb it down and follow the
path south, then use Cyclone to uncover a puddle. Freeze it using Frost, then
climb up the ladder to the north and go south. Jump across to the platform on
the left, then you'll see six weeds in a circular formation. This is a clue.
Use Reveal by those weeds to reveal some stairs. Descend them to reach the next
room. In here, go west and cross the stream of water. When you get to the other
side, get back on the water and follow the path up (where the pillars are,
there are open paths that you can take).

Eventually, when you reach the top of the water, make your way onto the land to
the west. Follow the path to the bottom of the rocks, then use Cyclone to
uncover a puddle. Freeze it and go back to the stream of water. Go down a bit,
then make your way onto the western land on the other side of the rocks, where
you froze the puddle. Climb up the ladder there and hop across the pillar, then
take the stairs down to the next room. Here, go left and climb down the
ladder, then head north and use Cyclone at the weeds. This makes a Mad Plant
appear, which will attack you. These are basically the same thing as Mimics,
and this one has 449 HP. For defeating it, you get a Game Ticket. Head north
and climb up the ladder, then the Gabomba statue will say that you've proven
your power. He then gives you a Tomegatericon (try saying that five times
fast). Pick it up after the scene and use Retreat to get out of here.


===============
Gabomba Statue
===============

Exit the statue and you'll be back at the village. Exit the village, go through
the Kibombo Mountains again, go past Naribwe, and board your ship.


==========
World Map
==========

Sail away from the continents you are in between, then bring up the map. You
want to sail to the southeastern continent. On the far eastern side of said
continent, there are two beaches, and one is big while the other is relatively
small. Sail over to the small one and you'll see a river going up in between
those beaches. Sail up the river, and when you come to a bridge, disembark
there and enter the village ahead.


=======
Yallam
=======

The main purpose of being here right now is for the blacksmith named Sunshine.
He lives at the northwestern part of the village, inside the lone building
there. He is lying on a bed, and will take your weapons that you give to him
and forge it into something more powerful. For more information on that, see
the Weapon Forging section. Anyway, from the entrance of the village, head
directly north and enter the Inn. Inside, go past the two beds and examine the
big wooden box to get an Elixir. Exit the Inn, and from where you exit it, head
left and examine the jar by the side of the building for 16 Coins. Make your
way to the upper level of the village, going toward Sunshine's house. By the
walkway, there are two weeds. Use Cyclone to blow them away, revealing an
Antidote which you should pick up.

Enter Sunshine's house, and head to the northern end of the room. Examine the
barrel there to get an Oil Drop, then head to the southeastern corner of the
village (as far to the southeast as you can go). Blow the weeds away there
using Cyclone, then you'll find a Nut. Finally, exit the village by taking the
northern exit.


==========
World Map
==========

From the northern exit of Yallam, follow the road west and then turn south when
the road turns. Keep going until you come to a bridge, which you should cross.
From there, head right and enter the swamp there.


============
Taopo Swamp
============

Here, simply go east and to the next screen. In this area, go right and use
Move on the stump, then pull it toward you and it will fall into the swampy
water, sinking all the way down. Jump across to the walkway there, then go
north and use Whirlwind on the leftmost wall of ivy. This will reveal a cave.
Inside, follow the path and you'll come to something buried by the three rocks.
Examine it and then use Scoop to pull up a Tear Stone. Once you get it, exit
the cave and go right, down the stairs. You will see bubbles in the swampy
water. If you don't stay on a bubble, you will gradually sink into the swamp
with each step. So, start by standing on the first bubble by the stairs, then
move over to the one southeast of this one. Next, go to the one southwest of
here (you should barely make it), then the one west of here.

Slightly west from here is another one. Go to that one, then head south to
another one. On the opposite side of the walkway you're standing by is another
bubble. Run to that one, then run to the one southwest of here, but be sure not
to hit the two wooden poles sticking out of the swampy water. Don't be fooled
by the ground to the left; it may look convincing, but it's unreachable.
Instead, run south to some stairs and another bubble. Get on the bubble before
you sink, then head up the stairs to the next area. Here, open the chest at the
end of the path to get a Cookie, then go back to the previous area. Here, go
down the stairs, go to the bubble to the north, then to the one northeast of
here, then to the one on the opposite side of this one. Then, head southeast to
another bubble.

Head east to another one, then northeast to the one by the rocks. Head directly
east to the next one, then north to another one, then east to the next one, and
finally, southeast to the last one. Head up the stairs and use Whirlwind on the
wall of ivy there, then enter the cave. Go north and head down the stairs, then
head southwest and head down those stairs. In here, follow the path to some
weeds, then use Cyclone on them to uncover a Bramble Seed. Head back upstairs.
Now, go right and you'll see holes in the wall that shoot out air, just like in
the other part of the cave. The one on the far left will shoot air, then that
one will stop and the other two will also shoot air. When the one on the far
left stops, time it so that you go all the way right before the one on the left
starts again, but right after the other two stop. Use Move on the wooden pillar
and move it left into the indention.

Go around the Venus Djinni and head all the way over to the bottom-right side,
then make your way past the air vents here as well. It's basically the same as
the previous ones. Use Move on the wooden pillar at the end and move it into
the indention, and with both air holes covered by wooden pillars, the air hole
where the Djinni is will shoot out a lot of air, pushing it off of the
platform. Head right and slide down the second crevice from the left. You'll
land on a small, narrow platform in the lower room. Jump across to the platform
where the Venus Djinni is, and as usual, you'll have to battle it to get it. It
has 590 HP. After you defeat it, you will get Flower. Slide off of the platform
and use Cyclone at the weeds here to uncover a Mad Plant. This one has 518 HP,
and you get a Lucky Medal for winning.

After it's defeated, head all the way east and then north and head up the
stairs. Back in this room, go west and head down the stairs there, then go down
the hallway and down some more stairs. Go down this hallway and you'll see
another buried Tear Stone. Examine it and use Scoop to dig it up, then go back
up two floors. Make your way over to the western side of the room (you'll have
to get past the air jets again), then head north and up the stairs. Go south
here to exit this section of the cave. Back out here, give Felix a Mars Djinni
or Jenna a Venus Djinni to learn Growth. Use it on the sprout to turn it into a
vine, then give the Djinni back to Felix/Jenna and climb it up. Head north and
slide off of the two platforms, then use Whirlwind at the wall of ivy there.
Enter the cave and go north, then down the stairs.

In this room, go around the wall by going right, then head through the door
there. Go left in here and you'll see an air jet. Go past it when it isn't
blowing, then you'll see another air jet along with a circular spot on the
floor. The second the air jet stops blowing, quickly use Douse on the circular
spot to give it water, then quickly use Frost to freeze it. Before the air jet
starts up again, climb up the ladder and jump across the pillar of ice to the
northern ledge. Now, go west and slide off of the platform, then go down the
stairs at the end of the path. In here, head southeast and take the stairs down
to the next room. In this lava-filled chamber, go south and you'll see a
burning rock of magma. Use Douse on it to quench the fire, then use Move on it
and push it into the lava.

Stand on it and jump to the south, then head south and enter the next room.
Here, go south and you'll see an air jet. Let it push you down onto the last
stepping stone, then jump your way over to the right. You'll find another air
jet on the northern wall which will push you down. When it stops, immediately
run north and quickly jump to the right before it starts back up. Hop your way
onto solid ground, then hop south and across the lava. Hop west a couple of
times and you'll reach another molten rock. Use Douse on it and then use Move
to push it into the lava. Go back to the right and hop your way back to the
second jet. Let it push you down, then hop to the right and hop your way across
to the southwestern corner of the room. Hop to the chest and open it to get a
Vial, then head back over to the eastern side of the room. Hop to solid ground
and hop to the stepping stone on the right, then go north to a molten rock.

Cool it down using Douse, move it into the lava, then it will move up a bit.
Jump to it and then to the right, then head north to the next area. Here, go
north and you'll see a wooden pillar with a big rock on top of it. Use Tremor
to knock it into the lava, causing some lava to the north to stop pouring,
making that lava pour over to the left, creating another path for you. Go
forward, then head west and south to another molten rock. Cool it with Douse,
push it into the lava, use it to hop across to the ground to the south, then
follow the path where the water is. Take the stairs down to the next room.
Here, cool down the rock to darken the room, then push it down once and turn
right to find an opening, allowing you to head south and continue to the next
room. In here, go around the room and enter another room.

Use Douse on the rock here to cool it off, darkening the room, just like the
last one. This will make a light appear in the northwestern corner. Go to that
light and use Scoop. You will dig up some Star Dust. That's it for this place.
If you take a certain route, you will come to a rope which you can use Lash on
to get out of here. However, to make it much simpler and faster, just use
Retreat with Felix, then exit the cave by going south. Use Retreat again to get
to the entrance of the swamp.


==========
World Map
==========

Well, that was certainly a boring place, wasn't it? Haul your butt all the way
back to Yallam, then take the southern exit and enter your boat. Sail through
the river you entered from (if you've been following this guide). It's time to
do another little side quest, which will prove to be quite rewarding near the
end of the game (you end up getting the strongest summon in the game). Head due
south of the continent you're at, and sail to the small, snowy island at the
southeastern corner of the sea (use the map). Disembark at the beach, then head
north and head into that town.


=================
E Tundaria Islet
=================

Start by going north and entering the only house there. Inside, examine the
blue jar to get a Lucky Medal, then exit. Read the penguin's mind over to the
left, and you'll find out that his girlfriend is stuck and can't swim back, due
to her damaging her leg. Head south from here and hop onto the floating
iceberg. Hop to the left, across the floating icebergs until you reach the left
side. Climb up the ladder and push the log into the water, then slide down and
walk over to Pengulina (Pengus' girlfriend). Push her up, then all the way
right until she's right next to Pengus. As a reward for doing this, Pengus
gives you a Pretty Stone. Exit the town.


==========
World Map
==========

Look at the map and look all the way up. A bit south of the northernmost
continent is a small island, just north of another small island. This is your
next destination. Get in your boat and sail all the way up there, then
disembark and head to the SE Angara Islet.


================
SE Angara Islet
================

Start here by going up two flights of stairs, to the box on the highest level
of the cliff. Move it to the southwestern corner, then push it off and it will
land on the very bottom. Go down to it and push it to the southwestern end of
this place, near the entrance. Push it two squares away from the puddle, then
freeze the puddle using Frost and head up one flight of stairs. Push the second
box all the way down and it will fall on top of the first box. Jump to the two
boxes and then jump to the icy pillar. Climb up the two vines, and a bird will
come and fly into its nest. Mind Read it and it will like the Pretty Stone you
have, then it will offer you the "neckerchief" for the stone. He then gives it
to you, which is really a Red Cloth. Head all the way down and go southeast,
then examine the wooden box on the boat for a Lucky Medal. Exit this place.


==========
World Map
==========

For now, we can't do anything else involving this side quest. We'll need the
Sand spell first. Now it's time to collect three parts to a certain weapon,
which is required in order for us to defeat a certain boss. Get on your boat
and sail directly southwest of here. Bring up the map and you'll see two
shores. You will want to sail to the small one. Sail there and disembark, then
head directly west and ignore the cave. Enter Daila, the town you come to at
the end of the path.


======
Daila
======

Here, go north a bit and head all the way to the right, to the easternmost
puddle of water. Then, have Sheba cast Reveal, and you should see a sparkle on
the ground. Use Scoop on that spot to uncover a Psy Crystal. Now, head to the
northern end of the village and enter the shrine. Inside, go right and follow
the path to a ladder, which you should climb down. If you saved Riki and Tavi
at the beginning of the game, the water in this chamber will be drained. Freeze
the two puddles on the left, then climb back up the ladder and go around to the
left. Jump across the ice pillars and take the Sea God's Tear. That's all we
have to do here, so exit the town. On the world map, go right and enter the
cave, the Shrine of the Sea God.


======================
Shrine of the Sea God
======================

Climb down the ladder here and go north, then climb up that ladder. Use Lash on
the rope there, then climb it up and follow the path to the next room. In here,
go all the way left, then head south and cross the walkway to the right. It
will break and you'll fall down. Climb up the ladder and follow the path around
to some stairs, which you should head down. In this room, take the western path
and head all the way south, across the shallow water. Take the southernmost
staircase up. Climb down the ladder in here, then follow the path and go left.
Freeze the three puddles, then climb up the ladder to the left and hop across
the pillars of ice. Then, hop to the right and follow the path through the
door. In the next room, go all the way left and hop across the pillars to the
left platform. Then, hop across more pillars and you'll reach a wooden pillar.

Push it down and use it to reach the pillar on the right. Follow that path and
go down the stairs. Go north in here and climb down the ladder, then go south
and climb up that ladder. Go right and eventually a bridge will break, then the
water will take you south. Head right to a rope, then go south and follow the
shallow water up to a ladder. Climb it up and open the chest for a Rusty Staff.
Go back south and use Lash on the rope, then climb it up and head north. Walk
across the bridge and then across the broken one. You'll fall down and be
carried all the way to the south. Follow the path to a ladder, then climb it up
and enter the next area. Climb down the ladder here and move the wooden pillar
to the left, then climb back up the ladder and enter the next room. Hop across
the stepping stones here, then go north to a bridge in the water.

Hop to the stepping stone and then hop south across the bridge. Hop all the way
south and then to the right, then up. Use Reveal to make another stepping stone
appear in the center of the circular formation of stones, then hop across and
examine the sea god statue. Use the Sea God's Tear and the water will rise,
taking you to the upper floor. Here, climb up the ladder in front of you to
another room. Jump across here and climb up the next ladder, then climb up to
the very top and take the object on the pedestal, which is the Right Prong. One
down, two to go. Use Retreat and exit the shrine.


==========
World Map
==========

Go all the way right and board your boat. Bring up the map and look all the way
to the right. See the big island at the edge of the map? Sail all the way over
there and sail to the northern part of it, then disembark at the shoreline.
Cross the bridge and you'll enter the Apojii Islands.


===============
Apojii Islands
===============

This is a tropical-like town with bamboo houses everywhere. You might want to
stop by the Equipment Shop first, which is the building right beside the Inn.
After you're done shopping, go all the way right and go around, then you'll see
a big droplet in the middle of the town. Use Douse on it and it will start
raining, then the water will change into a rainbow color. This makes some
rainbow colors flow all the way to Aqua Rock, which causes some statues to move
at the rock. The person next to the big droplet thinks that the rock answered
his wishes. When you regain control, go south a bit and use Cyclone at the
weeds there. Pick up the Herb that's uncovered, then go to the southeastern
corner and use Cyclone at those weeds to find a Mint. Head east and to the next
screen. There, go right and use Cyclone to blow the weeds away, revealing a
Bramble Seed. Get it and go back to the previous area.

Now, go to the northeastern corner of the village and enter the hut there.
Inside, examine the barrel to the north to find 32 Coins. Next, go to the
southwestern corner of the town, where the beach is. By the beach is a hut, and
to the left of that hut are two jars. Examine the brown one to get 182 Coins,
then exit the village.


==========
World Map
==========

Board your boat and sail all the way to the southern end of the island. You
will find a beach which you should disembark at. Follow the path around to the
Aqua Rock, then enter it.


=====================
Aqua Rock (Exterior)
=====================

Follow the path in this area all the way to a wall you can climb. Climb it up,
and you'll see some water currents that pour, then stop pouring. Climb up the
left wall and do the same for the next wall, then climb up the left wall and
be careful not to get pushed down by the water. Climb your way up, then you'll
find a wooden pillar and two Moai statues. Push the pillar in front of the Moai
statue on the left, then climb down the wall a bit and climb over to the right
this time. Now, use Move on the wooden pillar and move it left twice, then push
it in front of the Moai statue on the right. Head left and climb down the wall,
then climb up the wall on the far right and climb up to the next area. Here, go
right and run on the waterfall. You'll fall down to the previous area, in front
of a chest. Run to it and open it to receive a Nut.

Drop down one more level using the waterfall, then run to the right and climb
down the wall to an unactivated Moai statue. Stand in front of it and use Douse
to fill it up with water, causing a stream of water to pour out from it. Go
left and drop down another level using the waterfall, then go right and let the
stream of water take you down to another level. Follow the path and when the
path finally splits to the left and right, take the right path to a big droplet
statue. Use Douse on it and it will start raining, then some of the water will
begin flowing upwards. Head south and take the western path now, then climb
your way up the wall, being careful not to get washed down. Climb up the
western side first, and at the top, you'll find a chest containing an Elixir.

Go back down and climb the right wall this time. In order to avoid being washed
down by the water, move all the way to the right to what I like to call a "safe
spot". Use the safe spots for cover until you make it up to the top, then climb
up that part of the wall and head west. Push the wooden pillar to the left,
then go back right and climb up another wall. Head right and stand on the
waterfall to be sent up to the next area. Head up and then go right, crossing
the stream of water. Use Move on the blue rock and push it to the right, then
go south and push that rock to the right twice. This slows down the speed of
the water. Go right, in between the blue rock and the normal rock, and cross
the stream of water. Head all the way north to the climbable wall, then run
left to a chest. Open it to get an Oil Drop.

Cross over the water again and climb up the wall, then go all the way left and
climb up that wall to reach a water puddle. Freeze it using Frost, then go
north and freeze those two as well. Head back south and climb down the wall,
then go right and climb up the next two walls. Go around the path of rocks and
make your way up north, then jump across the two icy pillars to a chest. Open
it to get a Mist Sabre. Jump back over the pillars and head south, then jump
across the pillar to the left. Now, follow the path and climb down the wall,
then enter the next area. Here, go west and use Douse on the droplet statue.
This causes water to pour down into the middle of the pond below. Go right and
climb down the walls, then hop across the platforms into the ring of water in
the middle, which takes you into the rock's interior.


=====================
Aqua Rock (Interior)
=====================

Jump to the south and enter the main chamber. Heal your characters fully, then
take the Psynergy Stone to restore all of your PP. Hop across the platforms to
the right and go through the door at the end, then go north through another
door. In the next room, head north and you'll see two wooden pillars, and two
air jets. Push the left pillar to the right once, then go around it to the
other side and use Move. Pull it towards you once, then go up to the second
pillar and push it in front of that air jet. Back away a bit and use Move to
push it to the left once more, then climb up the wall and hop across the
pillar to a chest. Open it to get a Vial. Jump back across and climb back down
the wall, then head into the next room. In here, use Move on the wooden pillar
and push it in front of the Moai statue. This will drain the water in this
chamber, so climb down the wall and use Frost on the three puddles.

Climb back up and jump across the icy pillars, then enter the next room. Here,
follow the southern path around, then jump across and go through the door at
the end. Take the Crystal Powder from the chest here, then go back to the
previous room and head to the entrance. Take the northern path this time and
go through the door at the end. Go through the door in the next area as well,
then jump across to a droplet statue. Use Douse on it, and a path that you can
walk across will be opened. Walk across the stars and you'll come to a door,
which you should enter. In the next room, go left and hop across the platforms.
Follow the path until you come to two air jets, and a wooden pillar. Use Move
on the wooden pillar and move it to the right once, then stand in the left air
jet to be sent next to a floating platform.

Hop across the platforms to the eastern side, then follow the path up to the
next room. Here, you'll see an unactivated Moai statue, and a droplet statue.
Don't do anything with either of them just yet. Climb down the wall, then go up
to the northeastern pillar and move it right once, then down once. Climb back
up the wall and use Douse on the Moai statue. This will make it pour water into
the chamber. Use Douse on the droplet statue next, then a path will be created
which leads to another platform. Cross the path and enter the next room. Follow
the path in the next two rooms and you'll be in a purple-ish room. In here,
just go left and up those stairs, then head south and jump across the floating
platforms to reach a climbable wall. Climb it and follow the path to yet
another room.

Run northwest up the waterfall, and you'll slide down to the lower floor. Run
to the left to get on the ground, then head all the way south to a climbable
wall. Ignore it and run to the right instead. Let the waterfall slide you down
to another floor, and you'll be right in front of a wooden pillar. Face it and
use Move to push it to the right once, then climb up the wall and run to the
right so that you land on the wooden pillar you just pushed. Jump across to a
chest which contains a Tear Stone, then slide off the platform and descend the
stairs. Hop across the yellow platforms here to the middle, then hop to the
south and go around to the left. Enter the door there, then climb down the wall
and head north. Climb up that wall and Douse the Moai statue to pour water into
the room. Jump across the platforms and climb up the wall, then enter the door.

In here, hop across to the left and go through that door. There is another
deactivated Moai statue in here. Climb down the wall and push the blue rock
onto the middle tile, then freeze the puddle to the left and climb back up the
wall. Use Douse on the Moai statue to fill up the chamber with water, then jump
your way to the chest in the northwestern corner. Open it for a Water of Life,
then jump back across and reenter the room. This time, push the blue rock all
the way left, then Douse the statue again. Jump across the platforms to reach a
door leading to the next room. Hop across the platforms here and use Move on
the wooden pillar. Push it to the right once, then jump across and push it to
the right again. Head north and jump across those platforms to reach the next
room. Inside, push the wooden pillar all the way into the indention at the end.

Then, climb up the wall and jump across to the north, ascending the stairs.
Walk across the tightrope in here, then climb down the wall and head all the
way right, then south. Hop across those platforms to reach another room. In the
next room, you'll have to solve another pillar-pushing puzzle. Climb down the
wall, and you'll see that there are three pushable pillars. Push the leftmost
one into the northeastern corner. Push the next pillar on the left side two
squares left. Push the third pillar directly below the non-movable pillar in
the middle, and all the way down. With that done, climb up the wall, fill up
the Moai statue using Douse, then use Douse on the droplet statue to create a
path. Follow that path to the next room, then head north and down the stairs.
Push the wooden pillar here into the gap, then jump across and enter the door.

In this room, go north and hop across to the left, then the south. Follow the
path up and jump across to the right to reach a chest, which is a Mimic. This
one has 676 HP. For defeating it, you get a Potion. Jump back across and follow
the path to the next room. You're back in the purple room with the big crystal
in the middle. Jump across to it and examine it to restore all of your PP. Jump
your way to the south and enter the next room. Use Douse on the droplet statue
to create two new paths. Head left and hop across the platforms to a chest.
Open it to get a Lucky Pepper. Take the right path now and walk across the
path. Head all the way south then jump to the left, then open the chest at the
top of the platform to get an Aquarius Stone. Jump back across and go right,
then head all the way south and climb down both walls.

Keep going south and enter the door to the left at the bottom. Here, follow the
path and hop across the platforms until you reach the middle, then go up and
through that door. Examine the column in the middle, then bring up your item
pack and use the Aquarius Stone to place it on there. This will reveal a
doorway to the north, similar to the one that was in Air's Rock. Go up to the
door and you'll go through it. In the next room, hop across the platforms and
go to either the left or right side. Climb down the wall there and then climb
up the platform to the middle, where you'll reach a stone tablet. Examine it
and Piers will touch the tablet, then he'll learn Parch. The middle of the room
will then fill up with water, and Piers thinks they are being tested. Walk up
to the water and use Parch to drain it all out!

Now, go back two rooms and you'll be back at the room with the floating
platforms across the water. Hop back to the southern platform, then use Parch
at the pool of water there to drain it. Climb down the wall and go over to the
chest, then open it to get a Rusty Sword. Climb back up the wall to the right,
then go through the northeastern door. In this room, go north and climb up the
two walls, then keep going and you'll come to two doors. Enter the lower one.
In here, climb down and run across to the right, then head north and climb up
the wall there. Face the Moai statue and use Parch to drain it of its water,
causing it to stop spewing water. This drains the room of the water. Go south
and climb down the wall, then go up the hallway and fight the Mercury Djinni.
It has 620 HP. Steam joins you once you win, so use Retreat, exit the interior,
then use Retreat again to exit this place.


==========
World Map
==========

Two rocks down, two more to go. Enter your boat and bring up the map. All the
way to the south is a long, icy island. Sail to the eastern end of that island
and disembark there, then walk ALL the way down that really long road until you
see a tower. Before entering, head southwest down that road until you can't go
any further. Walk around this area until you encounter a Jupiter Djinni, which
has 740 HP. It can be a bit difficult to take down, so I suggest trying to use
Sleep with Sheba. Once you defeat it, you'll get Wheeze. Now, go back to the
tower and enter it.


===============
Tundaria Tower
===============

Head north and enter the tower itself. Inside the main chamber, you'll see two
pools of water. Drain the western one and the eastern one using Parch, then
take the eastern stairs down and enter the next room. Here, go south and follow
the path, jumping over the gaps as you go to the end of the room. Then, take
the stairs up to the next room, and take the northern door after that. In here,
head northwest to a chest containing 365 Coins. Go back to the right and slide
across the ice over to the other side, then go west and enter that room, then
head south another room. In here, climb down the ladder, and you'll have to
slide across the ice in certain steps. Slide right, up, right, up, left, down,
right, up, right, up, and right to reach a chest with a Mint inside. You'll now
have to slide your way over to the right side.

Then, go north and enter the door, then go north another room, slide across the
ice, and go south two rooms again to get back to the ice puzzle room. To reach
the middle entrance, slide right, up, right, up, left, down, right, up, and
left, then go through the door. Here, head up the stairs at the end and in the
next room, take the western stairs up. Use Pound on the pillar in here, then
follow the path right to a door. In this room, use Pound on the western pillar,
then open the chest there to get some Crystal Powder. Climb up the ladder to
the right and hop to the other two pillars, then onto the platform. Jump to the
left and open the chest to get a Hard Nut. Exit this room, then go back to the
room with three staircases.

This time, take the middle one up to a new room. Slide down the ice and you'll
fall into a lower room, with a Mars Djinni on the ice. To reach it, slide left,
up, right, up, right, down, left, up, right, down, right, up, left, down,
right, up, and right. You'll knock it back to the floor on the right, so slide
over there and you'll have to battle it. It has 756 HP. Once you defeat it,
Reflux will join with you. You can now give Piers 6 Mercury Djinn, if you have
6 Djinn of any other type. Slide your way over to the western side of the room,
then go through the door. Here, slide off of the platform and head up the
stairs on the right side of the room. Climb up the ladder here and follow the
path down, then slide across the ice and enter the next room. Go through the
hallway to reach another room.

Climb down the ladder and use Move on the wooden pillar there. Move it left,
up, and right. Then, head right to three icy pillars that you can use Pound on.
Pound the rightmost one and the middle one, then go north and use Move on the
wooden pillar. Move it down, then left, then up. Climb up the ladder there and
stand on the wooden pillar, then use Move on the one to the left. Pull it
towards you and climb down the ladder, then go to the other side and climb up
that ladder. Stand on the wooden pillar and jump across, then push the pillar
in front of the door aside and go through. In the next room, follow the path
and head up the stairs, then follow the path in that room and enter the door.
Here, you will see a mirror of some sort. Use Reveal in front of it and go
through the path revealed. Climb up the ladder and you'll be outside, at the
top of the tower.

Head up the ladder and use Move to pull off the wooden pillar. Climb to the top
and get the Burst Brooch on the pedestal. Equip it on somebody and you will
learn Burst, which you will need. If you want, climb down the ladders and test
it out on the cracked brown door to blow it open. Use Retreat to return to the
entrance of the tower, then enter the tower and take the western stairs down.
Go through the door. In the next room, take the southern path and follow it to
a door. Here, you'll see a crack in the mirror. Use Burst on it to blow a hole
in it, then take that path and go through the door. Head right in here and then
go through the southern door. Open the two chests for a Sylph Feather and a
Lucky Medal, then exit the room and continue down the hallway. Go through the
door at the end and open the chests to get a Vial and a Lightning Sword.

Use Retreat and reenter the tower, then go through the middle door. Inside,
examine the cracked ice and go to your Psynergy list, then use Burst to blow it
up. This reveals another prong, so pick it up and you'll get the Center Prong.
Now you can exit the tower.


==========
World Map
==========

Go back down the road that almost never ends and enter your boat. Bring up your
map and look at the northeastern end. There is an island surrounded by rocks at
the very top, and another island below it with a beach at the northwestern end.
Sail to that island and disembark at the beach, then enter the town.


======
Izumo
======

If you speak with the townsfolk around here, they'll speak of Kushinada, a girl
who is to be sacrificed to a Serpent. They also speak of Mt. Mikage, which is
really Gaia Rock. You might wanna pay the Equipment Shop a visit, to the south.
Once you're done shopping, go into the house at the southeastern part of the
village. Inside, examine the wooden box to get a Festival Coat, then exit the
building and go right. Use Cyclone at the weeds to find two Antidotes, then go
north and enter that house. Examine the white vase to get a Smoke Bomb. Exit,
then head to the northwestern part of the village. Go to the eastern side of
the Inn building, then go behind it and jump to the stone in the river. Now, go
up the path and you'll come to a jar. Examine it to find a Water of Life. Go
back around and jump back across.

Go right and head up the steps, then cross the bridge to the left and use
Cyclone at the bushes there. Pick up the Lucky Medal that gets uncovered, then
follow the path to a big house. Examine the second jar on the right to get an
Elixir. If you enter the house west of here, you'll see a girl crying. If you
try to approach her, she mistakes you for Susa, thinking that she'll lose her
courage to sacrifice herself to the serpent if he sees you. That's all there is
to do at this town for now, so exit it.


==========
World Map
==========

Follow the road west and around the mountains to reach Gaia Rock, which is your
next destination.


=====================
Gaia Rock (Exterior)
=====================

You can actually enter the interior now, but the only thing you can do is fight
the Serpent, which has a crapload of HP and such right now. Head north to the
entrance, but ignore it and turn left. Climb up the wall and push the wooden
pillar off of the platform, then climb up the wall and head right, climbing
down that wall. Use Move and move the wooden pillar to the right once. Go all
the way right and climb down that wall, then head all the way left back over to
the left wall again. Climb it back up and jump across the wooden pillar, then
climb your way up the next few walls to the next area. Here, head right and
climb up that wall, then climb up the hanging vine to reach another climbable
wall. Climb that one all the way up to the top, then go left and climb down
the hanging vine and the wall. Climb your way down to a chest which contains a
Nut, then climb back up two walls.

Go left and slide off the platform, then head left and climb up that wall.
Follow the path left and climb down the next wall. You will see a Tiki statue
blowing out whirlwinds, which causes a vine to swing back and forth. Climb down
the nearby wall and walk up to the vine, then use Whirlwind to make it swing
back and forth. When you grab onto it, press Left to swing over the gap. Use
Move on the wooden pillar and move it to the left once, then swing back across
the vine and go right. Climb down the vine and the wall, then go west and climb
up the vine and the walls to reach the wooden pillar you just pushed. Push it
left and it will fall down, then climb up the next two walls and enter the next
area. Climb down the walls here and when you reach the bottom, go left and jump
across, then climb up there.

Head right and you'll come to a vine over a gap. Use Whirlwind on it and swing
across the gap, then climb up and use Whirlwind on the next vine. Swing across
and climb up to the next screen. In the next area, you'll see two inactive Tiki
statues. Climb up the easternmost wall and climb your way up, staying on the
right side as much as possible. If you climb on a wrong part of the wall, a
Tiki head will bust out of the wall and knock you off. Climb your way up to the
top and climb up the next few walls, then go through the path of rocks and
enter the next area. Follow the path and go to the northeastern corner, then
jump across the wooden pillar and go through the path of rocks. Open the chest
at the end to get an Apple. Go back and jump across the wooden pillar again,
then head west and south. Climb down the wall and up the next wall.

Move the wooden pillar as far down as it can go, then make your way back up to
the left platform and jump across the wooden pillar. Follow the straightforward
path until you reach a platform with an altar and six wooden pillars in a
circular formation, which symbolizes Reveal. Use Reveal to find a dancing doll
thing. Examine the altar to pick up the Dancing Idol, then have Felix use
Retreat to get back to the entrance. Head north and into the rock.


=====================
Gaia Rock (Interior)
=====================

Inside the rock, examine the altar and place the Dancing Idol on it. This
causes the dragon heads on the left and right to move away, revealing two
doors. Enter the rightmost one. In this room, follow the hallway to some stairs
which you should ascend. Follow the southern path here and go around the room,
then head down the steps to a bunch of weeds. Use Cyclone to make some elevated
grass platforms appear, then go all the way back to the first room and take the
left door this time. Follow the path and go up the stairs at the end of the
hall. Go south here and when a grass platform comes to you, jump to it and use
the grassy platforms to reach the northeastern platform. Be careful not to fall
off! When you reach the platform, head north and go through the door. Here,
follow the path and you'll see the lower floor at the end of the path. Go left
from here and head up the stairs you come to.

Head south and you'll see some weeds, so use Cyclone on them and a Mad Plant
will appear. It has 556 HP, and you get a Potion for winning. Once it is
defeated, go south and enter the next area. Head down the steps in this room,
then go through the door on the right. You are now on the lower floor of the
room where the Mad Plant was. Go left and examine the altar, then place the
Dancing Idol on it. This causes some light to shine in the bottom room where
the Serpent is, causing him to weaken a bit. Exit this room and head up the
steps, then climb the wall all the way over to the right side. Be careful,
because some Tiki heads will pop out at you and make you fall down. When you
make it across, use Whirlwind on the vine and use it to swing across, then go
through the door there.

You'll see an altar in the middle of a spider web in this room. Use Cyclone in
front of the web to tear it, causing the altar to fall down the hole to a lower
room. Slide off of the platform and you'll end up beside said altar. Use the
Dancing Idol on it to shine another light into the Serpent's bowl of water. Use
Cyclone on the weeds in between the two altars to uncover a hole, causing more
light to be shed into the Serpent's bowl. Go left and use the Dancing Idol on
that altar to shine in the fourth and final light, weakening the Serpent as
much as possible. Use Retreat and follow the middle path to a door. In the next
room, go right and use Move on the stump to push it up once. Go up to it and
push it up one more time, then use Move to move it to the right. Face the next
stump and use Move on it to pull it towards you.

Go south and left to the rocks, then use Move on the stump again and move it
right. Use Move to move it down two more squares, then use Move and push it
left. This opens a path. Follow that path and go through the door at the end.
Here, you'll see an odd-looking sprout. Give Felix a Mars Djinni or Jenna a
Venus Djinni, then use Growth on it. An arrow will form, pointing to the left.
Make Growth a shortcut and follow the left path to the next area. Do the same
thing for every area, following the path the arrows point to. In the third
area, you'll find a chest which is really a Mimic, and it has 707 HP. For
defeating it, you get a Game Ticket. Eventually you'll find another chest,
which has a Rusty Mace inside. After you go through 12 screens, the path will
end and you'll be in the room where the Serpent is.

Inside, Susa, the "hero" everyone's been talking about, will attempt to fight
the Serpent, but quickly gets owned without it even looking at him. He says
that the Dragonsbane it is drinking isn't weakening it enough for him to defeat
it. When you gain control, switch your Djinn back to normal and follow the path
to the Serpent. Walk up to it and press A to fight it.


-------------------------------------------------------------------------------


Serpent

HP: 3536 (w/ all four lights shining in the room)
PP: 160
Weakness: Wind
Strengths: Earth
Attack: 249
Defense: 76
Agility: 135
Luck: 46
Experience Points: 1995
Coins: 2898
Items Obtained: -

Boss Strategy: Start off by using all of your Djinn with your characters. The
               Serpent will get two turns every turn if you shined all four
               lights in the room. Otherwise, he'd get three. Heal up if it's
               needed while you use all of your Djinn, and once you do, unleash
               all kinds of summons except Earth-based one, since it's strong
               against Earth. After the barrage of summons, focus on healing
               since you'll probably need to, and focus on using Psynergy from
               that point on. The Serpent has some minorly dangerous attacks,
               such as Toxic Breath, which hits the whole party and has a
               chance of poisoning someone. Keep your party healed and you'll
               defeat this dragon sooner or later.


-------------------------------------------------------------------------------


After the fight, Kraden will say that it's not even close to dying, but just
wounded. Susa will then walk back up to the serpent since he's not satisfied,
then he'll give it a good strike with his sword to turn the serpent into stone.
Once he leaves, a stone tablet appears from the sand. Examine it and Felix will
touch it, then learn the Sand spell. This allows you to burrow under sand and
move through it to reach certain spots. We can now finish the trading quest we
started awhile ago, but we'll get to that later. Use Sand while standing on the
sand and go past the serpent (you can pass under it), then press A to surface.
Examine the easternmost part of the water to get the Cloud Brand, then exit the
room and use Retreat. Head outside and you'll see Susa on the ground resting.

Go south and he'll ask you if you're going to tell Kushinada that you defeated
the serpent. Tell him yes and continue outside. Back on the world map, just
head left and go around to Izumo.


======
Izumo
======

Head to the northwestern part of the village, on the upper level. Enter the big
house and go north, where you'll see Kushinada and Uzume. Watch the scene, and
then talk to Uzume when everyone is done talking. Give her the Dancing Idol,
then she'll give you the Mars Djinni, Coal! Exit the building after that. As
you exit, Susa comes out and tells you about the Cloud Brand he left behind at
the serpent's lair. You should already have it, though. Go to the lower level
of the village and head to the northeastern end of it to find a few wooden
pillars. Use Move on the far left one and pull it towards you, then some weirdo
will think that Susa or Kushinada moved it while he wasn't looking. Use Reveal
to find a ladder in the middle, then climb it down to enter the ruins.


============
Izumo Ruins
============

Climb down the ladder here and stand on the sand. Use Sand to burrow under the
sand, then move past the rocks to get to the other side. Resurface and freeze
the puddle there, then use Sand to get back across to the other side. Climb up
the ladder on the right and hop across the pillars to reach a door. Go through
it. In the next room, go north and take the eastern path, then climb down the
ladder and you'll come to a pillar you can pound. Use Pound on it and then
burrow into the sand using the Sand spell, then move north past the rocks. Go
left and use Move on the wooden pillar to move it to the right once, then go
back to the right and use Sand again. Make your way back to the entrance of the
room and take the western path this time, then hop across the pillar and climb
down the two ladders to enter the next room.

Here, go right and climb up the ladder, then follow the path north and take the
western path. Follow the path around and hop across the wooden pillars, then
open the chest to get a Phantasmal Mail. Go back to the entrance of the room,
then use Pound on one of the pillars and head southwest, to a pool of water.
Face it and use Parch to drain the water, then climb down the ladder and go
through the door (you must be all the way at the northwestern part of the room
to find it). Head all the way down this hallway and climb up the ladder, then
examine the stone tablet and you'll get summon named Ulysses. Now, use Retreat
and exit this dungeon, then exit Izumo as well.


==========
World Map
==========

Before we go for the Left Prong, let's do a couple of things first. Start by
entering your boat and sailing to the Apojii Islands (look on your map if you
don't remember where it is).


===============
Apojii Islands
===============

Head due south when you enter this village and get on the beach. Use Sand and
move all the way to the right, then unburrow and follow the shallow water all
the way east. On the next screen, head south and slide down the waterfall, then
go through the waterfall to enter a secret cave.


====================
Apojii Islands Cave
====================

Follow the path to three walls of ivy. Use Whirlwind on the third one on the
right to reveal a door. Enter it and follow the path which leads outside.


===============
Apojii Islands
===============

You'll appear right in front of a Jupiter Djinni, named Haze. He will join you
without a fight. To get back to the village, go through the cave again and go
to the first room, then take the eastern exit. Use Lash on the rope and climb
it up, then go west and back to the village area. Exit the town.


==========
World Map
==========

Get on your boat and bring up the map. If you've been following this guide,
then you should've been at N Osenia Islet before. If not, sail directly west to
the small island, which you should disembark at. This is N Osenia Islet.


===============
N Osenia Islet
===============

Not much to do here. Head west and get on the sand, then use Sand to get on the
other side of the pots. Head all the way north and you'll find a cow. If you
have the Red Cloth, Mind Read the cow and agree to give him the Red Cloth. As a
reward, he'll give you a bottle of Milk (how can a cow hand you some milk when
it has no arms?). Simply go west to exit.


==========
World Map
==========

Sail west of N Osenia Islet and bring up the map. Sail in between the two
continents and you'll come to a small island in the middle. This is where you
want to go.


=================
West Indra Islet
=================

This place has a few people in it, and one cabin. Head left and go all the way
north to the northwestern end of the pier. Examine the barrel there to get a
Lucky Medal, then head south a bit and go right. Hop across the platform and
head down the stairs to the south. Go right and follow the path of the shallow
water, then Mind Read the dog sitting there. He'll smell your bottle of milk,
and will give you a "Li'l Turtle" in exchange for it. Make your way out of this
place and back onto the world map.


==========
World Map
==========

Now you'll want to sail directly east of the big cloud of fog, on the right
side of the map. Sail to the northwestern end of the island and disembark at
the beach there, then enter the village ahead.


==================
Sea of Time Islet
==================

There's only a single hut here. Head up the steps that lead to it, then go west
and examine the barely-visible barrel to get a Lucky Medal. Still on the
thing the hut is sitting on, go all the way right and head south. Keep going
south and onto some shallow water, where you'll find a lonely turtle, who calls
himself "Lonesome George". Mind Read him and he'll say that he wishes he had a
friend to call his own. Felix will give him the Li'l Turtle, then as a reward,
he'll let you hop on his back to take you to a secret location. He will take
you to a secret cave, so enter it.


===========
Islet Cave
===========

Here, head north and enter the next room, where you should head all the way
north to some water. Ride the log to the left over to a chest, which contains
the Turtle Boots. Ride back over and head right, then jump across and enter the
next room. Here, go up to the log and ride it over to the right, then head
south and jump across, and ride the horizontal log straight up. You will be
beside a Venus Djinni named Meld. It will fight you before joining, and it has
710 HP. Once you defeat it and get it, ride back over to the south and head
right, then jump back across. Go all the way north and ride the log to the
west, then enter the next area. Ride the log here across the water, then open
the chest for a Rusty Staff. That's all we can do here right now, so use
Retreat and exit the cave. Mind Read the turtle to go back, then exit the
island as well.


==========
World Map
==========

That's it for the trading quest. Now we can go for the Left Prong, which is the
third and final one. Northwest of SE Angara Islet is another big continent.
There is a small beach to the right of the big one, which you should sail to.
Disembark your boat there and enter the Ankohl Ruins.


=============
Ankohl Ruins
=============

This place can be VERY confusing, so follow this walkthrough step-by-step if
you don't want to get lost. Follow the path north and go through the small
opening in the broken wall, then enter the building. Inside, jump to the left,
then go up and jump to the right, then up and left. You'll see three walls of
ivy. Use Whirlwind on the middle one to uncover a door, then go through it. In
the next room, go forward and you'll see a bunch of heads, with an opening in
the middle one. Go all the way west and hop onto the second ledge from the
right, then use Move and pull the piece of the statue head off. Jump to the
head and enter a room with a chest containing 210 Coins. Exit the room and jump
across, then go to the eastern end of the room and pull off the piece of the
very last statue. Enter that room to find another chest.

Open it to get some Crystal Powder, then exit and jump across. Go left to the
next statue head just left of the one you just walked into. Pull the piece off
of that statue and enter it. In here, use Whirlwind on the wall of ivy and go
through the door that's revealed. Follow the path in this room and you'll see a
wooden pillar and a chest, which you cannot reach from this side. Go to the top
of the blocks surrounding the pillar and chest, then use Move and move the
pillar one square to the right. Go back to the room with all of the statue
heads now, then go to the western end of the corridor and pull off the piece on
the last statue there. Enter it and go through the door there, and you'll be in
the room with the pillar and the chest, only on the other side of the blocks.
Use Sand to burrow into the line of sand here, then move all the way north and
then west.

Once you unburrow, open the chest to get a Nut, then return to the room with
the statue heads, then go through the door right in front of you to the south,
on the far western side of the room (obviously). In the next room, go all the
way south and jump across to the left, then ascend the stairs at the end. Here,
follow the path to a line of sand at the end. Burrow into it while standing on
it using Sand, then follow the path up and right to a chest. Unburrow, then
open it to get a Thanatos Mace. Burrow into the sand again and go left, then
unburrow and head all the way north, through the door. Follow the path here and
you'll come to a piece off of the head of a statue. Push it all the way right
to connect it with the statue in the middle, then the statue will pour sand
into the hallway in the center.

Now, go back to the previous room and use Sand to burrow into the sand. Head
south and then unburrow, then follow the path and head down the stairs. Jump
across over to the right, then head all the way north and turn left, jumping to
the platform there. Blow away the wall of ivy there using Whirlwind, then go
through the door that is revealed. Head north and up the hallway through the
next door. In the next room, climb down the wall and go left, then open the
chest to get some Power Bread. Stand on the sand and use Sand to burrow into
it, then follow the path north. Go right and climb up the wall, then ascend the
stairs to enter the next room. Go directly south here and follow the path to a
door, then enter it. Head down the hallway while jumping across the gaps, then
when the path splits, head left to a wooden pillar and a chest.

Use Move on the wooden pillar and push it to the left, then go back to the
previous room and head back all the way north. Take the western path this time
and go through the door. In here, use Sand and go past the blocks, then
unburrow and open the chest for a Vial. Go back to the previous room and go
directly south, then follow the path and at the end you'll come to a chest.
Open it and you'll get 385 Coins. Go back around the room clockwise and enter
the southeastern door like you did before. Follow the path north and take the
eastern path when the path splits, then enter the next room. Step on the switch
in here, then the statue in the middle will spit out sand and fill up the room
a bit. Run to the right where the switch on the right is, and once the statue
spits out sand twice, step on it and a staircase on the right becomes open.

Quickly make your way up the staircase before it's too late. In the next room,
follow the hallway left and jump across to the south, then head through the
door. Slide off of the platform here and you'll fall down to a room with a door
to the north, a piece of a statue's head, and a wooden pillar. Push the statue
piece all the way up then all the way right and it will fall onto the head. One
more piece to go. Push the wooden pillar aside, then ignore the vine and head
through the northern door. Go all the way east in here and you'll find a wooden
pillar. Use Move and push it to the right, then go back to the previous room
and climb down the vine, then go through the door in front of it. In here, go
around the room clockwise and descend the stairs at the end. Go past the blocks
using the Sand ability, then head through the door.

You are now back at the main room of the dungeon. Jump across and go all the
way right, then south and through that door. Follow the path through this room
and you'll find a line of sand at the end. Burrow into it and go north, then
head east and go up the staircase. Jump across to the next platform here, then
use Whirlwind on the westernmost wall of ivy to reveal a door. Go through and
open the chest to get a Muni Robe. Exit the room, then head right and enter the
next room. Climb down the wall, then head up the path and you'll see the statue
head that's still missing a piece. Jump over to the left and climb up the wall,
then head up the stairs and follow the path up in the next room. Use Sand when
you reach the sand, then move north and unburrow when you're on the other side
of the blocks.

Go right and use Whirlwind on the wall of ivy on the left, then go through that
door and open the chest for a Sylph Feather. Exit the room and head down the
path leading to the next room. Step on the switch here to make the statue spew
out sand, get on the sand and run up to the switch to the northwest, then press
it when it spews out sand a second time. Go through the door that's revealed at
the northwestern corner. In the next room, you know the drill: follow the path.
When you come to three walls of ivy, use Whirlwind on the easternmost one and
enter that door. Push the wooden pillar here aside, then climb down the vine
and hop over to the chest. Open it to get a Potion, then exit the room. Back
here, go left and descend the stairs, and in the next room, just head down the
path and enter the door.

Head all the way north in here and you'll come to the last statue piece. Push
it all the way to the left and the statue's eyes will glow green. Go back four
rooms, and in the fourth room, follow the path and you'll reach the sand you
burrowed into earlier. Burrow into it again and head south, then follow the
path and go through the door. Here, climb down the vine. The green-eyed statue
will push you down the corridor the moment you jump over to it. So, jump to the
right where the statue head is, then instantly jump back over to the left. The
head should move down. When it's far enough down, jump back over and use Sand
on the line of sand there. Head north while in the sand and climb up one of the
vines at the end, then head up the stairs to the left. Head up the stairs in
the next area, as well.

Like always, follow the path in this room and you'll come to a wooden pillar,
and some sand. Use Move on it and move it to the left, then go south and to the
next room. You'll see a piece of a statue's head trapped around a lot of
blocks. Go over to the right side of the blocks and use Move, then move it up
once and use Reveal. You'll see a hole in the middle. With Reveal activated,
use Move and push it into the hole. It will fall into the room where the statue
head is still missing one piece. Now, descend the stairs to the north and you
will be at the aforementioned room. Push the piece of the statue head all the
way up and then all the way left. With the statue head reformed, it will spew
out sand into the center hallway. Go back two rooms back to the room with the
sand and the wooden pillar.

Use Sand to traverse your way through the blocks, then descend the stairs. In
this room, go west and exit it, and in the next room, go south and climb down
two vines to reach the bottom floor where the sand has been poured. Burrow into
the sand using Sand, then move up the sandfall (you can go up it simply by
holding the D-Pad forward). Then, go all the way right and climb the vine
across to some stairs. Ascend the stairs to reach the next room, then follow
the path to reach another room. Use Sand and climb up the sandfall here, then
head left at the top and climb up the vine to reach the top of the ruins. Go
around to the left and climb up the vines, then examine the pedestal to get the
Left Prong. Now you should have all three! Use Retreat and get out of here.


==========
World Map
==========

Whew, that was certainly a boring place, wasn't it? If you've been following
this guide, you should have all three prongs now: Right, Center, and Left.
Enter your boat and sail to the southernmost continent, near the top-left
corner where a beach is. Just east of that beach is Alhafra, where you should
go next.


========
Alhafra
========

Remember the time where you helped repair parts of the boat with the broken
mast (or at least should've)? Well, it's time to fully repair it. Head to the
eastern side of the village and to Eastern Alhafra.


================
Eastern Alhafra
================

Head north here and up the pier, then head right and up the walkway. Go all the
way south and jump over to the right, onto the mast. Climb down the rope at the
southern end of the pole you're on, then jump across the objects in the water
until you reach the ground. Go north a bit and jump to the left, then you'll
reach a very big boulder holding the mast down. Face it and use Burst to blow
it up completely. If you haven't repaired the rest of the boat yet, I suggest
looking up in the walkthrough and going to where the first visit of Alhafra is.
Once you're done fixing up the boat, go to the western side of this area and
two villagers will see what you've done. They run off to go tell the mayor,
then Eoleo and Briggs' wife sees the work you've done as well, then they run
off to tell Briggs.

Go west and then south, then the mayor and a few other people will enter the
area. The mayor is in disbelief, but soon sees that the rock really is gone.
Watch the scene as the people of Alhafra prepare to repair the mast, then the
mayor offers Felix and Kraden to rest at his manor. You'll see another scene
inside the mayor's manor. Shortly after the scene starts, a soldier comes in
and explains that Briggs has broken out of his prison with his pirates, and
that the mast has been raised! The mayor wants you to go help him find Briggs
as a reward for being welcomed in his manor. Go back to Eastern Alhafra to
check on the boat, then go north and you'll see that everyone has been hurt.
As you step onto the pier, you see that the mayor and other people have also
been hurt. Briggs and his wife have taken off in the boat towards Champa.

After Chaucha and Briggs talk a bit, Briggs insults Felix and his group by
mocking them twice before they reach Champa. After that, the mayor checks up
on everyone and starts ranting endlessly. After he is done ranting and babbling
about absolutely nothing, he leaves with the people of Alhafra. Once you regain
control, go back to the village. If you are playing a linked game and beat
Deadbeard in Golden Sun 1, go back to the Inn and head upstairs to get a scene.
It's about two pirates talking about Crossbone Isle, and how Isaac defeated the
ghost pirate, Deadbeard and is now the leader of all pirates. When the scene
ends, you can now exit the village.


==========
World Map
==========

Go back all the way west and enter your boat. To reach Champa, sail directly
north to the continent that the Ankohl Ruins are on. To the left of the ruins,
there is another beach you can disembark at. Go there and then enter Champa.


=======
Champa
=======

When you enter here, head north and go right and up the steps. Use Reveal in
front of the six gravestones here to reveal a chest in the center. Open it to
get a Viking Helm. Head down the steps and head all the way north. If you're
playing on a linked game and saved Hsu, you will find Feizhi here. She will ask
if you're Isaac, then say that she is looking for him. After Kraden plays some
jokes on her, she gives you a Golden Ring, a good luck charm she made to give
to Isaac. When you regain control, head north and up the stairs. When you reach
a ledge with a tightrope, walk across it to the other side, then go north and
examine the wooden box for a Smoke Bomb. Walk back across the tightrope and go
all the way north, then east to the sanctum door.

South of it is a box, so examine it and you'll find 12 Coins. Enter the Inn
just west of here, and go to the southwestern part of the room. Examine the
box in the corner to get an Elixir. Exit the Inn and go west, where you'll see
Briggs and two of his men. They'll warn Briggs of your presence, then they will
retreat into the cave. Follow them inside. Go right and head north, ascending
the stairs to the next area. Head north another room, then south and up some
more stairs. Follow the path to another room, where you'll see a big pit in the
center. Head right and you'll see Briggs, along with his grandmother, Obaba. He
and his grandmother will have a talk about Felix, then eventually, she will
throw in something (I can't quite tell what it is) into the pit.

It will then light up and a big lizard will attack the party.


-------------------------------------------------------------------------------


Avimander

HP: 3792
PP: 87
Weakness: Water
Strengths: Fire
Attack: 281
Defense: 89
Agility: 94
Luck: 41
Experience Points: 2176
Coins: 1330
Items Obtained: Potion

Boss Strategy: At this point in the game, this fight shouldn't be all that
               difficult for you. If you want to, you can unleash all of your
               Mercury Djinn and use Water-type summons, but it's by no means
               necessary. I got through the whole fight using Psynergy alone,
               and finished the monster off with some of my Djinn. The lizard
               has an attack called Fire Breath, which hits about two of your
               party members. He will always get two turns in a row, so he
               could use Fire Breath twice. You can have Jenna take care of any
               lost HP by having her use Healing Aura, since Fire-type spells
               are useless in this fight. Use your summons if you so desire.


-------------------------------------------------------------------------------


Once the salamander has been defeated, Kraden will tell Obaba that Briggs has
been stealing all along, then Obaba gets mad and chases Briggs around the room.
Chaucha enters and some more dialogue occurs, eventually settling things
peacefully between everyone. After the scene, Obaba says that you're welcome to
ask her about anything at any time. Talk to her, then Felix will hand her one
of the prongs. She'll say that it's part of the trident of Ankohl, and to bring
her the last two pieces if you want her to repair it. Talk to her two more
times to give her all three trident pieces. She'll throw each piece inside the
pit one by one, then a few seconds later, the legendary trident appears! Use
Reveal to reveal some platforms across the pit, then walk across and press A to
pick up the Trident.

Now that we've gotten that done, exit this room and go south two rooms. You
should end up outside, on a cliff. Examine the jar on the far right to get a
Lucky Medal, then head back inside. Go to the northern end of the room and head
down the stairs, then head south in the next room and take the stairs to the
west down. Here, enter the room on the far right. Examine the barrel in between
two beds to find a Sleep Bomb, then exit this room. Go all the way west, then
take the southern exit back outside. Here, make your way to the southern end of
the village, where the exit is. Then, you will see a scene with Alex. Soon
after, Karst, and her Fire Adept partner Agatio enter the scene. After a lot of
threats made by Alex, Karst and Agatio leave, and then Alex a few moments
later. Exit the town when you regain control.


==========
World Map
==========

It's time to finally head to the place that you've heard about since GS1 (that
is, assuming you've played it): Lemuria. Before that, though, there is
something we must do at Yallam. Remember, to get there, sail to the continent
to the southeast, and at the southeastern part of it, dock at the small beach
and follow the path leading to the town.


=======
Yallam
=======

If you want, you can have Sunshine forge some new weapons for you, although it
isn't necessary. Your main priority is to head to the eastern screen of the
village. On that screen, head southeast and talk to the kid beside the two
rocks. Tell him that you want to hear one of the songs Yepp wrote, then they
will show it to you by dancing around the field and singing it. Felix joins in
with them, and he looks like a total idiot. =P. Listen to all three of their
songs, as the songs are clues you need to navigate the Sea of Time, which leads
to Lemuria. After you hear all three of the songs, exit the village.


==========
World Map
==========

Get back on your boat and look on your map. I'm sure you've seen that one patch
of fog in the middle of the Eastern Sea, right? You will want to sail to that
spot. Sail all the way to the fog, and as you approach it, the area gets really
foggy (obviously). Sail straight through the entrance to the Sea of Time.


============
Sea of Time
============

Okay, here's the deal: there are many vortexes spreaded around the water, and
if you get in a circular one, you'll spin around. If you get in one that leads
straight out, however, you'll end up back on the world map and have to go
through all of it again. Sail right into the first vortex, a circular one. When
you spin up to the top, hold Up on the D-Pad and hope you don't touch the
vortex on the right. If you do, you'll be sent out. When you get to the second
circular vortex, head north again and you'll come to a volcano-like thing. Spin
around said volcano and it will start to glitter. Keep doing it and eventually,
some of the vortexes will vanish for a short time. Quickly head over to the
right and to the next circular vortex, then make your way right some more.

That's really all there is to it when it comes to navigating this area. There's
no need for me to give you any more specific directions; it might make you
confused. Just navigate your way through the place and spin around each volcano
you find. When you reach the second screen, equip the Trident on someone, such
as Piers. It's required in order to defeat the boss in here. Very shortly after
you enter the second area, you will encounter said boss.


-------------------------------------------------------------------------------


Poseidon

HP: 4905
PP: 162
Weakness: Fire
Strengths: Water
Attack: 302
Defense: 100
Agility: 185
Luck: 47
Experience Points: 2930
Coins: 3762
Items Obtained: Psy Crystal

Boss Strategy: This boss is invulnerable to literally _every_ attack, because
               he is protected by a forcefield. You may be wondering how the
               heck you can defeat him, then. It's simple: use the Trident.
               Whatever character has the weapon equip, have him/her go to the
               Item list and select the Trident, attacking Poseidon with it.
               His forcefield will break and he will then be vulnerable. I
               recommend having the same character use the Trident for the
               whole fight. Once he's vulnerable, start dishing out your best
               Fire-type spells and using your best Djinn. Then, unleash the
               best Fire-type summons you have to damage him a lot. He can get
               pretty rough, though, with his multi-target attacks and such.

               Don't hesitate to use any Potions, or even Mist Potions that you
               might have if you really need to. Have Jenna use Healing Aura if
               it becomes necessary, too, otherwise have her use her Psynergy
               and/or summons on the monster. Keep healed at all times and make
               sure Jenna uses her Fire-type spells as often as possible.


-------------------------------------------------------------------------------


After the fight, several rocks will poke out of the water, then Poseidon will
vanish, allowing you access to Lemuria. Sail directly north to exit onto the
world map, in a location you can't even see on the map. Enter the ancient city
of Lemuria, dead ahead.


========
Lemuria
========

Sail through the path and you'll come to a few boats. Follow that path and you
will enter the actual Lemuria. Take note that this is one of the only times you
get to explore the inside of your boat (enter the door on the left), so if you
want, go into the boat and head to the water-filled chamber. Jump across to the
northwestern platform, use Parch on the water to drain it, climb down, and open
the chest to get a Mist Potion. Anyway, when you're outside of your boat, head
south to enter Lemuria. Follow the path all the way around and up some stairs,
then use Move to push the blue statue to the left. Some fellow Lemurians will
notice that you just used Psynergy, and Felix then jumps across the gap on his
own. The two Lemurians are not convinced to let you enter, because you were
strong enough to defeat Poseidon.

Their king, called King Hydros, does not want anyone like that to enter the
ancient city. After a bit of conversing between Kraden, Piers, and the two
Lemurians, they eventually agree to let you in the city. Go through the door
and you will be in the main city.


====================
Lemuria (Main City)
====================

Go east from the entrance and then head north. Speak with the people if you
wish. They do not age very fast at all and time goes by very slow, so a lot
of the citizens are bored to death. You will come to a spring of some sort. If
you talk to the Lemurian next to it, he'll ask if you want to test your luck at
the Spring of Lemuria. Agree to do it and you'll be able to throw either coins
into the spring, or the Lucky Medals you've found throughout your journey. If
you throw in coins, you'll get a certain amount depending on where in the
circle it lands. You'll either win some or win nothing. If it lands on the
third circle, you get a single coin. 2 Coins if it lands on the second circle,
10 Coins if it lands on the first, and 20 if it lands directly in the middle.
Throwing in Lucky Medals is the real deal here. You get a prize for every Lucky
Medal you throw in, depending on where it lands.


------------
First Circle
------------

- Aegis Shield
- Floral Dress
- Mighty Axe
- Minerva Helm


-------------
Second Circle
-------------

- Erebus Armor
- Fireman's Pole
- Floral Dress
- Leda's Bracelet
- Mighty Axe
- Crown of Glory


------------
Third Circle
------------

- Brilliant Circlet
- Crafted Gloves
- Hestia Blade
- Leda's Bracelet
- Wild Coat


------------
Outer Circle
------------

- Minerva Helm
- Water of Life
- Wild Coat


------------------
Outside of Circles
------------------

- Brilliant Circlet
- Potion
- Psy Crystal
- Water of Life


------
Center
------

- Eclipse (Summon; guaranteed on first shot in the center)
- Aegis Shield
- Erebus Armor
- Hestia Blade


That about covers it. You will definitely want to get the Eclipse summon.
Summoning him takes 3 Jupiter and 2 Mercury Djinn to be on Standby. Now, go
directly west of the spring and Felix will be amazed at the sightings. He will
lead Felix to the palace. If you try to enter, the guards will identify you as
Felix, then Piers ends up telling you a story about how Lemuria used to be.
Lord Conservato is having a really long conversation with King Hydros, so we
can't enter the palace just yet. When you regain control, go south and you'll
see a dog to the left. Use Reveal and you'll see part of the ground sparkle.
Use Scoop on that spot to uncover a Bone, which is useless. Just get rid of it.
If you go to the palace's entrance and head left, you can hop across a stone to
reach an area with another butterfly. Use Reveal there and Scoop up the
sparkling part of the ground to get some Star Dust.

If you go east of the Spring of Lemuria, you will see another butterfly. Use
Scoop right where the butterfly is to uncover a Lucky Medal. Head up the stairs
to the left of the Spring of Lemuria, then go north a bit and enter the small
house there. Inside, speak with the Lemurian, and tell him you came here with
Piers. You find out that this man is his uncle, and soon after, you find out
that Piers' mother is dead. After the scene, Piers runs out to go to the
cemetery where his mother is buried. As you attempt to leave the house, his
uncle tells you to leave him alone for now. He says a few more things, then he
says he'll write a letter for Lunpa so you can go see him. After he gives a
letter to a messenger pigeon, leave the house.

I hope that you DID NOT equip the Lash Pebble on Piers. If you did and he still
has it, then your game is stuck and you HAVE to restart! The only possible way
I see for you to continue if that happens is to use a cheat device to get the
item back. Anyway, head all the way over to the right, and you'll reach a big
house with a rope on the right, next to it. Use Reveal south of the building to
see a sparkling part of the ground by the butterfly. Use Scoop to dig up a
Rusty Sword, then examine the front door and Lunpa will come out from the top
of the tower. He'll say that the front door is broken, and that he opened a
window at the top that you'll have to climb through. Head right and use Lash on
the rope, then climb it up and go through the window. Inside, go left or right
of the ladder and enter the next room. Head down the stairs and you'll find
Lunpa there waiting for you.

A long scene will commence as Kraden and the others explain a lot of things.
After awhile, Lunpa begins to explain something, but thinks you should hear the
rest from King Hydros. He then busts down his front door and goes to grant you
permission to enter the palace. Exit the house and go left, then north and
enter the palace. Head up the stairs here and enter the next area, then go down
the hallway. A guard will let you pass since you are Felix, then you'll meet
with King Hydros himself. Piers is also here, along with Lunpa and Conservato.
You will learn some more important things about the story, which I won't spoil.
When you finally regain control, open the chest Lunpa left there to get the
Grindstone. Equip this on Felix and you'll learn Grind.

You're pretty much ready to leave Lemuria now. Before we go, however, exit the
palace, and go back to Lunpa's house. South of it is a sprout. Give Felix a
Mars Djinni or Jenna a Venus Djinni, then use Growth on the sprout to make a
vine appear. Trade the Djinn back and climb down, then go south and follow the
path to three weeds. Use Cyclone on them to blow them away and get a Hard Nut.
Now, climb back up the vine, head west, then head south and from there, make
your way back to the first area of Lemuria. In that area, follow the path back
to your boat, then talk to Kraden and tell him you're ready to set off. You
will see a rather humorous scene where everybody wants to know Piers' age, but
he does not say. You will exit Lemuria automatically, but go back in; we have
something else to get.

When you enter again, take the left path and follow that path until you reach a
brown rock. Use Grind on it to tear it apart, then follow the new path to reach
a new screen. Head south here, then go west and follow the path to more docked
boats. Go to the green thing at the bottom-right, then head south and exit your
ship. Follow the path right, then go south to Ancient Lemuria.


================
Ancient Lemuria
================

Here, head all the way to the southwestern corner, and you'll see a weed behind
a wall. Use Cyclone to blow the weed away and reveal a Mercury Djinni, which
will retreat into a blue statue on the right. Walk up to it and face it, then
use Tremor to make it fall out. The last Mercury Djinni, Rime, will join you
without a fight. Get back to your boat and then make your way out of Lemuria.
Sail south and to the Sea of Time.


============
Sea of Time
============

Sail southwest to a rock. Use Grind on it then head left and to the next
screen. Grind the rock on this screen too, then get on one of the vortexes and
they'll take you out onto the world map.


==========
World Map
==========

Time to go to the Western Sea at last. Bring up the map and sail in between the
two continents (where West Indra Islet is). Keep sailing in between the islands
and sail to the Gondowan Cliffs, where you'll be in an area with a rock. Use
Grind on it and follow that path, and then you will appear on the other side of
the world map. You're on the Western Sea! Despite the continents looking really
big, the Western Sea isn't as big as you might think. Bring up the map and sail
to the island to the southwest. It's not exactly in the corner, but you'll see
it if you look on the map. Disembark at the beach, then head down the path and
enter the town.


================
SW Atteka Islet
================

If you come here later in the game (after Jupiter Lighthouse) and are playing a
linked game, you can get a Jupiter Djinni if you missed one from GS1. To get
it, head left, push the box left twice, then use Lift on the boulder there and
hop across the stones. Anyway, head south from the entrance and climb down the
vine, then push the wooden pillar into the water. Climb back up and push the
wooden box here all the way left, then use Move to move it up once. From there,
push it all the way left and it'll fall into the water, then slide down the
waterfall and hit the wooden pillar you just pushed. Climb down the vine again
and go left, then walk onto the wooden pillar and the box. Hop across to a
chest containing a Dragon Skin, then exit this place.


==========
World Map
==========

Get in your boat and as usual, bring up the map. Sail to the island east of the
southernmost island at the Western Sea (if that made sense). All the way at the
southwestern corner of that island is a really tiny beach. Get off of your boat
there and follow the road north until you reach a bridge. Cross it and follow
the left path to a village.


====================
Gondowan Settlement
====================

From the entrance of this place, immediately turn left and follow the path
behind the fence to a lone weed. Use Cyclone to blow it away, uncovering a
ladder. Climb it down to a cave, and open the chest inside to get some Star
Dust. Exit the cave and go around the fence, then head north and head up the
stairs at the northeastern corner. Follow the path south to some gravestones,
then examine the middle-eastern one to find a Lucky Medal. Exit the village.


==========
World Map
==========

Make your way back to your boat, then enter it and sail to the western part of
the southwesternmost continent. Dock at the beach on the far left, then follow
the path east to a forest by the river. Walk around here and eventually, you
should find a Mars Djinni. It has 840 HP, and when you defeat it, you will get
Core. Now, get back in your boat, then go to the northwesternmost island, and
at the southwestern corner. There is a beach there, and a town.


====================
Hesperia Settlement
====================

Here, head up all of the stairs to a man, and one house. Head west from there
and climb up the vine there, then use Growth on the sprout to the left. Climb
the vine that forms, then follow the path and you'll see a box. Use Move on it
and move it down once, then push it all the way to the left, then all the way
to the south. It'll fall off of the southwestern end of the platform to a
platform below it. Climb back down the vine and push it off of the platform,
then climb down the vine to the south and use Move on it again. Move it to the
right and climb up the vine, then jump across and climb the wall. Climb over to
the right to reach the Mars Djinni, Tinder. You don't have to fight it. You
can't give the eighth Mars Djinni to Jenna just yet. Climb on the wall again
and climb all the way to the left, then enter the cave there.

Inside, open the chest to get 166 Coins. Exit and slide off of the platform,
then climb down the vine to the south and go east. Head down all the stairs and
exit this place.


==========
World Map
==========

As always, get in your boat, then head slightly north of where you are now. On
the northwestern end of the continent are two beaches. Dock at the western one,
then follow the road up and take the eastern path. When the path splits again,
take the southern one and fight around the river. Eventually you should find a
Venus Djinni, which has 830 HP. Petra joins you after you defeat it. Make your
way back to your boat, then enter it. Sail to the small, icy island directly
east of this continent, then dock there and enter the town.


============
Kalt Island
============

You will probably see a Mercury Djinni up on a hill of snow, but you can't
reach it from here. Go to the frozen river on the left, and slide in this
order: left, down, right, up, left, up, right, up, left, up, right, up, left,
down, and left. Then, climb up the ladder and use Lash on the rope, then climb
it and go right. Climb down that ladder and you'll reach the Mercury Djinni
named Gel. It will join you without a fight. Go back to the frozen river and
slide your way back to the entrance at the southeast; it's not that hard. If
you're wondering how to get the Apple in the tree, you need Catch, which cannot
be gotten until after the Jupiter Lighthouse. Exit this village.


==========
World Map
==========

Time to continue with the story. Sail to the southermost end of the
northwestern continent. In between the two beaches is a river. Sail through the
river, and then you'll come to a wide area of water. Sail upwards and take the
northernmost path up. When you come to a dead end, enter the cave there.


====================
Shaman Village Cave
====================

Head north in this cave and take the western path, then use Whirlwind on the
wall of ivy to uncover a climbable wall. Climb it up and enter the next area,
then go all the way north and jump across to the right. From there, simply
follow the path to the next room. Here, push the wooden pillar off of the
platform, then jump across and follow the path leading to the cave's exit.


==========
World Map
==========

Back outside, head north and enter Shaman Village.


===============
Shaman Village
===============

If you try to talk to anybody, they won't say anything. You can read their
minds, and find out that the chief will not allow them to talk to any outsiders
unless he says so. Enter the Inn at the entrance of the village, then head
downstairs. Now, enter the room right in front of you, then examine the white
jar to the south to get an Elixir. Exit this room and head down the hallway,
then take the door leading outside. Head north out here and jump across to a
sprout, then use Growth on it to create a vine. Climb it up and open the chest
at the end, which contains a pair of Spirit Gloves. Make your way back to the
entrance of the village, then head all the way north, and then west. Attempt to
enter the big building there, and the chief, Moapa, will bust through the door
along with two other people accompanying him.

He says that if you have nothing to say, then get out of the town (these people
sure as heck are rude, aren't they?). Talk to him again and the menu will pop
up. Go to your Item List and show him the Shaman's Rod, which is also known as
the Rod of Hesperia. Felix will show it to him, and Moapa says something about
giving the Hover Jade to whoever gives them the Shaman's Rod. He examines your
party and says that you are not worthy of having the Hover Jade. After some
complaining from your whole party, one of Moapa's men suggests that he gives
you a "test". Moapa agrees, and tells you to follow him. When you regain
control, head north two screens and you'll be at the Trial Road entrance. Moapa
wants you to make the sand on the northern wall disappear.

Use Whirlwind on the purple cyclone statue to cause a huge wind storm, blowing
away the huge mound of sand. Moapa and the others will be surprised, but not
enough that he will give you the Hover Jade. He now says that you must go
through all of Trial Road if you want to get the jade, and after your party
members insult him and such, you are allowed to go to Trial Road. Head north
and you'll find the entrance to two caves. Moapa will explain everything about
Trial Road, along with how you get through it and stuff. When you're ready, he
tells you to take either entrance into the road.


===========
Trial Road
===========

Since there are two different areas to take, I will explain how to get through
both of them successfully. Be warned, though: you must be fast! I will start
with the right path. There are some chests in each path, but I recommend
waiting until after the trial is over before you attempt to get them. It will
slow you down drastically otherwise.


------------------------
The Right Path - Room #1
------------------------

Follow the path in the first room and you'll come to a pillar covered in ivy.
Ignore it, and instead, use Pound on both of the stone pillars. Next, use
Whirlwind on the pillar with ivy on it to blow the ivy off, then push that
pillar to the left of where the stone pillar on the right is (push it on top of
the spot where the other pillar is pounded in). Push the pillar on the left
onto the spot where the second stone pillar was pounded in, then climb up the
vine to the northwest and jump across all of the pillars. To reach the chest,
you need to push the last pillar you ignored up to where the platform leading
where the chest is. You should be able to reach it then. It has a Vial. Keep
following the path and step on the footpad, then put some heavy equipment in
the chest(s) to open the door, then go through it.


------------------------
The Right Path - Room #2
------------------------

You will come to four pillars in this room, and just like the last one, there
will be one covered in ivy. Getting the chest in here, which contains a Vial,
is simple. All you must do is use Whirlwind to get rid of the ivy on the second
pillar, then push them all to the very bottom. Climb up the vine and jump
across to reach it. To reach the exit, push all of the pillars up (make sure
you don't push the pillar on the far left _all_ the way up; just enough so that
it is facing the other pillars. Climb up the vine and then jump across, then
follow the path and push the pillar to the left. Climb up the vine and you'll
come to a footpad and two chests. You know what to do.


------------------------
The Right Path - Room #3
------------------------

Go north and if you want to, climb up the western vine and open the chest to
get a Nut. It shouldn't waste too much time. To reach the chest on the right,
climb up the vine to the right, then jump to the cracked wooden pillar twice.
It will crumble. Jump to the north and climb up the vine, then climb down to
the right if you want to get a Vial. You basically get the chest on the left
the same way, which contains a Potion. Anyway, take the eastern path
regardless (you will have to make the eastern pillar crumble). Once you climb
up the big vine, follow the path to the room's exit.


------------------------
The Right Path - Room #4
------------------------

Follow the path to some regular pillars and two icy ones. If you want a Viall,
use Move on the torch to the right and move it left once. Doing this melts the
icy pillar, allowing you to jump over the puddle to the chest (push the torch
back over to the right first). Moving on, freeze the puddle to create another
icy pillar if you got the chest. Regardless, use Move on both normal pillars
and move each one down once. Pull the torch on the left towards the icy pillar
using Move, then push it back and jump over the puddle. On the other side of
the puddle, freeze it to turn it back into an icy pillar, then climb up the
vine and jump across all of the pillars. Head north, climb up the vine, then
you'll reach the end of the room. That's the end of the right path.


-------------------------------------------------------------------------------


-----------------------
The Left Path - Room #1
-----------------------

In the first room, head left and follow that path to a big sandfall. Get on the
sandfall, and before you slide down, use Sand to bury yourself into it. Head up
and when you reach the second part of the waterfall, you can either keep going
up or you can go left to a chest. The chest contains a Potion. Either way, keep
going up the sandfall and turn right at the top. Use Whirlwind on the wall of
ivy to reveal a vine. Climb it up, then follow the path to the end of the room.
Step on the footpad to open a chest or two, then put some heavy equipment in
and enter the door.


-----------------------
The Left Path - Room #2
-----------------------

You will have to push some logs in a certain order in this room. First, push
the horizontal one up, then push the vertical log in front of you to the left.
If you want to get the chest, go left and push the same vertical log to the
right, and it will fall into the water. Jump across to the chest, which has a
Vial inside. Regardless, use Move on the pillar that's blocked by the logs, and
push it up once. Then, push the horizontal log up, then the vertical log in
front of you left. Next, push the horizontal log down, then push the pillar
into the northeastern corner, as far as it can go. Now, climb the vine there
and head left to another vine, which you should climb down. It will land in the
water, so jump across and climb up the vines there, then follow the path to
reach the end of the room.


-----------------------
The Left Path - Room #3
-----------------------

Follow the path to a few pillars, two with ivy covered on them. Use Whirlwind
on the one on the right, then push it all the way up and climb the vine on the
right. Head up and jump across the pillar, then climb up the vine and go north.
If you want the chest, head left and climb down that vine to reach a Vial. You
will reach the end of the room either way.


-----------------------
The Left Path - Room #4
-----------------------

You will find a pillar and two holes in the ground, which spew out water every
few seconds. Push the pillar up twice, then climb up the vine on the right and
face the pillar, and the holes in the ground. When water spews out, jump your
way over to the left. When you make it across, head north and up the vine. If
you want the chest, go right and climb down that vine. It has a Potion inside,
but regardless, you'll reach the end of the room, and the end of the left path.


-------------------------------------------------------------------------------


--------------
The Final Area
--------------

Regardless of the path you chose to get through Trial Road, you will reach the
very top. Climb up the vine and jump across to the right. If you made it before
Moapa, you'll have to wait on him for a few seconds. Otherwise, he will be
waiting for you. Either way, though, you'll have to fight.


-------------------------------------------------------------------------------


Moapa / Knight (x2)

HP (Moapa): 3042
PP (Moapa): 0
Weakness (Moapa): All
Strengths (Moapa): -
Attack (Moapa): 354
Defense (Moapa): Varies (depending on how many rounds you won)
Agility (Moapa): 181
Luck (Moapa): 40
Experience Points (Moapa): 1670
Coins (Moapa): 2460
Items Obtained (Moapa): -

HP (Knight): 1954
PP (Knight): 0
Weakness (Knight): All
Strenghts (Knight): -
Attack (Knight): 321
Defense (Knight): Varies (depending on how many rounds you won)
Agility (Knight): 143
Luck (Knight): 40
Experience Points (Knight): 835
Coins (Knight): 205
Items Obtained (Knight): -

Boss Strategy: These guys are really annoying. Moapa's knights will use Bramble
               Seeds often, which hits the whole party for a decent amount of
               damage. Moapa himself might also use some Crystal Powder, which
               is an Ice-type attack that hits everyone. Have your characters
               use as much multi-target Psynergy as possible, and have them use
               their Djinn as well, to get their summons ready. Since the three
               are weak against everything, don't hesitate to use whatever kind
               of spells you like. Have Jenna use Healing Aura when the need
               arises, because these guys pack quite a punch. Unleash all of
               your summons after using the Djinn, and always keep healed.


-------------------------------------------------------------------------------


After the battle, Moapa will get up off the ground, and Felix will trade the
Shaman's Rode for the Hover Jade. Moapa and Felix and his party will go and
take a rest back at the village.


===============
Shaman Village
===============

Felix will wake up at the Inn, then get off the bed. Also, take note that you
automatically have your equipment back, and it's all equipped too. Exit the Inn
and go all the way right, then enter the building there. Head up to the second
story and go outside, then examine the jar for a Lucky Medal. Go southeast and
to the next area. Follow the path to a wooden pillar, which you should use Move
on to move it into the gap. Drop off of the platform and enter the hut here.
Inside, examine the jar on the right to get some Lucky Pepper. Exit and go back
southwest to the previous screen. Now, go to the northwestern part of the
village and enter Moapa's place. Go downstairs to the basement, then examine
the barrel on the far right for a Weasel's Claw. Head south and you'll be
outside, so use Lash on the rope there and climb it up. Follow the path to the
next screen.

Jump across to the log you pulled in a moment ago, then follow the path to
reach a Jupiter Djinni, Aroma. It will join you without a fight. That's it for
this village, so go back to the previous screen, follow the path, drop off the
platform, then exit. On the world map, go south to the Shaman Village Cave.


====================
Shaman Village Cave
====================

Climb up the wall and head left, then jump across the gap and enter the door.
In this area, head north and follow the path west, then jump across the ledges
and go south to exit this area. Climb down from here, then head south to exit
the cave.


==========
World Map
==========

Get in your boat and sail down the river. When you come to the open lake, take
the southern path and you'll sail out of the river. Now, sail to the southern
continent. At the southeastern edge of said continent, there are two beaches
right next to each other, along with a river that you can sail up in between
those beaches. Head there and sail up the river, then follow the western path
and head south at the fork. At the next fork, go west, then south again at the
next one. Follow the path and sail down the river, then head west and follow
the path right, then up. You'll reach the Atteka Inlet.


=============
Atteka Inlet
=============

Your boat will be docked here, and this is another opportunity for you to go
inside of it. There's no need to, though. Head south and climb down the wall
onto some shallow water. Head all the way left, and just keep going left to
enter the next area. Here, go west until you find a ladder. Climb it up and
follow the path over the gate, then you'll reach the first screen again. Climb
down the vine and open the chest to get a Vial, then go back to the previous
area. Head west and then climb down the ladder to the south, then head west to
exit this area.


==========
World Map
==========

Out on the world map, follow the path northeast and keep following the road.
You will reach a town, which you should enter.


========
Contigo
========

Head directly to the right, and you will come to lots of weeds forming a shape.
Use Scoop in the middle of the weeds to uncover a Venus Djinni, Salt, who will
immediately join with you. There are also two tents in the village. In each
one, there are games you can play: the Lucky Wheels, the Lucky Dice, and the
Suepr Lucky Dice. Inside each tent, you can read the sign and they will tell
you how to play; I'm too lazy to explain it. =P. Outside of the left tent, go
to the table to the left and examine the southern end of it. You will find some
Corn, which replenishes 100 HP. Go to the northwestern end of the town and you
will find an empty house, along with a single weed. Use Cyclone to blow the
weed away and find a Bramble Seed. Go east of the tents and examine the barrel
in between the houses for some Power Bread, then exit the village.


==========
World Map
==========

Follow the road northwest and then straight up. Eventually you will come to the
Jupiter Lighthouse, at last!


===================
Jupiter Lighthouse
===================

We're outside of the lighthouse right this moment. Go north and go through the
main door leading inside. The gate to the north is shut at the moment, so head
west and enter the door there, then go down that hallway and take the exit.
Back outside, go southeast and you'll find some weeds. Use Cyclone on them to
uncover a Mint, then take it and go back north. You will see a transporter here
to the southwest (it's shaped like a circle). Use Cyclone on it and you'll be
carried into an underground cave. Inside, follow the path and head south at the
fork. Use Cyclone on the weeds at the end and you'll find a Mad Plant, which
has 726 HP. You get a Mint for defeating it. Moving on, head back north and you
will come to two doors. Go through the eastern one. In this room, climb down
the ladder and you'll see a weird, purple-shaped thing with a purple orb at the
bottom of it.

I will refer to the purple orbs as "Hover Pads". Stand on the Hover Pad and use
Hover to float in the air for a short amount of time. Quickly hover over to the
platform on the right, then go all the way south to a Cyclone Portal. Use
Cyclone on it and you'll be carried to the upper room. Follow the path in here
and push the pillar onto the switch to the right. This opens the gates to the
south and to the north. Take the northern path and enter the next room. You'll
see a beam of light emitting from the middle of the room, but ignore it and go
left, through that door. In the next room, go north and head up the stairs. You
will see some broken pillars that are now logs. Push the upper horizontal log
north, then push the horizontal log on the far left north as well. Go north and
head around the pillars, then push the vertical log west.

Push the southeastern horizontal log north, then go all the way west and push
the vertical log back towards the east. It will fall into a gap, so head right
and jump across, then open the chest to get an Erinyes Tunic. Jump back across
and go through the southern door, then use Cyclone at the Cyclone Portal here.
You'll be carried to the upper floor, so go through the western door. Here, go
southwest and ignore the Cyclone Portal, then enter the door at the end. In
this outside area, follow the path to another door which you should enter, then
head up the stairs in this hallway. Head through the door to the northwest in
this room. Go to the northern end in here and jump to the platform, then use
Reveal and hop to the right. Go up the stairs to reach a room with lots of
platforms you can hop across.

First, go right and jump across those platforms, then go south a bit and jump
across the platforms on the left. Slide off of the platform and you will see
two pillars. Use Move on the top one and move it left once, then push it left
all the way. Push the second pillar to the left once, then go west and you'll
see a third pillar. Push it all the way up, then climb the ladder to the south
and head all the way north. Ignore the stairs and jump to the right. Jump your
way across the platforms and the pillars you pushed, and eventually you will
reach a chest. It contains a Meditation Rod. Jump back across to the left side
of the room, then head all the way south and to the next area. Out here, leave
the switch alone for a moment, then keep going and you'll come to a block. Push
it right once, then go back to the switch and press it.

This will cause a metal bridge to open up, causing the block to fall down. Go
back to the previous room, then head all the way north and up the stairs. In
the next room, slide down the platform and go right. Climb up the ladder and go
through the door to the south. Go through a couple of more very straightforward
rooms, and you'll end up outside on the lighthouse's aerie. Go north and up the
stairs, and you will notice a lid that's plugging the lighthouse's beacon.
Follow the western path and head down the stairs, then go through the door.
Head north and go down the stairs, then head south and slide off the platform.
Go right and approach the ladder in the middle, then a voice will tell you, the
holder of the Jupiter Star, to use the power of Anemos. Climb up the ladder and
use Hover, then a beam of light will activate the Hover machine.

Not only that, but this also activates the other deactivated Hover machines
throughout the lighthouse. Hop across to the east on the now-floating blocks,
then go north and enter the door (don't ascend the stairs). In this room, head
down the ladder to the north and stand on the Hover Pad. Use Hover and float to
the western platform, then take the Red Key and slide down. Now, go to the
Hover machine and push the block in the middle onto the Hover Pad to the north.
This will make it float up. Climb up the ladder on the right and jump across
the platforms, then head down the stairs. Go south in here to the next area,
then go southeast and cross the metal bridge, entering the door at the end of
the path. Head all the way north and hop across the platforms to the left, then
descend the stairs.

Back in this room, go southeast to a circle of floating platforms. Hop onto the
first one and use Reveal to find another one. Hop to the right, then jump
across the gap and open the chest for a Psy Crystal. Go across the floating
platforms and go left onto those platforms. Use Reveal and jump across, then
head south and through the door. Descend the stairs here, then exit the hall.
Out here, go northwest and through the door. Go north in this chamber and use
the Cyclone Portal to be taken up to the upper room. Examine the red door up
here and use the Red Key on it to open it, then take that path and go through
the door. In this outside area, head west and down the path. You will see a
statue with a girl face, which shoots out tornadoes. Take shelter by going to
one of the openings in the blocks.

When the tornado moves past you, quickly run and go through the door at the
end. In here, go north and through that door. Head west and open the chest to
find a Mimic, which has 907 HP. It's not that hard to defeat. Once it has been
defeated, go all the way right and head up the stairs to another hallway, where
you should enter the door to the left. In this room, you'll see lots of logs,
and a Blue Key you cannot reach from this end. Go right and push the log there
down, then head north and up the stairs. You will see some cracked tiles in
here. The darker ones will break the moment you step on them, while the lighter
ones take two steps. Head right and step on the cracked tile, then go down the
second path on the right and go around to another cracked tile. Step on it and
open the chest to get 306 Coins. Step on the crack again to land into the
previous room, then head up the stairs again.

Now, go back around to where the chest with the coins were. Go west of the
cracked tile and head south, through the door. Reenter the room, then use Move
on the pillar here and move it off the ledge. Go counterclockwise around the
room, then go all the way over to the pillar and jump across. Open the chest to
get a Mist Potion, then jump back across and fall through the crack. Get back
to the upper room, go clockwise around the room again, then go through the
southern door and head up the eastern stairs. Go through the door here and head
north up some more stairs, then you'll be in a room with lots of cracked tiles.
Walk left, down, left, left, and up, onto a Hover Pad. Use Hover and then float
to the southwest, then head south to a pillar. Use Move on it and move it onto
the switch.

Walk across the blue tiles and make your way northeast, to the next Hover Pad.
Use Hover and float to the south, then walk across and go west. Head up the
stairs at the end of the room. Take the southern door and you'll be outside, at
the top of this tower. Go up and you'll see an archer statue. Push the block
here into the hole, which will activate the statue. It'll shoot an arrow at a
statue on the aerie, causing it to lift up the lid a little bit. Go back two
rooms and go right, then walk across the blue tiles and get to the darkened one
in the middle. Step on it and you'll fall down next to another one. Step on
that one too and do the same for the next one, then you'll fall down right next
to the Blue Key. Pick it up and push the log in front of you down, then go all
the way back to the room with the Cyclone Portal.

It's only a few rooms back from here. When you get there, use Cyclone to warp
down, then go all the way north in this room to a pillar. Use Move on it and
move it off of the gap, then go south and through that door. Use Cyclone at the
Cyclone Portal, then go through the door and head east, and then north. Push
the horizontal log down and go through the door at the end of this room. Here,
climb down the ladder and go all the way right, then use Move on the block and
move it to the left, which will cause it to hover. Climb back up the ladder and
jump across, then ascend the stairs. Head south in here and jump across, then
go through the door. Push the block here to the left and it will fall off, then
slide off of the platform and move it into the hole in the ground. This will
activate a Hover Pad. Use it to hover onto the ledge to the left.

Go north and use Cyclone at the portal to be carried to the upper floor, then
go through the door. Follow the path up and use Move on the pillar, then move
it off of the ledge. Make your way to the southeastern corner of the room and
head through the door. Out here, push the block with the antenna on it into the
hole, which will soon cause the Hover machine to activate. Go back two rooms
and use Cyclone at the Cyclone Portal, then stand on the Hover Pad and use
Hover. Float to the left and into the central light, which will cause you to go
up a bit, next to some floating platforms. Hop over to the right and climb down
the ladder, then go left and use Move on the block. Move it onto the Hover Pad
and it will float up. Climb back up and hop over to the left, then open the
chest for a Potion. Hop back over to the right and go through the south door.

Head right and through that door, then ignore the Cyclone Portal in here and
unlock the blue door with the Blue Key. Go through the door and you will be
outside. Stand on the Hover Pad and use Hover, then you'll get blown all the
way to the right, where a door is. Enter it and head through the next door.
You are now in the eastern tower. Head north another room, and in the next
room, go up to the Hover Pad at the northeast and stand on it. Use Hover and
then float to the eastern platform. Push the block off the platform, then go
north and slide off. Push it all the way left and into the first hole to
activate another Hover Pad. Stand on it and Hover to the platform in front of
you. Use Move on the block here and move it off of the platform.

Slide down this platform and push the block into the hole here. This activates
a third Hover Pad, and also makes a stone pillar pop up on the eastern ledge.
Go back east to that Hover Pad and Hover back onto the ledge. Use Pound on the
pillar to make both blocks pop out. Slide off the platform and move the south
block into the southwestern hole. Next, move the northern block into the hole
the other block was in before. This causes the southwestern Hover Pad to be
activated, and also causes the pillar to pop back up. Use the new Hover Pad to
float onto the ledge with the Jupiter Djinni. This one has 852 HP, and when you
defeat it, you'll get Whorl. Slide down the platform and use the southwestern
Hover Pad again. Hover northwest past the three blocks and you'll make it.
Ascend the stairs to reach the next area.

In this area, use Pound on the stone pillar to make a block pop out, then use
Move and move that block to the right once. Push it three squares east from
there, and one square north. Head up the steps on the left, then jump across
and climb down the ladder. There are many blocks and deactivated Hover Pads
here. To start, push a block onto the far eastern Hover Pad from the top, but
not in the corner. Next, push one onto the left Hover Pad at the top-right
corner (one should already be on there). Then, push one onto the westernmost
Hover Pad from the top, two spaces left of the first one you pushed. Push one
onto the westernmost Hover Pad from the middle, then one onto the Hover Pad
directly south of that one. Next, push the last block onto the southwestern
Hover Pad, then climb back up the ladder and push the block there back into the
hole. This activates the Hover Pads, causing the platforms to float up.

Jump across them using the path you've created to reach a chest, which contains
some Water of Life. Reenter the room and use Pound on the pillar, use Move on
it once and push it right three times, then north once. Jump across again and
climb down the ladder. Time to make a different path this time. Push a block
onto the far left Hover Pad at the top. Then, push another block onto the far
right Hover Pad at the top. Next, push one onto the left Hover Pad at the
northeastern corner. Push a block onto the third Hover Pad from the left in the
middle. Then, push another one onto the Hover Pad directly below that one.
Finally, push the last block onto the Hover Pad to the southwest. Activate the
Hover Pads again and cross your newly created path, then go through the door to
the south.

Use Move on the pillar here and move it onto a switch, forming a bridge which
creates a shortcut. Ascend the stairs here to reach the next area. Go around
the blocks in this room and take the stairs up at the end. In this room, go
east and make your way across the light tiles. Watch out for the statues that
shoot wind! When you make it to the end of the room, head up the stairs. This
room is filled with Hover Pads everywhere, and this is solely for the reason of
keeping you hovering while you're over a pad. Use Hover on the pad you're on
now and hover all the way to the southeast. Quickly hover to the north and you
will avoid the first statue. The second one is the hard part. Float to the
block on the right and stay there, then hover over the cracked tiles on the
right. Your hover circle will slowly disappear, and while it's doing that, move
to the left over the other Hover Pads.

It's kind of hard to explain. If you did it right, you'll safely avoid the
second statue's wind and will not fall down. Keep trying until that happens,
then hover onto the platform ahead and head up the stairs. Here, head south and
through that door, then head up the steps out here. Push the block into the gap
to power up the archer statue, which will shoot the other statue on the aerie
and cause it to lift up the lid completely. Now the beacon is open! Go ALL the
way back to the room where you moved the pillar next to the chain rope. You
should know what I'm talking about when you get to it. Once you reach that
room, use Whirlwind on the chain and swing across it, then do the same for the
next one. Head all the way south and go through that door leading outside.

Guess who is out here? It's Isaac, Garet, Ivan, and Mia, your old party from
the original Golden Sun! Garet and Mia are in danger, then Kraden and your
party debate on whether or not you should help them (did you notice Isaac
actually talks in this game?). Watch the scene as Mia attempts to help Garet,
while Agatio and Karst enter and corner Isaac and Ivan. Eventually the four
start fighting, and Kraden suggests we help them quickly. Go north three rooms
when you regain control, then in the next room, go north and hop onto the
right platform. Use Reveal, hop across, and ascend the stairs. Hop to the
right, go south a bit, then hop to the left and slide off the platform. Go left
and climb up the ladder, then Alex will appear. He says that there's still time
to save your friends, then heals the entire party.

Head south to exit this room. You're back outside on the upper floor of the
area you were just in. Karst will have beaten Ivan, rendering him unconscious.
Just as Isaac gets worried about him and lets down his guard, Agatio uses an
awesome-looking move called Rising Dragon, in a battle screen to almost knock
Isaac out. After this, Agatio and Karst argue with the party for a bit, then
eventually they agree to leave Isaac and the others alone for now. Isaac lets
Felix take the Mars Star, and eventually, it is agreed that everyone except
Felix Piers will stay behind to look after Isaac and Ivan. When you regain
control, head north and back into the previous room. Alex is gone now. Go north
to the next room, jump across the platforms, then head south to the next room.
Follow the straightforward path from there until you reach the aerie.

At the aerie, head up the stairs to reach the beacon, along with Agatio and
Karst. Walk up to the hole of the beacon and the game asks you if you wish to
throw it in. Do so, and then the beacon ignites and Agatio and Karst decide
that you've outlived your usefulness. Karst takes the Mars Star and they say
that Felix's parents will come back after this, but then they say that they'll
stay on Prox with no way to return. Soon, you enter in battle against them.


-------------------------------------------------------------------------------


Agatio / Karst

HP (Agatio): 4248
PP (Agatio): 280
Weakness (Agatio): Water
Strengths (Agatio): Fire
Attack (Agatio): 377
Defense (Agatio): 114
Agility (Agatio): 178
Luck (Agatio): 46
Experience Points (Agatio): 3000
Coins (Agatio): 3750
Items Obtained (Agatio): -

HP (Karst): 3186
PP (Karst): 320
Weakness (Karst): Water
Strengths (Karst): Fire
Attack (Karst): 354
Defense (Karst): 107
Agility (Karst): 235
Luck (Karst): 50
Experience Points (Karst): 2813
Coins (Karst): 5280
Items Obtained (Karst): Dark Matter

Boss Strategy: Since you start the fight with only Felix and Piers, this can be
               hard. Karst has an attack called Death Scythe, which has the
               chance of killing a party member instantly. Watch out for that.
               After two rounds, Jenna will check up on Felix and Piers, then
               join the fray. Once Jenna joins, so will Sheba four rounds
               later. This is kind of like the Saturos and Menardi fight in the
               first Golden Sun, since they have similar attacks (especially
               Karst, who has similar attacks to Menardi). Focus on both of
               them; it doesn't really matter which one. As it is with all
               bosses, use your best Djinn to get your summons ready. You
               especially need Mercury summons, since they dish out the most
               damage. Take note that you don't have to win this fight; if you
               lose, the story continues.


-------------------------------------------------------------------------------


Whether you win the battle or not, the game will continue. Alex will enter the
room and say that there's no time for talk, and that they must get out of the
ligthouse. Alex, Agatio, and Karst leave, then Isaac and his group along with
Kraden, check up on Felix and the others. Mia heals the group and Ivan suggests
they meet up at Contigo, so Felix and the others can explain everything. Isaac
and everyone else agrees with this idea, then eventually Isaac leaves with his
group and takes the eastern elevator. By that time, the western elevator is
back up, and Felix and his group take it automatically. When you land, head
right and down the stairs, then go south and climb down the two ladders, then
follow the path south to exit the lighthouse.


==========
World Map
==========

Back on the world map, head south and follow the path to Contigo, the place
you're supposed to have a meeting at.


========
Contigo
========

Head to the northwestern part of town, where you'll see a house on a raised
ledge. Enter that house (it's the one that was empty before). Inside, you'll
see Isaac's group, and a scene will take place. You will now find out the true
reason Felix and the others have been trying to light the lighthouses all this
time, ever since GS1. I won't tell you exactly what happens in this scene,
though, so watch and enjoy. Hamma from the first game will eventually enter the
room, and you'll learn something else new. After the scene, you now have Isaac,
Garet, Ivan, and Mia as four extra party members! If you are playing a on a
Linked Game, everything your party members had in GS1 will be in your inventory
now. By default, the Catch Beads, Lifting Jewel, Frost Jewel, and Carry Stone
are given to you, even if you aren't on a Linked Game.

However, you have to transfer to get the Orb of Force, Halt Gem, and Cloak
Ball. Also, if you don't link your game, Isaac and his party will only have
these items and Djinn:


-----
Isaac
-----

Equipment
---------

- Great Sword
- Steel Armor
- Knight's Shield
- Knight's Helm
- Carry Stone


Djinn (Venus)
-------------

- Flint
- Granite
- Quartz
- Ground


-----
Garet
-----

Equipment
---------

- Great Axe
- Steel Armor
- Knight's Shield
- Knight's Helm
- Lifting Gem


Djinn (Mars)
------------

- Forge
- Scorch
- Ember
- Torch


----
Ivan
----

Equipment
---------

- Master Rapier
- Silver Vest
- Silver Armlet
- Plantinum Circlet
- Catch Beads


Djinn (Jupiter)
---------------

- Gust
- Breeze
- Zephyr
- Squall
- Luff


---
Mia
---

Equipment
---------

- War Mace
- Silver Vest
- Silver Armlet
- Plantinum Circlet
- Frost Jewel
- Douse Drop


Djinn (Mercury)
---------------

- Fizz
- Sleet
- Mist
- Spritz
- Dew


I'm not sure, but I think their levels vary (they're like, four levels lower
than Felix's group, if I'm not mistaken) if you didn't link your game. To
change party members, get into a battle and you'll see a new option, called
"Switch". You can select this to switch one party member at a time. Also, if
the four party members you are using die, then the other four will come out as
a backup party. Set your Djinn back to normal if you transferred, as they will
be completely mixed on Isaac's group (not sure if this happens or not if you
don't link your game). Now then, if you have the Orb of Force, make sure it is
equipped on someone, then exit the building you reunited with the others in.
Behind the Inn, you'll see a stump. Use Force on it to make a Mars Djinni named
Shine to pop out, who will join you without a fight. Now you can exit the town.


==========
World Map
==========

If you didn't notice, you now have a new world map theme. I personally like
this one better than the first one. Head southwest and follow that road back to
the Atteka Inlet.


=============
Atteka Inlet
=============

Go due south here and go to the southwestern corner. You will find a boulder.
Use Lift on it (equip the Lifting Gem to learn it) and then use Cyclone on the
lone weed there, which uncovers a Venus Djinni named Geode. It joins you
without a battle. Now, head east and to the next screen, then go southeast and
climb up the wall to your ship. Hamma is waiting for you, and as you probably
noticed, your ship has wings attached to it, called the Wings of Anemos. They
use Psynergy, so your flight time is limited. If you're playing a Linked Game
and you got through the Lunpa Fortress, a person will bring a gift from Hammet.
Open the chest to get some Orihalcon, which is the best forgeable item in the
game (you can forge the Excalibur with it, but only with a 5% chance). Walk up
to the wheel on your boat and tell Kraden you're ready to set sail.


==========
World Map
==========

Hold B to enter flight mode, and release it to stop flying. The yellow bar at
the top during flight mode determines how much Psynergy you have left before
you're forced to stop flying. Head southwest and fly over the small rocks
there, then Ivan will be impressed and suddenly, Sheba starts feeling down and
explains why she joined Felix on this journey. After a little enlightment from
Kraden, you regain control. Fly over the rocks here too, then go back to the
Shaman Village Cave. To get there, sail directly north of the continent you
were on, then sail to the southernmost part of the northern continent. Sail up
the river in between the two beaches, take the upper path at the lake area,
then dock and enter the cave.


====================
Shaman Village Cave
====================

If you are playing a Linked Game and won at the Colosso, you will encounter the
three gladiators Isaac fought: Azart, Navampa, and Satrage. They think Isaac
cheated at the Colosso, but they don't even know how. After Isaac and Kraden
make some comments about Isaac using Psynergy in the contest, they fight you.


-------------------------------------------------------------------------------


Azart / Navampa / Satrage

HP (Azart): 365
PP (Azart): 0
Weakness (Azart): All
Strengths (Azart): -
Attack (Azart): 328
Defense (Azart): 66
Agility (Azart): 134
Luck (Azart): 10
Experience Points (Azart): 355
Coins (Azart): 232
Items Obtained (Azart): -

HP (Navampa): 735
PP (Navampa): 0
Weakness (Navampa): All
Strengths (Navampa): -
Attack (Navampa): 368
Defense (Navampa): 100
Agility (Navampa): 156
Luck (Navampa): 17
Experience Points (Navampa): 398
Coins (Navampa): 267
Items Obtained (Navampa): -

HP (Satrage): 485
PP (Satrage): 0
Weakness (Satrage): All
Strengths (Satrage): -
Attack (Satrage): 342
Defense (Satrage): 74
Agility (Satrage): 145
Luck (Satrage): 13
Experience Points (Satrage): 378
Coins (Satrage): 249
Items Obtained (Satrage): -

Boss Strategy: You can just mess around with these guys and still win with
               little trouble. If you want to have some fun, just attack them
               with physical attacks for the whole fight. Or, if you want to be
               more evil and end it quickly, use your best multi-target spells.
               Either way, this fight will be over in a jiffy.


-------------------------------------------------------------------------------


The three knights realize the "error of their ways" once you defeat them, and
they ask Isaac to forgive them. They then leave behind the Golden Shirt as a
prize, then run away. Pick it up, then go through the middle door. In this
room, head all the way right and use Lift on the boulder at the end. Now,
follow the path where the boulder is lifted and you'll come to another boulder
on the other side. Use Lift on it and go back around, then head all the way
left and use Lift on that boulder. Go north and freeze the puddle with Frost,
then keep going and blow away the wall of ivy with Whirlwind. Climb up the wall
and jump across to the left, then jump across the pillar of ice and follow the
path to a Mercury Djinni. Get on the platform he's on and he'll retreat. Jump
over to that platform and he'll bump into a boulder, and is now stuck.

He won't go down without a fight, though, and he has 860 HP. Once you defeat
him, Eddy joins you. Make your way back across the icy pillar and make your way
outside to where Shaman Village is. You should be able to do it without me
guiding you. Enter the village and go to Trial Road.


===========
Trial Road
===========

If you didn't get all of the chests here before, do so now on both sides. At
the top of the summit on the left side is a Hover Pad, which you should use.
Hover over to the left and enter the cave there, then use Lift on the boulder
and head down the flight of stairs. In the next room, keep following the path,
then use Cyclone at the weeds on the left to uncover a Mad Plant. This one has
730 HP, and you get some Lucky Pepper for defeating it. Go right and use
Reveal at the northeasternmost pool. Jump across the platform that's revealed,
then open the chest for an Elixir. Jump back across and head to the pool of
water to the south, where you'll see a Jupiter Djinni. It mimics you. Use
Reveal and jump to the platform in the pool of water, and it will get confused,
giving you the opportunity to strike. The Djinni has 870 HP, and once you
defeat it, Gasp will join you. *gasp*

Make your way back to the very bottom of Trial Road now. In the area where the
two cave entrances are, head south and climb up the big wall to the left. Then,
follow the path south to a chest which contains a Hard Nut. Climb back down and
go back to Shaman Village, then exit the village and go through the cave again.


==========
World Map
==========

After going through the Shaman Village Cave again, you'll be back at your boat.
Board it and sail down the river back to the lake area, then sail south and out
of the river completely. Now, sail all the way to the northeastern end of the
Western Sea, on the top-left side of the northernmost continent in the middle.
There is a beach there, which you should dock at. Head all the way north until
you come to a cave, the Angara Cavern.


==============
Angara Cavern
==============

Go through a few rooms in this cavern until you come to a door, which you
should go through. You're now in the main room. Jump across and push the lower
block here one space to the right. Use Carry on it and move it up once, then it
will be in the middle, in between the two platforms. Head southeast and climb
up the wall, then push that block one space left. Use Carry to make it fall
down next to the other block, then climb down and use Carry on it again. Move
it left and onto the first block, then climb back up the wall and jump across
to a stone tablet. Examine it to get the Haures summon, which requires you to
have 3 Venus and 3 Mars Djinn on Standby to use. Now, exit this cavern.


==========
World Map
==========

Enter your boat again, and sail all the way to the eastern part of the
continent to the south. Fly over the small beach, and you can now fly on land,
but not over forests. Fly to the south and make your way to the very southern
end of the island, where you'll see a cave. Park your ship there and enter.


==============
Atteka Cavern
==============

In this cavern, go up and turn right, facing the pool of water. Use Parch with
Piers to drain all of the water, then climb up the ladder ahead and climb down
the next one. Climb up to the center platform and examine the stone tablet,
then you'll get the Coatlicue summon. It takes 3 Mercury and 3 Jupiter Djinn on
Standby for you to use. Climb back up the ladder (you can still reach it) and
exit the cavern.


==========
World Map
==========

Get on your boat and make your way back into the water, via the wings. If you
want, you can go back to Yallam to get the Masamune. Go to Sunshine's house,
and look around near his house for a log. Use Force on it and a new area will
be revealed. Go to that screen and use Cyclone in the middle of the weeds. This
opens up a path leading to a chest, which contains the Masamune! Anyway, moving
on, look at the continent east of here on the map. Somewhere on the left side,
towards the bottom, are two beaches and a river. Go to those beaches and sail
up the river until you can't sail any more. Then, dock at the land there and
head all the way north to reach the final rock, called Magma Rock.


======================
Magma Rock (Exterior)
======================

Enjoy the cool music in this place. Use Lift on the boulder at the entrance,
then go north and you'll come to the interior entrance. Inside is just a chest
which is really a Mimic, which has 936 HP. Defeat it to get an Apple. Moving
on, exit the interior and climb up the wall next to the entrance. Then, go all
the way right and climb up the wall to a Tiki statue. It doesn't seem to be
doing anything, but use Burst on it, and it will shoot a flame and destroy the
cracked pillar on the left ledge! Climb down and go left, then climb up that
wall and push the wooden pillar aside. Climb up that wall and then go left and
slide down. You'll land right next to a Tiki statue and a small ledge you can
climb up. Use Burst on the statue, then climb up to the ledge and jump onto the
statue. After about fifteen or so seconds, the statue explodes and the top
comes off, raising you up like a platform.

Jump over to the left before the top of the statue goes back down, then climb
along the wall to the other side. Climb up the next wall and follow the path to
a wooden pillar. Push it aside and climb up the wall to reach the next area. In
this area, go all the way over to the right and climb down the wall, then you
will reach a chest on the previous screen. It contains an Oil Drop, so once you
get it, climb back up to the second screen and go left, then climb up that wall
to reach a Tiki statue. Use Burst on it and it will blow up the cracked pillar
ahead. Use Growth on the sprout to the far right, then climb it up and when you
reach the top, go left and slide off the platform. Use Burst on the Tiki statue
to get rid of another cracked pillar, then slide off of this platform and use
Growth on the sprout to the left.

Climb up the wall and you'll reach another Tiki statue. Use Burst on it and
then climb onto the small ledge on the right, then jump on the statue. When it
explodes and carries you up, jump to the left and push the wooden pillar all
the way to the left. Take the left path and follow it to the next area. Here,
go left and you will see four crevices you can slide off of. Slide off of the
second one to the left and you'll land next to a chest, so open it and you'll
find 383 Coins. Slide off of this platform and go right. Use Burst on the Tiki
statue, climb up, jump to it, and when it explodes, climb up the wall. Go left
and this time, slide down the third crevice to the left to land next to a rope.
Use Lash on it, then climb it up and jump across the gap to another statue. Use
Burst on it and slide off of the left crevice.

Head right and jump across the gap, then climb the wall up to the top and jump
over to the left. When the statue explodes, jump to the left platform and climb
up the wall. Go right and climb across that wall, then push the pillar aside
and climb over to the other side of the pillar (don't go to the next screen on
this wall). Head right and climb up that wall to reach the next screen. Here,
climb up the rest of the wall and go southwest, then jump across the gap and
follow the path to another climbable wall. Climb up and use Move on the wooden
pillar, then push it to the right once. Climb down and jump over the gap to the
right again, then climb up two walls to the north to reach a cracked pillar.
Jump left to another one, then jump to the normal wooden pillar. Jump back to
the right and the cracked pillar will crumble, making you fall down.

Now, head south and use Burst on the statue. It'll blow up another cracked
pillar to the right. Walk across the tightrope behind you, then slide off the
platform and jump across the gap to the right again. Climb down the wall to the
south, then take the other path going north and push the pillar all the way
right. Continue to the next area, and climb up the wall there. Go right and
climb all the way down to the previous screen, then make your way west and push
the pillar to the right. Keep going left to another screen, where you'll find a
lone chest. Open it to get a Salamander Tail, then go back two screens to the
area you were just in. Climb up and then climb up the small wall to the left.
Climb your way up this part of the mountain, and avoid the Tiki statues that
shoot fireballs at each other over and over.

When you get to the last set of Tiki statues, take the western path and climb
up to the next area. Here, make your way over to the eastern end of the screen.
Climb up and down the walls along the way, and eventually you'll climb down to
a Tiki statue. Use Burst on it and it will shoot a fireball at the big flaming
rock (well, it's not exactly flaming, but you get the idea). It will cause a
really big explosion, blowing up some rocks along with a crack in the wall,
revealing the interior's entrance. Climb up this wall and head left, then climb
down that wall and head inside.


======================
Magma Rock (Interior)
======================

Go north two rooms, then follow the path around to the south and go south one
room. Immediately jump to the left in this room and use Burst on the statue. It
will shoot a fireball at the big statue head to the left, activating it and
causing it to pour lava into the room. Jump back across and go all the way
south. If you missed a Djinni in GS1, you can get it here. Anyway, go all the
way north and back to the previous room. Head north and you'll see a platform
moving around the lava. When it moves to the top-right, get up there and jump
to it, then jump to the western platform whenever possible. Then, follow the
path to the next room. In here, take the western path and go south, then head
east at the fork. Head south two rooms to reach a chest, which contains a Lucky
Medal. Go back one room and head north, then take the southern path and follow
the path until you come to a switch.

Press it to drain the lava from this chamber, then go north and climb down the
wall. Head south and push the pillar there all the way up, so that it's aligned
with the other pillars. Go northeast and through the big door there, then head
north to some stairs which you should descend. In the next room, climb down the
walls and go west, then south and through the door. Here, go south and head
west through the big door. Now, follow the path and push the pillar in here all
the way down, then go back one room and south another. Head all the way west in
this room, then climb up the wall to a Mars Djinni, which will fight you before
joining. It has 890 HP. Once you win, you have Fury (a cookie to whoever gets
the reference). Go back two rooms and head north. Climb up the first wall and
use Burst on the Tiki statue to the left, which causes the big statue to fill
the chamber up with lava.

Now, go around to the right and then to the south, then jump the gap where a
switch is. Do not press it, but instead, walk across the gate and walk across
the tightrope, then enter the next room. Here, jump to the moving platform when
you can, and it will take you over to a chest. When you can, jump to it and
open it to get a Mist Potion, then get back across using the platform and head
south. Jump across the pillar submerged in lava and then go south to the next
room. Head all the way right here and jump to the moving platform when it comes
to you. When it takes you to the right, jump across and go through the door. In
the next room, go north and use Burst on the cracked pillar to blow it up. Go
north and ignore the moving platform, then head west and use Burst on the
cracked pillar.

Go back south and ride the moving platform there to the next platform, then
head north and through the door. Jump across to the left here, then press the
switch to extract the lava from the chamber. Jump back across and head north,
then west, then climb down the wall and head south to the next room. Back here,
follow the path to a climbable wall. Climb it up and go right, then climb down
that wall as well. Head down the stairs to the southeast. In here, climb down
and go south one room, west one room, and north one room. Then, head all the
way north and jump to the left, then follow the path to a Tiki statue. Use
Burst on it and the big statue will fill the chamber with lava. Go east a bit
and jump onto the moving platform that comes to you. Jump your way across the
platforms until you get to the far western side of the room.

Head all the way south and go south two rooms, then keep going south until you
finally come to a switch. Press it to drain the lava, then go north one room
and follow the path until you come to a chain rope. Use Whirlwind on it to make
it swing, then swing across to a small ledge and jump across. Do the same thing
with that one, then climb down the wall and go west, then north and through the
big door. Head east in here and climb up the wall to reach a chest, which has a
Salamander Tail inside. Get it and climb down, then go west and through the
door to the north. In this room, go right and you'll see three pillars. Push
them all to the right, and then go to the northeastern corner of the room and
head through the big door. Open the chest in here to get a Golem Core, then go
back three rooms to be back at the chain ropes.

Swing across them again (use Whirlwind on them to make them swing), then go all
the way north and through that door. Go north in here and then right, then use
Burst on the Tiki statue. This causes the big statue to spew out lava again. Go
south a bit and ride the moving platforms again. When you're on the second set,
hop to the pillars you pushed a moment ago to the south. Then, follow the path
leading to the next room. Ride the moving platform here and go south two rooms.
Then, ride the moving platforms in that room to reach another door. Go through
it and head north to a pillar, which you should push twice so that it falls
into the lava. Go through the western door to another room. Go north a few
rooms until you see a switch to your right. Jump to it, then press it to drain
the lava.

Go south until you're back at the room with the yellow pillar. Get on the
pillar and jump to the left, then climb down the wall and descend the stairs.
Push the pillar in here all the way to the left and it'll fall into the lava,
then climb down the wall and jump across to the door. In the next room, go
right and jump to the platform there, then some rocks and flames will emerge
from the center of the lava. They will land on the platforms around you. Jump
across on the parts where the fire and rocks are not at, then make your way to
the middle door and go through it. Head all the way north and jump across the
platforms, then go through the weird door. Jump across the floating platforms
in here and you'll reach a stone tablet. Examine it and Jenna will touch it,
then she'll learn the Psynergy called Blaze.

This is used to manipulate flames. Hop across the platforms to the left and
you'll reach two torches. One is lit and the other is not. Face the left side
of the lit torch, then use Blaze to light the second one. This makes the
pillar move out of the way, so head north and hop your way back to the room's
exit. In the previous room, head south another room. Back here, hop your way to
the southwestern platform, where a flame is. Face the right side of it and use
Blaze, which will light a torch to the left. Jump your way over to the torch
and face the right side of it. Use Blaze again to light a second torch, which
reveals a door for you to go through. Head through it and follow the path back
around to this room. Hop to the south and examine the molten rock to get the
Magma Ball. Use Retreat to exit the interior now, then head south and use Lift
on the boulder, continuing outside after doing so.


==========
World Map
==========

Follow the path south and across the bridge, then enter your boat. Sail down
the river and take the western path to find the exit of the river. Now, sail to
the northwestern corner of the northern continent in the middle (basically,
sail to the same spot you sailed at to reach the Angara Cavern). South of the
big beach there is a really tiny beach, which you should dock at. You will find
a lone town there.


=====
Loho
=====

Start by going to the southeastern part of town. Near the southeastern end, you
will see a cannon. The people here are trying to dig through the big wall the
cannon is pointing at, because they think there are some valuable metals and
minerals behind it. Head south of it and examine the barrel to get some Crystal
Powder. Now, go north and examine the cannon. Select the Magma Ball and you'll
insert it into the cannon, then it will shoot the big wall and cause a big
explosion. Everyone will wonder what happened, then they'll notice that the
wall has been mostly destroyed! One of the miners will go up to the balcony of
a building and see that you got here by boat. The three miners will then agree
to let you have the cannon, then they'll carry it and attach it to your ship.
When you regain control, go north and through the broken wall.

You should notice a brown thing slightly sticking out of the ground. Use Scoop
on that spot to unearth a Golem Core. Head north and use Lift on the boulder by
the vine, then you'll find another Golem Core stuck in the ground. Dig it up
with Scoop, then climb up the vine and follow the path. Jump to the building on
the left where you'll find a Jupiter Djinni, named Lull. It will join you
without a fight. Go back to the vine and climb it down, then head all the way
to the southwestern part of the village. There are two broken walls there. Head
right and use Reveal to find a sparkling object in the ground. Use Scoop on
that spot to dig up a Mythril Silver, then exit the village.


==========
World Map
==========

When you get on the world map, the three miners will tell you that the cannon
has been attached to your boat successfully. When you regain control, enter
your boat. At this point, you have visited pretty much every place there is to
visit (except Treasure Isle, more than likely). At the very top of the map in
the northwestern corner, you can see a mass of clouds. Sail to that spot and
sail down the path to the Northern Reaches of the sea.


=================
Northern Reaches
=================

Follow the path of the rocks in this area. You may reach a dead end here and
there, but for the most part, it's pretty easy to figure out the correct path.
When you get to ice walls on both of sides of the water, you know you're on
the right path. Once you reach a big ice wall, Kraden tells you to fire the
cannon from Loho. Sail in between the two rocks near the ice wall, and then
Felix fires the cannon, breaking down the ice wall completely. The group then
sails up to the Northern Seas, an icy part of the world map.


==========
World Map
==========

It is constantly snowing here, and nearly everything is frozen. Sail up the
river until you reach the frozen part of it, then disembark and follow the road
going north. You will reach the town of Prox.


=====
Prox
=====

This is the very last town in the game. Head north to enter the main village.
Feel free to walk around and talk with the people to find out that they don't
have much longer to live, and that the cold in Prox seems to be getting a lot
worse than usual lately. Apparently, Felix has been here before as well, since
a lot of people seem to recognize him. From the entrance of the main village,
go right and use Lift on the boulder there. Follow the path to an item buried
in the ground. Examine it and use Lift to dig it up and get some Dark Matter.
Go back around and enter the Inn to your left. Inside, go downstairs and
examine the green jar to the southwest. You'll find a Potion. Exit the Inn and
go around the back of it, then examine the pot there to find a Cookie. Go on
the frozen lake with rocks on it, then head north and go left.

At the top-right corner where the house is, there is another opening in the
fence. Take that opening and head north to the next screen. Here, go north and
you'll slide into a Venus Djinni, knocking it into a mound of snow to the
north. Go up there and use Scoop to dig it out, then Mold will join you. Go
back to the previous screen and get off of the frozen lake, then make your way
to the upper part of this area. Head to the northern end of this area and you
will reach the next screen. Go all the way to the right and head up the stairs,
then two fellow villagers will talk and say that Felix's parents left. When you
regain control, enter the house. If you missed a Mercury Djinni in GS1, there
will be one here.

Exit the house and go all the way left, then take the northern path. You'll
find the leader of the clan, Puelle, along with a lot of villagers lined up.
They will wonder where Agatio and Karst are, since they have yet to return from
the lighthouse. Head north and step in front of the crowd, then everyone will
see that Felix has returned, and brought some allies with him. They know that
Isaac is the one that caused Saturos and Menardi to die, and Kraden and Isaac
explain the situation. Eventually Isaac, Felix, and Kraden agree to go to the
Mars Lighthouse, to light the beacon and stop all of this once and for all.


==========
World Map
==========

Head all the way north and you will reach the Mars Lighthouse, the final level
in the Golden Sun series. There is purple lightning to the north of the
lighthouse, making everything look even more ominous. Let's do this!


================
Mars Lighthouse
================

Just like at the other lighthouses, you start outside. Head north and climb up
the ladders to the right, then go left and you'll reach a chest, which contains
an Apple. Once you get that, climb back down and enter the lighthouse. Head
right in this room and follow the path to a pillar. Use Pound on it and open
the chest to find a Mimic, which has 1008 HP. You get a Cookie for defeating
it. Head west and down the stairs, then go north and manuver your way past the
ice crystals. When you get to the stairs in the middle, go right and through
the eastern door instead. You'll see a big ice wall in here, but ignore it for
now and head through the western door, then you'll be on another side of the
main room. Head west and through that door. In the next room, head west and
follow the westernmost path to some stairs, which you should ascend.

Head north in this room and use Pound on the pillar you come to, then head
through the next two doors and you'll be beside a shaft of ice. Examine it and
use Grind on it, then the ice will fall through the hole in the ground and
crack the big ice wall in the room we were in earlier. Don't worry about the
Mars Djinni in this room; you can't get it yet. To get back there faster, use
Retreat, enter the lighthouse, then enter the northeastern door. Use Burst on
the cracked ice wall to blow it up, then go through the door that's revealed.
Just go all the way west and ignore the first door, then head into the second
one that's up the stairs. I strongly recommend saving your game in this room as
you progress through it, to save you possbile frustration. At the northwestern
corner is a dragon statue, and there are four dragon faces on the wall. Two of
them move.

The object of this room is to move the statue all the way to the eastern side
of the room, while avoiding being hit by the flames. If you get hit, you're
likely to fall down, and you'll have to exit the room and get back up via the
western stairs from the previous room. The dragon statue's position will be
reset back to its original position every time you reenter the room, which is
why I recommend saving your game as you go through this room. The room is not
as hard to get through as it might sound, but once you finally make it, head
down the eastern stairs. Go to the ice in this room and slide to the left, then
up, then right, then down, then left, and go through the door. In this room, go
south and you'll see a lit torch. Stand on the northern side of it and use
Blaze to send a flame to a valve, causing a big dragon statue to shoot a big
fireball at an ice wall. This causes it to crack.

Go back to the previous room and slide back over to the right side (it's easy
as pie), then head south and enter that room. Here, go south and head through
the eastern door. In this room, go right and climb up the ladder, then light
the other valve using Blaze. This activates the dragon statue, making it shoot
a big fireball down the hallway. This destroys some of the ice, so climb down
and enter the next room, which is a big hallway. Enter the door in the middle
of the hall to find a room with a chest, which contains some Orihalcon. Go back
and take the easternmost door at the end of the hallway. If you try going up
the path in here, you'll only be blasted back by a big fireball which a dragon
statue is shooting out. Go around the sides of the room on the left and the
right and use Pound on every pillar.

This opens up paths for you to take shelter in while the fireball passes
through. Make your way through the middle path, using those spots for cover
until you make it up, then enter the top-right door. Go down this hallway and
enter the door at the end. Do not slide on the ice yet. Instead, look to the
left and push the dragon statue to the left using Move. Now, slide down, left,
down, left, up, right, up, left, down, left, and then down to a Mercury Djinni.
It will fight you, and it has 940 HP. Once you defeat it, Balm will join you.
Slide north to reach the exit of the room. In the next room, slide down the
platform and open the chest to get the Teleport Lapis. Equip this on someone to
learn Teleport, which you can use while standing on a Teleport circle such as
the one in front of you. You will then be teleported to a different area in
this level.

You can also use it outside of dungeons to teleport to anywhere you've been to
in the game before! This makes traveling a lot faster (if you're wondering how
to find your boat after teleporting somewhere, I think it's always found at the
neareast beach). Anyway, moving on, equip the Teleport Lapis, then use Teleport
while standing on the circle. You will then teleport to the other side of the
wall. Now, go all the way to the southwestern part of the room, then take the
stairs up and enter the door. Get past the dragon faces again, and go through
the door at the end (you don't have to move the statue again). Head through the
southern door in this room, and in the next room, go south and down the stairs.
Use Burst on the ice you cracked awhile ago, then make your way up to the door
that's revealed and go through it.

Use Reveal in here and you'll find a hidden Teleport circle. Use Teleport while
standing on it and you'll teleport to another room. Head down the stairs there
to enter the next room. There, head southeast and go down the stairs, then
follow the long hallway to the southwestern corner of the room. Climb up and
open the chest to get a Valkyrie Mail, then climb down and head back up the
stairs all the way to the right. Slide off the platform and you'll land on a
switch, which causes a dragon face to move all the way over to the left. Race
him there by going all the way left, past all of the ice obstacles. You'll have
to quickly use Pound on the pillars blocking your path. Slide across the ice to
another pillar which you should use Pound on. Then, slide over to the ground on
the left.

Pound the top pillar, not the bottom one, then follow that path and Pound the
last pillar. If the dragon face ignites the big dragon head before you make it
to the door, it'll shoot a big fireball at you and knock you down to a lower
room. Anyway, when you pound in the last pillar, go through the door. Ignore
the Teleport circle in here and go through the door ahead, then you'll be in a
corridor. Head down the corridor and through the door. In the next room, go
left and climb up the ladder, then head north and use Move on the dragon statue
to move it to the right once. This will prevent the big dragon head from being
ignited. Climb back down and go back two rooms, then use Teleport on the circle
to the right. You will teleport back to the room you were just in, but by the
dragon head.

Climb the ladder here and follow the path to the next room. Go down this
corridor to a room where you must jump across some platforms. There's also a
chest in here that contains a really good weapon (it's not quite the best
weapon in the game, but it comes close). Head down the stairs and go all the
way left, then hop to the south twice, to the right once, then walk up and hop
to the right onto an icy ledge. Go right and hop to the south three more times,
onto another icy platform. Jump to the south again, then to the right, and then
all the way north to reach a chest. Open it for the Sol Blade, which also has a
decent chance of unleashing Meggido, an awesome special attack. Only Isaac and
Felix can equip this sword. Go south one tile and slide to the left to slide
into an empty room.

Ascend the northwestern stairs, then hop to the south again. Just hop all the
way to the south to reach the next room. Go through the next few rooms until
you're in a room full of ice. In that room, head all the way north and you'll
find a lit torch, along with two dragons frozen in a big block of ice. Use
Blaze on the torch to light the other one, causing two dragon heads to ignite
and crack the big ice. Use Burst on it now to break it open, then the dragons
will break free and attack you.


-------------------------------------------------------------------------------


Flame Dragon (x2)

HP (Big Dragon): 5724
PP (Big Dragon): 250
Weakness (Big Dragon): Water
Strengths (Big Dragon): Fire
Attack (Big Dragon): 400
Defense (Big Dragon): 137
Agility (Big Dragon): 158
Luck (Big Dragon): 48
Experience Points (Big Dragon): 2502
Coins (Big Dragon): 1521
Items Obtained (Big Dragon): -

HP (Small Dragon): 5348
PP (Small Dragon): 320
Weakness (Small Dragon): Water
Strengths (Small Dragon): Fire
Attack (Small Dragon): 389
Defense (Small Dragon): 134
Agility (Small Dragon): 215
Luck (Small Dragon): 48
Experience Points (Small Dragon): 2502
Coins (Small Dragon): 1872
Items Obtained (Small Dragon): Psy Crystal

Boss Strategy: In case you're wondering, the dragon on the left is the big one,
               while the one on the right is the small one. This boss fight
               really isn't that hard, it could just last awhile. You will
               notice that the left dragon attacks very similar to Agatio, and
               the right one attacks very similar to Karst. Since they're both
               weak against fire, make sure you use Water-type spells, Djinn,
               and summons. Boreas can deal over 1000 points of damage to them!
               Aside from that, there's not much else to say; just have Jenna
               or whoever is your healer keep your party healed throughout the
               fight. You should defeat them eventually.


-------------------------------------------------------------------------------


After the battle, the two dragons will change back into their original forms,
which are Agatio and Karst! Agatio wonders what happened, and then he recalls
it all: a big eye told them that they lack the will to go any farther, so he
apparently changed them into those dragons. Karst and Agatio ask you to light
the beacon for them, so that their deaths will not be in vain. Looks like they
aren't the bad guys now. Agatio takes out the Mars Star, so talk to him and
you'll receive it. The dragon head north of you tells you to give it the Mars
Star if you wish to reach the heavens. Examine the dragon head and use the
Mythril Bag in Felix's inventory, and you'll automatically give it the star.
This makes the whole lighthouse warm up. Now, use Retreat to get back to the
entrance, then go inside the lighthouse again.

In the main room, head up the western stairs and follow the path to a flame.
Use Blaze at it to light the valve thing and ignite the dragon statue, which
causes it to shoot a fireball that breaks some of the ice, and cracks a big
wall of ice at the northeastern side. Head there and use Burst on it to break
it, then enter the door. In the next room, take the eastern path and follow the
path through a couple of rooms. You will then encounter the Mars Djinni you saw
when we first entered the dungeon, and you can fight it now. It has 950 HP.
Once you defeat it, Fugue joins you. Go back to the main room, then ascend the
stairs in the middle of the room. Hop across the platforms here to the stairs
on the right side, then head up those stairs. In here, go north and a big
dragon statue will tell you to set the four spirits aflame.

You'll see a door appear on the walls with markings on them for about one
second. These markings each represent something: a whale, a dragon, a man, and
a bird. You can reach the top markings by climbing up the stairs on the left
and right side, and when you approach one of the markings, a door appears.
There is an inscription you can read next to each marking. Anyway, let's start
with the bottom-left one, the whale. Approach the whale marking and enter the
door that appears. In the whale room, follow the big corridor leading to the
next area, which is outside. Head up the stairs here, then follow the path and
enter the tower. Keep following the path until you enter a room with a sheet of
ice. Slide left, down, right, up, left, and up to the exit of the room. In the
next room, you'll see some pipes that you'll have to push.

First though, go south and then east, then up to the northeastern puddle of
water. Freeze it with Frost, then go around counterclockwise and around the
pipes to reach two horizontal ones. Push the upper one to the north, then use
Frost on the second puddle. Push the vertical pipe to the east, then the
horizontal pipe you just pushed to the south. Finally, push the last pipe to
the north and all of the pipes will be connected to each other. This causes a
torch to light up in the previous room, so go back to that room. Now, slide
down and you'll fall off. Go right and head up the stairs, then slide left,
down, right, up, right, and up, then climb up the ladder. Face the left side of
the torch and use Blaze when the dragon face moves all the way to the right.
This causes the dragon head to get ignited, breaking the ice on the ice sheet.

Slide down again and head back up the stairs, then slide left, down, right,
down, and left, then head south two rooms and you'll be outside. Head to the
top and you'll see a blue flame. Use Blaze on it from the southern side and
it'll hit a whale marking on the northern wall, lighting it up. Use Retreat and
head back up the middle staircase, then make your way back to the room with the
four markings. Head through the one with the dragon on it this time, then head
down the corridor and you'll be outside. Head up the stairs and go right, then
go on the right side of the tower to find a chest. Inside is an Alastor's Hood.
Enter the tower now. In this room, you'll be at what appears to be a dead end.
Jump over to the far left side and use Burst at the cracked wall. This blows it
open, so hop across the platforms ahead.

Hop your way over to the northwestern corner and press the switch, which will
activate a dragon head that will light a torch in this room. Go back to the
room's entrance and jump to the far right wall this time. Use Burst on it to
break it open, then hop across the platforms here and hop your way to the
northeastern corner of the room. Head up the stairs and use Blaze on the torch.
This will ignite the dragon head and make it shoot a fireball, causing the
middle wall to be cracked. Go to that wall at the entrance of the room and use
Burst on it, then hop across the platforms there to reach a ladder. Climb it up
and climb down the ladder on the opposite side, then head up to the stairs and
climb them up to reach the next room. In here, you'll have to get through a
maze of sorts.

Go south and push the first pipe you see up. Take that path and then go all the
way south until you can't any more. Take the eastern stairs down and up to the
other side, then use Move on the statue and push it left. Go back down and up
the stairs, then head north and take the eastern path to some more stairs. Use
those stairs to be on the other side, then go south and use Move on the statue
again to block the flamethrower. Go back around using the stairs, then head
southeast and take the path north (don't go down the stairs). Go past the
flamethrower and use the stairs to go to the other side, then head south and
push the pipe down. Now, go back northeast and take the path up from the
flamethrower, which is now deactivated. Follow that path and use the stairs to
get to the other side, then head south and you'll be outside. Head up the
stairs and use Blaze on the orange flame. Two down, two to go.

Use Retreat and return to the room with four markings, then go up to the human
one and enter the door. Go through the corridor and you'll be outside, so head
down the path and enter the tower. In this room, go to the easternmost statue
and move it aside using Move, then jump to the door and enter it. Ignore the
door you see upon entering this room. Go all the way west and use Move on the
last statue to find another doorway, which you should enter. Ascend the stairs
in there to reach the next room. Here, head southeast and jump the gap, then
push the leftmost block up against the wall so it's facing the left gap on the
upper ledge. Use Carry and move it up so it fills in the gap, then do the same
for the next block. Jump back across and climb the ladder, then push that block
all the way over to the right, and in front of the flamethrower.

Walk across the tightrope here, then use Move on the statue and move it right
to push it off. Make your way over to the left side of the room. There are
weird-looking tiles on the ground which are actually sand tiles. Use those for
cover to avoid the flamethrowers while making your way to the left. Once you
make it, climb down the ladder and hop south to the next area. Head up out here
and use Blaze at the yellow torch, which activates the human inscription. Go
back to the room with the four markings and take the top-left one, which is the
bird. Go through the corridor and enter the tower, like usual. In the first
room of the tower, go left and use Cyclone at the Cyclone Portal to be taken to
the upper room. Here, go north and you'll see two portals. Use Cyclone at the
left one.

In the next room, use Move on the dragon statue and push it to the right to
block the flamethrower. Slide down the platform, then go all the way right and
climb up the ladder, then use the Cyclone Portal. In this room, head south and
use that Cyclone Portal as well. Now, go left and use the Cyclone Portal, then
head north and use the eastern Cyclone Portal this time. Once you land in the
lower room again, go north and climb down the ladder, then follow the path to
six blocks. Use Reveal to find a Cyclone Portal, then use it and you'll see
another one. Use that one and you'll land on the opposite side of the platform
you were just on. Go left, and when the flamethrower is away, use Move on the
block and push it to the left. It will fall into the hole and activate the
Hover machine.

Let the flamethrower hit you and it'll knock you off the platform, then go west
and climb up the ladder when it's safe. Use Hover on the Hover Pad, then hover
over to the right and go south to a Cyclone Portal. Use Cyclone at it and you
will warp to another room. Here, immediately go left before the big dragon head
is ignited. Open the chest to get a Psy Crystal, then wait until a fireball is
shot and head south to some platforms. Use Reveal to make one appear in the
middle, then hop to it and hop to the right. From there, follow the path that
leads outside to a purple flame. Use Blaze on it to light up the bird marking.
Now you have all four torches lit up in the room with four markings. Return
there, and then a Teleport circle will appear with all four flames lit.

Save your game now, NOT after you use Teleport. If you do so, you will not be
able to return! Before going on, I suggest going back and getting all of the
optional summons, as they're quite good and will help a lot for the final boss.
See the Side Quests section for information on those. Whenever you're ready,
use Teleport and you'll teleport to the lighthouse's aerie. Jump across the
floating platforms and head up to the beacon. The party will hear a voice, and
then soon enough, the Wise One appears! He's the one that turned Agatio and
Karst into dragons. After the Wise One leaves once most of the talking is
finished, he sends a giant, three-headed dragon to attack you. Kraden senses
something odd about it and tries to stop Felix from fighting it, but you enter
in a fight against it anyway.


-------------------------------------------------------------------------------


Doom Dragon

HP: 13200
PP: 500
Weakness: Wind
Strengths: Earth
Attack: 470
Defense: 155
Agility: 200
Luck: 50
Experience Points: 0
Coins: 0
Items Obtained: -

Boss Strategy: He has 13200 HP in total. When he has three heads, he has 5000.
               With two, 4200, and with one, 4000. The Doom Dragon has some
               really powerful attacks, such as Blast Breath. When he has two
               or less heads remaining, he will start using Cruel Ruin, his
               ultimate attack, quite often (like, once every round, at least).
               Don't think you have to rush through the battle or anything,
               though, because after all, you do have eight party members in
               total. If your party is high enough, then the first one should
               be able to survive throughout the entire battle. It might be a
               good idea to have Sheba and/or Ivan in this fight since he's
               weak against wind, and you obviously want to exploit his weak
               point. Make sure Jenna/Mia heals the party whenever it's needed,
               and don't sacrifice a healing for another attack at the dragon,
               since it's not necessary and might end up getting you killed.

               Hopefully you have a few Psy Crystals in your possession. You
               will need them if the battle lasts long enough, trust me. Use
               your best Djinn on him, too, but going on a summon rush is NOT a
               good idea, especially if he has two or less heads, when he uses
               Cruel Ruin often. If you go on a summon rush, he will likely
               kill you due to your low HP and stats without your Djinn. Go all
               out and use your Mist Potions and such, if the need arises. This
               is the final battle, after all; you don't need to worry about
               wasting any of your items. If the dragon puts a burn on your
               party and/or a curse, just use the Venus Djinni, Salt (if you
               have it), to cure all of the negative status effects. Keep your
               HP up at all times, and remember: never sacrifice a healing for
               an attack! As long as you keep your HP/PP up, you should win
               this long and epic battle.


-------------------------------------------------------------------------------


Once the Doom Dragon has been defeated, you will see the three heads of the
dragon disappear, along with the body itself. The heads turn into three humans,
and everyone eventually comes to the realization that they're Jenna's parents,
and Kyle, Isaac's dad! However, they used up too much strength fighting as the
Doom Dragon, so Mia and Piers' attempts to heal them fail. Eventually they'll
all tell Felix to light the beacon to save the lives of many others. The game
will ask you if you want to throw in the Mars Star once you walk up to the
beacon (you may have to walk down, then up to it again). Once you throw it in,
enjoy the rest of the ending as the Golden Sun soon manifests itself. Everybody
will agree to take Jenna's parents and Isaac's father, then everyone heeds the
Wise One's warning and escapes the lighthouse.


=====
Prox
=====

You appear back in Prox. After Puelle and the others talk, Jenna will be ready
for Isaac and Kraden to meet up with them so they can go home to Vale. Exit the
building, and feel free to walk around this area and speak with everyone now
that Weyard is safe. Whenever you're ready, head to the southern part of the
village to the next screen. Everyone is waiting there, so enjoy the rest of the
ending! Watch the credits; there are a few more scene, like one with Alex
climbing Mt. Aleph to get the power of the Golden Sun. Enjoy the rest of the
scene, and congratulations on beating Golden Sun: The Lost Age! You've got
yourself a well-deserved ending for an amazing series!


-------------------------------------------------------------------------------


===============
V. Side Quests
===============

There are many side quests in the game. They will usually end up giving you
summons, which is why they're so useful. It's a lot easier to just wait until
you get the Teleport Lapis from Mars Lighthouse before you attempt a majority
of these quests, because then you'll be at a higher level and will be able to
travel around the seas a lot faster.


-------------------------------------------------------------------------------


-----------------------------------
Going Through the Yampi Desert Cave
-----------------------------------

You can't attempt this side quest until you have Sand and Teleport. Once you
have Teleport, use it and teleport to Alhafra. Go due south from there and you
will reach the end of the Yampi Desert.


=============
Yampi Desert
=============

If you used Reveal at a formation of rocks near the end of this place, you
probably saw that it formed an arrow pointing somewhere. That somewhere is the
Yampi Desert Cave. From the eastern entrance of the desert, go left and let
the sandfall slide you off. Go southwest from here and past both formations of
rocks, then you'll see a sandfall. Use Sand and traverse your way north through
the sandfall. At the top, go past the rocks and you'll resurface automatically.
Head northwest and enter that cave.


==================
Yampi Desert Cave
==================

Upon entering here, open the chest ahead to get some Water of Life. Head north
to a Teleport circle, then stand on it and use Teleport. In the next room, go
all the way north and then left, then use Sand while standing on the sand here.
Go past the rocks, then continue left to a cracked pillar. Use Burst on it and
it will blow up, so go through the door that's revealed. Go all the way north
in here and you'll reach two logs. Push the first one down and the next one
east, then follow the northern path up to another log. Push it and use Sand to
get past the log and rocks, then enter the next room. Follow the path up to an
item buried in the ground. Examine it, then use Scoop to dig up some Mythril
Silver. Now, go back south and take the eastern path, then follow the path
around the room to reach the next room.

Climb down the ladder and use Sand on the sand to the left. Get through the
rocks to the other side, then use Move and move the wooden pillar down. Now,
head south to another room. In here, go left and open the chest. It contains
some Dark Matter. Go back right and then head south to the next room. In here,
go south and you'll have to solve a log puzzle. Push the southern horizontal
log down, then push the northern horizontal log up. Next, push the southern
horizontal log up, then push the easternmost vertical log right. Go up to the
sand to the north and use Sand, then get behind the southern horizontal log and
push it down. Get behind the other horizontal log and push it down as well,
then get behind the western vertical log with Sand and push it left. You can
now take the western path.

Do so, then climb up the ladder and enter the next room. In here, jump across
the column ahead and climb down the ladder, then use Move on the wooden pillar
and push it left. Go back one room and then south another. In the next room, go
all the way right and open the chest to get some Orihalcon. Go back left and
climb the ladder, then use Burst on the cracked pillar. Jump across and head up
the stairs. Here, go to the northwestern corner and get past the rocks using
Sand, then head through the door ahead. Go north in here and head down the
stairs. Climb down the ladder here, then go on the sand. You'll see something
that moves around at different locations under the sand. Use Scoop on the exact
spot the thing has moved to, and you'll unearth a Venus Djinni.

This particular one has 990 HP. Once you defeat it, you get Crystal. Now, use
Pound on the pillar there, then head up to the next room. Push the pillar here
onto the sand patch, then leave the room. Go back to the room where you got the
Mythril Silver at, and on the upper ledge there, head west and jump across the
pillar to another room. Jump across the pillar in the next room and go through
the door. Save your game, then head north and you'll find a boss.


-------------------------------------------------------------------------------


Valukar

HP: 12960
PP: 0
Weakness: Water
Strengths: Fire
Attack: 550
Defense: 175
Agility: 206
Luck: 46
Experience Points: 8702
Coins: 4980
Items Obtained: -

Boss Strategy: This boss fight isn't that hard if you come in with both parties
               having their Djinn on Standby. If you did that, unleash all of
               your Water-type summons (summons like Eclipse will work too) on
               the monster to take a good chunk out of its HP. Take note that
               Valukar can use Djinn Stun to make all of the Djinn go on
               Standby, then he can summon your own summons and use them on
               you! That's really the only dangerous thing this monster does,
               though. Just come in with both party's Djinn on Standby, and
               when your backup team's summons come, he should die.


-------------------------------------------------------------------------------


Once you win the fight, examine the stone tablet to get the Daedalus summon. To
use it, 4 Mars and 3 Venus Djinn are required to be on Standby. Use Retreat to
get back to the desert.


-------------------------------------------------------------------------------


---------------------
Raiding Treasure Isle
---------------------

This island is located at the northeastern corner of the sea (look on your map
to see it). Once you have both Grind and Lift, you can get through this dungeon
completely. Sail to the island and you'll see it's surrounded by big rocks. To
get around them, sail to the north and follow the path in the opening of the
rocks to reach the cave.


==============
Treasure Isle
==============

When you enter this cave, follow the path and you'll come to three caves. The
first two have empty chests, but the last one has two chests that aren't empty.
They contain 161 Coins and a Lucky Medal. Exit the room once you get those
chests, then go right and head through the door to the north. In the next room,
hop across the platforms. The chests on the platforms to the left are all
empty, so just ignore them. You will land on a switch after jumping across the
platforms, which causes big rocks to appear from the water. Use Grind on the
eastern one, then hop across to reach the next room. Now, head south and jump
your way to the southeast (don't climb up the wall; just keep jumping). Then,
go around this platform and jump across the platforms to the north, and you'll
come to a log. Push it down once and then right once, then jump back over to
the southern platform.

Use Move on the pillar and push it up once. It will press a switch which will
cause a column to rise up. Don't use Grind on it; instead, hop back over to the
left and climb up the wall, then walk across the tightrope and jump over the
column. Hop your way to the next room. In here, jump your way onto the red
button and three columns will appear. Jump over to the easternmost one, then
use Grind on it and hop across to the north. Climb up the wall you come to,
then walk across the tightrope and jump to the left. Climb down to a chest
which contains a Jester's Armlet, then make your way back across the tightrope
and climb down the wall. Hop over to the left some more, and use Move to push
the wooden pillar to the left. Jump to it and push it to the left once more,
then hop to the south and use Grind on the column.

Hop your way to the northern end of the room and go through the door. Here,
take the left path and follow the path south back to the room you were just in.
In here, hop to the south and move the wooden pillar to the left using Move.
Jump to the pillar and push it to the left again, then jump across the next set
of floating platforms and climb up the wall. Jump across the column and climb
down that wall to six chests, which contain a Cookie, a Psy Crystal, 911 Coins,
some Star Dust, a Rusty Axe, and a Sylph Feather. Make your way back to where
you entered this part of the room from and enter the door. Back in here, take
the western path and you'll come to a chest, which is really a Mimic. This one
has 879 HP, and for defeating it, you get some Power Bread. Go around to the
right, then take the upper path and head west to the next room.

Go southwest in here and you'll come to a boulder. Use Lift to lift it up, then
take that path and go all the way left to a chest. It has an Iris Robe inside.
Once you get it, take the southern path and follow it to another rock. Use Lift
on it and continue on to the next room. There are three rocks in here. Lift the
one in the middle and go north, then climb up the wall and jump to the left.
Jump onto the tightrope, then turn left and jump off, then jump to the next
platform and walk across that tightrope. You'll find a Jupiter Djinni, which
will fight you before joining. It has 980 HP, and after you defeat it, Gale
joins you. Walk across the tightrope again, jump to the platform on the right
and jump on the tightrope, then jump north to get off of it. Now, jump to the
right and then go right and jump to that platform as well.

Walk across the tightrope to a chest, which contains a Fire Brand. Make your
way back to the entrance of the room, then exit it and reenter it. Go to the
western rock and use Lift on it, then follow the path to another one which you
should use Lift on. Jump to the right twice and go south, then use Lift on the
rock there. Go south a bit and jump over to the left, then climb the wall and
jump to the tightrope. Walk across it, then jump to the right a few times and
climb down that wall. Head right and through the southern door, then push the
pillar all the way to the left and go back through the door. Take the northern
door this time, and in that room, head north and follow the eastern path. When
you reach the next room, save your game and hop across the platforms to reach a
wizard. He wants you to prove his power to him.


-------------------------------------------------------------------------------


Star Magician / Anger Ball / Guardian Ball / Refresh Ball / Thunder Ball

HP (Star Magician): 7486
PP (Star Magician): 560
Weakness (Star Magician): Fire
Strengths (Star Magician): Water
Attack (Star Magician): 460
Defense (Star Magician): 139
Agility (Star Magician): 268
Luck (Star Magician): 52
Experience Points (Star Magician): 7866
Coins (Star Magician): 5566
Items Obtained (Star Magician): -

HP (Anger Ball): 460
PP (Anger Ball): 43
Weakness (Anger Ball): Water
Strengths (Anger Ball): Fire
Attack (Anger Ball): 357
Defense (Anger Ball): 125
Agility (Anger Ball): 173
Luck (Anger Ball): 27
Experience Points (Anger Ball): 387
Coins (Anger Ball): 30
Items Obtained (Anger Ball): -

HP (Guardian Ball): 520
PP (Guardian Ball): 43
Weakness (Guardian Ball): Wind
Strengths (Guardian Ball): Earth
Attack (Guardian Ball): 317
Defense (Guardian Ball): 127
Agility (Guardian Ball): 235
Luck (Guardian Ball): 50
Experience Points (Guardian Ball): 439
Coins (Guardian Ball): 289
Items Obtained (Guardian Ball): -

HP (Refresh Ball): 360
PP (Refresh Ball): 43
Weakness (Refresh Ball): Fire
Strengths (Refresh Ball): Water
Attack (Refresh Ball): 317
Defense (Refresh Ball): 124
Agility (Refresh Ball): 136
Luck (Refresh Ball): 36
Experience Points (Refresh Ball): 448
Coins (Refresh Ball): 278
Items Obtained (Refresh Ball): -

HP (Thunder Ball): 280
PP (Thunder Ball): 43
Weakness (Thunder Ball): Earth
Strengths (Thunder Ball): Wind
Attack (Thunder Ball): 329
Defense (Thunder Ball): 123
Agility (Thunder Ball): 219
Luck (Thunder Ball): 30
Experience Points (Thunder Ball): 387
Coins (Thunder Ball): 30
Items Obtained (Thunder Ball): -

Boss Strategy: Get ready for a really long, hard, and annoying battle. The
               Refresh Ball and Guardian Ball _have_ to be killed, because they
               will cause you to lose the whole fight if they're not gone. The
               Refresh one will use Earnest Ply to heal all of the Star
               Magician's HP, while the Guardian Ball could use Guard Aura,
               which makes it where you pretty much don't damage the magician
               at all for one round, rendering any summons or Psynergy you used
               useless. The Anger Ball and Thunder Balls aren't much to worry
               about compared to the other two. The only way I've ever won this
               battle is by putting EVERY Djinn for both parties on Standby
               beforehand. Then, I unleashed all of my summons for one party,
               used any others I could use, then when my backup party came, I
               used all of the summons with them and won the fight. Use my
               strategy and hope you win.

               On another note, if you destroy one of the balls, the Star
               Magician will just use Mystic Call to make another random one
               appear. If there is more than one Guardian or Refresh Ball, you
               are in for a lot of trouble, more than likely.


-------------------------------------------------------------------------------


Once you manage to win that really difficult fight, examine the stone tablet to
get the Azul summon. It takes 4 Mercury and 3 Venus Djinn on Standby to use.
Now you can get out of here (just use Retreat).


-------------------------------------------------------------------------------


--------------------
Trading with Animals
--------------------

Once you get the right Psynergies, you can start a trading quest with animals
which will ultimately lead you to the Islet Cave. I explain how to do the
trading quest in the walkthrough, along with how to do the a lot of the Islet
Cave. You need Teleport to get to the boss of the dungeon, but I will explain
how to do all of that here.


===========
Islet Cave
===========

Here, head north and enter the next room, where you should head all the way
north to some water. Ride the log to the left over to a chest, which contains
the Turtle Boots. Ride back over and head right, then jump across and enter the
next room. Here, go up to the log and ride it over to the right, then head
south and jump across, and ride the horizontal log straight up. You will be
beside a Venus Djinni named Meld. It will fight you before joining, and it has
710 HP. Once you defeat it and get it, ride back over to the south and head
right, then jump back across. Go all the way north and ride the log to the
west, then enter the next area. Ride the log here across the water, then open
the chest for a Rusty Staff. If you have Teleport, go back to the entrance of
the dungeon and use it at the circle, then go through the door.

These next few rooms are nothing but long corridors. Use Avoid with Piers if
you want to avoid random encounters more. When you enter the next corridor,
head north and eventually you'll see an angel statue on a pillar. You must use
Tremor on it to make a Mercury Djinni pop out. This is one of the hardest
Djinni to get to come out, due to the fact that you must be standing in the
perfect spot for the statue to shake violently. Find the right spot (I faced
the statue and was up against it, basically) until you shake out the Djinni,
then it will fight before joining. This one has 920 HP, and once you win, Serac
will join you. Now, go through four more corridors, save your game, and prepare
for the boss.


-------------------------------------------------------------------------------


Sentinel

HP: 8736
PP: 780
Weakness: Earth
Strengths: Water
Attack: 608
Defense: 216
Agility: 171
Luck: 54
Experience Points: 10538
Coins: 6144
Items Obtained: -

Boss Strategy: As I have said with every other boss in this section, summons
               are your best bet here. Like usual, come in here with all of
               your Djinn on Standby on both parties, then unleash all of your
               summons with your first party, then your reserve party when the
               main one falls. The only problem with Sentinel is that he gets
               two turns, but if you go all out and use Judgment and other
               Earth-based summons, you'll defeat him easily. Take note that he
               heals 200 HP every round.


-------------------------------------------------------------------------------


Examine the stone tablet after the fight, and you'll get the Catastrophe
summon. It requires 5 Jupiter and 3 Mars Djinn to be on Standby in order to
use. Now just use Retreat to get out.


-------------------------------------------------------------------------------


------------------
The Anemos Sanctum
------------------

On the eastern screen of Contigo, you can go to the Anemos Sanctum, but the
front door in the middle is locked (use Reveal to get through), and the left
and right doors lead to empty rooms. However, you can get a Dragon Skin. In
order to get there, you need Teleport, _and_ all 72 Djinn in the game. I'm not
sure if it's even possible to get them all if you're not playing on a linked
game. Use Teleport at the circle near the tents in Contigo, then you'll warp
into a chamber. Step on the symbols at all four corners of the room, and with
all 72 Djinn, the door in the middle of the room opens.


=====================
Anemos Inner Sanctum
=====================

Head north when you enter and you'll see a stone tablet. You can get the
Charon summon, without a boss fight or anything! Examine the tablet and it's
yours. It requires 8 Venus and 2 Jupiter Djinn to be on Standby to summon it.
After that, enter the next room. In here, climb down either ladder and descend
the stairs. Take the left path in this room and you'll come to a door, which
you should go through. Here, jump across the gap to the left and enter the
door. The human tablet in here moves right if you move left, and vice versa.
Guide him to the northern end of his path and be careful not to make him fall
in the pit. This is a rather easy room, though. Make him step on the switch and
the door will open, so go through it. In the next room, head right and jump
across the gaps, then go right and push the pillar all the way.

Go through the door to the north now, then jump across the gap to the right and
head into the next room. Go south here and step on the lights, which turns them
on. When all of them are turned on, an elevator is activated. Stand on it, and
you'll be taken up to a door which you should go through. Now, push the wooden
pillar all the way west, then head southwest and jump across the gap. Follow
the path north and you'll come to some stairs. Take those stairs down and then
some more stairs, then head up the corridor in here and down those stairs as
well. In here, follow the path to a chest containing some Dark Matter, then
leave this room and follow the corridor to the next room. You must activate all
of the lights in here while walking across the cracked floor. To successfully
do it, walk left, down, down, left, left, up, up, left, left, down six times,
right, right, up, up, right, right, down, down, right, right, right, right, up,
up, left, left, up, up, up, up, and right. You should take the elevator up if
you followed those steps exactly.

When the elevator takes you up, follow the path to the next room. In here, go
left and push the pillar all the way to the left, then head all the way right
and enter the next room. Use Lift on the boulder here, then take the southern
path and go through the door here. Jump across the gap to the left, then follow
that path and you'll be in a room with another human tablet. Use the block in
the middle on his path so you can move up a bit while he stays still. It's hard
to explain, but the path isn't _too_ hard for him to navigate. Once you make
him step on the switch, go through the door. Now, jump across the gap and push
the easternmost pillar to the right as much as it can go. Leave the other ones
there, then go back three rooms and you'll be on the other side of this room.
Go up to the boulder to the north and use Lift on it, then go through the door.

In the next room, follow the path to reach another side of the boulder room.
Go south and hop across the platform to reach the other two wooden pillars.
Push the eastern one all the way to the right, then use Move to move it down
once. Go back two rooms and you'll be at the boulder again. Use Lift on it,
then go south and use Move on the last wooden pillar. Move it to the right
once, then push it all the way to the right and go back left. Jump to the north
and use Move on that wooden pillar to move it left once. Push it all the way to
a switch which will cause a door to open. Go through it. In here, jump across
the gap and head down the stairs, then follow the path and take the southern
path to another room. Time for another human tablet room, and this one is most
definitely the hardest.

There are three blocks on Felix's side, and one on the human tablet's side,
along with a lot of small gaps. It's hard to think through your strategy, but
the way I did it was: I made the human tablet run up against the green block
while Felix moved forward, then I made it go past the block and up a bit, then
in between the two gaps on the right and back down again. I then made the human
tablet run up against the upper part of the block while Felix moved down. If
you move Felix all the way down while the tablet stays there, you should be
able to make it press the switch. Once you do that, go through the door that
opens. Here, head down the stairs and follow the path to a chest, which has
some Orihalcon inside. Go back to the previous room and go through the door to
the right.

You can take the northern path, the western path, or the eastern path. Walk two
tiles north onto two cracked tiles, then two tiles west and jump across. Follow
the path around the room clockwise, and you'll come to a wooden pillar. Use
Move on it and push it to the right, then follow the path back around and when
you come to a line of sand to the north, head south and follow that path back
to the cracked tiles. Jump to the cracked tile at the top and then walk right,
down, and jump to the eastern platforms. Use Sand at the line of sand there,
then move north and resurface at the end of the path. Push the pillar all the
way to the right, then follow the path to another pillar which you should push
aside. Go through the door. In here, you have to solve a block puzzle and make
the form of a bird.

This is an easy puzzle to solve. You shouldn't even need my help, because you
can look at the diagram on the floor to tell which blocks go where. Once you
solve the puzzle, it will turn into a Hover machine. Make sure your party is
healed all the way, then save your game! When you're ready, climb back up one
of the ladders and jump to the blocks you pushed. Use Hover on the Hover Pad,
and you will meet the hardest boss in the game: Dullahan! You won't get the
ultimate summon without a fight (a really hard one, at that).


-------------------------------------------------------------------------------


Dullahan

HP: 16000
PP: 300
Weakness: Wind
Strengths: Earth
Attack: 676
Defense: 269
Agility: 241
Luck: 59
Experience Points: 15600
Coins: 6775
Items Obtained: -

Boss Strategy: This is easily the hardest fight in the game. Yes, even harder
               than the final boss. You _cannot_ just attack him at your own
               will like you do normally, or you're guaranteed to die. Dullahan
               gets three turns (not necessarily in a row, but fast enough
               where your party will die before getting a chance to attack)
               every round, making this even harder. His ultimate attack is
               called Formina Sage, and it has a VERY high possibility of
               killing a party member instantly (it's not an OHKO move, but it
               hurts so much that you probably won't survive it unless you're
               at a really high level). There are many strategies to beat this
               guy, and they can be found in other FAQs at GameFAQs.com. Just
               try your best, and hope and pray that you're pwoerful enough to
               survive a majority of this monster's attacks.

               Unlike the other bosses in these side quests, you won't be able
               to just summon rush him. Regardless of your characters, he'll
               always get an attack in before all four characters finish their
               turn. He'll get more than one attack in; he'll more than likely
               hit you all three times before your party has a chance to finish
               the turn. 16000 HP is a lot to take off, even more than the
               final boss. I wish you the best of luck, and I hope you came in
               highly prepared. Dullahan can also summon Charon, the very own
               summon you got at the start of the sanctum. It's not a bad idea
               at all to use it on him, either. You will want to enter the
               battle with all Djinn on Standby, and be sure to plan your
               strategies well. Keep trying until you find a strategy that
               works for you, and if you win, congratulations! You deserve it.


-------------------------------------------------------------------------------


Once you defeat that monster, the last summon is yours. Examine the tablet and
you'll get Iris! 9 Mars and 4 Mercury Djinn are required to be on Standby in
order for you to use it. Congratulations on getting the ultimate summon! Not
only does it deal a crapload of damage to those with really high HP (like the
Doom Dragon, for example), but it also completely restores both parties to top
condition! Your reward for defeating Dullahan was definitely worth it.


-------------------------------------------------------------------------------


==============
VI. Item List
==============

In this section, I will list all of the items in the game, along with info
about what they do and such.


-----------------------------
Recovery / Stat Raising Items
-----------------------------

* = Linked game only


-------------------------------------------------------------------------------

Antidote
Sells For: 20 Coins

Description: Cures Poison from a single party member.

-------------------------------------------------------------------------------

Apple
Sells For: 500 Coins

Description: Increases the ATK of a party member permenately.

-------------------------------------------------------------------------------

Cookie
Sells For: 500 Coins

Description: Increases the PP of a party member permenately.

-------------------------------------------------------------------------------

Corn
Sells For: 12 Coins

Description: Restores 200 HP to one party member.

-------------------------------------------------------------------------------

Elixir
Sells For: 30 Coins

Description: Cures Delusion, Stun, & Sleep.

-------------------------------------------------------------------------------

Empty Bottle*
Sells For: 1000 Coins

Description: Stores Hermes' Water.

-------------------------------------------------------------------------------

Hard Nut
Sells For: 500 Coins

Description: Increases the DEF of a party member permenately.

-------------------------------------------------------------------------------

Herb
Sells For: 10 Coins

Description: Restores 50 HP to one party member.

-------------------------------------------------------------------------------

Hermes' Water*
Sells For: 2000 Coins

Description: Restores all HP to one party member.

-------------------------------------------------------------------------------

Lucky Pepper
Sells For: 500 Coins

Description: Increases the LCK of a party member permenately.

-------------------------------------------------------------------------------

Mint
Sells For: 500 Coins

Description: Increases the AGL of a party member permenately.

-------------------------------------------------------------------------------

Mist Potion
Sells For: 9000 Coins

Description: Restores 300 HP to the entire party.

-------------------------------------------------------------------------------

Nut
Sells For: 200 Coins

Description: Restores 200 HP to a single party member.

-------------------------------------------------------------------------------

Potion
Sells For: 1000 Coins

Description: Restores all HP to a single party member.

-------------------------------------------------------------------------------

Power Bread
Sells For: 500 Coins

Description: Increases the HP of a party member permenately.

-------------------------------------------------------------------------------

Psy Crystal
Sells For: 500 Coins

Description: Restores all PP to a single party member.

-------------------------------------------------------------------------------

Sacred Feather
Sells For: 70 Coins

Description: Decreases rate of random encounters.

-------------------------------------------------------------------------------

Vial
Sells For: 500 Coins

Description: Restores 300 HP to a single party member.

-------------------------------------------------------------------------------

Water of Life
Sells For: 3000 Coins

Description: Revives a fallen party member.

-------------------------------------------------------------------------------


---------------
Attacking Items
---------------


-------------------------------------------------------------------------------

Bramble Seed
Sells For: 50 Coins

Description: Attacks enemies with Earth-type strength.

-------------------------------------------------------------------------------

Crystal Powder
Sells For: 60 Coins

Description: Attacks enemies with Water-type strength.

-------------------------------------------------------------------------------

Oil Drop
Sells For: 30 Coins

Description: Attacks enemies with Fire-type strength.

-------------------------------------------------------------------------------

Sleep Bomb
Sells For: 60 Coins

Description: Has a chance of putting enemies to sleep.

-------------------------------------------------------------------------------

Smoke Bomb
Sells For: 30 Coins

Description: Has a chance of deluding enemies.

-------------------------------------------------------------------------------

Trident
Sells For: -

Description: Raises Water Resistance by 20 for the person who equips it. Also
             breaks the forcefield off of Poseidon and deals damage.

-------------------------------------------------------------------------------

Weasel's Claw
Sells For: 40

Description: Attacks enemies with Wind-type strength.

-------------------------------------------------------------------------------


--------------
Psynergy Items
--------------

* = GS1 Item


-------------------------------------------------------------------------------

Burst Brooch
Found: Tundaria Tower

Description: Equip to learn "Burst".

-------------------------------------------------------------------------------

Carry Stone
Found: -

Description: Equip to learn "Carry".

-------------------------------------------------------------------------------

Cloak Ball*
Found: -

Description: Equip to learn "Cloak".

-------------------------------------------------------------------------------

Douse Drop
Found: -

Description: Equip to learn "Douse".

-------------------------------------------------------------------------------

Frost Jewel
Found: -

Description: Equip to learn "Frost".

-------------------------------------------------------------------------------

Grind Stone
Found: Lemuria

Description: Equip to learn "Grind".

-------------------------------------------------------------------------------

Halt Gem*
Found: -

Description: Equip to learn "Halt".

-------------------------------------------------------------------------------

Hover Jade
Found: Trial Road

Description: Equip to learn "Hover".

-------------------------------------------------------------------------------

Lash Pebble
Found: Kandorean Temple

Description: Equip to learn "Lash".

-------------------------------------------------------------------------------

Lifting Gem
Found: -

Description: Equip to learn "Lift".

-------------------------------------------------------------------------------

Orb of Force*
Found: -

Description: Equip to learn "Force".

-------------------------------------------------------------------------------

Pound Cube
Found: Dehkan Plateau

Description: Equip to learn "Pound".

-------------------------------------------------------------------------------

Teleport Lapis
Found: Mars Lighthouse

Description: Equip to learn "Teleport".

-------------------------------------------------------------------------------

Tremor Bit
Found: Madra Catacombs

Description: Equip to learn "Tremor".

-------------------------------------------------------------------------------


---------
Key Items
---------

* = Linked game only


-------------------------------------------------------------------------------

Aquarius Stone
Found: Aqua Rock (Interior)

Description: Used on the pedestal in Aqua Rock.

-------------------------------------------------------------------------------

Black Crystal
Found: Gabomba Statue

Description: The source of power for the Lemurian Ship.

-------------------------------------------------------------------------------

Blue Key
Found: Jupiter Lighthouse

Description: Used to open the blue door within the lighthouse.

-------------------------------------------------------------------------------

Bone
Found: Kibombo Mountains, Lemuria

Description: Distracts the dog in the Kibombo Mountains. Otherwise, it does
             nothing.

-------------------------------------------------------------------------------

Cell Key*
Found: -

Description: Does nothing.

-------------------------------------------------------------------------------

Dancing Idol
Found: Gaia Rock (Exterior)

Description: Used in the interior of the Gaia Rock. Also, give this to Uzume to
             get the Mars Djinni, Coal.

-------------------------------------------------------------------------------

Dragon's Eye*
Found: -

Description: Does nothing.

-------------------------------------------------------------------------------

Healing Fungus
Found: Gondowan Cliffs

Description: Give this to the mushroom guy in Madra and he'll give you the Mars
             Djinni, Char.

-------------------------------------------------------------------------------

Jupiter Star
Found: -

Description: Lights the beacon of Jupiter Lighthouse.

-------------------------------------------------------------------------------

Li'l Turtle
Found: West Indra Islet

Description: Given to you by the dog in West Indra Islet. It is to be given to
             Lonesome George, the turtle in the Sea of Time Islet.

-------------------------------------------------------------------------------

Large Bread
Found: Eastern Alhafra

Description: Give this to the hungry kid in Alhafra, and he'll allow you to
             enter the Alhafran Caves from the back.

-------------------------------------------------------------------------------

Laughing Fungus
Found: Gondowan Cliffs

Description: Does nothing, although you can give it to the mushroom man in
             Madra. He won't give a reward or anything, though.

-------------------------------------------------------------------------------

Magma Ball
Found: Magma Rock (Interior)

Description: Used as ammo for the cannon in Loho, allowing you to pass through
             the Northern Reaches to reach Prox.

-------------------------------------------------------------------------------

Mars Star
Found: Jupiter Lighthouse

Description: Isaac gives this to Felix. It's used to light the beacon of the
             Mars Lighthouse, the final beacon.

-------------------------------------------------------------------------------

Milk
Found: N Osenia Islet

Description: Given to you by a cow in N Osenia Islet. This item is to be given
             to the dog in West Indra Islet.

-------------------------------------------------------------------------------

Mythril Bag
Found: -

Description: Holds the Elemental Stars.

-------------------------------------------------------------------------------

Red Cloth
Found: SE Angara Islet

Description: Given to you by a bird in SE Angara Islet. This item is to be
             given to the cow in N Osenia Islet.

-------------------------------------------------------------------------------

Red Key
Found: Jupiter Lighthouse

Description: Used to open the red door within the lighthouse.

-------------------------------------------------------------------------------

Ruin Key
Found: Madra Catacombs

Description: Used to open the ruined door within the catacombs, leading to the
             tablet containing the Moloch summon.

-------------------------------------------------------------------------------

Pretty Stone
Found: E Tundaria Islet

Description: Pengus the penguin gives this stone to you. This item is to be
             given to the bird in SE Angara Islet.

-------------------------------------------------------------------------------

Sea God's Tear
Found: Daila

Description: Used in the Shrine of the Sea God to carry you up to the top,
             where you'll find a piece of the Trident.

-------------------------------------------------------------------------------


-------------
Forging Items
-------------

NOTE: Give the forging materials to Sunshine the blacksmith in Yallam, and he
      will make a weapon out of them.


-------------------------------------------------------------------------------

Dark Matter
Dropped From: Agatio & Karst, Wonder Bird
Sells For: 3000 Coins

-------------------------------------------------------------------------------

Dragon Skin
Dropped From: Winged Lizard
Sells For: 1200 Coins

-------------------------------------------------------------------------------

Golem Core
Dropped From: Bombander
Sells For: 1500 Coins

-------------------------------------------------------------------------------

Mythril Silver
Dropped From: Ghost
Sells For: 2000 Coins

-------------------------------------------------------------------------------

Orihalcon
Dropped From: Sky Dragon
Sells For: 4000 Coins

-------------------------------------------------------------------------------

Salamander Tail
Dropped From: Pyrodra
Sells For: 1400 Coins

-------------------------------------------------------------------------------

Star Dust
Dropped From: Sand Scorpion
Sells For: 400 Coins

-------------------------------------------------------------------------------

Sylph Feather
Dropped From: Great Seagull
Sells For: 700 Coins

-------------------------------------------------------------------------------

Tear Stone
Dropped From: Gillman Lord
Sells For: 300 Coins

-------------------------------------------------------------------------------


--------------------
Class-Changing Items
--------------------


-------------------------------------------------------------------------------

Mysterious Card
Found: Kandorean Temple
Sells For: 333 Coins
New Class: Pierrot

-------------------------------------------------------------------------------

Trainer's Whip
Found: Yampi Desert
Sells For: 666 Coins
New Class: Tamer

-------------------------------------------------------------------------------

Tomegatericon
Found: Gabomba Catacombs
Sells For: 999 Coins
New Class: Dark Mage

-------------------------------------------------------------------------------


=============
VII. Weapons
=============

In this section, I will list all of the weapons in the game, along with info
about who can equip them and such.


-----------
Long Swords
-----------

Equippable By: Felix, Piers, Isaac, Garet

* = GS1 Weapon


-------------------------------------------------------------------------------

Arctic Blade*
Found: -
Stats: Attack +55
Sells For: 2600 Coins
Effect: Randomly unleashes "Blizzard".

-------------------------------------------------------------------------------

Broad Sword
Found: Alhafra
Stats: Attack +40
Sells For: 1000 Coins
Effect: -

-------------------------------------------------------------------------------

Claymore
Found: Kibombo
Stats: Attack +70
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------

Cloud Brand
Found: Gaia Rock (Interior)
Stats: Attack +130
Sells For: 11800 Coins
Effect: Randomly unleashes "Raiden's Wrath".

-------------------------------------------------------------------------------

Darksword
Found: Forged from Dark Matter
Stats: Attack +210
Sells For: 24200
Effect: Cursed. Randomly unleashes "Acheron's Grief".

-------------------------------------------------------------------------------

Excalibur
Found: Forged from Orihalcon
Stats: Attack +180
Sells For: 29200
Effect: Randomly unleashes "Legend".

-------------------------------------------------------------------------------

Fire Brand
Found: Treasure Isle
Stats: Attack +176
Sells For: 23400 Coins
Effect: Randomly unleashes "Purgatory".

-------------------------------------------------------------------------------

Gaia Blade*
Found: -
Stats: Attack +135
Sells For: 17000 Coins
Effect: Randomly unleashes "Titan Blade".

-------------------------------------------------------------------------------

Great Sword
Found: Contigo
Stats: Attack +90
Sells For: 7000 Coins
Effect: -

-------------------------------------------------------------------------------

Hestia Blade
Found: Lemuria
Stats: Attack +145
Sells For: 12900 Coins
Effect: Randomly unleashes "Crucible Fire".

-------------------------------------------------------------------------------

Huge Sword
Found: Forged from Golem Core
Stats: Attack +155
Sells For: 14000 Coins
Effect: Randomly unleashes "Heavy Divide".

-------------------------------------------------------------------------------

Levatine
Found: Forged from Mythril Silver
Stats: Attack +173
Sells For: 19700 Coins
Effect: Randomly unleashes "Radiant Fire".

-------------------------------------------------------------------------------

Lightning Sword
Found: Tundaria Tower
Stats: Attack +134
Sells For: 11400 Coins
Effect: Randomly unleashes "Flash Edge".

-------------------------------------------------------------------------------

Long Sword
Found: Daila
Stats: Attack +14
Sells For: 200 Coins
Effect: -

-------------------------------------------------------------------------------

Muramasa*
Found: N/A
Stats: Attack +126
Sells For: 13600 Coins
Effect: Cursed. Randomly unleashes "Demon Fire".

-------------------------------------------------------------------------------

Mythril Blade
Found: Forged from Mythril Silver
Stats: Attack +160
Sells For: 14600 Coins
Effect: Randomly unleashes "Lethe Albion".

-------------------------------------------------------------------------------

Robber's Blade
Found: Forged from Rusty Sword gotten at Aqua Rock
Stats: Attack +101
Sells For: 7600 Coins
Effect: Randomly unleashes "Shred".

-------------------------------------------------------------------------------

Rune Blade
Found: Magma Rock (Interior) (Dropped by Lesser Demon)
Stats: Attack +162
Sells For: 15000 Coins
Effect: Randomly unleashes "Void Beam".

-------------------------------------------------------------------------------

Shamshir
Found: Izumo
Stats: Attack +99
Sells For: 10000 Coins
Effect: Randomly unleashes "Acid Bath".

-------------------------------------------------------------------------------

Silver Blade
Found: Shaman Village
Stats: Attack +108
Sells For: 9000 Coins
Effect: Randomly unleashes "Aqua Sock".

-------------------------------------------------------------------------------

Sol Blade
Found: Mars Lighthouse
Stats: Attack +200
Sells For: 31200 Coins
Effect: Randomly unleashes "Meggido".

-------------------------------------------------------------------------------

Soul Brand
Found: Forged from Rusty Sword gotten at the Western Sea
Stats: Attack +141
Sells For: 11600 Coins
Effect: Randomly unleashes "Soul Shatter".

-------------------------------------------------------------------------------

Storm Brand
Found: Air's Rock (Exterior)
Stats: Attack +60
Sells For: 3900 Coins
Effect: Randomly unleashes "Hurricane".

-------------------------------------------------------------------------------


------------
Light Blades
------------

Equippable By: Felix, Jenna, Piers, Isaac, Garet, Ivan

* = GS1 Weapon

*** = Dummied out


-------------------------------------------------------------------------------

Assassin Blade*
Found: N/A
Stats: Attack +90
Sells For: 7800 Coins
Effect: Randomly unleashes "Mortal Danger".

-------------------------------------------------------------------------------

Battle Rapier
Found: Naribwe
Stats: Attack +58
Sells For: 2900 Coins
Effect: -

-------------------------------------------------------------------------------

Bandit's Sword*
Found: -
Stats: Attack +12
Sells For: 700 Coins
Effect: Randomly unleashes "Rapid Smash".

-------------------------------------------------------------------------------

Burning Sword
Found: Forged from Salamander Tail
Stats: Attack +157
Sells For: 14600 Coins
Effect: Randomly unleashes "Blaze Rush".

-------------------------------------------------------------------------------

Corsair's Edge
Found: Forged from Rusty Sword gotten at Lemuria
Stats: Attack +90
Sells For: 6300 Coins
Effect: Randomly unleashes "Lunar Slash".

-------------------------------------------------------------------------------

Elven Rapier*
Found: -
Stats: Attack +44
Sells For: 2200 Coins
Effect: Randomly unleashes "Vorpal Slash".

-------------------------------------------------------------------------------

Hunter's Sword
Found: Alhafra
Stats: Attack +28
Sells For: 520 Coins
Effect: -

-------------------------------------------------------------------------------

Hypnos' Sword
Found: Garoh
Stats: Attack +49
Sells For: 2900 Coins
Effect: Randomly unleashes "Moon Air".

-------------------------------------------------------------------------------

Kikuichimonji*
Found: -
Stats: Attack +128
Sells For: 13400 Coins
Effect: Randomly unleashes "Asura".

-------------------------------------------------------------------------------

Machete***
Found: -
Stats: Attack +6
Sells For: 28 Coins
Effect: -

-------------------------------------------------------------------------------

Masamune
Found: Yallam
Stats: Attack +115
Sells For: 13400 Coins
Effect: Randomly unleashes "Rising Dragon".

-------------------------------------------------------------------------------

Master Rapier
Found: Contigo
Stats: Attack +86
Sells For: 6800 Coins
Effect: -

-------------------------------------------------------------------------------

Mist Sabre
Found: Aqua Rock (Exterior)
Stats: Attack +110
Sells For: 8600 Coins
Effect: Randomly unleashes "Searing Fog".

-------------------------------------------------------------------------------

Mystery Blade*
Found: -
Stats: Attack +85
Sells For: 6400 Coins
Effect: Randomly unleashes "Life Nourish".

-------------------------------------------------------------------------------

Ninja Blade
Found: Izumo
Stats: Attack +99
Sells For: 8800 Coins
Effect: Randomly unleashes "Cyclone Attack".

-------------------------------------------------------------------------------

Phaeton's Blade
Found: Jupiter Lighthouse
Stats: Attack +151
Sells For: 13600 Coins
Effect: Randomly unleashes "Light Surge".

-------------------------------------------------------------------------------

Pirate's Sabre
Found: Eastern Sea (near Tundaria Tower, wings required)
Stats: Attack +136
Sells For: 10600 Coins
Effect: Randomly unleashes "Scorpionfish".

-------------------------------------------------------------------------------

Pirate's Sword
Found: Osenia Cliffs
Stats: Attack +34
Sells For: 2000 Coins
Effect: Randomly unleashes "Dreamtide".

-------------------------------------------------------------------------------

Short Sword
Found: Daila
Stats: Attack +8
Sells For: 120 Coins
Effect: -

-------------------------------------------------------------------------------

Swift Sword
Found: Shaman Village
Stats: Attack +104, Wind +10
Sells For: 9400 Coins
Effect: Randomly unleashes "Sonic Smash".

-------------------------------------------------------------------------------

Sylph Rapier
Found: Forged from Sylph Feather
Stats: Attack +124
Sells For: 10100 Coins
Effect: Randomly unleashes "Mad Zephyr".

-------------------------------------------------------------------------------

Tisiphone Edge
Found: Islet Cave (Dropped from Cruel Dragon)
Stats: Attack +178
Sells For: 23000 Coins
Effect: Randomly unleashes "Vengeance".

-------------------------------------------------------------------------------


----
Axes
----

Equippable By: Felix, Piers, Isaac, Garet

* = GS1 Weapon


-------------------------------------------------------------------------------

Apollo's Axe
Found: Forged from Salamander Tail
Stats: Attack +158
Sells For: 15200 Coins
Effect: Randomly unleashes "Fire Burst".

-------------------------------------------------------------------------------

Battle Axe
Found: Madra
Stats: Attack +24
Sells For: 280 Coins
Effect: -

-------------------------------------------------------------------------------

Broad Axe
Found: Mikasalla
Stats: Attack +50
Sells For: 1400 Coins
Effect: -

-------------------------------------------------------------------------------

Burning Axe*
Found: -
Stats: Attack +84
Sells For: 7500 Coins
Effect: Randomly unleashes "Broil".

-------------------------------------------------------------------------------

Captain's Axe
Found: Forged from Rusty Axe gotten at the Eastern Sea
Stats: Attack +95
Sells For: 6800 Coins
Effect: Use this to raise your Defense.

-------------------------------------------------------------------------------

Demon Axe*
Found: -
Stats: Attack +132
Sells For: 16000 Coins
Effect: Cursed. Randomly unleashes "Poison Cloud".

-------------------------------------------------------------------------------

Disk Axe
Found: Kibombo Mountains
Stats: Attack +76
Sells For: 4700 Coins
Effect: Randomly unleashes "Power Drive".

-------------------------------------------------------------------------------

Dragon Axe
Found: Apojii Islands
Stats: Attack +100
Sells For: 10300 Coins
Effect: Randomly unleashes "Heat Mirage".

-------------------------------------------------------------------------------

Gaia's Axe
Found: Forged from Golem Core
Stats: Attack +163
Sells For: 16400 Coins
Effect: Randomly unleashes "Mother Earth".

-------------------------------------------------------------------------------

Giant Axe
Found: Dropped from Earth Golem
Stats: Attack +114
Sells For: 14000 Coins
Effect: Randomly unleashes "Meltdown".

-------------------------------------------------------------------------------

Great Axe
Found: Contigo
Stats: Attack +80
Sells For: 5200 Coins
Effect: -

-------------------------------------------------------------------------------

Mighty Axe
Found: Lemuria
Stats: Attack +142
Sells For: 11900 Coins
Effect: Randomly unleashes "Heat Shatter".

-------------------------------------------------------------------------------

Stellar Axe
Found: Forged from Orihalcon
Stats: Attack +171
Sells For: 19700 Coins
Effect: Randomly unleashes "Supernova".

-------------------------------------------------------------------------------

Tartarus Axe
Found: Ankohl Ruins (Dropped from Minotarus)
Stats: Attack +127
Sells For: 10800 Coins
Effect: Randomly unleashes "Vein Tap".

-------------------------------------------------------------------------------

Themis' Axe
Found: Dehkan Plateau
Stats: Attack +30
Sells For: 1900 Coins
Effect: Randomly unleashes "Stone Justice".

-------------------------------------------------------------------------------

Viking Axe
Found: Treasure Isle
Stats: Attack +137
Sells For: 11000 Coins
Effect: Randomly unleashes "Stun Bolt".

-------------------------------------------------------------------------------

Vulcan Axe*
Found: -
Stats: Attack +76
Sells For: 4600 Coins
Effect: Randomly unleashes "Barrage".

-------------------------------------------------------------------------------


-----
Maces
-----

Equippable By: Felix, Sheba, Piers, Isaac, Garet, Mia

* = GS1 Weapon


-------------------------------------------------------------------------------

Battle Mace
Found: Naribwe
Stats: Attack +56
Sells For: 2600 Coins
Effect: -

-------------------------------------------------------------------------------

Blessed Mace
Found: Dropped from Turtle Dragon
Stats: Attack +126
Sells For: 14500 Coins
Effect: -

-------------------------------------------------------------------------------

Blow Mace
Found: Yampi Desert
Stats: Attack +45
Sells For: 2800 Coins
Effect: Randomly unleashes "Boost Hack".

-------------------------------------------------------------------------------

Comet Mace
Found: Forged from Star Dust
Stats: Attack +105
Sells For: 8000 Coins
Effect: Randomly unleashes "Ice Crush".

-------------------------------------------------------------------------------

Demon Mace
Found: Forged from Rusty Mace gotten at Gaia Rock
Stats: Attack +115
Sells For: 9200 Coins
Effect: Randomly unleashes "Evil Eye".

-------------------------------------------------------------------------------

Grievous Mace*
Found: -
Stats: Attack +88
Sells For: 7000 Coins
Effect: Randomly unleashes "Terra Strike".

-------------------------------------------------------------------------------

Hagbone Mace
Found: Forged from Rusty Mace gotten at the Eastern Sea
Stats: Attack +108
Sells For: 8400 Coins
Effect: Randomly unleashes "Wyrd Curse".

-------------------------------------------------------------------------------

Heavy Mace
Found: Alhafra
Stats: Attack +26
Sells For: 500 Coins
Effect: -

-------------------------------------------------------------------------------

Mace
Found: Daila
Stats: Attack +6
Sells For: 80 Coins
Effect: -

-------------------------------------------------------------------------------

Righteous Mace
Found: Shaman Village
Stats: Attack +112
Sells For: 8400 Coins
Effect: Randomly unleashes "Blinding Smog". Restores 3 HP to the wielder on
        each turn.

-------------------------------------------------------------------------------

Rising Mace
Found: Jupiter Lighthouse (Dropped from Blue Dragon)
Stats: Attack +152
Sells For: 13900
Effect: Randomly unleashes "High Vitals".

-------------------------------------------------------------------------------

Thanatos Mace
Found: Tundaria Tower
Stats: Attack +125
Sells For: 10400 Coins
Effect: Randomly unleashes "Heartbreak".

-------------------------------------------------------------------------------

Tungsten Mace
Found: Forged from Golem Core
Stats: Attack +159
Sells For: 14700 Coins
Effect: Randomly unleashes "Hammersphere".

-------------------------------------------------------------------------------

War Mace
Found: Contigo
Stats: Attack +84
Sells For: 6200 Coins
Effect: -

-------------------------------------------------------------------------------

Wicked Mace*
Found: -
Stats: Attack +130
Sells For: 13800 Coins
Effect: Cursed. Randomly unleashes "Poison Death".

-------------------------------------------------------------------------------


------
Staves
------

Equippable By: Jenna, Sheba, Mia, Ivan

* = GS1 Weapon


-------------------------------------------------------------------------------

Angelic Ankh
Found: Apojii Islands
Stats: Attack +83
Sells For: 6400 Coins
Effect: Randomly unleashes "Life Leech".

-------------------------------------------------------------------------------

Atropos' Rod
Found: Yampi Desert Cave (Dropped from Fire Dragon)
Stats: Attack +169
Sells For: 18900 Coins
Effect: Randomly unleashes "Life Shear".

-------------------------------------------------------------------------------

Blessed Ankh
Found: Mikasalla
Stats: Attack +46
Sells For: 6400 Coins
Effect: Randomly unleashes "Psyphon Seal".

-------------------------------------------------------------------------------

Clotho's Distaff
Found: Mars Lighthouse (Dropped from Minos Warrior)
Stats: Attack +168
Sells For: 17200 Coins
Effect: Use to restore 1000 HP.

-------------------------------------------------------------------------------

Cloud Wand
Found: Forged from Tear Stone
Stats: Attack +98
Sells For: 7000 Coins
Effect: Randomly unleashes "Stun Cloud".

-------------------------------------------------------------------------------

Crystal Rod
Found: Shaman Village
Stats: Attack +106
Sells For: 13400
Effect: Randomly unleashes "Drown".

-------------------------------------------------------------------------------

Demonic Staff
Found: Champa
Stats: Attack +92
Sells For: 10000 Coins
Effect: Randomly unleashes "Bad Omen".

-------------------------------------------------------------------------------

Dracomance
Found: Forged from Rusty Staff gotten at Islet Cave
Stats: Attack +128
Sells For: 10700 Coins
Effect: Randomly unleashes "Aging Gas".

-------------------------------------------------------------------------------

Fireman's Pole
Found: Lemuria
Stats: Attack +130
Sells For: 8200 Coins
Effect: Makes you resistant to all elements.

-------------------------------------------------------------------------------

Frost Wand
Found: Kibombo
Stats: Attack +76
Sells For: 5400 Coins
Effect: Randomly unleashes "Frost Bite".

-------------------------------------------------------------------------------

Glower Staff
Found: Forged from Rusty Staff gotten at the Shrine of the Sea God
Stats: Attack +126
Sells For: 10100
Effect: Randomly unleashes "Flash Force".

-------------------------------------------------------------------------------

Goblin's Rod
Found: Forged from Rusty Staff gotten at the Western Sea
Stats: Attack +134
Sells For: 9800 Coins
Effect: Randomly unleashes "Sargasso".

-------------------------------------------------------------------------------

Lachesis' Rule
Found: Anemos Sanctum (Dropped from Mad Demon)
Stats: Attack +177
Sells For: 21700 Coins
Effect: Randomly unleashes "Apocalypse".

-------------------------------------------------------------------------------

Magic Rod
Found: Madra
Stats: Attack +16
Sells For: 380 Coins
Effect: Randomly unleashes "Murk".

-------------------------------------------------------------------------------

Meditation Wand
Found: Jupiter Lighthouse
Stats: Attack +150
Sells For: 13400 Coins
Effect: Randomly unleashes "Nirvana".

-------------------------------------------------------------------------------

Nebula Wand
Found: Forged from Orihalcon
Stats: Attack +165
Sells For: 15200 Coins
Effect: Randomly unleashes "Reverse Star".

-------------------------------------------------------------------------------

Psynergy Rod
Found: Naribwe
Stats: Attack +64
Sells For: 3800 Coins
Effect: Randomly unleashes "Psynergy Leech".

-------------------------------------------------------------------------------

Salamander Rod
Found: Forged from Salamander Tail
Stats: Attack +156
Sells For: 14300 Coins
Effect: Randomly unleashes "Fire Dance".

-------------------------------------------------------------------------------

Shaman's Rod
Found: -
Stats: Attack +10
Sells For: -
Effect: -

-------------------------------------------------------------------------------

Staff of Anubis
Found: Gabomba Statue (Dropped by Red Demons)
Stats: Attack +83
Sells For: 5500 Coins
Effect: Randomly unleashes "Sarcophagus".

-------------------------------------------------------------------------------

Witch's Wand
Found: Garoh
Stats: Attack +32
Sells For: 850 Coins
Effect: Randomly unleashes "Stun Voltage".

-------------------------------------------------------------------------------

Wooden Stick
Found: Daila
Stats: Attack +4
Sells For: 40 Coins
Effect: -

-------------------------------------------------------------------------------

Zodiac Wand*
Found: -
Stats: Attack +102
Sells For: 11400
Effect: Randomly unleashes "Shining Star".

-------------------------------------------------------------------------------


============
VIII. Armor
============

In this section, I will list all of the armor in the game, along with info
about who can equip them and such.


-----
Armor
-----

Equippable By: Felix, Piers, Isaac, Garet

* = Linked game only


-------------------------------------------------------------------------------

Armored Shell
Found: Apojii Islands
Stats: Defense +30
Sells For: 3600 Coins
Effect: -

-------------------------------------------------------------------------------

Asura's Armor*
Found: -
Stats: Defense +42, Attack +5
Sells For: 15000 Coins
Effect: Recover 8 HP every turn.

-------------------------------------------------------------------------------

Chain Mail
Found: Kibombo
Stats: Defense +25
Sells For: 2000 Coins
Effect: -

-------------------------------------------------------------------------------

Chronos Mail
Found: Forged from Golem Core
Stats: Defense +47, HP +20
Sells For: 13100 Coins
Effect: -

-------------------------------------------------------------------------------

Demon Mail*
Found: -
Stats: Defense +50, Wind Resistance -10
Sells For: 17000 Coins
Effect: -

-------------------------------------------------------------------------------

Dragon Mail
Found: Forged from Dragon Skin
Stats: Defense +44, Water/Fire Resistance +15
Sells For: 9700 Coins
Effect: -

-------------------------------------------------------------------------------

Dragon Scales*
Found: -
Stats: Defense +44, Water/Fire Resistance +30
Sells For: 17000 Coins
Effect: -

-------------------------------------------------------------------------------

Erebus Armor
Found: Lemuria
Stats: Defense +43
Sells For: 9000 Coins
Effect: Recover 6 HP every turn.

-------------------------------------------------------------------------------

Ixion Mail
Found: Alhafran Cave
Stats: Defense +26, Water/Wind Resistance +20
Sells For: 1300 Coins
Effect: -

-------------------------------------------------------------------------------

Leather Armor
Found: Garoh
Stats: Defense +12
Sells For: 240 Coins
Effect: -

-------------------------------------------------------------------------------

Phantasmal Mail
Found: Izumo Ruins
Stats: Defense +38, Luck +7
Sells For: 5800 Coins
Effect: Use to cast Delusion onto a foe.

-------------------------------------------------------------------------------

Planet Armor
Found: Forged from Star Dust
Stats: Defense +36, All Element Power +10
Sells For: 4800 Coins
Effect: -

-------------------------------------------------------------------------------

Plate Mail
Found: Champa
Stats: Defense +33
Sells For: 4400 Coins
Effect: -

-------------------------------------------------------------------------------

Psynergy Armor
Found: Mikasalla
Stats: Defense +21, PP +20
Sells For: 1000 Coins
Effect: -

-------------------------------------------------------------------------------

Spiked Armor*
Found: -
Stats: Attack +10, Defense +34, Critical Hit rate increased
Sells For: 14000 Coins
Effect: -

-------------------------------------------------------------------------------

Spirit Armor*
Found: -
Stats: Defense +32, Resistance to All +15
Sells For: 4000	Coins
Effect: -

-------------------------------------------------------------------------------

Stealth Armor
Found: Forged from Dark Matter
Stats: Defense +36, Earth Resistance -10
Sells For: 14000 Coins
Effect: Cursed.

-------------------------------------------------------------------------------

Steel Armor
Found: Contigo
Stats: Defense +36
Sells For: 4900 Coins
Effect: -

-------------------------------------------------------------------------------

Valkyrie Mail
Found: Mars Lighthouse
Stats: Defense +53, Critical Hit rate increased
Sells For: 25500 Coins
Effect: -

-------------------------------------------------------------------------------

Xylion Mail
Found: Forged from Orihalcon
Stats: Attack +12, Defense +50
Sells For: 22500 Coins
Effect: -

-------------------------------------------------------------------------------


--------
Clothing
--------

Equippable By: Everyone

* = Linked game only


-------------------------------------------------------------------------------

Adept's Clothes
Found: Naribwe
Stats: Defense +18, PP +8
Sells For: 850 Coins
Effect: -

-------------------------------------------------------------------------------

Cotton Shirt
Found: Daila
Stats: Defense +3
Sells For: 20 Coins
Effect: -

-------------------------------------------------------------------------------

Elven Shirt*
Found: -
Stats: Defense +22, Agility 1.5x
Sells For: 1700 Coins
Effect: -

-------------------------------------------------------------------------------

Erinyes Tunic
Found: Jupiter Lighthouse
Stats: Attack +5, Defense +45, Critical Hit rate increased
Sells For: 10400 Coins
Effect: -

-------------------------------------------------------------------------------

Faery Vest
Found: Forged from Slyph Feather
Stats: Defense +38
Sells For: 5175 Coins
Effect: Use to recover 200 HP.

-------------------------------------------------------------------------------

Festival Coat
Found: Izumo
Stats: Defense +28, Luck +10
Sells For: 2800 Coins
Effect: -

-------------------------------------------------------------------------------

Floral Dress
Found: Lemuria
Stats: +38 Defense
Sells For: 6600 Coins
Effect: Use to cast Sleep onto a foe.

-------------------------------------------------------------------------------

Full Metal Vest
Found: Dehkan Plateau
Stats: +21 Defense
Sells For: 1100 Coins
Effect: -

-------------------------------------------------------------------------------

Fur Coat*
Found: -
Stats: Defense +16, Water Resistance +20
Sells For: 400 Coins
Effect: -

-------------------------------------------------------------------------------

Kimono*
Found: -
Stats: Defense +25, Agility +10, Fire Resistance +10
Sells For: 2800 Coins
Effect: -

-------------------------------------------------------------------------------

Mythril Clothes
Found: Forged from Mythril Silver
Stats: Defense +49, Critical Hit rate increased
Sells For: 11175 Coins
Effect: -

-------------------------------------------------------------------------------

Ninja Garb*
Found: -
Stats: Defense +36, Agility +30, Wind Resistance +10
Sells For: 6900 Coins
Effect: -

-------------------------------------------------------------------------------

Silver Vest
Found: Izumo
Stats: Defense +28
Sells For: 3200 Coins
Effect: -

-------------------------------------------------------------------------------

Storm Gear*
Found: -
Stats: Defense +42, Fire/Water/Wind Resistance +20
Sells For: 9800 Coins
Effect: -

-------------------------------------------------------------------------------

Triton's Ward
Found: Treasure Isle (Dropped from Ocean Dragon)
Stats: Defense +47, Water Power +30, Water Resistance +70
Sells For: 16200 Coins
Effect: -

-------------------------------------------------------------------------------

Travel Vest
Found: Madra
Stats: Defense +6
Sells For: 50 Coins
Effect: -

-------------------------------------------------------------------------------

Water Jacket*
Found: -
Stats: Defense +30, Water Resistance +30, Fire Resistance +20
Sells For: 3000 Coins
Effect: -

-------------------------------------------------------------------------------

Wild Coat
Found: Lemuria
Stats: Defense +37, Agility +40
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------


-----
Robes
-----

Equippable By: Jenna, Sheba, Ivan, Mia

* = Linked game only


-------------------------------------------------------------------------------

Aeolian Cassock
Found: Jupiter Lighthouse (Dropped by Wyvern)
Stats: Defense +46, Wind Power +15, Wind Resistance +50
Sells For: 11400 Coins
Effect: -

-------------------------------------------------------------------------------

Ardagh Robe
Found: Forged from Salamander Tail
Stats: Defense +44, Fire Power +20, Fire Resistance +40
Sells For: 9900 Coins
Effect: -

-------------------------------------------------------------------------------

Blessed Robe
Found: Champa
Stats: Defense +36
Sells For: 7000 Coins
Effect: Recover 5 HP with every turn.

-------------------------------------------------------------------------------

China Dress*
Found: -
Stats: Defense +19
Sells For: 1600 Coins
Effect: Use this to lower an enemy's Attack.

-------------------------------------------------------------------------------

Cocktail Dress*
Found: -
Stats: Defense +29, PP +15
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------

Dragon Robe
Found: Forged from Dragon Skin
Stats: Defense +42, Water/Fire Resistance +18
Sells For: 8900 Coins
Effect: -

-------------------------------------------------------------------------------

Feathered Robe*
Found: -
Stats: Defense +45, Agility +30, Wind Power +20, Wind Resistance +30
Sells For: 14000 Coins
Effect: -

-------------------------------------------------------------------------------

Iris Robe
Found: Treasure Isle
Stats: Defense +47, Luck +15, Fire Resistance +30
Sells For: 16600 Coins
Effect: Recover 12 PP with each turn.

-------------------------------------------------------------------------------

Jerkin
Found: Yallam
Stats: Defense +26
Sells For: 2400 Coins
Effect: -

-------------------------------------------------------------------------------

Magical Cassock
Found: Shaman Village
Stats: Defense +39
Sells For: 9000 Coins
Effect: Recover 2 PP with each turn.

-------------------------------------------------------------------------------

Muni Robe
Found: Ankohl Ruins
Stats: Defense +39
Sells For: 6300 Coins
Effect: Recover 10 HP with each turn.

-------------------------------------------------------------------------------

Mysterious Robe
Found: Prox
Stats: Defense +48
Sells For: 11000 Coins
Effect: Recover 20 HP and 10 PP with each turn.

-------------------------------------------------------------------------------

One-Piece Dress
Found: Daila
Stats: Defense +4
Sells For: 24 Coins
Effect: -

-------------------------------------------------------------------------------

Oracle's Robe*
Found: -
Stats: Defense +43, Water Resistance +40
Sells For: 13500 Coins
Effect: -

-------------------------------------------------------------------------------

Silk Robe
Found: Naribwe
Stats: Defense +20
Sells For: 1400 Coins
Effect: -

-------------------------------------------------------------------------------

Travel Robe
Found: Garoh
Stats: Defense +10
Sells For: 200 Coins
Effect: -

-------------------------------------------------------------------------------


-----
Helms
-----

Equippable By: Felix, Piers, Isaac, Garet

* = Linked game only


-------------------------------------------------------------------------------

Adept's Helm*
Found: -
Stats: Defense +29, 1.2x Max PP
Sells For: 3700 Coins
Effect: -

-------------------------------------------------------------------------------

Bronze Helm
Found: Mikasalla
Stats: Defense +14
Sells For: 600 Coins
Effect: -

-------------------------------------------------------------------------------

Dragon Helm
Found: Forged from Dragon Skin
Stats: Defense +42, Fire/Water Resistance +20
Sells For: 8900 Coins
Effect: -

-------------------------------------------------------------------------------

Fear Helm
Found: Forged from Dark Matter
Stats: Attack +10, Defense +48
Sells For: 12800 Coins
Effect: -

-------------------------------------------------------------------------------

Gloria Helm
Found: Mars Lighthouse (Dropped from Aka Manah)
Stats: Defense +49
Sells For: 13800 Coins
Effect: Recover 10 HP with each turn.

-------------------------------------------------------------------------------

Iron Helm
Found: Kibombo
Stats: Defense +20
Sells For: 1600 Coins
Effect: -

-------------------------------------------------------------------------------

Knight's Helm
Found: Contigo
Stats: Defense +33
Sells For: 4600 Coins
Effect: -

-------------------------------------------------------------------------------

Millenium Helm
Found: Forged from Orihalcon
Stats: Defense +45, HP +20
Sells For: 11400 Coins
Effect: -

-------------------------------------------------------------------------------

Minerva Helm
Found: Lemuria
Stats: Defense +43, PP +20
Sells For: 8700 Coins
Effect: -

-------------------------------------------------------------------------------

Mythril Helm
Found: Forged from Mythril Silver
Stats: Defense +44, Critical Hit rate increased
Sells For: 11400 Coins
Effect: -

-------------------------------------------------------------------------------

Open Helm
Found: Alhafra
Stats: Defense +9
Sells For: 180 Coins
Effect: -

-------------------------------------------------------------------------------

Silver Helm
Found: Champa
Stats: Defense +30
Sells For: 3900 Coins
Effect: -

-------------------------------------------------------------------------------

Steel Helm
Found: Apojii Islands
Stats: Defense +27
Sells For: 3100 Coins
Effect: -

-------------------------------------------------------------------------------

Viking Helm
Found: Champa
Stats: Defense +30, Water Resistance +30
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------

Warrior's Helm*
Found: -
Stats: Defense +35, Earth Power +10, Critical Hit rate increased
Sells For: 10000 Coins
Effect: -

-------------------------------------------------------------------------------


----
Hats
----

Equippable By: Everyone

* = Linked game only


-------------------------------------------------------------------------------

Alastar's Hood
Found: Mars Lighthouse
Stats: Defense +47
Sells For: 11800 Coins
Effect: Use this to inflict Haunt onto an enemy.

-------------------------------------------------------------------------------

Crown of Glory
Found: Lemuria
Stats: Defense +40
Sells For: 7400 Coins
Effect: Recover 8 HP with each turn.

-------------------------------------------------------------------------------

Floating Cap
Found: Forged from Sylph Feather
Stats: Defense +34, 1.2x Luck, Wind Resistance +20
Sells For: 5700 Coins
Effect: -

-------------------------------------------------------------------------------

Hiotoko Mask
Found: Magma Rock (Dropped from Little Death)
Stats: Defense +33
Sells For: 6600 Coins
Effect: Unleashes "Fire Breath" if a male character has it equipped.

-------------------------------------------------------------------------------

Jeweled Crown
Found: Contigo
Stats: Defense +35, Luck +5
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------

Leather Cap
Found: Daila
Stats: Defense +3
Sells For: 30 Coins
Effect: -

-------------------------------------------------------------------------------

Lucky Cap*
Found: -
Stats: Defense +33, Critical Hit rate increased
Sells For: 5200 Coins
Effect: Recover 2 PP with each turn.

-------------------------------------------------------------------------------

Lure Cap*
Found: -
Stats: Defense +20
Sells For: 3000 Coins
Effect: Increases rate of random encounters.

-------------------------------------------------------------------------------

Mail Cap
Found: Yallam
Stats: Defense +23
Sells For: 2000 Coins
Effect: -

-------------------------------------------------------------------------------

Ninja Hood*
Found: -
Stats: Defense +28, Agility +20
Sells For: 2800 Coins
Effect: -

-------------------------------------------------------------------------------

Nurse Cap
Found: Madra
Stats: Defense +18
Sells For: 1200 Coins
Effect: Use this to restore some HP.

-------------------------------------------------------------------------------

Otafuku Mask
Found: Dropped from Grassil
Stats: Defense +31
Sells For: 3900 Coins
Effect: Unleashes "Water Breath" if a female has it equipped.

-------------------------------------------------------------------------------

Prophet's Hat*
Found: -
Stats: Defense +30
Sells For: 4600 Coins
Effect: Use this to inflict Curse onto an enemy.

-------------------------------------------------------------------------------

Thorn Crown
Found: Naribwe
Stats: Attack +8, Defense +28
Sells For: 2475 Coins
Effect: -

-------------------------------------------------------------------------------

Thunder Crown*
Found: -
Stats: Defense +40
Sells For: 7500 Coins
Effect: Cursed. Recover 4 PP with each turn.

-------------------------------------------------------------------------------

Wooden Cap
Found: Garoh
Stats: Defense +10
Sells For: 400 Coins
Effect: -

-------------------------------------------------------------------------------


-------
Shields
-------

Equippable By: Felix, Piers, Isaac, Garet

* = Linked game only


-------------------------------------------------------------------------------

Aegis Shield
Found: Lemuria
Stats: Defense +41, Critical Hit rate increased
Sells For: 6700 Coins
Effect: -

-------------------------------------------------------------------------------

Bronze Shield
Found: Garoh
Stats: Defense +14
Sells For: 500 Coins
Effect: -

-------------------------------------------------------------------------------

Cosmos Shield
Found: Forged from Orihalcon
Stats: Defense +49, Resistance to All +20
Sells For: 12200 Coins
Effect: -

-------------------------------------------------------------------------------

Dragon Shield*
Found: -
Stats: Defense +26, Fire Resistance +30
Sells For: 2400 Coins
Effect: -

-------------------------------------------------------------------------------

Earth Shield*
Found: -
Stats: Defense +31, Earth Resistance +20
Sells For: 4100 Coins
Effect: -

-------------------------------------------------------------------------------

Flame Shield
Found: Forged from Salamander Tail
Stats: Defense +44, Fire Resistance +60
Sells For: 8600 Coins
Effect: -

-------------------------------------------------------------------------------

Fujin Shield
Found: Air's Rock (Exterior)
Stats: Defense +23, Wind Resistance +50
Sells For: 1400 Coins
Effect: -

-------------------------------------------------------------------------------

Iron Shield
Found: Naribwe
Stats: Defense +20
Sells For: 1200 Coins
Effect: -

-------------------------------------------------------------------------------

Knight's Shield
Found: Contigo
Stats: Defense +28
Sells For: 3000 Coins
Effect: -

-------------------------------------------------------------------------------

Luna Shield
Found: Forged from Star Dust
Stats: Defense +33, Earth Resistance +30
Sells For: 3900 Coins
Effect: -

-------------------------------------------------------------------------------

Mirrored Shield
Found: Contigo
Stats: Defense +39
Sells For: 5200 Coins
Effect: Use this to inflict Delusion onto an enemy.

-------------------------------------------------------------------------------

Terra Shield
Found: Forged from Dark Matter
Stats: Attack +5, Defense +48
Sells For: 11200 Coins
Effect: Cursed.

-------------------------------------------------------------------------------

Wooden Shield
Found: Daila
Stats: Defense +6
Sells For: 40 Coins
Effect: -

-------------------------------------------------------------------------------


--------
Circlets
--------

Equippable By: Jenna, Sheba, Ivan, Mia

* = Linked game only


-------------------------------------------------------------------------------

Astral Circlet
Found: Forged from Star Dust
Stats: Defense +32, PP +15
Sells For: 4600 Coins
Effect: -

-------------------------------------------------------------------------------

Berserker Band
Found: Islet Cave (Dropped from Druj)
Stats: Attack +15, Defense +46
Sells For: 13700 Coins
Effect: -

-------------------------------------------------------------------------------

Brilliant Circlet
Found: Lemuria
Stats: Defense +36, Luck +10
Sells For: 6100 Coins
Effect: -

-------------------------------------------------------------------------------

Circlet
Found: Madra
Stats: Defense +6
Sells For: 120 Coins
Effect: -

-------------------------------------------------------------------------------

Clarity Circlet
Found: Air's Rock (Interior)
Stats: Defense +21, Wind Power +15
Sells For: 1500 Coins
Effect: -

-------------------------------------------------------------------------------

Demon Circlet
Found: Forged from Dark Matter
Stats: Defense +50, Critical Hit rate increased, Evasion increased
Sells For: 11850 Coins
Effect: -

-------------------------------------------------------------------------------

Glittering Tiara*
Found: -
Stats: Defense +27
Sells For: 3600 Coins
Effect: Prevents Delusion when used.

-------------------------------------------------------------------------------

Guardian Circlet
Found: Apojii Islands
Stats: Defense +25
Sells For: 3400 Coins
Effect: -

-------------------------------------------------------------------------------

Mythril Circlet*
Found: -
Stats: Defense +34
Sells For: 7000 Coins
Effect: Recover 3 PP with each turn.

-------------------------------------------------------------------------------

Plantinum Circlet
Found: Contigo
Stats: Defense +29
Sells For: 4200 Coins
Effect: -

-------------------------------------------------------------------------------

Psychic Circlet
Found: Forged from Mythril Silver
Stats: Defense +39
Sells For: 8800 Coins
Effect: Recover 12 PP with each turn.

-------------------------------------------------------------------------------

Pure Circlet
Found: Forged from Tear Stone
Stats: Defense +29, Water Power +20
Sells For: 3700 Coins
Effect: -

-------------------------------------------------------------------------------

Silver Circlet
Found: Naribwe
Stats: Defense +16
Sells For: 1300 Coins
Effect: -

-------------------------------------------------------------------------------


------
Gloves
------

Equippable By: Everyone

* = Linked game only


-------------------------------------------------------------------------------

Aerial Gloves
Found: Forged from Sylph Feather
Stats: Defense +37, Agility +30, Wind Power +20
Sells For: 5400 Coins
Effect: -

-------------------------------------------------------------------------------

Aura Gloves*
Found: -
Stats: Defense +36
Sells For: 6500 Coins
Effect: Boosts resistance to all elements when used.

-------------------------------------------------------------------------------

Battle Gloves*
Found: -
Stats: Attack +8, Defense +26
Sells For: 2100 Coins
Effect: -

-------------------------------------------------------------------------------

Big Bang Gloves
Found: Forged from Orihalcon
Stats: Defense +47, Fire Power +40
Sells For: 10200 Coins
Effect: -

-------------------------------------------------------------------------------

Crafted Gloves
Found: Lemuria
Stats: Attack +5, Defense +35
Sells For: 4600 Coins
Effect: -

-------------------------------------------------------------------------------

Gauntlets
Found: Kibombo
Stats: Defense +23
Sells For: 1600 Coins
Effect: -

-------------------------------------------------------------------------------

Leather Gloves
Found: Alhafra
Stats: Defense +10
Sells For: 220 Coins
Effect: -

-------------------------------------------------------------------------------

Padded Gloves
Found: Daila
Stats: Defense +2
Sells For: 10 Coins
Effect: -

-------------------------------------------------------------------------------

Riot Gloves
Found: Yampi Desert Cave (Dropped from Mino Knight)
Stats: Attack +15, Defense +45, Critical Hit rate increased
Sells For: 10400 Coins
Effect: -

-------------------------------------------------------------------------------

Spirit Gloves*
Found: -
Stats: Defense +34, PP +20, Resistance to All
Sells For: 7200 Coins
Effect: -

-------------------------------------------------------------------------------

Titan Gloves
Found: Forged from Golem Core
Stats: Defense +43, HP +30
Sells For: 8100 Coins
Effect: -

-------------------------------------------------------------------------------

Vambrace*
Found: -
Stats: Attack +5, Defense +27
Sells For: 1800 Coins
Effect: -

-------------------------------------------------------------------------------

War Gloves
Found: Izumo
Stats: Attack +10, Defense +32
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------


-------
Armlets
-------

Equippable By: Jenna, Sheba, Ivan, Mia

* = Linked game only


-------------------------------------------------------------------------------

Armlet
Found: Mikasalla
Stats: Defense +17
Sells For: 900 Coins
Effect: -

-------------------------------------------------------------------------------

Bone Armlet
Found: Gabomba Statue
Stats: Defense +30
Sells For: 2250 Coins
Effect: Use this to inflict Haunt onto an enemy.

-------------------------------------------------------------------------------

Clear Bracelet
Found: Forged from Tear Stone
Stats: Defense +31, Water Power +25
Sells For: 3500 Coins
Effect: -

-------------------------------------------------------------------------------

Guardian Armlet*
Found: -
Stats: Defense +27
Sells For: 2600 Coins
Effect: Use this to restore all HP/PP to one party member.

-------------------------------------------------------------------------------

Heavy Armlet
Found: Yallam
Stats: Defense +25
Sells For: 2000 Coins
Effect: -

-------------------------------------------------------------------------------

Jester's Armlet
Found: Treasure Isle
Stats: Defense +39, PP +30
Sells For: 5100 Coins
Effect: -

-------------------------------------------------------------------------------

Leather Armlet
Found: Madra
Stats: Defense +7
Sells For: 180 Coins
Effect: -

-------------------------------------------------------------------------------

Leda's Bracelet
Found: Lemuria
Stats: Defense +38, Wind Power +30
Sells For: 5800 Coins
Effect: -

-------------------------------------------------------------------------------

Mythril Armlet
Found: Forged from Mythril Silver
Stats: Defense +46, Critical Hit rate increased
Sells For: 9700 Coins
Effect: -

-------------------------------------------------------------------------------

Silver Armlet
Found: Champa
Stats: Defense +30
Sells For: 4000 Coins
Effect: -

-------------------------------------------------------------------------------

Spirit Armlet
Found: Loho
Stats: Defense +38, Earth/Water Power +10
Sells For: 9000 Coins
Effect: Use this to cure all status ailments.

-------------------------------------------------------------------------------

Virtuous Armlet*
Found: -
Stats: Defense +35, Fire/Wind Power +10
Sells For: 7000 Coins
Effect: Recovers 100 HP when used.

-------------------------------------------------------------------------------


================
IX. Accessories
================

In this section, I will list all of the accessories in the game, along with
info about who can equip them and such.


-----------
Undershirts
-----------

Equippable By: Everyone

* = Linked game only

*** = Dummied out


-------------------------------------------------------------------------------

Casual Shirt***
Found: -
Stats: Defense +3
Sells For: 50 Coins
Effect: Recover 5 HP with each turn.

-------------------------------------------------------------------------------

Divine Camisole***
Found: -
Stats: Defense +10, Luck +5
Sells For: 2700 Coins
Effect: -

-------------------------------------------------------------------------------

Golden Shirt*
Found: Shaman Village Cave (defeat Navampa, Azart, and Satrage)
Stats: Defense +12, HP +10
Sells For: 2400 Coins
Effect: -

-------------------------------------------------------------------------------

Herbed Shirt***
Found: -
Stats: Defense +7
Sells For: 1900 Coins
Effect: Use this to lower an enemy's defense.

-------------------------------------------------------------------------------

Mythril Shirt
Found: Contigo (slot game)
Stats: Defense +10, HP +5
Sells For: 2900 Coins
Effect: -

-------------------------------------------------------------------------------

Running Shirt
Found: Contigo (slot game)
Stats: Defense +1, Agility +15
Sells For: 400 Coins
Effect: -

-------------------------------------------------------------------------------

Silk Shirt
Found: Contigo (slot game)
Stats: Defense +6, Luck +1 (females only)
Sells For: 1800 Coins
Effect: -

-------------------------------------------------------------------------------


-----
Boots
-----

Equippable By: Everyone

* = Linked game only

*** = Dummied out


-------------------------------------------------------------------------------

Dragon Boots
Found: Forged from Dragon Skin
Stats: Defense +13, Earth/Fire/Water Resistance +10
Sells For: 4200 Coins
Effect: -

-------------------------------------------------------------------------------

Fur Boots
Found: Contigo (slot game)
Stats: Defense +2, Water Resistance +15
Sells For: 1200 Coins
Effect: -

-------------------------------------------------------------------------------

Golden Boots*
Found: World Map (outside Madra, defeat the bandits after meeting Karst)
Stats: Defense +15, Agility +30
Sells For: 4400 Coins
Effect: -

-------------------------------------------------------------------------------

Hyper Boots
Found: Contigo (slot game)
Stats: Defense +4, Critical Hit rate increased
Sells For: 2400 Coins
Effect: -

-------------------------------------------------------------------------------

Knight's Greave***
Found: -
Stats: Defense +8, HP +5
Sells For: 2700 Coins
Effect: -

-------------------------------------------------------------------------------

Leather Boots
Found: Madra
Stats: Defense +6
Sells For: 270 Coins
Effect: -

-------------------------------------------------------------------------------

Ninja Sandals***
Found: -
Stats: Defense +5, Critical Hit rate increased
Sells For: 2000 Coins
Effect: -

-------------------------------------------------------------------------------

Quick Boots
Found: Contigo (slot game)
Stats: Defense +3, Agility +20
Sells For: 2100 Coins
Effect: -

-------------------------------------------------------------------------------

Safety Boots
Found: Garoh
Stats: Defense +12, Agility 0.7x
Sells For: 700 Coins
Effect: -

-------------------------------------------------------------------------------

Silver Greave***
Found: -
Stats: Defense +11, Luck +4
Sells For: 3800 Coins
Effect: -

-------------------------------------------------------------------------------

Turtle Boots
Found: Islet Cave
Stats: Defense +3, Agility 0.5x
Sells For: 600 Coins
Effect: -

-------------------------------------------------------------------------------


-----
Rings
-----

Equippable By: Everyone

* = Linked game only

*** = Dummied out


-------------------------------------------------------------------------------

Adept Ring
Found: Contigo (slot game)
Stats: -
Sells For: 3100 Coins
Effect: Use this to restore 7 PP.

-------------------------------------------------------------------------------

Aroma Ring***
Found: -
Stats: -
Sells For: 2300 Coins
Effect: Use this to restore 100 HP to everyone.

-------------------------------------------------------------------------------

Cleric's Ring*
Found: -
Stats: -
Sells For: 6400 Coins
Effect: Nullifies the effect of the Curse status.

-------------------------------------------------------------------------------

Fairy's Ring*
Found: -
Stats: -
Sells For: 2900 Coins
Effect: Use this to restore all HP/PP to a single party member.

-------------------------------------------------------------------------------

Golden Ring*
Found: Champa
Stats: -
Sells For: 4000 Coins
Effect: Use this to boost your resistance to all elements.

-------------------------------------------------------------------------------

Guardian Ring
Found: Yampi Desert
Stats: Defense +4, HP +20
Sells For: 1700 Coins
Effect: -

-------------------------------------------------------------------------------

Healing Ring
Found: Dropped from Nightmare
Stats: -
Sells For: 800 Coins
Effect: Use this to restore 70 HP.

-------------------------------------------------------------------------------

Rainbow Ring***
Found: -
Stats: -
Sells For: 900 Coins
Effect: Use this to inflict Delusion onto an enemy.

-------------------------------------------------------------------------------

Sleep Ring
Found: Contigo (slot game)
Stats: -
Sells For: 1400 Coins
Effect: Use this to inflict Sleep onto an enemy.

-------------------------------------------------------------------------------

Soul Ring***
Found: -
Stats: -
Sells For: 1800 Coins
Effect: Use this to revive a fallen ally.

-------------------------------------------------------------------------------

Spirit Ring
Found: Forged from Tear Stone
Stats: -
Sells For: 3600 Coins
Effect: Use this to restore 160 HP to the whole party.

-------------------------------------------------------------------------------

Stardust Ring
Found: Forged from Star Dust
Stats: -
Sells For: 3600 Coins
Effect: Use this to seal a foe's Psynergy.

-------------------------------------------------------------------------------

Unicorn Ring
Found: Aqua Rock (Interior) (Dropped from Sea Dragon)
Stats: -
Sells For: 1100 Coins
Effect: Use this to cure Poison.

-------------------------------------------------------------------------------

War Ring
Found: Contigo (slot game)
Stats: -
Sells For: 2600 Coins
Effect: Use this to increase a party member's Attack.

-------------------------------------------------------------------------------


=========
X. Djinn
=========

In this section, I will list all of the Djinn in the game, along with info
about how to find them and such. Djinn are basically small animals that have
mysterious powers, and they're the things that give you Psynergy in the game.
They're scattered in various places throughout the game, and some you'll even
have to battle before they'll join you. Each time you use a Djinni, it goes
into Standby mode, where you'll have to either set it back outside of a battle
or use a summon before you'll get it back. The more Djinn you use in a battle,
the better summons you'll be able to use. Once you use a summon, the Djinn have
to rest for a set amount of turns before they're set back to your party
members. Then, you can use them and summon again.

New to The Lost Age is the addition of Combo Tablets. They're shining tablets
found in non-obvious locations in the game, and when you examine one, you're
granted a new summon. You will be told how much Djinn need to be on Standby in
order for you to use it. There are quite a few summon tablets in the game.
Also, Djinn that have to be fought to be obtained (there are even some on the
world map) might run away in battle. If this happens, exit and re-enter the
area and the Djinni will have returned. If you're on the world map, just walk
around until you encounter the Djinni again.


-----
Venus
-----

* = This Djinni is only obtainable if you missed a Venus Djinni in GS1


-------------------------------------------------------------------------------

Echo
Found: World Map
Description: Attack with a double strike.

How To Find: You will find this one instantly upon exiting Daila. Even if you
             keep refusing it, it'll join you.

-------------------------------------------------------------------------------

Iron
Found: World Map
Description: Bolster the party's defense.

How To Find: Head southwest from Madra and you'll reach a forest. Walk around
             in the forest until you find it in a random encounter, then defeat
             it and it will join.

-------------------------------------------------------------------------------

Steel
Found: Gabomba Statue
Description: Siphon a foe's HP with a kiss.

How To Find: When you have the gears rotating in the opposite direction, go
             back to the room with two pink gears. Get on the westernmost one
             and you'll fall down to a Venus Djinni. Walk your way over to it,
             past the gears. You'll have to fight this one to get it.

-------------------------------------------------------------------------------

Mud
Found: Gabomba Catacombs
Description: Slow a foe with sticky mud.

How To Find: In the first level of the catacombs, head to the western part of
             the area and use Cyclone to blow away the weeds. You'll be carried
             down a teleporter where the Venus Djinni is. This one requires a
             battle as well.

-------------------------------------------------------------------------------

Flower
Found: Taopo Swamp
Description: Refresh allies and restore HP.

How To Find: Inside the cave, use Move to push a wooden pillar over a hole,
             which will cause the Venus Djinni to be pushed down to the lower
             level. Make your way over to where it was, and have the air jet to
             the right of the one the Venus Djinni was at push you down. Jump
             over to the western platform to reach it, but you'll have to fight
             it to get it.

-------------------------------------------------------------------------------

Meld
Found: Islet Cave
Description: Launch a powerful team strike.

How To Find: You will find this one across the water in one of the rooms of the
             cave. Use the logs in the water to roll your way over to him. You
             will have to battle.

-------------------------------------------------------------------------------

Petra
Found: World Map
Description: Turn a foe to stone.

How To Find: Sail to the northern part of Hesperia (northwestern continent),
             and disembark at the beach there. Go all the way east until the
             sandy path ends, then head south there. Walk around here until
             you encounter the Djinni in a battle.

-------------------------------------------------------------------------------

Salt
Found: Contigo
Description: Restore allies' stats to normal.

How To Find: When you enter the town, head east and you'll come to a formation
             of weeds, with one open spot in the center. Use "Scoop" on said
             spot and you will find the Venus Djinni.

-------------------------------------------------------------------------------

Geode
Found: Atteka Inlet
Description: Strike with a clod of earth.

How To Find: After the reunion in Contigo, go to the second area of the Atteka
             Inlet and head to the southwest corner. You will find a rock. Use
             "Lift" on it, then blow away the weeds with Cyclone. You'll then
             find it.

-------------------------------------------------------------------------------

Mold
Found: Prox
Description: Strike a foe.

How To Find: Slide your way up to the second area of the village, and you'll
             bump into the Venus Djinni. It'll slide all the way into a wall
             and be covered in a mound of snow. Slide up there and use "Scoop"
             to dig it out, then it will join you.

-------------------------------------------------------------------------------

Crystal
Found: Yampi Desert Cave
Description: Restore HP to all allies.

How To Find: Near the Valukar's chamber, you'll come to a patch of sand where
             you'll see something moving about inside. Study its patterns and
             stand in a spot you know it will pop out at (you'll have to set
             Scoop to L or R). Use "Scoop" immediately when it pops in front of
             you to dig it up. It will fight you before joining.

-------------------------------------------------------------------------------

GS1 Venus Djinni*
Found: Treasure Isle
Description: -

How To Find: You will find this one on your way to the Star Magician.

-------------------------------------------------------------------------------


----
Mars
----

* = This Djinni is only obtainable if you missed a Mars Djinni in GS1


-------------------------------------------------------------------------------

Cannon
Found: Dehkan Plateau
Description: Strike with the power of Mars.

How To Find: During your wild goose chase with the persist Djinni, you'll
             eventually come to a room with two pillars. Use "Pound" on the
             westernmost pillar, then climb up and fight the Mars Djinni.

-------------------------------------------------------------------------------

Spark
Found: Mikasalla
Description: Revive an ally with cheers of support.

How To Find: Go to the southwestern corner of the town and you'll find a sheep.
             Use "Scoop" in this spot in several places until you uncover a
             ladder. Climb down and you'll be underground, so follow the path
             and eventually you'll reach it.

-------------------------------------------------------------------------------

Kindle
Found: Gondowan Cliffs
Description: Increases all allies' attack.

How To Find: Climb your way across the mountain, and if you take the correct
             path, you'll eventually run into Kindle. See the Walkthrough for a
             more percise explanation.

-------------------------------------------------------------------------------

Char
Found: Madra
Description: Paralyze foes with a strong blow.

How To Find: First, you must get the Healing Fungus from the Gondowan Cliffs.
             Once you have that, go back to Madra and head into the mushroom
             guy's house and give him the Healing Fungus. In exchange for it,
             he gives you Char.

-------------------------------------------------------------------------------

Reflux
Found: Tundaria Tower
Description: Counter an enemy's attack.

How To Find: In one room of the Tundaria Tower, you have to slide across a
             sheet of ice which has a Mars Djinni on it. If you slide in a
             certain order (see the Walkthrough), you'll knock it over to the
             solid ground at the eastern end of the room, but it will not join
             without a fight.

-------------------------------------------------------------------------------

Coal
Found: Izumo
Description: Rally your allies to boost agility.

How To Find: Once you defeat the Serpent at the Gaia Rock's interior, go back
             to Izumo and give Uzume the Dancing Idol. She'll give you Coal in
             return for it.

-------------------------------------------------------------------------------

Tinder
Found: Hesperia Settlement
Description: Revive a downed ally.

How To Find: Head to the top of the settlement and you'll soon reach a sprout.
             Use Growth on it and solve the small puzzle, then you'll be able
             to climb your way over to this Mars Djinni.

-------------------------------------------------------------------------------

Core
Found: World Map
Description: Strike through an enemy's defense.

How To Find: Sail to the Atteka continent (the southwesternmost one), then sail
             to the westernmost beach and disembark there. Follow the path
             northeast-ish and you'll come to a big forest. Encounter some
             enemies in this forest until you find Core.

-------------------------------------------------------------------------------

Shine
Found: Contigo
Description: Dazzle foes and strike decisively.

How To Find: After you get Isaac and co., head to the northwestern part of the
             village and you'll see a stump. It's west of the building where
             Isaac and the others joined your party. Use "Force" on that stump
             and out comes a Mars Djinni.

-------------------------------------------------------------------------------

Fury
Found: Magma Rock (Interior)
Description: Call wandering souls to attack.

How To Find: There is a room where you'll find a Mars Djinni all the way in the
             corner. To reach it, the lava needs to be drained. Refer to the
             Walkthrough for a more detailed explanation.

-------------------------------------------------------------------------------

Fugue
Found: Mars Lighthouse
Description: Fatigue foes to drop PP.

How To Find: After defeating the two Flame Dragons (Agatio and Karst), you'll
             have to place the Mars Star into the big dragon's mouth to heat up
             the lighthouse. After you do that, go back to the very first room
             and use "Blaze" on the valve at the western side of the room. An
             ice wall will crack. Go up to it and use "Burst" on it to blow it
             up, then continue into the following room and you'll encounter the
             Djinni soon enough.

-------------------------------------------------------------------------------

GS1 Mars Djinni*
Found: Magma Rock (Interior)
Description: -

How To Find: In the room where the first floodgate is, you'll find the Mars
             Djinni near said floodgate.

-------------------------------------------------------------------------------


-------
Jupiter
-------

* = This Djinni is only obtainable if you missed a Jupiter Djinni in GS1


-------------------------------------------------------------------------------

Breath
Found: Shrine of the Sea God
Description: Restore HP quickly.

How To Find: During your first visit to the Shrine of the Sea God, you'll find
             a Jupiter Djinni which you'll have to chase down. Eventually, you
             will be in a room with a stone wall and a torch. Push the torch up
             into the gap in the stone wall, then lure the Jupiter Djinni up to
             the wall. It will be forced to stop by the flame. You will have to
             fight it to obtain it.

-------------------------------------------------------------------------------

Ether
Found: Garoh
Description: Focus will to restore PP.

How To Find: After you get Reveal from Air's Rock, go to Garoh and use Reveal
             by the big rock in the village area, at the northeastern end.
             Enter the rock and make your way to Master Maha's chamber. After
             talking to him, he'll give you the Jupiter Djinni, Ether.

-------------------------------------------------------------------------------

Blitz
Found: Yampi Desert
Description: Numb a foe with a lightning strike.

How To Find: In a certain area of the desert, there are a bunch of pillars
             everywhere that you have to use "Pound" on. If you Pound the
             correct ones, you can climb up a wall and hop your way across the
             pillars to the Jupiter Djinni (see the Walkthrough for a more
             detailed explanation). You have to fight it.

-------------------------------------------------------------------------------

Waft
Found: Kibombo Mountains
Description: Calm a foe with soothing scents.

How To Find: Enter the mountains from the back, then go south and hop across
             the stone in the water. Go up two flights of stairs, then go south
             and you'll find a puddle. Freeze it, then jump across it and use
             Growth at the sprout you'll come to. You'll eventually encounter
             Waft, whom you'll have to fight.

-------------------------------------------------------------------------------

Wheeze
Found: World Map
Description: Poison a foe as you strike.

How To Find: When you reach the Tundaria Tower, head southwest and follow that
             path south a bit. Walk around here and eventually, you should
             encounter the Jupiter Djinni.

-------------------------------------------------------------------------------

Haze
Found: Apojii Islands
Description: Hide away to avoid damage.

How To Find: Once you get Sand, go to the southwestern part of the Apojii
             Islands, where the beach is. Use "Sand' and move all the way to
             the right, then unburrow from the sand and follow the path to the
             Gaia Falls. You'll have to go through a cave to reach the Djinni.
             See the Walkthrough for more information.

-------------------------------------------------------------------------------

Aroma
Found: Shaman Village
Description: Restore everyone's PP.

How To Find: Enter Chief Moapa's house and head downstairs, then take the exit
             and you'll be outside. Use "Lash" on the rope there to connect it,
             then climb it up and follow the path to another area, where you
             will find the Jupiter Djinni.

-------------------------------------------------------------------------------

Whorl
Found: Jupiter Lighthouse
Description: Take a deep breath and strike!

How To Find: In one room of the lighthouse, you have to push some blocks in to
             bring power to Hover Pads. Solve the puzzle until you can float
             over to the bottom part of the northwestern platform, then land on
             it and fight Whorl.

-------------------------------------------------------------------------------

Gasp
Found: Trial Road
Description: Call the Grim Reaper on your foes.

How To Find: Go to the very top of Trial Road after getting Hover. Get on the
             left side and use "Hover" on the pad to float over to the left,
             where you'll find a cave. Enter it and follow the path to an
             outside area. Go southeast and use Reveal by the pond there, then
             hop to the stone in the pond to confuse the Djinni. You can now
             attack it.

-------------------------------------------------------------------------------

Lull
Found: Loho
Description: Negotiate a temporary cease-fire.

How To Find: After going through the Magma Rock, place the Magma Ball in the
             cannon in the village to blow up the big wall. Follow the new path
             and climb up, then follow the path until you reach the Djinni on
             top of a roof.

-------------------------------------------------------------------------------

Gale
Found: Treasure Isle
Description: Blast enemies with a wind strike.

How To Find: There is a room in the dungeon with lots of boulders you can use
             "Lift" on. You must lift them in a certain order to trap the
             Jupiter Djinni, allowing you to fight it. See the Side Quests
             section for more information.

-------------------------------------------------------------------------------

GS1 Jupiter Djinni*
Found: SW Atteka Islet
Description: -

How To Find: After pushing the wooden box on the island left two times, use
             "Lift" on the boulder and hop your way over to the Djinni.

-------------------------------------------------------------------------------


-------
Mercury
-------

* = This Djinni is only obtainable if you missed a Mercury Djinni in GS1


-------------------------------------------------------------------------------

Fog
Found: Kandorean Temple
Description: Blind an enemy with fog.

How To Find: In almost the last room of the temple, you'll probably notice a
             rope. Come back when you get the Lash Pebble, then use "Lash" on
             it to connect it. This leads to the Mercury Djinni, which you will
             have to battle.

-------------------------------------------------------------------------------

Sour
Found: World Map
Description: Reduce a foe's resistance.

How To Find: Head northeast of Mikasalla and follow the path to a dark forest.
             Somewhere in the forest, you should encounter a Mercury Djinni
             sooner or later.

-------------------------------------------------------------------------------

Chill
Found: World Map
Description: Strike to reduce a foe's Defense.

How To Find: On the southern end of the Gondowan continent (middle one), you
             will find a forest where this Djinni lurks.

-------------------------------------------------------------------------------

Spring
Found: Piers comes with it
Description: Restore HP with healing herbs.	

How To Find: -

-------------------------------------------------------------------------------

Shade
Found: Piers comes with it
Description: Create a watery shield.

How To Find: -

-------------------------------------------------------------------------------

Steam
Found: Aqua Rock (Interior)
Description: Increase all allies' elemental strength.

How To Find: After getting Parch, head to the room east of the one where the
             Aquarius Stone is, and follow the path until you find a statue
             spewing out water. Use "Parch" on it to drain it, causing the
             river below to dry up. Get down to said river and head all the way
             north, where a Mercury Djinni awaits. You have to fight it. Also,
             this Djinni really boosts your elemental resistance, not strength.

-------------------------------------------------------------------------------

Rime
Found: Ancient Lemuria
Description: Seal a foe's Psynergy.

How To Find: Once you visit King Hydros' palace and get the Grind Stone, get
             back on your boat and sail to the western end of the watery area.
             Use "Grind" on the big rock there, then follow that path to an
             ancient area of Lemuria. Go to the southwestern corner where you
             will see a lone weed behind a wall. Use "Cyclone" to blow it away,
             revealing a Mercury Djinni. Use Tremor on the statue it escapes
             into and it'll join you.

-------------------------------------------------------------------------------

Eddy
Found: Shaman Village Cave
Description: Speed up Djinn recover time.

How To Find: In the second room of the cave, there are boulders you can lift up
             by using "Lift". Once Isaac and co. join your team, solve the
             puzzle in the cave until you can reach the Mercury Djinni, who
             will fight you. See the Walkthrough for more info.

-------------------------------------------------------------------------------

Gel
Found: Kalt Island
Description: Weaken a foe's Attack.

How To Find: Slide across the icy river in this order: left, down, right, up,
             left, up, right, up, left, up, right, up, left, down, and left to
             reach a Lash rope. Use "Lash" on it and climb across, then follow
             the path to reach Gel.

-------------------------------------------------------------------------------

Balm
Found: Mars Lighthouse
Description: Revive all downed allies.

How To Find: In the room where you must slide across the ice to reach the exit,
             use "Move" on the dragon statue to the left from the entrance, and
             push it. Slide across the ice in this order: down, left, down,
             left, up, right, up, left, down, left, and down. You will reach
             the Mercury Djinni, which you'll need to fight.

-------------------------------------------------------------------------------

Serac
Found: Islet Cave
Description: Strike a chilling finishing blow.

How To Find: In the second hallway before you reach the Sentinel, go to the
             very end of it and use Tremor on the statue there. This one is
             pretty hard to get; you have to be exactly in the correct spot or
             you won't be able to budge it. It can get frustrating, but just
             try different positions until the Djinni falls out. It will fight
             before joining.

-------------------------------------------------------------------------------

GS1 Mercury Djinni*
Found: Prox
Description: -

How To Find: In the second area of the village, there is a lone house with two
             people inside that speaks of Felix's parents. Inside that house,
             you'll find a Mercury Djinni.

-------------------------------------------------------------------------------


======================
XI. Character Classes
======================

Ever notice how as you level up or if you change your Djinn around, your class
for that character changes? This affects your stats, along with the spells you
will learn. By switching around some of your Djinn, you'll get a different
class and learn other spells, but more often than not your character will suck
even worse if you do that. There are so many character classes in the game,
which will be listed below, along with the Psynergy each character will get.
You'll need to put on a certain amount of Djinn to get a specific class. Take
note that they need to be active, and I will list the Psynergy that the
characters will learn altogether. There are also some classes that can only be
gotten by using certain items.


-------------------------------------------------------------------------------


-------------
Felix & Isaac
-------------

Original Class: Squire


+++++++
+Venus+
+++++++


------
Squire
------

Djinn Required: 0-1 Venus


============
Stats Raised
============

HP: 110%
PP: 80%
Attack: 110%
Defense: 100%
Agility: 110%


------
Knight
------

Djinn Required: 2-3 Venus


============
Stats Raised
============

HP: 130%
PP: 90%
Attack: 120%
Defense: 110%
Agility: 120%


================================
Spells Learned (Squire & Knight)
================================

Level 1 - Cure
Level 2 - Quake
Level 4 - Earthquake
Level 6 - Spire
Level 10 - Cure Well
Level 13 - Ragnarok
Level 14 - Quake Sphere
Level 20 - Clay Spire
Level 26 - Potent Cure
Level 42 - Stone Spire


-------
Gallant
-------

Djinn Required: 4-5 Venus


============
Stats Raised
============

HP: 150%
Attack: 130%
Defense: 120%
Agility: 130%


==============
Spells Learned
==============

Level 1 - Cure
Level 2 - Quake
Level 4 - Earthquake
Level 6 - Spire
Level 7 - Gaia
Level 10 - Cure Well
Level 13 - Ragnarok
Level 14 - Quake Sphere
Level 19 - Revive
Level 20 - Clay Spire
Level 24 - Mother Gaia
Level 26 - Potent Cure
Level 42 - Stone Spire
Level 54 - Grand Gaia


----
Lord
----

Djinn Required: 6-7 Venus


============
Stats Raised
============

HP: 170%
PP: 110%
Attack: 140%
Defense: 130%
Agility: 140%


------
Slayer
------

Djinn Required: 8-9 Venus


============
Stats Raised
============

HP: 190%
PP: 120%
Attack: 150%
Defense: 140%
Agility: 150%


==============================
Spells Learned (Lord & Slayer)
==============================

Level 1 - Cure
Level 2 - Quake
Level 4 - Earthquake
Level 6 - Spire
Level 7 - Gaia
Level 10 - Cure Well
Level 13 - Odyssey (upgraded from Ragnarok as a Lord)
Level 14 - Quake Sphere
Level 19 - Revive
Level 20 - Clay Spire
Level 24 - Mother Gaia
Level 26 - Potent Cure
Level 42 - Stone Spire
Level 54 - Grand Gaia


-------------------------------------------------------------------------------


++++++
+Mars+
++++++


-----
Brute
-----

Djinn Required: 1 Mars


============
Stats Raised
============

PP: 70%
Attack: 120%
Defense: 90%
Agility: 110%
Luck: 70%


-------
Ruffian
-------

Djinn Required: 2-3 Mars


============
Stats Raised
============

HP: 120%
PP: 80%
Attack: 130%
Agility: 120%
Luck: 70%


================================
Spells Learned (Brute & Ruffian)
================================

Level 1 - Growth
Level 6 - Blast
Level 12 - Mad Growth
Level 13 - Planet Diver
Level 16 - Nova
Level 17 - Haunt
Level 24 - Curse
Level 28 - Wild Growth
Level 29 - Condemn
Level 40 - Supernova


------
Savage
------

Djinn Required: 4 Mars


============
Stats Raised
============

HP: 140%
PP: 90%
Attack: 140%
Defense: 110%
Agility: 130%
Luck: 70%


---------
Barbarian
---------

Djinn Required: 5-9 Mars


============
Stats Raised
============

HP: 160%
Attack: 150%
Defense: 120%
Agility: 140%
Luck: 70%


===================================
Spells Learned (Savage & Barbarian)
===================================

Level 1 - Growth
Level 6 - Blast
Level 7 - Spire
Level 9 - Impair
Level 12 - Mad Growth
Level 13 - Planet Diver
Level 16 - Nova
Level 17 - Haunt
Level 19 - Revive
Level 20 - Clay Spire
Level 23 - Debilitate
Level 24 - Curse
Level 28 - Wild Growth
Level 29 - Condemn
Level 40 - Supernova
Level 42 - Stone Spire


---------
Berserker
---------

Djinn Required: 1 Venus, 6-8 Mars


============
Stats Raised
============

HP: 180%
PP: 110%
Attack: 160%
Defense: 130%
Agility: 150%
Luck: 70%


----------
Chaos Lord
----------

Djinn Required: 2 Venus, 7 Mars


============
Stats Raised
============

HP: 200%
PP: 120%
Attack: 170%
Defense: 140%
Agility: 160%
Luck: 70%


=======================================
Spells Learned (Berserker & Chaos Lord)
=======================================

Level 1 - Growth
Level 6 - Blast
Level 7 - Spire
Level 9 - Impair
Level 12 - Mad Growth
Level 13 - Planetary (upgraded from Planet Diver as a Berserker)
Level 16 - Nova
Level 17 - Haunt
Level 19 - Revive
Level 20 - Clay Spire
Level 23 - Debilitate
Level 24 - Curse
Level 28 - Wild Growth
Level 29 - Condemn
Level 40 - Supernova
Level 42 - Stone Spire


-------------------------------------------------------------------------------


+++++++++
+Jupiter+
+++++++++


----------
Apprentice
----------

Djinn Required: 1 Jupiter


============
Stats Raised
============

PP: 120%
Attack: 110%
Agility: 120%
Luck: 90%


-----------
Illusionist
-----------

Djinn Required: 2-3 Jupiter


============
Stats Raised
============

HP: 120%
PP: 130%
Attack: 120%
Defense: 110%
Agility: 130%
Luck: 90%


=========================================
Spells Learned (Apprentice & Illusionist)
=========================================

Level 1 - Delude
Level 6 - Gaia
Level 9 - Weaken
Level 11 - Astral Blast
Level 14 - Sleep
Level 17 - Haunt
Level 24 - Mother Gaia
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 54 - Grand Gaia


---------
Enchanter
---------

Djinn Required: 4-5 Jupiter


============
Stats Raised
============

HP: 140%
PP: 140%
Attack: 140%
Defense: 120%
Agility: 140%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Delude
Level 5 - Impact
Level 6 - Ward
Level 6 - Gaia
Level 9 - Weaken
Level 11 - Astral Blast
Level 14 - Sleep
Level 17 - Haunt
Level 21 - High Impact
Level 22 - Resist
Level 24 - Mother Gaia
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 54 - Grand Gaia


--------
Conjurer
--------

Djinn Required: 2-3 Venus, 6 Jupiter


============
Stats Raised
============

HP: 170%
PP: 160%
Attack: 150%
Defense: 130%
Agility: 150%
Luck: 90%


---------
War Adept
---------

Djinn Required: 2 Venus, 7 Jupiter


============
Stats Raised
============

HP: 190%
PP: 170%
Attack: 160%
Defense: 140%
Agility: 170%
Luck: 90%


=====================================
Spells Learned (Conjurer & War Adept)
=====================================

Level 1 - Delude
Level 5 - Impact
Level 6 - Ward
Level 6 - Gaia
Level 9 - Weaken
Level 11 - Thunder Mine (upgraded from Astral Blast as a Conjurer)
Level 14 - Sleep
Level 17 - Haunt
Level 21 - High Impact
Level 22 - Resist
Level 24 - Mother Gaia
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 54 - Grand Gaia


------
Shaman
------

Djinn Required: 6-9 Jupiter


============
Stats Raised
============

HP: 120%
PP: 150%
Attack: 110%
Defense: 110%
Agility: 130%


-----
Druid
-----

Djinn Required: 1 Venus, 6-8 Jupiter


============
Stats Raised
============

HP: 150%
PP: 170%
Attack: 130%
Defense: 130%
Agility: 140%


===============================
Spells Learned (Shaman & Druid)
===============================

Level 1 - Cure
Level 2 - Bolt
Level 3 - Growth
Level 5 - Ward
Level 6 - Flash Bolt
Level 10 - Cure Well
Level 12 - Mad Growth
Level 18 - Bind
Level 19 - Revive
Level 22 - Blue Bolt
Level 23 - Resist
Level 26 - Potent Cure
Level 29 - Wild Growth
Level 31 - Drain
Level 39 - Psy Drain


-------------------------------------------------------------------------------


+++++++++
+Mercury+
+++++++++


---------
Swordsman
---------

Djinn Required: 1 Mercury


============
Stats Raised
============

PP: 90%
Attack: 110%
Defense: 110%
Agility: 90%
Luck: 120%


==============
Spells Learned
==============

Level 4 - Thorn
Level 5 - Cure Poison
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 14 - Briar
Level 19 - Revive
Level 30 - Break
Level 36 - Nettle


--------
Defender
--------

Djinn Required: 2-3 Mercury


============
Stats Raised
============

HP: 120%
Attack: 120%
Defense: 120%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 4 - Thorn
Level 6 - Avoid
Level 5 - Cure Poison
Level 10 - Mad Blast
Level 16 - Ply Well
Level 11 - Cutting Edge
Level 13 - Restore
Level 14 - Briar
Level 19 - Revive
Level 30 - Break
Level 34 - Pure Ply
Level 36 - Nettle


--------
Cavalier
--------

Djinn Required: 4-5 Mercury


============
Stats Raised
============

HP: 140%
PP: 110%
Attack: 130%
Defense: 130%
Agility: 110%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 4 - Thorn
Level 6 - Avoid
Level 8 - Wish
Level 5 - Cure Poison
Level 10 - Mad Blast
Level 16 - Ply Well
Level 11 - Cutting Edge
Level 13 - Restore
Level 14 - Briar
Level 19 - Revive
Level 22 - Wish Well
Level 30 - Break
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


--------
Guardian
--------

Djinn Required: 1-3 Venus, 6 Mercury


============
Stats Raised
============

HP: 170%
PP: 130%
Attack: 140%
Defense: 140%
Agility: 130%
Luck: 120%


---------
Protector
---------

Djinn Required: 2 Venus, 7 Mercury


============
Stats Raised
============

HP: 190%
PP: 140%
Attack: 160%
Defense: 150%
Agility: 130%
Luck: 120%


=====================================
Spells Learned (Guardian & Protector)
=====================================

Level 1 - Ply
Level 4 - Thorn
Level 6 - Avoid
Level 8 - Wish
Level 5 - Cure Poison
Level 10 - Mad Blast
Level 16 - Ply Well
Level 11 - Plume Edge (upgraded from Cutting Edge as a Guardian)
Level 13 - Restore
Level 14 - Briar
Level 19 - Revive
Level 22 - Wish Well
Level 30 - Break
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


------
Shaman
------

Djinn Required: 6-9 Mercury


============
Stats Raised
============

HP: 120%
PP: 150%
Attack: 110%
Defense: 110%
Agility: 130%


-----
Druid
-----

Djinn Required: 7-8 Mercury


============
Stats Raised
============

HP: 150%
PP: 170%
Attack: 140%
Defense: 130%
Agility: 140%


===============================
Spells Learned (Shaman & Druid)
===============================

Level 1 - Cure
Level 1 - Growth
Level 2 - Froth
Level 5 - Cure Poison
Level 8 - Wish
Level 10 - Cure Well
Level 12 - Mad Growth
Level 13 - Restore
Level 14 - Froth Sphere
Level 19 - Revive
Level 22 - Wish Well
Level 26 - Potent Cure
Level 28 - Wild Growth
Level 34 - Break
Level 40 - Froth Spiral
Level 46 - Pure Wish


-------------------------------------------------------------------------------


+++++++
+Other+
+++++++


-----
Ninja
-----

Djinn Required: 3 Mars, 3 Jupiter


============
Stats Raised
============

HP: 160%
PP: 140%
Attack: 150%
Defense: 120%
Agility: 170%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Gale
Level 4 - Punji
Level 6 - Fire Bomb
Level 7 - Mist
Level 8 - Thunderclap
Level 12 - Death Plunge
Level 15 - Punji Trap
Level 16 - Cluster Bomb
Level 18 - Typhoon
Level 21 - Shuriken
Level 26 - Thunderbolt
Level 31 - Annihilation
Level 36 - Punji Strike
Level 40 - Carpet Bomb
Level 44 - Hurricane
Level 50 - Thunderhead


--------
Disciple
--------

Djinn Required: 4 Mars, 4 Jupiter


============
Stats Raised
============

HP: 180%
PP: 150%
Attack: 160%
Defense: 130%
Agility: 180%
Luck: 90%


------
Master
------

Djinn Required: 4 Mars, 5 Jupiter


============
Stats Raised
============

HP: 200%
PP: 160%
Attack: 170%
Defense: 140%
Agility: 190%
Luck: 90%


==================================
Spells Learned (Disciple & Master)
==================================

Level 1 - Gale
Level 4 - Punji
Level 6 - Fire Bomb
Level 7 - Mist
Level 8 - Thunderclap
Level 12 - Death Leap (upgraded from Death Plunge as a Disciple)
Level 15 - Punji Trap
Level 16 - Cluster Bomb
Level 18 - Typhoon
Level 21 - Shuriken
Level 26 - Thunderbolt
Level 31 - Annihilation
Level 36 - Punji Strike
Level 40 - Carpet Bomb
Level 44 - Hurricane
Level 50 - Thunderhead


-------
Samurai
-------

Djinn Required: 4 Mars, 3 Jupiter


============
Stats Raised
============

HP: 190%
PP: 130%
Attack: 150%
Defense: 140%
Agility: 140%
Luck: 95%


==============
Spells Learned
==============

Level 3 - Guardian
Level 5 - Demon Spear
Level 6 - Rockfall
Level 8 - Lava Shower
Level 10 - Magic Shell
Level 12 - Dragon Cloud
Level 15 - Protector
Level 18 - Demon Night
Level 21 - Angel Spear
Level 22 - Molten Bath
Level 24 - Rockslide
Level 27 - Magic Shield
Level 33 - Helm Splitter
Level 40 - Quick Strike
Level 48 - Magma Storm
Level 54 - Avalanche


-----
Ronin
-----

Djinn Required: 5 Mars, 4 Jupiter


============
Stats Raised
============

HP: 190%
PP: 140%
Attack: 160%
Defense: 150%
Agility: 150%
Luck: 95%


==============
Spells Learned
==============

Level 3 - Guardian
Level 5 - Demon Spear
Level 6 - Rockfall
Level 8 - Lava Shower
Level 10 - Magic Shell
Level 12 - Epicenter (upgraded from Dragon Cloud as a Ronin)
Level 15 - Protector
Level 18 - Thorny Grave (upgraded from Demon Night as a Ronin)
Level 21 - Angel Spear
Level 22 - Molten Bath
Level 24 - Rockslide
Level 27 - Magic Shield
Level 33 - Skull Splitter (upgraded from Helm Splitter as a Ronin)
Level 40 - Quick Strike
Level 48 - Magma Storm
Level 54 - Avalanche


-------
Dragoon
-------

Djinn Required: 3 Mars, 3-4 Mercury


============
Stats Raised
============

HP: 160%
PP: 130%
Attack: 140%
Defense: 140%
Agility: 110%
Luck: 120%


==============
Spells Learned
==============

Level 2 - Blast
Level 4 - Thorn
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 16 - Ply Well
Level 17 - Briar
Level 22 - Wish Well
Level 27 - Fiery Blast
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


-------
Templar
-------

Djinn Required: 4 Mars, 4 Mercury


============
Stats Raised
============

HP: 180%
PP: 140%
Attack: 150%
Defense: 150%
Agility: 120%
Luck: 120%


-------
Paladin
-------

Djinn Required: 4 Mars, 5 Mercury


============
Stats Raised
============

HP: 200%
PP: 150%
Attack: 160%
Defense: 160%
Agility: 130%
Luck: 120%


==================================
Spells Learned (Templar & Paladin)
==================================

Level 2 - Blast
Level 4 - Thorn
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Plume Edge (upgraded from Cutting Edge as a Templar)
Level 13 - Restore
Level 16 - Ply Well
Level 17 - Briar
Level 22 - Wish Well
Level 27 - Fiery Blast
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


-------------------------------------------------------------------------------


-------------
Jenna & Garet
-------------

Original Class: Flame User (Jenna)
                Guard      (Garet)


+++++++
+Venus+
+++++++


-----
Brute
-----

Djinn Required: 1 Venus


============
Stats Raised
============

PP: 70%
Attack: 120%
Defense: 90%
Agility: 110%
Luck: 70%


-------
Ruffian
-------

Djinn Required: 2-3 Mars


============
Stats Raised
============

HP: 120%
PP: 80%
Attack: 130%
Agility: 120%
Luck: 70%


================================
Spells Learned (Brute & Ruffian)
================================

Level 1 - Growth
Level 6 - Blast
Level 12 - Mad Growth
Level 13 - Planet Diver
Level 16 - Nova
Level 17 - Haunt
Level 24 - Curse
Level 28 - Wild Growth
Level 29 - Condemn
Level 40 - Supernova

------
Savage
------

Djinn Required: 4 Mars


============
Stats Raised
============

HP: 140%
PP: 90%
Attack: 140%
Defense: 110%
Agility: 130%
Luck: 70%


---------
Barbarian
---------

Djinn Required: 5-9 Mars


============
Stats Raised
============

HP: 160%
Attack: 150%
Defense: 120%
Agility: 140%
Luck: 70%


===================================
Spells Learned (Savage & Barbarian)
===================================

Level 1 - Growth
Level 6 - Blast
Level 7 - Spire
Level 9 - Impair
Level 12 - Mad Growth
Level 13 - Planet Diver
Level 16 - Nova
Level 17 - Haunt
Level 19 - Revive
Level 20 - Clay Spire
Level 23 - Debilitate
Level 24 - Curse
Level 28 - Wild Growth
Level 29 - Condemn
Level 40 - Supernova
Level 42 - Stone Spire


---------
Berserker
---------

Djinn Required: 1 Venus, 6-8 Mars


============
Stats Raised
============

HP: 180%
PP: 110%
Attack: 160%
Defense: 130%
Agility: 150%
Luck: 70%


----------
Chaos Lord
----------

Djinn Required: 2 Venus, 7 Mars


============
Stats Raised
============

HP: 200%
PP: 120%
Attack: 170%
Defense: 140%
Agility: 160%
Luck: 70%


=======================================
Spells Learned (Berserker & Chaos Lord)
=======================================

Level 1 - Growth
Level 6 - Blast
Level 7 - Spire
Level 9 - Impair
Level 12 - Mad Growth
Level 13 - Planetary (upgraded from Planet Diver as a Berserker)
Level 16 - Nova
Level 17 - Haunt
Level 19 - Revive
Level 20 - Clay Spire
Level 23 - Debilitate
Level 24 - Curse
Level 28 - Wild Growth
Level 29 - Condemn
Level 40 - Supernova
Level 42 - Stone Spire


-------------------------------------------------------------------------------


++++++++++++++
+Mars (Jenna)+
++++++++++++++


----------
Flame User
----------

Djinn Required: 0-1 Mars


============
Stats Raised
============

PP: 120%
Agility: 120%
Luck: 90%


-----
Witch
-----

Djinn Required: 2-3 Mars


============
Stats Raised
============

HP: 110%
PP: 130%
Attack: 110%
Defense: 110%
Agility: 130%
Luck: 90%


===================================
Spells Learned (Flame User & Witch)
===================================

Level 1 - Flare
Level 5 - Fume
Level 6 - Flare Wall
Level 7 - Beam
Level 10 - Impair
Level 18 - Flare Storm
Level 21 - Cycle Beam
Level 23 - Debilitate
Level 26 - Serpent Fume
Level 41 - Searing Beam
Level 47 - Dragon Fume


---
Hex
---

Djinn Required: 4-5 Mars


============
Stats Raised
============

HP: 130%
PP: 140%
Attack: 120%
Defense: 120%
Agility: 140%
Luck: 90%


-----------
Fire Master
-----------

Djinn Required: 6-7 Mars

HP: 150%
PP: 150%
Attack: 130%
Defense: 130%
Agility: 150%
Luck: 90%


-------
Justice
-------

Djinn Required: 8-9 Mars


============
Stats Raised
============

HP: 170%
PP: 160%
Attack: 140%
Defense: 140%
Agility: 160%
Luck: 90%


============================================
Spells Learned (Hex, Fire Master, & Justice)
============================================

Level 1 - Flare
Level 5 - Fume
Level 6 - Flare Wall
Level 7 - Beam
Level 9 - Aura
Level 10 - Impair
Level 16 - Healing Aura
Level 18 - Flare Storm
Level 21 - Cycle Beam
Level 23 - Debilitate
Level 26 - Serpent Fume
Level 33 - Cool Aura
Level 41 - Searing Beam
Level 47 - Dragon Fume


-------------------------------------------------------------------------------


++++++++++++++
+Mars (Garet)+
++++++++++++++


-----
Guard
-----

Djinn Required: 0-1 Mars


============
Stats Raised
============

HP: 110%
PP: 80%
Defense: 110%
Agility: 70%


-------
Soldier
-------

Djinn Required: 2-3 Mars


============
Stats Raised
============

HP: 130%
PP: 90%
Attack: 110%
Defense: 120%
Agility: 80%


================================
Spells Learned (Guard & Soldier)
================================

Level 1 - Flare
Level 4 - Fire
Level 6 - Flare Wall
Level 8 - Volcano
Level 12 - Heat Wave
Level 14 - Fireball
Level 18 - Flare Storm
Level 22 - Eruption
Level 36 - Inferno
Level 48 - Pyroclasm


-------
Warrior
-------

Djinn Required: 4-5 Mars


============
Stats Raised
============

HP: 150%
Attack: 120%
Defense: 130%
Agility: 90%


==============
Spells Learned
==============

Level 1 - Flare
Level 3 - Guard
Level 4 - Fire
Level 6 - Flare Wall
Level 8 - Volcano
Level 9 - Impair
Level 12 - Heat Wave
Level 14 - Fireball
Level 15 - Protect
Level 18 - Flare Storm
Level 22 - Eruption
Level 26 - Debilitate
Level 36 - Inferno
Level 48 - Pyroclasm


--------
Champion
--------

Djinn Required: 6-7 Mars


============
Stats Raised
============

HP: 170%
PP: 110%
Attack: 130%
Defense: 140%


----
Hero
----

Djinn Required: 8-9 Mars


============
Stats Raised
============

HP: 190%
PP: 120%
Attack: 150%
Defense: 150%
Agility: 110%


================================
Spells Learned (Champion & Hero)
================================

Level 1 - Flare
Level 3 - Guard
Level 4 - Fire
Level 6 - Flare Wall
Level 8 - Volcano
Level 9 - Impair
Level 12 - Liquifier (upgraded from Heat Wave as a Champion)
Level 14 - Fireball
Level 15 - Protect
Level 18 - Flare Storm
Level 22 - Eruption
Level 26 - Debilitate
Level 36 - Inferno
Level 48 - Pyroclasm


-------------------------------------------------------------------------------


+++++++++
+Jupiter+
+++++++++


----
Page
----

Djinn Required: 1 Jupiter


============
Stats Raised
============

PP: 120%
Attack: 110%
Agility: 120%
Luck: 90%


-----------
Illusionist
-----------

Djinn Required: 2-3 Jupiter


============
Stats Raised
============

HP: 120%
PP: 130%
Attack: 120%
Defense: 110%
Agility: 130%
Luck: 90%


===================================
Spells Learned (Page & Illusionist)
===================================

Level 1 - Delude
Level 6 - Ward
Level 8 - Volcano
Level 9 - Weaken
Level 11 - Astral Blast
Level 14 - Sleep
Level 23 - Eruption
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 48 - Pyroclasm


---------
Enchanter
---------

Djinn Required: 4-5 Jupiter


============
Stats Raised
============

HP: 140%
PP: 140%
Attack: 140%
Defense: 120%
Agility: 140%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Delude
Level 3 - Guard
Level 5 - Impact
Level 6 - Ward
Level 8 - Volcano
Level 9 - Weaken
Level 11 - Astral Blast
Level 14 - Sleep
Level 15 - Protect
Level 21 - High Impact
Level 23 - Eruption
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 48 - Pyroclasm


--------
Conjurer
--------

Djinn Required: 1-3 Mars, 6 Jupiter


============
Stats Raised
============

HP: 170%
PP: 160%
Attack: 150%
Defense: 130%
Agility: 150%
Luck: 90%


---------
War Adept
---------

Djinn Required: 2 Mars, 7 Jupiter


============
Stats Raised
============

HP: 190%
PP: 170%
Attack: 160%
Defense: 140%
Agility: 170%
Luck: 90%


=====================================
Spells Learned (Conjurer & War Adept)
=====================================

Level 1 - Delude
Level 3 - Guard
Level 5 - Impact
Level 6 - Ward
Level 8 - Volcano
Level 9 - Weaken
Level 11 - Thunder Mine (upgraded from Astral Blast as a Conjurer)
Level 14 - Sleep
Level 15 - Protect
Level 21 - High Impact
Level 23 - Eruption
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 48 - Pyroclasm


-------
Ascetic
-------

Djinn Required: 6-9 Jupiter


============
Stats Raised
============

HP: 120%
PP: 140%
Attack: 120%
Defense: 120%
Agility: 140%
Luck: 120%


---------
Fire Monk
---------

Djinn Required: 1 Mars, 7 Jupiter


============
Stats Raised
============

HP: 160%
PP: 160%
Attack: 140%
Defense: 140%
Agility: 160%
Luck: 120%


====================================
Spells Learned (Ascetic & Fire Monk)
====================================

Level 1 - Slash
Level 6 - Ward
Level 8 - Volcano
Level 9 - Plasma
Level 10 - Wind Slash
Level 18 - Bind
Level 22 - Eruption
Level 24 - Resist
Level 26 - Shine Plasma
Level 30 - Sonic Slash
Level 33 - Drain
Level 41 - Psy Drain
Level 48 - Pyroclasm
Level 50 - Spark Plasma


-------------------------------------------------------------------------------


+++++++++
+Mercury+
+++++++++


---------
Swordsman
---------

Djinn Required: 1 Mercury


============
Stats Raised
============

PP: 90%
Attack: 110%
Defense: 110%
Agility: 90%
Luck: 120%


==============
Spells Learned
==============

Level 2 - Blast
Level 3 - Guard
Level 5 - Cure Poison
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 15 - Protect
Level 28 - Fiery Blast
Level 30 - Break


--------
Defender
--------

Djinn Required: 2-3 Mercury


============
Stats Raised
============

HP: 120%
Attack: 120%
Defense: 120%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 2 - Blast
Level 3 - Guard
Level 5 - Cure Poison
Level 6 - Avoid
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 16 - Ply Well
Level 15 - Protect
Level 28 - Fiery Blast
Level 30 - Break
Level 34 - Pure Ply


--------
Cavalier
--------

Djinn Required: 4-5 Mercury


============
Stats Raised
============

HP: 140%
PP: 110%
Attack: 130%
Defense: 130%
Agility: 110%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 2 - Blast
Level 3 - Guard
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 16 - Ply Well
Level 15 - Protect
Level 22 - Wish Well
Level 28 - Fiery Blast
Level 30 - Break
Level 34 - Pure Ply
Level 46 - Pure Wish


-------
Radiant
-------

Djinn Required: 2 Mars, 7 Mercury


============
Stats Raised
============

HP: 190%
PP: 140%
Attack: 150%
Defense: 150%
Agility: 140%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 2 - Blast
Level 3 - Guard
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Plume Edge (upgraded from Cutting Edge)
Level 13 - Restore
Level 16 - Ply Well
Level 15 - Protect
Level 22 - Wish Well
Level 28 - Fiery Blast
Level 30 - Break
Level 34 - Pure Ply
Level 46 - Pure Wish


-------
Ascetic
-------

Djinn Required: 6-9 Mercury


============
Stats Raised
============

HP: 120%
PP: 140%
Attack: 110%
Defense: 120%
Agility: 140%
Luck: 120%


--------
Luminier
--------

Djinn Required: 1-3 Mars, 6 Mercury


============
Stats Raised
============

HP: 170%
PP: 130%
Attack: 140%
Defense: 140%
Agility: 130%
Luck: 120%


----------
Water Monk
----------

Djinn Required: 1 Mars, 7 Mercury


============
Stats Raised
============

HP: 150%
PP: 160%
Attack: 130%
Defense: 140%
Agility: 160%
Luck: 120%


================================================
Spells Learned (Ascetic, Luminier, & Water Monk)
================================================

Level 1 - Douse
Level 5 - Cure Poison
Level 6 - Prism
Level 8 - Volcano
Level 9 - Wish
Level 12 - Drench
Level 13 - Restore
Level 20 - Hail Prism
Level 22 - Eruption
Level 24 - Wish Well
Level 30 - Deluge
Level 34 - Break
Level 46 - Pure Wish
Level 48 - Pyroclasm
Level 52 - Freeze Prism


-------------------------------------------------------------------------------


+++++++
+Other+
+++++++

-----
Ninja
-----

Djinn Required: 3 Mars, 3 Jupiter


============
Stats Raised
============

HP: 160%
PP: 140%
Attack: 150%
Defense: 120%
Agility: 170%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Gale
Level 4 - Punji
Level 6 - Fire Bomb
Level 7 - Mist
Level 8 - Thunderclap
Level 12 - Death Plunge
Level 15 - Punji Trap
Level 16 - Cluster Bomb
Level 18 - Typhoon
Level 21 - Shuriken
Level 26 - Thunderbolt
Level 31 - Annihilation
Level 36 - Punji Strike
Level 40 - Carpet Bomb
Level 44 - Hurricane
Level 50 - Thunderhead


--------
Disciple
--------

Djinn Required: 4 Mars, 4 Jupiter


============
Stats Raised
============

HP: 180%
PP: 150%
Attack: 160%
Defense: 130%
Agility: 180%
Luck: 90%


------
Master
------

Djinn Required: 4 Mars, 5 Jupiter


============
Stats Raised
============

HP: 200%
PP: 160%
Attack: 170%
Defense: 140%
Agility: 190%
Luck: 90%


==================================
Spells Learned (Disciple & Master)
==================================

Level 1 - Gale
Level 4 - Punji
Level 6 - Fire Bomb
Level 7 - Mist
Level 8 - Thunderclap
Level 12 - Death Leap (upgraded from Death Plunge as a Disciple)
Level 15 - Punji Trap
Level 16 - Cluster Bomb
Level 18 - Typhoon
Level 21 - Shuriken
Level 26 - Thunderbolt
Level 31 - Annihilation
Level 36 - Punji Strike
Level 40 - Carpet Bomb
Level 44 - Hurricane
Level 50 - Thunderhead


-------
Samurai
-------

Djinn Required: 4 Mars, 3 Jupiter


============
Stats Raised
============

HP: 190%
PP: 130%
Attack: 150%
Defense: 140%
Agility: 140%
Luck: 95%


==============
Spells Learned
==============

Level 3 - Guardian
Level 5 - Demon Spear
Level 6 - Rockfall
Level 8 - Lava Shower
Level 10 - Magic Shell
Level 12 - Dragon Cloud
Level 15 - Protector
Level 18 - Demon Night
Level 21 - Angel Spear
Level 22 - Molten Bath
Level 24 - Rockslide
Level 27 - Magic Shield
Level 33 - Helm Splitter
Level 40 - Quick Strike
Level 48 - Magma Storm
Level 54 - Avalanche


-----
Ronin
-----

Djinn Required: 5 Mars, 4 Jupiter


============
Stats Raised
============

HP: 190%
PP: 140%
Attack: 160%
Defense: 150%
Agility: 150%
Luck: 95%


==============
Spells Learned
==============

Level 3 - Guardian
Level 5 - Demon Spear
Level 6 - Rockfall
Level 8 - Lava Shower
Level 10 - Magic Shell
Level 12 - Epicenter (upgraded from Dragon Cloud as a Ronin)
Level 15 - Protector
Level 18 - Thorny Grave (upgraded from Demon Night as a Ronin)
Level 21 - Angel Spear
Level 22 - Molten Bath
Level 24 - Rockslide
Level 27 - Magic Shield
Level 33 - Skull Splitter (upgraded from Helm Splitter as a Ronin)
Level 40 - Quick Strike
Level 48 - Magma Storm
Level 54 - Avalanche


-------
Dragoon
-------

Djinn Required: 3 Mars, 3-4 Mercury


============
Stats Raised
============

HP: 160%
PP: 130%
Attack: 140%
Defense: 140%
Agility: 110%
Luck: 120%


==============
Spells Learned
==============

Level 2 - Blast
Level 4 - Thorn
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 16 - Ply Well
Level 17 - Briar
Level 22 - Wish Well
Level 27 - Fiery Blast
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


-------
Templar
-------

Djinn Required: 4 Mars, 4 Mercury


============
Stats Raised
============

HP: 180%
PP: 140%
Attack: 150%
Defense: 150%
Agility: 120%
Luck: 120%


-------
Paladin
-------

Djinn Required: 4 Mars, 5 Mercury


============
Stats Raised
============

HP: 200%
PP: 150%
Attack: 160%
Defense: 160%
Agility: 130%
Luck: 120%


==================================
Spells Learned (Templar & Paladin)
==================================

Level 2 - Blast
Level 4 - Thorn
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Plume Edge (upgraded from Cutting Edge as a Templar)
Level 13 - Restore
Level 16 - Ply Well
Level 17 - Briar
Level 22 - Wish Well
Level 27 - Fiery Blast
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


-------------------------------------------------------------------------------


------------
Sheba & Ivan
------------

Original Class: Wind Seer


+++++++
+Venus+
+++++++


----
Seer
----

Djinn Required: 1 Venus


============
Stats Raised
============

HP: 90%
PP: 130%
Attack: 90%
Defense: 90%
Agility: 110%


-------
Diviner
-------

Djinn Required: 2-3 Venus


============
Stats Raised
============

HP: 110%
PP: 140%
Agility: 120%


===============================
Spells Learned (Seer & Diviner)
===============================

Level 1 - Cure
Level 2 - Bolt
Level 3 - Growth
Level 6 - Flash Bolt
Level 10 - Cure Well
Level 12 - Mad Growth
Level 18 - Bind
Level 22 - Blue Bolt
Level 26 - Potent Cure
Level 29 - Wild Growth
Level 31 - Drain
Level 39 - Psy Drain


------
Shaman
------

Djinn Required: 4-5 Venus


============
Stats Raised
============

HP: 120%
PP: 150%
Attack: 110%
Defense: 110%
Agility: 130%


-----
Druid
-----

Djinn Required: 6 Venus, 1-3 Jupiter


============
Stats Raised
============

HP: 150%
PP: 170%
Attack: 130%
Defense: 130%
Agility: 160%
Luck: 90%


------
Oracle
------

Djinn Required: 7 Venus, 2 Jupiter


============
Stats Raised
============

HP: 170%
PP: 180%
Attack: 140%
Defense: 140%
Agility: 170%
Luck: 90%


========================================
Spells Learned (Shaman, Druid, & Oracle)
========================================

Level 1 - Cure
Level 2 - Bolt
Level 3 - Growth
Level 5 - Ward
Level 6 - Flash Bolt
Level 10 - Cure Well
Level 12 - Mad Growth
Level 18 - Bind
Level 19 - Revive
Level 22 - Blue Bolt
Level 23 - Resist
Level 26 - Potent Cure
Level 29 - Wild Growth
Level 31 - Drain
Level 39 - Psy Drain


---------
Enchanter
---------

Djinn Required: 6-9 Venus


============
Stats Raised
============

HP: 140%
PP: 140%
Attack: 130%
Defense: 120%
Agility: 140%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Delude
Level 5 - Impact
Level 6 - Gaia
Level 9 - Weaken
Level 11 - Astral Blast
Level 14 - Sleep
Level 17 - Haunt
Level 20 - Curse
Level 21 - High Impact
Level 22 - Resist
Level 24 - Mother Gaia
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 54 - Grand Gaia


--------
Conjurer
--------

Djinn Required: 7-8 Venus, 1 Jupiter


============
Stats Raised
============

HP: 170%
PP: 160%
Attack: 140%
Defense: 130%
Agility: 170%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Delude
Level 5 - Impact
Level 6 - Gaia
Level 9 - Weaken
Level 11 - Thunder Mine (upgraded from Astral Blast)
Level 14 - Sleep
Level 17 - Haunt
Level 20 - Curse
Level 21 - High Impact
Level 22 - Resist
Level 24 - Mother Gaia
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 54 - Grand Gaia


-------------------------------------------------------------------------------


++++++
+Mars+
++++++


-------
Pilgrim
-------

Djinn Required: 1 Mars


============
Stats Raised
============

HP: 90%
PP: 120%
Attack: 90%
Agility: 120%
Luck: 120%


--------
Wanderer
--------

Djinn Required: 2-3 Mars


============
Stats Raised
============

HP: 110%
PP: 130%
Defense: 110%
Agility: 130%
Luck: 120%


===================================
Spells Learned (Pilgrim & Wanderer)
===================================

Level 1 - Slash
Level 9 - Plasma
Level 10 - Wind Slash
Level 18 - Bind
Level 26 - Shine Plasma
Level 30 - Sonic Slash
Level 33 - Drain
Level 34 - Break
Level 41 - Psy Drain
Level 50 - Spark Plasma


-------
Ascetic
-------

Djinn Required: 4-5 Mars


============
Stats Raised
============

HP: 120%
PP: 140%
Attack: 110%
Defense: 120%
Agility: 140%
Luck: 120%


---------
Fire Monk
---------

Djinn Required: 6 Mars, 1-2 Jupiter


============
Stats Raised
============

HP: 150%
PP: 160%
Attack: 140%
Defense: 140%
Agility: 160%
Luck: 120%


----
Guru
----

Djinn Required: 7 Mars, 2 Jupiter


============
Stats Raised
============

HP: 170%
PP: 170%
Attack: 150%
Defense: 150%
Agility: 170%
Luck: 120%


===========================================
Spells Learned (Ascetic, Fire Monk, & Guru)
===========================================

Level 1 - Slash
Level 6 - Ward
Level 8 - Volcano
Level 9 - Plasma
Level 10 - Wind Slash
Level 18 - Bind
Level 22 - Eruption
Level 24 - Resist
Level 26 - Shine Plasma
Level 30 - Sonic Slash
Level 33 - Drain
Level 34 - Break
Level 41 - Psy Drain
Level 48 - Pyroclasm
Level 50 - Spark Plasma


---------
Enchanter
---------

Djinn Required: 6-9 Mars


============
Stats Raised
============

HP: 140%
PP: 140%
Attack: 130%
Defense: 120%
Agility: 140%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Delude
Level 3 - Guard
Level 5 - Impact
Level 6 - Ward
Level 8 - Volcano
Level 9 - Weaken
Level 11 - Astral Blast
Level 14 - Sleep
Level 15 - Protect
Level 21 - High Impact
Level 23 - Eruption
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 48 - Pyroclasm


--------
Conjurer
--------

Djinn Required: 7-8 Mars, 1 Jupiter


============
Stats Raised
============

HP: 170%
PP: 160%
Attack: 150%
Defense: 130%
Agility: 160%
Luck: 90%


==============
Spells Learned
==============

Level 1 - Delude
Level 3 - Guard
Level 5 - Impact
Level 6 - Ward
Level 8 - Volcano
Level 9 - Weaken
Level 11 - Thunder Mine (upgraded from Astral Blast)
Level 14 - Sleep
Level 15 - Protect
Level 21 - High Impact
Level 23 - Eruption
Level 25 - Enfeeble
Level 31 - Drain
Level 39 - Psy Drain
Level 48 - Pyroclasm


-------------------------------------------------------------------------------


+++++++++
+Jupiter+
+++++++++


---------
Wind Seer
---------

Djinn Required: 0-1 Jupiter


============
Stats Raised
============

HP: 80%
PP: 140%
Attack: 80%
Defense: 90%
Agility: 130%
Luck: 110%


==============
Spells Learned
==============

Level 1 - Whirlwind
Level 4 - Ray
Level 8 - Plasma
Level 12 - Sleep
Level 14 - Storm Ray
Level 17 - Bind
Level 18 - Tornado
Level 26 - Shine Plasma
Level 36 - Destruct Ray
Level 44 - Tempest
Level 50 - Spark Plasma


--------
Magician
--------

Djinn Required: 2-3 Jupiter


============
Stats Raised
============

HP: 90%
PP: 150%
Attack: 90%
Agility: 140%
Luck: 110%


==============
Spells Learned
==============

Level 1 - Whirlwind
Level 4 - Ray
Level 5 - Impact
Level 8 - Plasma
Level 12 - Sleep
Level 14 - Storm Ray
Level 17 - Bind
Level 18 - Tornado
Level 21 - High Impact
Level 26 - Shine Plasma
Level 36 - Destruct Ray
Level 44 - Tempest
Level 50 - Spark Plasma


----
Mage
----

Djinn Required: 4-5 Jupiter


============
Stats Raised
============

HP: 110%
PP: 160%
Defense: 110%
Agility: 150%
Luck: 110%


--------
Magister
--------

Djinn Required: 6-7 Jupiter


============
Stats Raised
============

HP: 130%
PP: 170%
Attack: 110%
Defense: 120%
Agility: 160%
Luck: 110%


--------
Sorcerer
--------

Djinn Required: 8-9 Jupiter


============
Stats Raised
============

HP: 150%
PP: 180%
Attack: 120%
Defense: 130%
Agility: 170%
Luck: 110%


===========================================
Spells Learned (Mage, Magister, & Sorcerer)
===========================================

Level 1 - Whirlwind
Level 4 - Ray
Level 5 - Impact
Level 6 - Ward
Level 8 - Plasma
Level 12 - Sleep
Level 14 - Storm Ray
Level 17 - Bind
Level 18 - Tornado
Level 21 - High Impact
Level 22 - Resist
Level 26 - Shine Plasma
Level 36 - Destruct Ray
Level 44 - Tempest
Level 50 - Spark Plasma


-------------------------------------------------------------------------------


+++++++++
+Mercury+
+++++++++


------
Hermit
------

Djinn Required: 1 Mercury


============
Stats Raised
============

HP: 80%
PP: 140%
Attack: 80%
Defense: 90%
Agility: 130%
Luck: 120%


-----
Elder
-----

Djinn Required: 2-3 Mercury


============
Stats Raised
============

HP: 90%
PP: 150%
Attack: 90%
Agility: 140%
Luck: 120%


===============================
Spells Learned (Hermit & Elder)
===============================

Level 1 - Impact
Level 6 - Prism
Level 8 - Plasma
Level 18 - Bind
Level 21 - High Impact
Level 22 - Hail Prism
Level 26 - Shine Plasma
Level 30 - Break
Level 31 - Drain
Level 39 - Psy Drain
Level 50 - Spark Plasma
Level 52 - Freeze Prism


-------
Scholar
-------

Djinn Required: 4 Mercury


============
Stats Raised
============

HP: 110%
PP: 160%
Defense: 110%
Agility: 150%
Luck: 120%


------
Savant
------

Djinn Required: 5-9 Mercury


============
Stats Raised
============

HP: 130%
PP: 170%
Attack: 110%
Defense: 120%
Agility: 160%
Luck: 120%


----
Sage
----

Djinn Required: 1-3 Jupiter, 6-8 Mercury


============
Stats Raised
============

HP: 150%
PP: 180%
Attack: 120%
Defense: 130%
Agility: 170%
Luck: 120%


------
Wizard
------

Djinn Required: 2 Jupiter, 7 Mercury


============
Stats Raised
============

HP: 180%
PP: 190%
Attack: 130%
Defense: 140%
Agility: 180%
Luck: 120%


================================================
Spells Learned (Scholar, Savant, Sage, & Wizard)
================================================

Level 1 - Impact
Level 6 - Prism
Level 8 - Plasma
Level 12 - Wish
Level 18 - Bind
Level 21 - High Impact
Level 22 - Hail Prism
Level 24 - Wish Well
Level 26 - Shine Plasma
Level 30 - Break
Level 31 - Drain
Level 39 - Psy Drain
Level 46 - Pure Wish
Level 50 - Spark Plasma
Level 52 - Freeze Prism


-------------------------------------------------------------------------------


+++++++
+Other+
+++++++


------
Medium
------

Djinn Required: 3 Venus, 3 Mercury


============
Stats Raised
============

HP: 130%
PP: 170%
Attack: 120%
Defense: 120%
Agility: 150%
Luck: 90%


--------
Conjurer
--------

Djinn Required: 4 Venus, 4 Mercury


============
Stats Raised
============

HP: 140%
PP: 160%
Attack: 120%
Defense: 130%
Agility: 160%
Luck: 90%


---------
Dark Mage
---------

Djinn Required: 5 Venus, 4 Mercury


============
Stats Raised
============

HP: 160%
PP: 170%
Attack: 130%
Defense: 140%
Agility: 170%
Luck: 90%


==============================================
Spells Learned (Medium, Conjurer, & Dark Mage)
==============================================

Level 1 - Cure
Level 2 - Froth
Level 2 - Bolt
Level 6 - Flash Bolt
Level 10 - Cure Well
Level 14 - Froth Sphere
Level 17 - Haunt
Level 19 - Revive
Level 20 - Curse
Level 22 - Blue Bolt
Level 26 - Potent Cure
Level 29 - Condemn
Level 31 - Drain
Level 36 - Psy Drain
Level 40 - Froth Spiral


----------
White Mage
----------

Djinn Required: 3 Venus, 4-6 Mercury


============
Stats Raised
============

HP: 150%
PP: 180%
Attack: 130%
Defense: 130%
Agility: 150%
Luck: 120%


---------
Pure Mage
---------

Djinn Required: 4 Venus, 5 Mercury


============
Stats Raised
============

HP: 180%
PP: 190%
Attack: 140%
Defense: 140%
Agility: 160%
Luck: 120%


=======================================
Spells Learned (White Mage & Pure Mage)
=======================================

Level 2 - Prism
Level 5 - Cure Poison
Level 6 - Ward
Level 8 - Plasma
Level 11 - Dull
Level 12 - Wish
Level 13 - Restore
Level 17 - Revive
Level 20 - Hail Prism
Level 24 - Wish Well
Level 26 - Shine Plasma
Level 31 - Resist
Level 37 - Blunt
Level 46 - Spark Plasma
Level 46 - Pure Wish
Level 52 - Freeze Prism


------
Ranger
------

Djinn Required: 3 Mars, 3-6 Mercury


============
Stats Raised
============

HP: 130%
PP: 160%
Attack: 120%
Defense: 120%
Agility: 160%
Luck: 120%


----
Bard
----

Djinn Required: 4 Mars, 4 Mercury


============
Stats Raised
============

HP: 150%
PP: 170%
Attack: 140%
Defense: 130%
Agility: 170%
Luck: 120%


-------
Warlock
-------

Djinn Required: 4 Mars, 5 Mercury


============
Stats Raised
============

HP: 170%
PP: 180%
Attack: 150%
Defense: 140%
Agility: 180%
Luck: 120%


========================================
Spells Learned (Ranger, Bard, & Warlock)
========================================

Level 1 - Douse
Level 1 - Slash
Level 6 - Ward
Level 8 - Volcano
Level 10 - Wind Slash
Level 12 - Drench
Level 18 - Bind
Level 22 - Eruption
Level 24 - Resist
Level 30 - Sonic Slash
Level 30 - Deluge
Level 33 - Drain
Level 34 - Break
Level 41 - Psy Drain
Level 48 - Pyroclasm


-------------------------------------------------------------------------------


-----------
Piers & Mia
-----------

Original Class: Mariner    (Piers)
                Water Seer (Mia)


+++++++
+Venus+
+++++++


----
Seer
----

Djinn Required: 1 Venus


============
Stats Raised
============

HP: 90%
PP: 130%
Attack: 90%
Defense: 90%
Agility: 110%


-------
Diviner
-------

Djinn Required: 2-3 Venus


============
Stats Raised
============

HP: 110%
PP: 140%
Agility: 120%


===============================
Spells Learned (Seer & Diviner)
===============================

Level 1 - Cure
Level 2 - Froth
Level 3 - Growth
Level 5 - Cure Poison
Level 10 - Cure Well
Level 12 - Mad Growth
Level 13 - Restore
Level 14 - Froth Sphere
Level 26 - Potent Cure
Level 29 - Wild Growth
Level 30 - Break
Level 36 - Pure Wish
Level 40 - Froth Sprial


------
Shaman
------

Djinn Required: 4-5 Venus


============
Stats Raised
============

HP: 120%
PP: 150%
Attack: 110%
Defense: 110%
Agility: 130%


-----
Druid
-----

Djinn Required: 6 Venus, 1-3 Mercury


============
Stats Raised
============

HP: 150%
PP: 170%
Attack: 130%
Defense: 130%
Agility: 160%


------
Oracle
------

Djinn Required: 7 Venus, 2 Mercury


============
Stats Raised
============

HP: 170%
PP: 180%
Attack: 140%
Defense: 140%
Agility: 170%


========================================
Spells Learned (Shaman, Druid, & Oracle)
========================================

Level 1 - Cure
Level 2 - Froth
Level 3 - Growth
Level 5 - Cure Poison
Level 8 - Wish
Level 10 - Cure Well
Level 12 - Mad Growth
Level 13 - Restore
Level 14 - Froth Sphere
Level 19 - Revive
Level 22 - Wish Well
Level 26 - Potent Cure
Level 29 - Wild Growth
Level 30 - Break
Level 36 - Pure Wish
Level 40 - Froth Sprial


--------
Cavalier
--------

Djinn Required: 6-9 Venus


============
Stats Raised
============

HP: 140%
PP: 110%
Attack: 130%
Defense: 130%
Agility: 110%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 4 - Thorn
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 14 - Briar
Level 16 - Ply Well
Level 19 - Revive
Level 22 - Wish Well
Level 30 - Break
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


--------
Guardian
--------

Djinn Required: 7-8 Venus, 1 Mercury


============
Stats Raised
============

HP: 170%
PP: 130%
Attack: 140%
Defense: 140%
Agility: 130%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 4 - Thorn
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Plume Edge (upgraded from Cutting Edge)
Level 13 - Restore
Level 14 - Briar
Level 16 - Ply Well
Level 19 - Revive
Level 22 - Wish Well
Level 30 - Break
Level 34 - Pure Ply
Level 36 - Nettle
Level 46 - Pure Wish


-------------------------------------------------------------------------------


++++++
+Mars+
++++++


-------
Pilgrim
-------

Djinn Required: 1 Mars


============
Stats Raised
============

HP: 90%
PP: 120%
Attack: 90%
Agility: 120%
Luck: 120%


--------
Wanderer
--------

Djinn Required: 2-3 Mars


============
Stats Raised
============

HP: 110%
PP: 130%
Defense: 110%
Agility: 130%
Luck: 120%


===================================
Spells Learned (Pilgrim & Wanderer)
===================================

Level 1 - Douse
Level 5 - Cure Poison
Level 6 - Prism
Level 12 - Drench
Level 13 - Restore
Level 20 - Hail Prism
Level 30 - Deluge
Level 34 - Break
Level 54 - Freeze Prism


-------
Ascetic
-------

Djinn Required: 4-5 Mars


============
Stats Raised
============

HP: 120%
PP: 140%
Attack: 110%
Defense: 120%
Agility: 140%
Luck: 120%


----------
Water Monk
----------

Djinn Required: 1-3 Venus, 6 Mars


============
Stats Raised
============

HP: 150%
PP: 160%
Attack: 130%
Defense: 140%
Agility: 160%
Luck: 120%


----
Guru
----

Djinn Required: 2 Venus, 7 Mars


============
Stats Raised
============

HP: 170%
PP: 170%
Attack: 150%
Defense: 150%
Agility: 170%
Luck: 120%


============================================
Spells Learned (Ascetic, Water Monk, & Guru)
============================================

Level 1 - Douse
Level 5 - Cure Poison
Level 6 - Prism
Level 8 - Volcano
Level 9 - Wish
Level 12 - Drench
Level 13 - Restore
Level 20 - Hail Prism
Level 22 - Eruption
Level 24 - Wish Well
Level 30 - Deluge
Level 34 - Break
Level 46 - Pure Wish
Level 48 - Pyroclasm
Level 54 - Freeze Prism


--------
Cavalier
--------

Djinn Required: 6-9 Mars


============
Stats Raised
============

HP: 140%
PP: 110%
Attack: 130%
Defense: 130%
Agility: 110%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 2 - Blast
Level 3 - Guard
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Cutting Edge
Level 13 - Restore
Level 15 - Protect
Level 16 - Ply Well
Level 22 - Wish Well
Level 28 - Fiery Blast
Level 30 - Break
Level 34 - Pure Ply
Level 46 - Pure Wish


--------
Luminier
--------

Djinn Required: 1 Venus, 7-8 Mars


============
Stats Raised
============

HP: 170%
PP: 130%
Attack: 150%
Defense: 140%
Agility: 130%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Ply
Level 2 - Blast
Level 3 - Guard
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Wish
Level 10 - Mad Blast
Level 11 - Plume Edge (upgraded from Cutting Edge)
Level 13 - Restore
Level 15 - Protect
Level 16 - Ply Well
Level 22 - Wish Well
Level 28 - Fiery Blast
Level 30 - Break
Level 34 - Pure Ply
Level 46 - Pure Wish


-------------------------------------------------------------------------------


+++++++++
+Jupiter+
+++++++++


------
Hermit
------

Djinn Required: 1 Jupiter


============
Stats Raised
============

HP: 80%
PP: 140%
Attack: 80%
Defense: 90%
Agility: 130%
Luck: 120%


-----
Elder
-----

Djinn Required: 2-3 Jupiter


============
Stats Raised
============

HP: 90%
PP: 150%
Attack: 90%
Agility: 140%
Luck: 120%


===============================
Spells Learned (Hermit & Elder)
===============================

Level 1 - Impact
Level 6 - Prism
Level 8 - Plasma
Level 18 - Bind
Level 21 - High Impact
Level 22 - Hail Prism
Level 26 - Shine Plasma
Level 30 - Break
Level 31 - Drain
Level 39 - Psy Drain
Level 50 - Spark Plamsa
Level 52 - Freeze Prism


-------
Scholar
-------

Djinn Required: 4 Jupiter


============
Stats Raised
============

HP: 110%
PP: 160%
Defense: 110%
Agility: 150%
Luck: 120%


------
Savant
------

Djinn Required: 5-9 Mercury


============
Stats Raised
============

HP: 130%
PP: 170%
Attack: 110%
Defense: 120%
Agility: 160%
Luck: 120%


----
Sage
----

Djinn Required: 1-3 Jupiter, 6-8 Mercury


============
Stats Raised
============

HP: 150%
PP: 180%
Attack: 120%
Defense: 130%
Agility: 170%
Luck: 120%


------
Wizard
------

Djinn Required: 2 Jupiter, 7 Mercury


============
Stats Raised
============

HP: 180%
PP: 190%
Attack: 130%
Defense: 140%
Agility: 180%
Luck: 120%


================================================
Spells Learned (Scholar, Savant, Sage, & Wizard)
================================================

Level 1 - Impact
Level 6 - Prism
Level 8 - Plasma
Level 12 - Wish
Level 18 - Bind
Level 21 - High Impact
Level 22 - Hail Prism
Level 24 - Wish Well
Level 26 - Shine Plasma
Level 30 - Break
Level 31 - Drain
Level 39 - Psy Drain
Level 46 - Pure Wish
Level 50 - Spark Plasma
Level 52 - Freeze Prism


-------------------------------------------------------------------------------


+++++++++++++++++
+Mercury (Piers)+
+++++++++++++++++


-------
Mariner
-------

Djinn Required: 0-1 Mercury


============
Stats Raised
============

HP: 110%
PP: 90%
Agility: 90%
Luck: 120%


==============
Spells Learned
==============

Level 1 - Douse
Level 1 - Frost
Level 2 - Ply
Level 4 - Cool
Level 5 - Cure Poison
Level 8 - Tundra
Level 12 - Diamond Dust
Level 13 - Restore
Level 17 - Ply Well
Level 21 - Supercool
Level 24 - Glacier
Level 30 - Break
Level 35 - Pure Ply
Level 48 - Megacool


---------
Privateer
---------

Djinn Required: 2-3 Mercury


============
Stats Raised
============

HP: 130%
Attack: 110%
Defense: 110%
Luck: 120%


---------
Commander
---------

Djinn Required: 4-5 Mercury


============
Stats Raised
============

HP: 150%
PP: 110%
Attack: 120%
Defense: 120%
Agility: 110%
Luck: 120%


======================================
Spells Learned (Privateer & Commander)
======================================

Level 1 - Douse
Level 1 - Frost
Level 2 - Ply
Level 4 - Cool
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Tundra
Level 12 - Diamond Dust
Level 13 - Restore
Level 17 - Ply Well
Level 21 - Supercool
Level 24 - Glacier
Level 30 - Break
Level 35 - Pure Ply
Level 48 - Megacool


-------
Captain
-------

Djinn Required: 6-7 Mercury


============
Stats Raised
============

HP: 170%
PP: 120%
Attack: 130%
Defense: 130%
Agility: 120%


-------
Admiral
-------

Djinn Required: 8-9 Mercury


============
Stats Raised
============

HP: 190%
PP: 130%
Attack: 140%
Defense: 140%
Agility: 130%
Luck: 120%


==================================
Spells Learned (Captain & Admiral)
==================================

Level 1 - Douse
Level 1 - Frost
Level 2 - Ply
Level 4 - Cool
Level 5 - Cure Poison
Level 6 - Avoid
Level 8 - Tundra
Level 12 - Diamond Berg (upgraded from Diamond Dust as a Captain)
Level 13 - Restore
Level 17 - Ply Well
Level 21 - Supercool
Level 24 - Glacier
Level 30 - Break
Level 35 - Pure Ply
Level 48 - Megacool


-------------------------------------------------------------------------------


+++++++++++++++
+Mercury (Mia)+
+++++++++++++++


----------
Water Seer
----------

Djinn Required: 0-1 Mercury


============
Stats Raised
============

HP: 90%
PP: 130%
Attack: 90%
Agility: 80%
Luck: 130%


------
Scribe
------

Djinn Required: 2-3 Mercury


============
Stats Raised
============

PP: 140%
Defense: 110%
Agility: 90%
Luck: 130%


====================================
Spells Learned (Water Seer & Scribe)
====================================

Level 1 - Ply
Level 2 - Frost
Level 4 - Ice
Level 9 - Tundra
Level 13 - Restore
Level 16 - Ply Well
Level 17 - Ice Horn
Level 25 - Glacier
Level 30 - Break
Level 34 - Pure Ply
Level 42 - Ice Missile


------
Cleric
------

Djinn Required: 4-5 Mercury


============
Stats Raised
============

HP: 120%
PP: 150%
Attack: 110%
Defense: 120%
Luck: 130%


-------
Paragon
-------

Djinn Required: 6-7 Mercury


============
Stats Raised
============

HP: 140%
PP: 160%
Attack: 120%
Defense: 130%
Agility: 160%
Luck: 130%


-----
Angel
-----

Djinn Required: 8-9 Mercury


============
Stats Raised
============

HP: 160%
PP: 170%
Attack: 130%
Defense: 140%
Agility: 120%
Luck: 130%


=========================================
Spells Learned (Cleric, Paragon, & Angel)
=========================================

Level 1 - Ply
Level 2 - Frost
Level 4 - Ice
Level 8 - Wish
Level 9 - Tundra
Level 13 - Restore
Level 16 - Ply Well
Level 17 - Ice Horn
Level 22 - Wish Well
Level 25 - Glacier
Level 30 - Break
Level 34 - Pure Ply
Level 42 - Ice Missile
Level 46 - Pure Wish


-------------------------------------------------------------------------------


+++++++
+Other+
+++++++


------
Medium
------

Djinn Required: 3 Venus, 3 Mercury


============
Stats Raised
============

HP: 130%
PP: 170%
Attack: 120%
Defense: 120%
Agility: 150%
Luck: 90%


--------
Conjurer
--------

Djinn Required: 4 Venus, 4 Mercury


============
Stats Raised
============

HP: 140%
PP: 160%
Attack: 120%
Defense: 130%
Agility: 160%
Luck: 90%


---------
Dark Mage
---------

Djinn Required: 5 Venus, 4 Mercury


============
Stats Raised
============

HP: 160%
PP: 170%
Attack: 130%
Defense: 140%
Agility: 170%
Luck: 90%


==============================================
Spells Learned (Medium, Conjurer, & Dark Mage)
==============================================

Level 1 - Cure
Level 2 - Froth
Level 2 - Bolt
Level 6 - Flash Bolt
Level 10 - Cure Well
Level 14 - Froth Sphere
Level 17 - Haunt
Level 19 - Revive
Level 20 - Curse
Level 22 - Blue Bolt
Level 26 - Potent Cure
Level 29 - Condemn
Level 31 - Drain
Level 36 - Psy Drain
Level 40 - Froth Spiral


----------
White Mage
----------

Djinn Required: 3 Venus, 4-6 Mercury


============
Stats Raised
============

HP: 150%
PP: 180%
Attack: 130%
Defense: 130%
Agility: 150%
Luck: 120%


---------
Pure Mage
---------

Djinn Required: 4 Venus, 5 Mercury


============
Stats Raised
============

HP: 180%
PP: 190%
Attack: 140%
Defense: 140%
Agility: 160%
Luck: 120%


=======================================
Spells Learned (White Mage & Pure Mage)
=======================================

Level 2 - Prism
Level 5 - Cure Poison
Level 6 - Ward
Level 8 - Plasma
Level 11 - Dull
Level 12 - Wish
Level 13 - Restore
Level 17 - Revive
Level 20 - Hail Prism
Level 24 - Wish Well
Level 26 - Shine Plasma
Level 31 - Resist
Level 37 - Blunt
Level 46 - Spark Plasma
Level 46 - Pure Wish
Level 52 - Freeze Prism


------
Ranger
------

Djinn Required: 3 Mars, 3-6 Mercury


============
Stats Raised
============

HP: 130%
PP: 160%
Attack: 120%
Defense: 120%
Agility: 160%
Luck: 120%


----
Bard
----

Djinn Required: 4 Mars, 4 Mercury


============
Stats Raised
============

HP: 150%
PP: 170%
Attack: 140%
Defense: 130%
Agility: 170%
Luck: 120%


-------
Warlock
-------

Djinn Required: 4 Mars, 5 Mercury


============
Stats Raised
============

HP: 170%
PP: 180%
Attack: 150%
Defense: 140%
Agility: 180%
Luck: 120%


========================================
Spells Learned (Ranger, Bard, & Warlock)
========================================

Level 1 - Douse
Level 1 - Slash
Level 6 - Ward
Level 8 - Volcano
Level 10 - Wind Slash
Level 12 - Drench
Level 18 - Bind
Level 22 - Eruption
Level 24 - Resist
Level 30 - Sonic Slash
Level 30 - Deluge
Level 33 - Drain
Level 34 - Break
Level 41 - Psy Drain
Level 48 - Pyroclasm


-------------------------------------------------------------------------------


-----------------------
Item Classes (Everyone)
-----------------------


+++++++++++++++++
+Mysterious Card+
+++++++++++++++++


-------
Pierrot
-------

Djinn Required: 0


============
Stats Raised
============

PP: 80%
Defense: 110%
Agility: 130%
Luck: 120%


---------
Harlequin
---------

Djinn Required: 1 Mars, 1 Jupiter, 1 Mercury


============
Stats Raised
============

HP: 130%
Attack: 110%
Defense: 120%
Agility: 140%
Luck: 120%


====================================
Spells Learned (Pierrot & Harlequin)
====================================

Level 3 - Baffle Card
Level 5 - Juggle
Level 6 - Avoid
Level 8 - Sword Card
Level 10 - Sabre Dance
Level 13 - Flame Card
Level 15 - Sleep Card
Level 17 - Heat Juggle
Level 22 - Fire Breath
Level 25 - Thunder Card
Level 27 - Death Card
Level 33 - Bramble Card
Level 37 - Fiery Juggle
Level 46 - Frost Card


-----------
Punchinello
-----------

Djinn Required: 2 Mars, 2 Jupiter, 2 Mercury


============
Stats Raised
============

HP: 160%
PP: 110%
Attack: 120%
Defense: 130%
Agility: 150%
Luck: 120%


-------
Acrobat
-------

Djinn Required: 3 Mars, 3 Jupiter, 3 Mercury


============
Stats Raised
============

HP: 190%
PP: 120%
Attack: 130%
Defense: 140%
Agility: 160%
Luck: 120%


======================================
Spells Learned (Punchinello & Acrobat)
======================================

Level 3 - Baffle Card
Level 5 - Juggle
Level 6 - Avoid
Level 8 - Sword Card
Level 10 - Sabre Dance
Level 13 - Flame Card
Level 15 - Sleep Card
Level 17 - Heat Juggle
Level 22 - Fire Breath
Level 25 - Thunder Card
Level 27 - Death Card
Level 29 - Backstab
Level 33 - Bramble Card
Level 37 - Fiery Juggle
Level 46 - Frost Card


-------------------------------------------------------------------------------


++++++++++++++++
+Trainer's Whip+
++++++++++++++++


-----
Tamer
-----

Djinn Required: 0


============
Stats Raised
============

PP: 70%
Attack: 110%
Defense: 120%
Agility: 90%
Luck: 80%


==============
Spells Learned
==============

Level 1 - Wild Wolf
Level 5 - Cure Poison
Level 6 - Impact
Level 10 - Whiplash
Level 10 - Salamander
Level 13 - Restore
Level 20 - Emu
Level 22 - High Impact
Level 45 - Roc


-------
Trainer
-------

Djinn Required: 1 Mars, 1 Jupiter, 1 Mercury


============
Stats Raised
============

HP: 130%
PP: 90%
Attack: 120%
Defense: 130%
Luck: 80%


==============
Spells Learned
==============

Level 1 - Orc (upgraded from Wild Wolf)
Level 5 - Cure Poison
Level 6 - Impact
Level 7 - Pixie
Level 10 - Whiplash
Level 10 - Cerebus (upgraded from Salamander)
Level 13 - Restore
Level 20 - Harpy (upgraded from Emu)
Level 22 - High Impact
Level 32 - Wyvern
Level 45 - Grand Golem (upgraded from Roc)


-----------
Beastkeeper
-----------

Djinn Required: 2 Mars, 2 Jupiter, 2 Mercury


============
Stats Raised
============

HP: 160%
Attack: 140%
Defense: 140%
Agility: 110%
Luck: 80%


==============
Spells Learned
==============

HP: 160%
Attack: 140%
Defense: 140%
Agility: 110%
Luck: 80%


==============
Spells Learned
==============

Level 1 - Dinox (upgraded from Orc)
Level 5 - Cure Poison
Level 6 - Impact
Level 7 - Faery (upgraded from Pixie)
Level 10 - Whiplash
Level 10 - Chimera (upgraded from Cerebus)
Level 13 - Restore
Level 15 - Elder Wood
Level 20 - Gryphon (upgraded from Harpy)
Level 22 - High Impact
Level 27 - Lich
Level 32 - Blue Dragon (upgraded from Wyvern)
Level 45 - Living Armor (upgraded from Grand Golem)


----------
Beast Lord
----------

Djinn Required: 3 Mars, 3 Jupiter, 3 Mercury


============
Stats Raised
============

HP: 190%
PP: 110%
Attack: 160%
Defense: 150%
Agility: 120%
Luck: 80%


==============
Spells Learned
==============

Level 1 - Troll (upgraded from Dinox)
Level 5 - Cure Poison
Level 6 - Impact
Level 7 - Weird Nymph (upgraded from Faery)
Level 10 - Whiplash
Level 10 - Macetail (upgraded from Chimera)
Level 13 - Restore
Level 15 - Estre Wood (upgraded from Elder Wood)
Level 20 - Minotaur (upgraded from Gryphon)
Level 22 - High Impact
Level 24 - Succubus
Level 27 - Phoenix (upgraded from Lich)
Level 28 - Manticore
Level 32 - Fire Dragon (upgraded from Blue Dragon)
Level 45 - Ghost Soldier (upgraded from Living Armor)


-------------------------------------------------------------------------------


+++++++++++++++
+Tomegatericon+
+++++++++++++++


---------
Dark Mage
---------

Djinn Required: 0


============
Stats Raised
============

HP: 80%
PP: 140%
Attack: 80%
Defense: 90%
Agility: 140%
Luck: 90%


----------
Crypt Lord
----------

Djinn Required: 1 Mars, 1 Jupiter, 1 Mercury


============
Stats Raised
============

PP: 160%
Defense: 110%
Agility: 150%
Luck: 90%


=======================================
Spells Learned (Dark Mage & Crypt Lord)
=======================================

Level 9 - Raging Heat
Level 17 - Haunt
Level 19 - Revive
Level 20 - Fire Puppet
Level 22 - Fiery Abyss
Level 24 - Curse
Level 29 - Condemn
Level 31 - Drain
Level 33 - Poison Flow
Level 39 - Psy Drain
Level 53 - Dire Inferno


---------
Necrolyte
---------

Djinn Required: 2 Mars, 2 Jupiter, 2 Mercury


============
Stats Raised
============

HP: 130%
PP: 170%
Attack: 120%
Defense: 120%
Agility: 160%
Luck: 90%


==============
Spells Learned
==============

Level 9 - Raging Heat
Level 17 - Haunt
Level 19 - Revive
Level 20 - Fire Puppet
Level 22 - Fiery Abyss
Level 24 - Curse
Level 26 - Call Demon
Level 29 - Condemn
Level 31 - Drain
Level 33 - Poison Flow
Level 39 - Psy Drain
Level 53 - Dire Inferno


---------
Necromage
---------

Djinn Required: 3 Mars, 3 Jupiter, 3 Mercury


============
Stats Raised
============

HP: 160%
PP: 190%
Attack: 140%
Defense: 130%
Agility: 170%
Luck: 90%


==============
Spells Learned
==============

Level 9 - Raging Heat
Level 17 - Haunt
Level 19 - Revive
Level 20 - Fire Puppet
Level 22 - Fiery Abyss
Level 24 - Curse
Level 26 - Call Demon
Level 29 - Condemn
Level 31 - Drain
Level 33 - Poison Flow
Level 39 - Psy Drain
Level 47 - Call Dullahan (Dullahan does *not* need to be defeated to get this)
Level 53 - Dire Inferno


-------------------------------------------------------------------------------


==================
XII. Item Forging
==================

In The Lost Age, you can get better equipment by forging certain items. In
Yallam, the village located at the northeastern part of the southernmost
continent, a blacksmith named Sunshine lives in the northwestern house on top
of a cliff. If you speak with him, he'll ask you to give him a material of some
kind so he can forge something out of it. Once you give him a material, he will
tell you to come back later when it's finished. Just exit the village and enter
it again and your item will be complete. Talk to his wife by the fireplace and
she will give you the item (for a price, of course). The price is unknown, but
you'll be forced to pay up anyway. I will list each material in this section,
along with the possible items that can be forged.


----------
Tear Stone
----------

Found: Dropped by Gillman Lord


Forged
------

Cloud Wand
Clear Bracelet
Pure Circlet
Spirit Ring


---------
Star Dust
---------

Found: Dropped by Sand Scorpion


Forged
------

Comet Mace
Planet Armor
Luna Shield
Astral Circlet
Star Dust Ring


-------------
Sylph Feather
-------------

Found: Dropped by Great Seagull


Forged
------

Sylph Rapier
Faery Vest
Aerial Gloves
Floating Hat


-----------
Dragon Skin
-----------

Found: Dropped by Winged Lizard


Forged
------

Dragon Armor
Dragon Robe
Dragon Shield
Dragon Helm
Dragon Boots


---------------
Salamander Tail
---------------

Found: Dropped by Pyrodra


Forged
------

Burning Sword
Apollo's Axe
Salamander Rod
Ardagh Robe
Flame Shield


----------
Golem Core
----------

Found: Dropped by Bombander


Forged
------

Huge Sword
Gaia's Axe
Tungsten Mace
Chronos Mail
Titan Gloves


--------------
Mythril Silver
--------------

Found: Dropped by Soul Army


Forged
------

Levatine
Mythril Blade
Mythril Clothes
Mythril Helm
Mythril Armlet
Psychic Circlet


-----------
Dark Matter
-----------

Found: Dropped by Wonder Bird and Agatio & Karst


Forged
------

Darksword
Stealth Armor
Terra Shield
Fear Helm
Demon Circlet


---------
Orihalcon
---------

Found: Dropped by Sky Dragon


Forged
------

Excalibur
Stellar Axe
Nebula Wand
Xylion Armor
Big Bang Gloves
Cosmos Shield
Millenium Helm


------------
Rusty Swords
------------


Forged
------

Soul Brand (from the first Rusty Sword at the Western Sea)
Pirate's Sabre (from the second Rusty Sword at the Western Sea)
Robber's Blade (from the Rusty Sword at Lemuria)
Corsair's Edge (from the Rusty Sword at Aqua Rock)


----------
Rusty Axes
----------


Forged
------

Viking Axe (from the Rusty Axe at Treasure Isle)
Captain's Axe (from the Rusty Axe at the Eastern Sea)


-----------
Rusty Maces
-----------


Forged
------

Hagbone Mace (from the Rusty Mace at the Eastern Sea)
Demon Mace (from the Rusty Mace at Gaia Rock)


------------
Rusty Staves
------------


Forged
------

Goblin's Rod (from the Rusty Staff at the Western Sea)
Glower Staff (from the Rusty Staff at the Shrine of the Sea God)
Dracomance (from the Rusty Staff at the Islet Cave)


-------------------------------------------------------------------------------


===============
XIII. Psynergy
===============

In this section, I will list all of the Psynergy in the game, along with info
about what they do and such.


-------------------------------------------------------------------------------

Angel Spear
Type: Jupiter
PP Used: 12
Range: All
Description: Boost attack with a heavenly blade.

-------------------------------------------------------------------------------

Annihilation
Type: Venus
PP Used: 18
Range: One
Description: Attempt to annihilate a foe.

-------------------------------------------------------------------------------

Astral Blast
Type: Jupiter
PP Used: 5
Range: One
Description: Attack with celestial force.

-------------------------------------------------------------------------------

Aura
Type: Mars
PP Used: 7
Range: All
Description: Restore 50 HP to the whole party.

-------------------------------------------------------------------------------

Avalanche
Type: Venus
PP Used: 30
Range: Five
Description: Attack with blasts of rock.

-------------------------------------------------------------------------------

Avoid
Type: Mercury
PP Used: 5
Range: One
Description: Encounter fewer monsters.

-------------------------------------------------------------------------------

Baffle Card
Type: Jupiter
PP: 4
Range: Three
Description: Deludes enemy.

-------------------------------------------------------------------------------

Beam
Type: Mars
PP Used: 7
Range: Three
Description: Attack with a searing heat beam.

-------------------------------------------------------------------------------

Bind
Type: Jupiter
PP Used: 4
Range: One
Description: Block a foe's Psynergy.

-------------------------------------------------------------------------------

Blast (Nova)
Type: Mars
PP Used: 5
Range: Three
Description: Attack with an explosive blast.

-------------------------------------------------------------------------------

Blast
Type: Mars
PP Used: 7
Range: Three
Description: Attack with a massive explosion.

-------------------------------------------------------------------------------

Blaze
Type: Mars
PP Used: 1
Range: One
Description: Manipulate flames.

-------------------------------------------------------------------------------

Blue Bolt
Type: Jupiter
PP Used: 14
Range: Three
Description: Attack with a lightning bolt.

-------------------------------------------------------------------------------

Blue Dragon
Type: Mercury
PP Used: 12
Range: Five
Description: Attack foes with an icy blast.

-------------------------------------------------------------------------------

Blue Bolt
Type: Jupiter
PP Used: 14
Range: Three
Description: Attack with a lightning bolt.

-------------------------------------------------------------------------------

Bolt
Type: Jupiter
PP Used: 4
Range: One
Description: Attack with a lightning bolt.

-------------------------------------------------------------------------------

Bolt
Type: Jupiter
PP Used: 4
Range: One
Description: Attack with a lightning bolt.

-------------------------------------------------------------------------------

Bramble Card
Type: Venus
PP Used: 22
Range: Three
Description: Throw a card of the Thorn suit.

-------------------------------------------------------------------------------

Break
Type: Mercury
PP Used: 5
Range: All
Description: Eliminate an enemy's bonuses.

-------------------------------------------------------------------------------

Briar
Type: Venus
PP Used: 11
Range: Three
Description: Attack with sharpened briars.

-------------------------------------------------------------------------------

Burst
Type: Mars
PP Used: 2
Range: One
Description: Break cracked objects.

-------------------------------------------------------------------------------

Call Demon
Type: Venus
PP Used: 13
Range: One
Description: Strike with a demon's fury.

-------------------------------------------------------------------------------

Call Dullahan
Type: Jupiter
PP Used: 21
Range: One
Description: Strike with Dullahan's might.

-------------------------------------------------------------------------------

Call Zombie
Type: Mercury
PP Used: 5
Range: One
Description: Command a zombie to strike a foe.

-------------------------------------------------------------------------------

Carry
Type: Venus
PP Used: 2
Range: One
Description: Lift and move light objects.

-------------------------------------------------------------------------------

Catch
Type: Venus
PP Used: 1
Range: One
Description: Grab light objects from afar.

-------------------------------------------------------------------------------

Cerberus
Type: Mars
PP Used: 7
Range: Three
Description: Attack with the soul's fire.

-------------------------------------------------------------------------------

Chimera
Type: Mars
PP Used: 7
Range: Three
Description: Attack a foe with a fiery blast.

-------------------------------------------------------------------------------

Clay Spire
Type: Venus
PP Used: 13
Range: Three
Description: Attack with earthen spire.

-------------------------------------------------------------------------------

Cloak
Type: Mercury
PP Used: 1
Range: One
Description: Hide away in shadows.

-------------------------------------------------------------------------------

Cluster Bomb
Type: Mars
PP Used: 11
Range: Five
Description: Attack with a bomb blast.

-------------------------------------------------------------------------------

Condemn
Type: Venus
PP Used: 8
Range: One
Description: Disable your enemy with evil power.

-------------------------------------------------------------------------------

Cool
Type: Mercury
PP Used: 6
Range: Three
Description: Attack with freezing cold.

-------------------------------------------------------------------------------

Cool Aura
Type: Mars
PP Used: 16
Range: All
Description: Restore 200 HP to the whole party.

-------------------------------------------------------------------------------

Cutting Edge
Type: Jupiter
PP Used: 5
Range: One
Description: Inflict damage with a shockwave.

-------------------------------------------------------------------------------

Cure
Type: Venus
PP Used: 3
Range: One
Description: Restore 70 HP.

-------------------------------------------------------------------------------

Cure Poison
Type: Mercury
PP Used: 2
Range: One
Description: Cleanse the body of poison.

-------------------------------------------------------------------------------

Cure Well
Type: Venus
PP Used: 7
Range: One
Description: Restore 160 HP.

-------------------------------------------------------------------------------

Curse
Type: Venus
PP Used: 6
Range: One
Description: Draw the spirit of death to a foe.

-------------------------------------------------------------------------------

Cycle Beam
Type: Mars
PP Used: 14
Range: Five
Description: Attack with a searing heat beam.

-------------------------------------------------------------------------------

Cyclone
Type: Jupiter
PP Used: 2
Range: One
Description: Conjure wind to scatter weeds.

-------------------------------------------------------------------------------

Death Card
Type: Venus
PP Used: 8
Range: One
Description: Call the Reaper to claim your foes.

-------------------------------------------------------------------------------

Death Leap
Type: Jupiter
PP Used: 22
Range: One
Description: Beat a foe with a strange fan.

-------------------------------------------------------------------------------

Death Plunge
Type: Jupiter
PP Used: 14
Range: One
Description: Plunge your weapon into a foe.

-------------------------------------------------------------------------------

Debilitate
Type: Mars
PP Used: 6
Range: Three
Description: Drop enemy party's defense.

-------------------------------------------------------------------------------

Delude
Type: Jupiter
PP Used: 4
Range: Three
Description: Wrap multiple foes in delusion.

-------------------------------------------------------------------------------

Demon Night
Type: Venus
PP Used: 12
Range: Three
Description: Unleash a myriad of monsters.

-------------------------------------------------------------------------------

Demon Spear
Type: Jupiter
PP Used: 7
Range: One
Description: Boost Attack with a heavenly blade.

-------------------------------------------------------------------------------

Destruct Ray
Type: Jupiter
PP Used: 21
Range: Three
Description: Attack with a magnetic storm.

-------------------------------------------------------------------------------

Diamond Berg
Type: Mercury
PP Used: 17
Range: One
Description: Freeze and crush a foe.

-------------------------------------------------------------------------------

Diamond Dust
Type: Mercury
PP Used: 6
Range: One
Description: Freeze and crush a foe.

-------------------------------------------------------------------------------

Dinox
Type: Venus
PP Used: 3
Range: One
Description: Attack with sharpened fangs.

-------------------------------------------------------------------------------

Douse
Type: Mercury
PP Used: 5
Range: Three
Description: Attack with a surge of water.

-------------------------------------------------------------------------------

Dragon Fume
Type: Mars
PP Used: 35
Range: One
Description: Attack with a plume of flames.

-------------------------------------------------------------------------------

Drain
Type: Jupiter
PP Used: 3
Range: One
Description: Drain enemy's HP into yourself.

-------------------------------------------------------------------------------

Drench
Type: Mercury
PP Used: 10
Range: Three
Description: Attack with a torrent of water.

-------------------------------------------------------------------------------

Earthquake
Type: Venus
PP Used: 7
Range: Five
Description: Attack with a mighty tremor.

-------------------------------------------------------------------------------

Elder Wood
Type: Mercury
PP Used: 14
Range: All
Description: Restore 170 HP to the whole party.

-------------------------------------------------------------------------------

Emu
Type: Jupiter
PP Used: 10
Range: One
Description: Call a giant bird to claw a foe.

-------------------------------------------------------------------------------

Enfeeble
Type: Jupiter
PP Used: 4
Range: One
Description: Drop enemy party's Resistance.

-------------------------------------------------------------------------------

Epicenter
Type: Mars
PP Used: 33
Range: One
Description: Strike an enemy with a dragon cloud.

-------------------------------------------------------------------------------

Eruption
Type: Mars
PP Used: 14
Range: Three
Description: Attack with volcanic might.

-------------------------------------------------------------------------------

Faery
Type: Mercury
PP Used: 5
Range: One
Description: Conjure faeries to restore 120 HP.

-------------------------------------------------------------------------------

Fiery Abyss
Type: Mars
PP Used: 18
Range: Five
Description: Call forth the fires of the pit.

-------------------------------------------------------------------------------

Fiery Blast
Type: Mars
PP Used: 19
Range: Five
Description: Attack with an explosive blast.

-------------------------------------------------------------------------------

Fiery Juggle
Type: Mars
PP Used: 25
Range: Five
Description: Skillfully toss balls of flame.

-------------------------------------------------------------------------------

Fire
Type: Mars
PP Used: 6
Range: Three
Description: Attack with a scorching fireball.

-------------------------------------------------------------------------------

Fire Bomb
Type: Mars
PP Used: 5
Range: Three
Description: Attack with a bomb blast.

-------------------------------------------------------------------------------

Fireball
Type: Mars
PP Used: 12
Range: Five
Description: Attack with a scorching fireball.

-------------------------------------------------------------------------------

Fire Breath
Type: Mars
PP Used: 13
Range: Three
Description: Attack with a sheet of flames.

-------------------------------------------------------------------------------

Fire Dragon
Type: Mars
PP Used: 17
Range: Five
Description: Attack foes with a fiery blast.

-------------------------------------------------------------------------------

Fire Puppet
Type: Mars
PP Used: 7
Range: Three
Description: Paralyze foes with fear.

-------------------------------------------------------------------------------

Flame Card
Type: Mars
PP Used: 11
Range: Three
Description: Throw a card of the Flame suit.

-------------------------------------------------------------------------------

Flare
Type: Mars
PP Used: 4
Range: Three
Description: Attack with flaring flames.

-------------------------------------------------------------------------------

Flare Storm
Type: Mars
PP Used: 12
Range: Three
Description: Attack with incinerating flames.

-------------------------------------------------------------------------------

Flare Wall
Type: Mars
PP Used: 7
Range: Three
Description: Attack with searing flames.

-------------------------------------------------------------------------------

Flash Bolt
Type: Jupiter
PP Used: 7
Range: Three
Description: Attack with a lightning bolt.

-------------------------------------------------------------------------------

Force
Type: Neutral
PP Used: 2
Range: None
Description: Strike a distant object.

-------------------------------------------------------------------------------

Frost
Type: Mercury
PP Used: 5
Range: Three
Description: Attack with frigid blasts.

-------------------------------------------------------------------------------

Frost Card
Type: Mercury
PP Used: 28
Range: Three
Description: Throw a card of the Ice suit.

-------------------------------------------------------------------------------

Freeze Prism
Type: Mercury
PP Used: 31
Range: Five
Description: Attack with ice crystals.

-------------------------------------------------------------------------------

Froth
Type: Mercury
PP Used: 5
Range: Three
Description: Attack with frothing bubbles.

-------------------------------------------------------------------------------

Froth Sphere
Type: Mercury
PP Used: 12
Range: Five
Description: Attack with frenzied bubbles.

-------------------------------------------------------------------------------

Froth Spiral
Type: Mercury
PP Used: 31
Range: Seven
Description: Attack with a bubble vortex.

-------------------------------------------------------------------------------

Fume
Type: Mars
PP Used: 6
Range: One
Description: Attack with a plume of flames.

-------------------------------------------------------------------------------

Gaia
Type: Venus
PP Used: 7
Range: Three
Description: Attack with the earth's might.

-------------------------------------------------------------------------------

Gale
Type: Jupiter
PP Used: 3
Range: Three
Description: Attack with the wind's might.

-------------------------------------------------------------------------------

Ghost Soldier
Type: Jupiter
PP Used: 22
Range: One
Description: Attack with phantom javelins.

-------------------------------------------------------------------------------

Glacier
Type: Mercury
PP Used: 15
Range: Three
Description: Attack with frigid blasts.

-------------------------------------------------------------------------------

Grand Gaia
Type: Venus
PP Used: 10
Range: Five
Description: Attack with the earth's might.

-------------------------------------------------------------------------------

Grand Golem
Type: Venus
PP Used: 22
Range: One
Description: Attack with a fist of stone.

-------------------------------------------------------------------------------

Grind
Type: Venus
PP Used: 2
Range: None
Description: Pulverize large objects.

-------------------------------------------------------------------------------

Growth
Type: Venus
PP Used: 4
Range: One
Description: Attack with wild plants.

-------------------------------------------------------------------------------

Gryphon
Type: Jupiter
PP Used: 10
Range: One
Description: Attack with a razor-sharp beak.

-------------------------------------------------------------------------------

Guard
Type: Mars
PP Used: 3
Range: One
Description: Boost ally's Defense.

-------------------------------------------------------------------------------

Guardian
Type: Mars
PP Used: 3
Range: One
Description: Boost Defense with divine might.

-------------------------------------------------------------------------------

Hail Prism
Type: Mercury
PP Used: 16
Range: Five
Description: Attack with ice crystals.

-------------------------------------------------------------------------------

Halt
Type: Jupiter
PP Used: 2
Range: None
Description: Stop a moving object.

-------------------------------------------------------------------------------

Harpy
Type: Jupiter
PP Used: 10
Range: One
Description: Attack with boosted morale.

-------------------------------------------------------------------------------

Haunt
Type: Venus
PP Used: 5
Range: Three
Description: Haunt a foe with an evil spirit.

-------------------------------------------------------------------------------

Healing Aura
Type: Mars
PP Used: 11
Range: All
Description: Restore 100 HP to the whole party.

-------------------------------------------------------------------------------

Heat Juggle
Type: Mars
PP Used: 13
Range: Five
Description: Skillfully toss balls of flame.

-------------------------------------------------------------------------------

Heat Wave
Type: Mars
PP Used: 6
Range: One
Description: Attack with fiery bolts.

-------------------------------------------------------------------------------

Helm Splitter
Type: Venus
PP Used: 8
Range: One
Description: Paralyze a foe with a mighty blow.

-------------------------------------------------------------------------------

High Impact
Type: Jupiter
PP Used: 12
Range: All
Description: Boost party's Attack.

-------------------------------------------------------------------------------

Hurricane
Type: Jupiter
PP Used: 25
Range: Five
Description: Attack with the wind's might.

-------------------------------------------------------------------------------

Ice
Type: Mercury
PP Used: 5
Range: One
Description: Attack with spikes of ice.

-------------------------------------------------------------------------------

Ice Horn
Type: Mercury
PP Used: 11
Range: Three
Description: Attack with spikes of ice.

-------------------------------------------------------------------------------

Ice Missile
Type: Mercury
PP Used: 23
Range: Three
Description: Attack with spikes of ice.

-------------------------------------------------------------------------------

Impact
Type: Jupiter
PP Used: 7
Range: One
Description: Boost ally's Attack.

-------------------------------------------------------------------------------

Impair
Type: Mars
PP Used: 4
Range: One
Description: Drop enemy's Defense.

-------------------------------------------------------------------------------

Inferno
Type: Mars
PP Used: 23
Range: Five
Description: Attack with a scorching fireball.

-------------------------------------------------------------------------------

Juggle
Type: Mars
PP Used: 7
Range: One
Description: Skillfully toss balls of flame.

-------------------------------------------------------------------------------

Lash
Type: Jupiter
PP Used: 1
Range: None
Description: Lift and move very light objects.

-------------------------------------------------------------------------------

Lava Shower
Type: Mars
PP Used: 4
Range: One
Description: Attack with a volcano's might.

-------------------------------------------------------------------------------

Lich
Type: Venus
PP Used: 10
Range: One
Description: Revive an ally with the undead's aid.

-------------------------------------------------------------------------------

Lift
Type: Mercury
PP Used: 2
Range: None
Description: Lift an object vertically.

-------------------------------------------------------------------------------

Liquifier
Type: Mars
PP Used: 17
Range: One
Description: Seize a foe with the fires of truth.

-------------------------------------------------------------------------------

Living Armor
Type: Venus
PP Used: 17
Range: One
Description: Attack with a big axe.

-------------------------------------------------------------------------------

Macetail
Type: Mars
PP Used: 7
Range: Three
Description: Attack foes with a fiery blast.

-------------------------------------------------------------------------------

Mad Blast
Type: Mars
PP Used: 9
Range: Three
Description: Attack with a massive explosion.

-------------------------------------------------------------------------------

Mad Growth
Type: Venus
PP Used: 10
Range: Three
Description: Attack with ferocious plants.

-------------------------------------------------------------------------------

Magma Storm
Type: Mars
PP Used: 27
Range: Five
Description: Attack with a volcano's might.

-------------------------------------------------------------------------------

Magic Shell
Type: Jupiter
PP Used: 3
Range: One
Description: Boost elemental Resistance.

-------------------------------------------------------------------------------

Magic Shield
Type: Jupiter
PP Used: 5
Range: All
Description: Boost elemental Resistance.

-------------------------------------------------------------------------------

Manticore
Type: Mars
PP Used: 16
Range: All
Description: Restore 300 HP with cleansing flame.

-------------------------------------------------------------------------------

Megacool
Type: Mercury
PP Used: 33
Range: Three
Description: Attack with freezing cold.

-------------------------------------------------------------------------------

Mind Read
Type: Jupiter
PP Used: 1
Range: None
Description: Read someone's mind.

-------------------------------------------------------------------------------

Minotaur
Type: Venus
PP Used: 10
Range: One
Description: Attack with a mighty axe.

-------------------------------------------------------------------------------

Mist
Type: Jupiter
PP Used: 4
Range: Three
Description: Wrap a foe in a cloud of delusion.

-------------------------------------------------------------------------------

Molten Bath
Type: Mars
PP Used: 12
Range: Three
Description: Attack with a volcano's might.

-------------------------------------------------------------------------------

Mother Gaia
Type: Venus
PP Used: 17
Range: Five
Description: Attack with the earth's might.

-------------------------------------------------------------------------------

Move
Type: Venus
PP Used: 2
Range: None
Description: Move an object on the ground.

-------------------------------------------------------------------------------

Nettle
Type: Venus
PP Used: 23
Range: Five
Description: Attack with stinging nettles.

-------------------------------------------------------------------------------

Nova
Type: Mars
PP Used: 13
Range: Five
Description: Attack with a massive explosion.

-------------------------------------------------------------------------------

Odyssey
Type: Venus
PP Used: 18
Range: One
Description: Pierce a foe with a colossal sword.

-------------------------------------------------------------------------------

Orc
Type: Neutral
PP Used: 3
Range: One
Description: Attack with your body's mass.

-------------------------------------------------------------------------------

Phoenix
Type: Mars
PP Used: 10
Range: One
Description: Revive an ally with the phoenix's fire.

-------------------------------------------------------------------------------

Pixie
Type: Mercury
PP Used: 5
Range: One
Description: Conjure pixies to restore 115 HP.

-------------------------------------------------------------------------------

Planetary
Type: Mars
PP Used: 19
Range: One
Description: Strike a foe with fire from the heavens.

-------------------------------------------------------------------------------

Planet Diver
Type: Mars
PP Used: 7
Range: One
Description: Leap skyward and lunge onto a foe.

-------------------------------------------------------------------------------

Plasma
Type: Jupiter
PP Used: 8
Range: Three
Description: Attack with a barrage of bolts.

-------------------------------------------------------------------------------

Plume Edge
Type: Mercury
PP Used: 15
Range: One
Description: Attack with a foaming geyser.

-------------------------------------------------------------------------------

Ply
Type: Mercury
PP Used: 4
Range: One
Description: Restore 100 HP with faith's power.

-------------------------------------------------------------------------------

Ply Well
Type: Mercury
PP Used: 8
Range: One
Description: Restore 200 HP with faith's power.

-------------------------------------------------------------------------------

Poison Flow
Type: Jupiter
PP Used: 28
Range: Five
Description: Conjure a blast of poisoned wind.

-------------------------------------------------------------------------------

Potent Cure
Type: Venus
PP Used: 10
Range: One
Description: Restore 180 HP.

-------------------------------------------------------------------------------

Pound
Type: Mars
PP Used: 2
Range: None
Description: Drive objects into the ground.

-------------------------------------------------------------------------------

Prism
Type: Mercury
PP Used: 7
Range: Three
Description: Attack with ice crystals.

-------------------------------------------------------------------------------

Protect
Type: Mars
PP Used: 5
Range: All
Description: Boost party's Defense.

-------------------------------------------------------------------------------

Protector
Type: Mars
PP Used: 5
Range: All
Description: Boost Defense with divine might.

-------------------------------------------------------------------------------

Psy Drain
Type: Jupiter
PP Used: 0
Range: One
Description: Drain enemy's PP into yourself.

-------------------------------------------------------------------------------

Punji
Type: Venus
PP Used: 7
Range: Three
Description: Attack with a bamboo weapon.

-------------------------------------------------------------------------------

Punji Trap
Type: Venus
PP Used: 13
Range: Three
Description: Attack with a bamboo weapon.

-------------------------------------------------------------------------------

Punji Strike
Type: Venus
PP Used: 24
Range: Three
Description: Attack with a bamboo weapon.

-------------------------------------------------------------------------------

Pure Ply
Type: Mercury
PP Used: 12
Range: One
Description: Restore 1000 HP with faith's power.

-------------------------------------------------------------------------------

Pure Wish
Type: Mercury
PP Used: 20
Range: All
Description: Restore 400 HP to the whole party.

-------------------------------------------------------------------------------

Pyroclasm
Type: Mars
PP Used: 29
Range: Five
Description: Attack with volcanic might.

-------------------------------------------------------------------------------

Quake
Type: Venus
PP Used: 4
Range: Three
Description: Attack with a powerful quake.

-------------------------------------------------------------------------------

Quake Sphere
Type: Venus
PP Used: 14
Range: Seven
Description: Attack with a massive quake.

-------------------------------------------------------------------------------

Quick Strike
Type: Jupiter
PP Used: 12
Range: One
Description: Blind an enemy with a rapid strike.

-------------------------------------------------------------------------------

Raging Heat
Type: Mars
PP Used: 9
Range: Five
Description: Call forth the fires of the pit.

-------------------------------------------------------------------------------

Ragnarok
Type: Venus
PP Used: 7
Range: One
Description: Strike with a massive sword.

-------------------------------------------------------------------------------

Ray
Type: Jupiter
PP Used: 6
Range: Three
Description: Attack with a magnetic storm.

-------------------------------------------------------------------------------

Resist
Type: Jupiter
PP Used: 5
Range: All
Description: Boost Resistance.

-------------------------------------------------------------------------------

Restore
Type: Mercury
PP Used: 1
Range: One
Description: Remove Sleep, Stun, and Delusion.

-------------------------------------------------------------------------------

Retreat
Type: Venus
PP Used: 6
Range: None
Description: Return to the dungeon's entrance.

-------------------------------------------------------------------------------

Reveal
Type: Jupiter
PP Used: 1
Range: None
Description: Perceive hidden truths.

-------------------------------------------------------------------------------

Revive
Type: Venus
PP Used: 15
Range: One
Description: Revive a downed ally.

-------------------------------------------------------------------------------

Roc
Type: Neutral
PP Used: 22
Range: One
Description: Strike with the sweep of a mighty wing.

-------------------------------------------------------------------------------

Rockfall
Type: Venus
PP Used: 5
Range: Three
Description: Attack with a blast of rocks.

-------------------------------------------------------------------------------

Rockslide
Type: Venus
PP Used: 15
Range: Five
Description: Attack with a blast of rocks.

-------------------------------------------------------------------------------

Sabre Dance
Type: Venus
PP Used: 7
Range: One
Description: Attack with dancing blades.

-------------------------------------------------------------------------------

Salamander
Type: Mars
PP Used: 7
Range: Three
Description: Call forth a fiery reptile's breath.

-------------------------------------------------------------------------------

Scoop
Type: Venus
PP Used: 1
Range: None
Description: Dig in soft ground.

-------------------------------------------------------------------------------

Searing Beam
Type: Mars
PP Used: 36
Range: Nine
Description: Attack with a searing heat beam.

-------------------------------------------------------------------------------

Serpent Fume
Type: Mars
PP Used: 14
Range: One
Description: Attack with a plume of flames.

-------------------------------------------------------------------------------

Shine Plasma
Type: Jupiter
PP Used: 18
Range: Five
Description: Attack with a barrage of bolts.

-------------------------------------------------------------------------------

Shuriken
Type: Jupiter
PP Used: 8
Range: Three
Description: Attack with a huge throwing knife.

-------------------------------------------------------------------------------

Skull Splitter
Type: Venus
PP Used: 8
Range: One
Description: Annihilate a foe by crushing its skull.

-------------------------------------------------------------------------------

Slash
Type: Jupiter
PP Used: 4
Range: One
Description: Attack with a blade of focused air.

-------------------------------------------------------------------------------

Sleep
Type: Jupiter
PP Used: 5
Range: Three
Description: Lull multiple foes to sleep.

-------------------------------------------------------------------------------

Sleep Card
Type: Jupiter
PP Used: 5
Range: Three
Description: Put foes to sleep.

-------------------------------------------------------------------------------

Sonic Slash
Type: Jupiter
PP Used: 20
Range: Five
Description: Attack with a blade of focused air.

-------------------------------------------------------------------------------

Spark Plasma
Type: Jupiter
PP Used: 37
Range: Nine
Description: Attack with a barrage of bolts.

-------------------------------------------------------------------------------

Spire
Type: Venus
PP Used: 5
Range: One
Description: Attack with earthen spire.

-------------------------------------------------------------------------------

Stone Spire
Type: Venus
PP Used: 22
Range: Five
Description: Attack with earthern spire.

-------------------------------------------------------------------------------

Storm Ray
Type: Jupiter
PP Used: 10
Range: Three
Description: Attack with a magnetic storm.

-------------------------------------------------------------------------------

Succubus
Type: Mercury
PP Used: 9
Range: One
Description: Conjure faeries to restore 250 HP.

-------------------------------------------------------------------------------

Supercool
Type: Mercury
PP Used: 14
Range: Five
Description: Attack with freezing cold.

-------------------------------------------------------------------------------

Supernova
Type: Mars
PP Used: 31
Range: Seven
Description: Attack with a massive explosion.

-------------------------------------------------------------------------------

Sword Card
Type: Mars
PP Used: 6
Range: One
Description: Reduce a foe's Attack.

-------------------------------------------------------------------------------

Teleport
Type: Jupiter
PP Used: 2
Range: None
Description: Teleport at will.

-------------------------------------------------------------------------------

Tempest
Type: Jupiter
PP Used: 27
Range: Five
Description: Attack with a fearsome windstorm.

-------------------------------------------------------------------------------

Thorn
Type: Venus
PP Used: 6
Range: Three
Description: Attack with stabbing thorns.

-------------------------------------------------------------------------------

Thorny Grave
Type: Venus
PP Used: 24
Range: Three
Description: Summon a loathesome fiend.

-------------------------------------------------------------------------------

Thunder Card
Type: Jupiter
PP Used: 17
Range: Three
Description: Throw a card of the Thunder suit.

-------------------------------------------------------------------------------

Thunderbolt
Type: Jupiter
PP Used: 19
Range: Five
Description: Attack with the storm's fury.

-------------------------------------------------------------------------------

Thunderclap
Type: Jupiter
PP Used: 9
Range: Three
Description: Attack with the storm's fury.

-------------------------------------------------------------------------------

Thunderstorm
Type: Jupiter
PP Used: 39
Range: Seven
Description: Attack with frigid blasts.

-------------------------------------------------------------------------------

Thunder Mine
Type: Jupiter
PP Used: 16
Range: One
Description: Attack with ball lightning.

-------------------------------------------------------------------------------

Tornado
Type: Jupiter
PP Used: 14
Range: Five
Description: Attack with a mighty tornado.

-------------------------------------------------------------------------------

Tremor
Type: Venus
PP Used: 1
Range: None
Description: Shake objects left and right.

-------------------------------------------------------------------------------

Troll
Type: Venus
PP Used: 3
Range: One
Description: Attack with fiendish might.

-------------------------------------------------------------------------------

Tundra
Type: Mercury
PP Used: 8
Range: Three
Description: Attack with frigid blasts.

-------------------------------------------------------------------------------

Typhoon
Type: Jupiter
PP Used: 12
Range: Five
Description: Attack with the wind's might.

-------------------------------------------------------------------------------

Volcano
Type: Mars
PP Used: 6
Range: One
Description: Attack with volcanic might.

-------------------------------------------------------------------------------

Ward
Type: Jupiter
PP Used: 3
Range: One
Description: Boost Resistance.

-------------------------------------------------------------------------------

Weaken
Type: Jupiter
PP Used: 4
Range: One
Description: Drop enemy's Resistance.

-------------------------------------------------------------------------------

Whiplash
Type: Jupiter
PP Used: 6
Range: One
Description: Attack with a whip.

-------------------------------------------------------------------------------

Whirlwind
Type: Jupiter
PP Used: 5
Range: Three
Description: Attack with a swirling tornado.

-------------------------------------------------------------------------------

Weird Nymph
Type: Mercury
PP Used: 5
Range: One
Description: Conjure pixies to restore 125 HP.

-------------------------------------------------------------------------------

Wild Growth
Type: Venus
PP Used: 19
Range: Five
Description: Attack with giant plants.

-------------------------------------------------------------------------------

Wild Wolf
Type: Neutral
PP Used: 3
Range: One
Description: Call on a feral ally's aid.

-------------------------------------------------------------------------------

Wind Slash
Type: Jupiter
PP Used: 9
Range: Three
Description: Attack with a blade of focused air.

-------------------------------------------------------------------------------

Wish
Type: Mercury
PP Used: 9
Range: All
Description: Restore 80 HP to the whole party.

-------------------------------------------------------------------------------

Wish Well
Type: Mercury
PP Used: 13
Range: All
Description: Restore 180 HP to the whole party.

-------------------------------------------------------------------------------

Wyvern
Type: Mars
PP Used: 17
Range: Five
Description: Attack foes with fiery breath.

-------------------------------------------------------------------------------


================
XIV. Enemy List
================

In this section, I will list all of the enemies in the game, along with info
about them and such.


-------------------------------------------------------------------------------

001. Ruffian
Found: Venus Lighthouse Entry, Suhalla Gate

HP: 29
PP: 0
Attack: 23
Defense: 6
Agility: 11
Luck: 3
Turns: 1

Power (Venus): 100
Power (Mars): 100
Power (Jupiter): 100
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 100
Resist (Jupiter): 100
Resist (Mercury): 100

Items Obtained: 5 Coins, Herb
EXP Gained: 5

-------------------------------------------------------------------------------

002. Punch Ant
Found: Suhalla Gate Cave, World Map, Kandorean Temple

HP: 26
PP: 0
Attack: 26
Defense: 8
Agility: 6
Luck: 2
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 6 Coins, Smoke Bomb
EXP Gained: 5

-------------------------------------------------------------------------------

003. Giant Bat
Found: World Map, Kandorean Temple, Shrine of the Sea God

HP: 32
PP: 0
Attack: 30
Defense: 6
Agility: 22
Luck: 1
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 6 Coins, Herb
EXP Gained: 6

-------------------------------------------------------------------------------

004. Wild Wolf
Found: World Map, Kandorean Temple, Shrine of the Sea God

HP: 45
PP: 0
Attack: 34
Defense: 8
Agility: 13
Luck: 4
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 7 Coins, Herb
EXP Gained: 7

-------------------------------------------------------------------------------

005. Mimic (1)
Found: Kandorean Temple

HP: 207
PP: 12
Attack: 47
Defense: 12
Agility: 23
Luck: 15
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 46 Coins, Game Ticket
EXP Gained: 64

-------------------------------------------------------------------------------

006. Angle Worm
Found: Venus Lighthouse Entry, Suhalla Gate

HP: 37
PP: 0
Attack: 40
Defense: 9
Agility: 14
Luck: 1
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 10 Coins, Elixir
EXP Gained: 12

-------------------------------------------------------------------------------

007. Mercury Djinni (Fog)
Found: Kandorean Temple

HP: 165
PP: 14
Attack: 32
Defense: 6
Agility: 22
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 85 Coins
EXP Gained: 28

-------------------------------------------------------------------------------

008. Chestbeater
Found: Kandorean Temple

HP: 155
PP: 0
Attack: 44
Defense: 11
Agility: 20
Luck: 24
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 28 Coins, Nut
EXP Gained: 40

-------------------------------------------------------------------------------

009. Ghost
Found: Shrine of the Sea God, Dehkan Plateau

HP: 56
PP: 6
Attack: 38
Defense: 12
Agility: 12
Luck: 2
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 48
Resist (Mars): 72
Resist (Jupiter): 7
Resist (Mercury): 100

Items Obtained: 9 Coins, Oil Drop
EXP Gained: 9

-------------------------------------------------------------------------------

010. Jupiter Djinni (Breath)
Found: Shrine of the Sea God

HP: 267
PP: 24
Attack: 65
Defense: 17
Agility: 50
Luck: 8
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 126 Coins
EXP Gained: 109

-------------------------------------------------------------------------------

011. Skeleton
Found: Dehkan Plateau, World Map

HP: 60
PP: 0
Attack: 46
Defense: 14
Agility: 18
Luck: 1
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 11 Coins, Herb
EXP Gained: 10

-------------------------------------------------------------------------------

012. Mini-Goblin
Found: Dehkan Plateau, World Map, Madra Catacombs

HP: 62
PP: 0
Attack: 61
Defense: 16
Agility: 25
Luck: 5
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 28 Coins, Sleep Bomb
EXP Gained: 25

-------------------------------------------------------------------------------

013. Rat Soldier
Found: Dehkan Plateau, World Map, Madra Catacombs

HP: 69
PP: 0
Attack: 56
Defense: 13
Agility: 19
Luck: 2
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 19 Coins, Smoke Bomb
EXP Gained: 17

-------------------------------------------------------------------------------

014. Mars Djinni (Cannon)
Found: Dehkan Plateau

HP: 151
PP: 14
Attack: 34
Defense: 6
Agility: 20
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 81 Coins
EXP Gained: 24

-------------------------------------------------------------------------------

015. Will Head
Found: World Map

HP: 54
PP: 0
Attack: 42
Defense: 10
Agility: 10
Luck: 1
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 10 Coins, Smoke Bomb
EXP Gained: 9

-------------------------------------------------------------------------------

016. Rat
Found: Venus Lighthouse Entry, Suhalla Gate

HP: 49
PP: 0
Attack: 52
Defense: 27
Agility: 15
Luck: 1
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 17 Coins, Herb
EXP Gained: 14

-------------------------------------------------------------------------------

017. Venus Djinni (Iron)
Found: World Map

HP: 223
PP: 20
Attack: 49
Defense: 12
Agility: 37
Luck: 7
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 125
Resist (Mercury): 100

Items Obtained: 96 Coins
EXP Gained: 73

-------------------------------------------------------------------------------

018. Drone Bee
Found: Madra Catacombs

HP: 63
PP: 0
Attack: 68
Defense: 19
Agility: 36
Luck: 2
Turns: 1

Power (Venus): 90
Power (Mars): 95
Power (Jupiter): 105
Power (Mercury): 90

Resist (Venus): 100
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 48

Items Obtained: 28 Coins, Elixir
EXP Gained: 19

-------------------------------------------------------------------------------

019. Kobold
Found: World Map, Yampi Desert, Air's Rock

HP: 77
PP: 0
Attack: 80
Defense: 17
Agility: 47
Luck: 7
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 45 Coins, Oil Drop
EXP Gained: 40

-------------------------------------------------------------------------------

020. Dino
Found: World Map, Yampi Desert, Air's Rock

HP: 82
PP: 0
Attack: 84
Defense: 23
Agility: 35
Luck: 8
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 39 Coins, Herb
EXP Gained: 40

-------------------------------------------------------------------------------

021. Momonga
Found: World Map, Yampi Desert

HP: 53
PP: 0
Attack: 66
Defense: 16
Agility: 51
Luck: 4
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 31 Coins, Weasel's Claw
EXP Gained: 29

-------------------------------------------------------------------------------

022. Mercury Djinni (Sour)
Found: World Map

HP: 291
PP: 26
Attack: 75
Defense: 19
Agility: 57
Luck: 9
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 152 Coins
EXP Gained: 130

-------------------------------------------------------------------------------

023. Emu
Found: Yampi Desert, Air's Rock

HP: 98
PP: 0
Attack: 89
Defense: 21
Agility: 46
Luck: 9
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 51 Coins, Sacred Feather
EXP Gained: 53

-------------------------------------------------------------------------------

024. Spider
Found: Yampi Desert

HP: 69
PP: 0
Attack: 75
Defense: 22
Agility: 22
Luck: 1
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 32 Coins, Antidote
EXP Gained: 25

-------------------------------------------------------------------------------

025. Jupiter Djinni (Blitz)
Found: Yampi Desert

HP: 267
PP: 24
Attack: 65
Defense: 17
Agility: 50
Luck: 8
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 126 Coins
EXP Gained: 109

-------------------------------------------------------------------------------

026. King Scorpion
Found: Yampi Desert

HP: 1064
PP: 0
Attack: 101
Defense: 32
Agility: 39
Luck: 40
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 228 Coins, Vial
EXP Gained: 440

-------------------------------------------------------------------------------

027. Gnome
Found: Yampi Desert

HP: 85
PP: 5
Attack: 73
Defense: 15
Agility: 38
Luck: 3
Turns: 1

Power (Venus): 85
Power (Mars): 100
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 40 Coins, Oil Drop
EXP Gained: 29

-------------------------------------------------------------------------------

028. Briggs
Found: Eastern Alhafra

HP: 984
PP: 0
Attack: 129
Defense: 29
Agility: 76
Luck: 42
Turns: 1

Power (Venus): 100
Power (Mars): 100
Power (Jupiter): 100
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 100
Resist (Jupiter): 100
Resist (Mercury): 100

Items Obtained: 891 Coins, Vial
EXP Gained: 333

-------------------------------------------------------------------------------

029. Sea Fighter
Found: Eastern Alhafra

HP: 197
PP: 0
Attack: 119
Defense: 28
Agility: 61
Luck: 26
Turns: 1

Power (Venus): 100
Power (Mars): 100
Power (Jupiter): 100
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 100
Resist (Jupiter): 100
Resist (Mercury): 100

Items Obtained: 130 Coins
EXP Gained: 89

-------------------------------------------------------------------------------

030. Ooze
Found: Alhafran Cave

HP: 72
PP: 0
Attack: 72
Defense: 19
Agility: 30
Luck: 1
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 40 Coins, Herb
EXP Gained: 26

-------------------------------------------------------------------------------

031. Harpy
Found: Alhafran Cave, Air's Rock

HP: 105
PP: 0
Attack: 104
Defense: 25
Agility: 46
Luck: 4
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 53 Coins, Elixir
EXP Gained: 38

-------------------------------------------------------------------------------

032. Ghoul
Found: Alhafran Cave, Air's Rock

HP: 99
PP: 0
Attack: 93
Defense: 20
Agility: 16
Luck: 1
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 42 Coins, Antidote
EXP Gained: 34

-------------------------------------------------------------------------------

033. Mimic (2)
Found: Air's Rock

HP: 431
PP: 36
Attack: 126
Defense: 33
Agility: 77
Luck: 16
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 241 Coins, Lucky Medal
EXP Gained: 272

-------------------------------------------------------------------------------

034. Creeper
Found: Air's Rock

HP: 89
PP: 6
Attack: 79
Defense: 19
Agility: 29
Luck: 2
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 48
Resist (Mars): 72
Resist (Jupiter): 7
Resist (Mercury): 100

Items Obtained: 38 Coins, Weasel's Claw
EXP Gained: 32

-------------------------------------------------------------------------------

035. Mummy
Found: Air's Rock

HP: 113
PP: 0
Attack: 116
Defense: 30
Agility: 44
Luck: 8
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 102 Coins, Elixir
EXP Gained: 72

-------------------------------------------------------------------------------

036. Wolfkin Cub
Found: Gondowan Cliffs, World Map

HP: 115
PP: 0
Attack: 136
Defense: 32
Agility: 79
Luck: 5
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 95 Coins, Nut
EXP Gained: 82

-------------------------------------------------------------------------------

037. Wyvern Chick
Found: Gondowan Cliffs, World Map

HP: 124
PP: 0
Attack: 128
Defense: 36
Agility: 76
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 76 Coins, Weasel's Claw
EXP Gained: 83

-------------------------------------------------------------------------------

038. Flash Ant
Found: Gondowan Cliffs, World Map

HP: 76
PP: 0
Attack: 119
Defense: 38
Agility: 62
Luck: 3
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 71 Coins, Elixir
EXP Gained: 61

-------------------------------------------------------------------------------

039. Wild Gorilla
Found: Gondowan Cliffs, Kibombo Mountains

HP: 130
PP: 0
Attack: 122
Defense: 32
Agility: 76
Luck: 5
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 80 Coins, Bramble Seed
EXP Gained: 77

-------------------------------------------------------------------------------

040. Mars Djinni (Kindle)
Found: Gondowan Cliffs

HP: 403
PP: 37
Attack: 114
Defense: 29
Agility: 90
Luck: 11
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 273 Coins
EXP Gained: 228

-------------------------------------------------------------------------------

041. Bone Fighter
Found: World Map, Gabomba Statue, Gabomba Catacombs

HP: 122
PP: 0
Attack: 131
Defense: 35
Agility: 52
Luck: 3
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 63 Coins, Sleep Bomb
EXP Gained: 51

-------------------------------------------------------------------------------

042. Death Head
Found: World Map, Gabomba Statue, Gabomba Catacombs

HP: 128
PP: 15
Attack: 130
Defense: 31
Agility: 47
Luck: 3
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 73 Coins, Nut
EXP Gained: 55

-------------------------------------------------------------------------------

043. Mad Mole
Found: World Map

HP: 96
PP: 0
Attack: 119
Defense: 22
Agility: 36
Luck: 1
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 60 Coins, Bramble Seed
EXP Gained: 39

-------------------------------------------------------------------------------

044. Mercury Djinni (Chill)
Found: World Map

HP: 414
PP: 37
Attack: 124
Defense: 31
Agility: 96
Luck: 12
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 282 Coins
EXP Gained: 234

-------------------------------------------------------------------------------

045. Pixie
Found: Kibombo Mountains

HP: 75
PP: 30
Attack: 135
Defense: 31
Agility: 112
Luck: 27
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 127 Coins, Nut
EXP Gained: 96

-------------------------------------------------------------------------------

046. Assassin
Found: Kibombo Mountains

HP: 129
PP: 0
Attack: 150
Defense: 35
Agility: 84
Luck: 13
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 131 Coins, Antidote
EXP Gained: 97

-------------------------------------------------------------------------------

047. Dirge
Found: Kibombo Mountains

HP: 91
PP: 0
Attack: 122
Defense: 32
Agility: 60
Luck: 2
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 61 Coins, Nut
EXP Gained: 47

-------------------------------------------------------------------------------

048. Jupiter Djinni (Waft)
Found: Kibombo Mountains

HP: 440
PP: 40
Attack: 134
Defense: 34
Agility: 104
Luck: 13
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 309 Coins
EXP Gained: 255

-------------------------------------------------------------------------------

049. Doomsayer
Found: Gabomba Statue, Gabomba Catacombs

HP: 107
PP: 30
Attack: 148
Defense: 31
Agility: 77
Luck: 21
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 173 Coins, Oil Drop
EXP Gained: 107

-------------------------------------------------------------------------------

050. Salamander
Found: Gabomba Statue, Gabomba Catacombs

HP: 212
PP: 18
Attack: 158
Defense: 49
Agility: 50
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 190 Coins, Oil Drop
EXP Gained: 84

-------------------------------------------------------------------------------

051. Spirit
Found: Gabomba Statue, Gabomba Catacombs

HP: 116
PP: 11
Attack: 114
Defense: 30
Agility: 48
Luck: 6
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 48
Resist (Mars): 72
Resist (Jupiter): 7
Resist (Mercury): 100

Items Obtained: 67 Coins, Crystal Powder
EXP Gained: 49

-------------------------------------------------------------------------------

052. Mimic (3)
Found: Gabomba Statue

HP: 536
PP: 50
Attack: 177
Defense: 43
Agility: 110
Luck: 17
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 380 Coins, Hard Nut
EXP Gained: 400

-------------------------------------------------------------------------------

053. Red Demon
Found: Gabomba Statue, Gabomba Catacombs

HP: 228
PP: 10
Attack: 173
Defense: 43
Agility: 90
Luck: 26
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 154 Coins, Staff of Anubis
EXP Gained: 129

-------------------------------------------------------------------------------

054. Venus Djinni (Steel)
Found: Gabomba Statue

HP: 466
PP: 66
Attack: 143
Defense: 37
Agility: 116
Luck: 16
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 340 Coins
EXP Gained: 279

-------------------------------------------------------------------------------

055. Venus Djinni (Mud)
Found: Gabomba Catacombs

HP: 500
PP: 44
Attack: 153
Defense: 41
Agility: 122
Luck: 15
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 358 Coins
EXP Gained: 360

-------------------------------------------------------------------------------

056. Mad Plant
Found: Gabomba Catacombs

HP: 449
PP: 0
Attack: 181
Defense: 41
Agility: 87
Luck: 19
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 347 Coins, Game Ticket
EXP Gained: 321

-------------------------------------------------------------------------------

057. Bandit
Found: World Map

HP: 346
PP: 0
Attack: 200
Defense: 41
Agility: 98
Luck: 34
Turns: 1

Power (Venus): 80
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 72
Resist (Mars): 72
Resist (Jupiter): 72
Resist (Mercury): 72

Items Obtained: 183 Coins
EXP Gained: 136

-------------------------------------------------------------------------------

058. Thief
Found: World Map

HP: 212
PP: 0
Attack: 2196
Defense: 38
Agility: 87
Luck: 26
Turns: 1

Power (Venus): 80
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 72
Resist (Mars): 72
Resist (Jupiter): 72
Resist (Mercury): 72

Items Obtained: 169 Coins
EXP Gained: 115

-------------------------------------------------------------------------------

059. Aqua Jelly
Found: Lemurian Ship

HP: 225
PP: 5
Attack: 161
Defense: 33
Agility: 78
Luck: 7
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 99 Coins, Sleep Bomb
EXP Gained: 96

-------------------------------------------------------------------------------

060. Aqua Hydra
Found: Lemurian Ship

HP: 2776
PP: 70
Attack: 173
Defense: 38
Agility: 63
Luck: 44
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 1612 Coins, Vial
EXP Gained: 963

-------------------------------------------------------------------------------

061. Seabird
Found: Eastern Sea

HP: 133
PP: 0
Attack: 166
Defense: 31
Agility: 110
Luck: 9
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 114 Coins, Sacred Feather
EXP Gained: 106

-------------------------------------------------------------------------------

062. Urchin Beast
Found: Eastern Sea

HP: 89
PP: 0
Attack: 163
Defense: 54
Agility: 101
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 79 Coins, Antidote
EXP Gained: 93

-------------------------------------------------------------------------------

063. Fighter Bee
Found: Eastern Sea

HP: 116
PP: 0
Attack: 155
Defense: 38
Agility: 74
Luck: 2
Turns: 1

Power (Venus): 90
Power (Mars): 95
Power (Jupiter): 105
Power (Mercury): 90

Resist (Venus): 100
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 48

Items Obtained: 90 Coins, Elixir
EXP Gained: 67

-------------------------------------------------------------------------------

064. Calamar
Found: Eastern Sea

HP: 104
PP: 0
Attack: 130
Defense: 34
Agility: 46
Luck: 1
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 79 Coins, Elixir
EXP Gained: 59

-------------------------------------------------------------------------------

065. Merman
Found: Eastern Sea

HP: 162
PP: 0
Attack: 184
Defense: 46
Agility: 93
Luck: 10
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 139 Coins, Crystal Powder
EXP Gained: 134

-------------------------------------------------------------------------------

066. Numb Ant
Found: World Map

HP: 101
PP: 0
Attack: 172
Defense: 57
Agility: 91
Luck: 4
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 111 Coins, Bramble Seed
EXP Gained: 111

-------------------------------------------------------------------------------

067. Death Cap
Found: World Map, Taopo Swamp

HP: 117
PP: 0
Attack: 59
Defense: 19
Agility: 90
Luck: 5
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 56 Coins, Sleep Bomb
EXP Gained: 48

-------------------------------------------------------------------------------

068. Alec Goblin
Found: World Map

HP: 147
PP: 0
Attack: 190
Defense: 48
Agility: 91
Luck: 7
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 146 Coins, Smoke Bomb
EXP Gained: 126

-------------------------------------------------------------------------------

069. Mad Vermin
Found: World Map, Taopo Swamp, Gaia Rock

HP: 131
PP: 0
Attack: 164
Defense: 22
Agility: 67
Luck: 2
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 80 Coins, Herb
EXP Gained: 55

-------------------------------------------------------------------------------

070. Dire Wolf
Found: World Map, Taopo Swamp

HP: 155
PP: 0
Attack: 186
Defense: 44
Agility: 101
Luck: 6
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 114 Coins, Weasel's Claw
EXP Gained: 118

-------------------------------------------------------------------------------

071. Undead
Found: World Map, Taopo Swamp

HP: 165
PP: 0
Attack: 180
Defense: 27
Agility: 58
Luck: 1
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 90 Coins, Antidote
EXP Gained: 74

-------------------------------------------------------------------------------

072. Ravager
Found: World Map

HP: 29
PP: 0
Attack: 185
Defense: 47
Agility: 60
Luck: 2
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 95 Coins, Elixir
EXP Gained: 90

-------------------------------------------------------------------------------

073. Ghost Mage
Found: World Map, Taopo Swamp

HP: 161
PP: 19
Attack: 168
Defense: 43
Agility: 86
Luck: 9
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 48
Resist (Mars): 72
Resist (Jupiter): 7
Resist (Mercury): 100

Items Obtained: 110 Coins, Bramble Seed
EXP Gained: 80

-------------------------------------------------------------------------------

074. Faery
Found: Taopo Swamp, Aqua Rock, Apojii Island Caves

HP: 105
PP: 30
Attack: 182
Defense: 46
Agility: 150
Luck: 27
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 175 Coins, Nut
EXP Gained: 172

-------------------------------------------------------------------------------

075. Cave Troll
Found: Taopo Swamp

HP: 212
PP: 0
Attack: 199
Defense: 45
Agility: 44
Luck: 3
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 134 Coins, Nut
EXP Gained: 106

-------------------------------------------------------------------------------

076. Mad Plant (2)
Found: Taopo Swamp

HP: 518
PP: 0
Attack: 227
Defense: 56
Agility: 104
Luck: 19
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 409 Coins, Lucky Medal
EXP Gained: 507

-------------------------------------------------------------------------------

077. Venus Djinni (Flower)
Found: Taopo Swamp

HP: 590
PP: 53
Attack: 182
Defense: 51
Agility: 149
Luck: 18
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 432 Coins
EXP Gained: 519

-------------------------------------------------------------------------------

078. Man o' War
Found: Aqua Rock, Apojii Island Caves

HP: 137
PP: 0
Attack: 193
Defense: 42
Agility: 70
Luck: 1
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 127

Items Obtained: 87 Coins, Antidote
EXP Gained: 55

-------------------------------------------------------------------------------

079. Roc
Found: Aqua Rock, Apojii Island Caves

HP: 245
PP: 0
Attack: 214
Defense: 50
Agility: 116
Luck: 17
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 193 Coins, Vial
EXP Gained: 238

-------------------------------------------------------------------------------

080. Virago
Found: Aqua Rock, Apojii Island Caves

HP: 185
PP: 0
Attack: 199
Defense: 47
Agility: 89
Luck: 4
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 120 Coins, Elixir
EXP Gained: 87

-------------------------------------------------------------------------------

081. Lizard Fighter
Found: Aqua Rock

HP: 212
PP: 0
Attack: 204
Defense: 61
Agility: 60
Luck: 2
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 124 Coins, Nut
EXP Gained: 89

-------------------------------------------------------------------------------

082. Sea Dragon
Found: Aqua Rock

HP: 270
PP: 0
Attack: 231
Defense: 68
Agility: 90
Luck: 14
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 194 Coins, Unicorn Ring
EXP Gained: 257

-------------------------------------------------------------------------------

083. Mimic (4)
Found: Aqua Rock

HP: 676
PP: 62
Attack: 240
Defense: 66
Agility: 145
Luck: 17
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 531 Coins, Potion
EXP Gained: 760

-------------------------------------------------------------------------------

084. Mercury Djinni (Steam)
Found: Aqua Rock

HP: 620
PP: 56
Attack: 192
Defense: 54
Agility: 159
Luck: 19
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 457 Coins
EXP Gained: 571

-------------------------------------------------------------------------------

085. Needle Egg
Found: World Map, Tundaria Tower

HP: 119
PP: 0
Attack: 234
Defense: 94
Agility: 147
Luck: 7
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 110 Coins, Antidote
EXP Gained: 214

-------------------------------------------------------------------------------

086. Squirrelfang
Found: World Map, Tundaria Tower, Ankohl Ruins, Islet Cave

HP: 130
PP: 0
Attack: 229
Defense: 59
Agility: 168
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 131 Coins, Elixir
EXP Gained: 176

-------------------------------------------------------------------------------

087. Dinox
Found: World Map, Tundaria Tower, Ankohl Ruins, Islet Cave

HP: 172
PP: 0
Attack: 264
Defense: 82
Agility: 116
Luck: 10
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 166 Coins, Nut
EXP Gained: 239

-------------------------------------------------------------------------------

088. Jupiter Djinni (Wheeze)
Found: World Map

HP: 740
PP: 68
Attack: 234
Defense: 70
Agility: 197
Luck: 23
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 781 Coins
EXP Gained: 556

-------------------------------------------------------------------------------

089. Minotaurus
Found: Tundaria Tower, Ankohl Ruins

HP: 268
PP: 0
Attack: 276
Defense: 84
Agility: 123
Luck: 18
Turns: 1

Power (Venus): 110
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 207 Coins, Tartarus Axe
EXP Gained: 318

-------------------------------------------------------------------------------

090. Living Armor
Found: Tundaria Tower, Ankohl Ruins

HP: 201
PP: 0
Attack: 266
Defense: 99
Agility: 90
Luck: 21
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 72
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 152

Items Obtained: 205 Coins, Water of Life
EXP Gained: 320

-------------------------------------------------------------------------------

091. Harridan
Found: Tundaria Tower, Ankohl Ruins, Treasure Isle, Islet Cave

HP: 231
PP: 29
Attack: 261
Defense: 66
Agility: 118
Luck: 8
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 164 Coins, Nut
EXP Gained: 150

-------------------------------------------------------------------------------

092. Stone Soldier
Found: Tundaria Tower, Treasure Isle, Islet Cave

HP: 211
PP: 14
Attack: 327
Defense: 137
Agility: 140
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 164 Coins, Elixir
EXP Gained: 278

-------------------------------------------------------------------------------

093. Magicore
Found: Tundaria Tower, Islet Cave

HP: 321
PP: 34
Attack: 253
Defense: 74
Agility: 109
Luck: 11
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 208 Coins, Aura Gloves
EXP Gained: 169

-------------------------------------------------------------------------------

094. Mars Djinni (Reflux)
Found: Tundaria Tower

HP: 756
PP: 69
Attack: 231
Defense: 68
Agility: 199
Luck: 23
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 563 Coins
EXP Gained: 794

-------------------------------------------------------------------------------

095. Wight
Found: Gaia Rock, Izumo Ruins

HP: 192
PP: 0
Attack: 205
Defense: 55
Agility: 54
Luck: 2
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 115 Coins, Elixir
EXP Gained: 92

-------------------------------------------------------------------------------

096. Fire Worm
Found: Gaia Rock, Izumo Ruins

HP: 97
PP: 0
Attack: 211
Defense: 49
Agility: 94
Luck: 4
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 113 Coins, Oil Drop
EXP Gained: 158

-------------------------------------------------------------------------------

097. Clay Gargoyle
Found: Gaia Rock, Izumo Ruins

HP: 304
PP: 21
Attack: 319
Defense: 150
Agility: 100
Luck: 7
Turns: 1

Power (Venus): 100
Power (Mars): 100
Power (Jupiter): 95
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 100
Resist (Jupiter): 127
Resist (Mercury): 100

Items Obtained: 170 Coins, Potion
EXP Gained: 307

-------------------------------------------------------------------------------

098. Golem
Found: Gaia Rock, Izumo Ruins

HP: 266
PP: 0
Attack: 217
Defense: 50
Agility: 40
Luck: 2
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 161 Coins, Vial
EXP Gained: 105

-------------------------------------------------------------------------------

099. Gnome Mage
Found: Gaia Rock, Izumo Ruins

HP: 162
PP: 24
Attack: 179
Defense: 50
Agility: 108
Luck: 8
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 100
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 126 Coins, Crystal Powder
EXP Gained: 86

-------------------------------------------------------------------------------

100. Dread Hound
Found: Gaia Rock, Izumo Ruins

HP: 252
PP: 0
Attack: 211
Defense: 56
Agility: 90
Luck: 13
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 176 Coins, Prophet's Hat
EXP Gained: 116

-------------------------------------------------------------------------------

101. Wood Walker
Found: Gaia Rock, Izumo Ruins, Ankohl Ruins

HP: 230
PP: 21
Attack: 213
Defense: 75
Agility: 94
Luck: 24
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 72
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 201 Coins, Bramble Seed
EXP Gained: 242

-------------------------------------------------------------------------------

102. Mimic (5)
Found: Gaia Rock

HP: 707
PP: 64
Attack: 251
Defense: 71
Agility: 153
Luck: 18
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 531 Coins, Game Ticket
EXP Gained: 840

-------------------------------------------------------------------------------

103. Mad Plant (3)
Found: Gaia Rock

HP: 566
PP: 0
Attack: 254
Defense: 65
Agility: 114
Luck: 20
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 451 Coins, Potion
EXP Gained: 630

-------------------------------------------------------------------------------

104. Serpent
Found: Gaia Rock

HP: 3536
PP: 160
Attack: 249
Defense: 76
Agility: 135
Luck: 46
Turns: 3 (w/o four lights shining), 2 (w/ four lights shining)

Power (Venus): 110
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 2898 Coins
EXP Gained: 1995

-------------------------------------------------------------------------------

105. Gressil
Found: Izumo Ruins

HP: 175
PP: 30
Attack: 243
Defense: 70
Agility: 145
Luck: 30
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 208 Coins, Otafuku Mask
EXP Gained: 259

-------------------------------------------------------------------------------

106. Avimander
Found: Champa

HP: 3792
PP: 87
Attack: 281
Defense: 89
Agility: 94
Luck: 41
Turns: 2

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 1330 Coins, Potion
EXP Gained: 2176

-------------------------------------------------------------------------------

107. Poseidon
Found: Sea of Time

HP: 4905
PP: 162
Attack: 302
Defense: 100
Agility: 185
Luck: 47
Turns: 2

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 3762 Coins, Psy Crystal
EXP Gained: 2930

-------------------------------------------------------------------------------

108. Hydra
Found: Western Sea, Northern Reaches

HP: 276
PP: 0
Attack: 288
Defense: 82
Agility: 102
Luck: 12
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 317 Coins, Antidote
EXP Gained: 408

-------------------------------------------------------------------------------

109. Gillman
Found: Western Sea

HP: 234
PP: 0
Attack: 291
Defense: 89
Agility: 142
Luck: 11
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 210 Coins, Crystal Powder
EXP Gained: 330

-------------------------------------------------------------------------------

110. Seafowl
Found: Western Sea

HP: 191
PP: 0
Attack: 262
Defense: 61
Agility: 168
Luck: 10
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 172 Coins, Sacred Feather
EXP Gained: 261

-------------------------------------------------------------------------------

111. Vile Dirge
Found: Western Sea

HP: 173
PP: 0
Attack: 228
Defense: 56
Agility: 120
Luck: 2
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 98 Coins, Weasel's Claw
EXP Gained: 75

-------------------------------------------------------------------------------

112. Spiral Shell
Found: Western Sea, Northern Reaches

HP: 155
PP: 0
Attack: 268
Defense: 92
Agility: 117
Luck: 9
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 129 Coins, Elixir
EXP Gained: 236

-------------------------------------------------------------------------------

113. Turtle Dragon
Found: Western Sea, Northern Reaches, Treasure Isle

HP: 340
PP: 0
Attack: 305
Defense: 100
Agility: 117
Luck: 15
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 251 Coins, Blessed Mace
EXP Gained: 424

-------------------------------------------------------------------------------

114. Wolfkin
Found: World Map, Shaman Village Cave, Trial Road

HP: 213
PP: 0
Attack: 309
Defense: 89
Agility: 174
Luck: 9
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 219 Coins, Weasel's Claw
EXP Gained: 337

-------------------------------------------------------------------------------

115. Wargold
Found: World Map, Shaman Village Cave, Trial Road

HP: 202
PP: 0
Attack: 303
Defense: 78
Agility: 101
Luck: 9
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 226 Coins, Oil Drop
EXP Gained: 321

-------------------------------------------------------------------------------

116. Slayer
Found: World Map, Shaman Village Cave

HP: 220
PP: 0
Attack: 300
Defense: 90
Agility: 158
Luck: 14
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 172
Resist (Mercury): 100

Items Obtained: 254 Coins, Sleep Bomb
EXP Gained: 344

-------------------------------------------------------------------------------

117. Pteranodon
Found: World Map, Shaman Village Cave, Trial Road

HP: 242
PP: 0
Attack: 291
Defense: 100
Agility: 166
Luck: 8
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 174 Coins, Nut
EXP Gained: 341

-------------------------------------------------------------------------------

118. Talon Runner
Found: World Map, Shaman Village Cave

HP: 228
PP: 0
Attack: 303
Defense: 88
Agility: 159
Luck: 11
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 215 Coins, Bramble Seed
EXP Gained: 367

-------------------------------------------------------------------------------

119. Mars Djinni (Core)
Found: World Map

HP: 840
PP: 79
Attack: 264
Defense: 80
Agility: 266
Luck: 26
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 642 Coins
EXP Gained: 946

-------------------------------------------------------------------------------

120. Venus Djinni (Petra)
Found: World Map

HP: 830
PP: 77
Attack: 260
Defense: 79
Agility: 227
Luck: 26
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 937 Coins
EXP Gained: 631

-------------------------------------------------------------------------------

121. Wild Gryphon
Found: Shaman Village Cave

HP: 297
PP: 33
Attack: 367
Defense: 111
Agility: 215
Luck: 18
Turns: 1

Power (Venus): 90
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 72
Resist (Jupiter): 48
Resist (Mercury): 110

Items Obtained: 320 Coins, Feathered Robe
EXP Gained: 487

-------------------------------------------------------------------------------

122. Mercury Djinni (Eddy)
Found: Shaman Village Cave

HP: 860
PP: 80
Attack: 270
Defense: 83
Agility: 237
Luck: 27
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 656 Coins
EXP Gained: 989

-------------------------------------------------------------------------------

123. Navampa
Found: Shaman Village Cave

HP: 735
PP: 0
Attack: 368
Defense: 100
Agility: 156
Luck: 17
Turns: 1

Power (Venus): 80
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 90
Resist (Mars): 90
Resist (Jupiter): 90
Resist (Mercury): 90

Items Obtained: 267 Coins
EXP Gained: 398

-------------------------------------------------------------------------------

124. Azart
Found: Shaman Village Cave

HP: 365
PP: 0
Attack: 328
Defense: 66
Agility: 134
Luck: 10
Turns: 1

Power (Venus): 80
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 90
Resist (Mars): 90
Resist (Jupiter): 90
Resist (Mercury): 90

Items Obtained: 232 Coins
EXP Gained: 355

-------------------------------------------------------------------------------

125. Satrage
Found: Shaman Village Cave

HP: 485
PP: 0
Attack: 342
Defense: 74
Agility: 145
Luck: 13
Turns: 1

Power (Venus): 80
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 90
Resist (Mars): 90
Resist (Jupiter): 90
Resist (Mercury): 90

Items Obtained: 249 Coins
EXP Gained: 378

-------------------------------------------------------------------------------

126. Moapa
Found: Trial Road

HP: 3042
PP: 354
Defense: 120 (0-2 races won), 174 (3 races won), 219 (4 races won)
Agility: 181
Luck: 40
Turns: 1

Power (Venus): 100
Power (Mars): 100
Power (Jupiter): 100
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 100
Resist (Jupiter): 100
Resist (Mercury): 100

Items Obtained: 2460 Coins
EXP Gained: 1670

-------------------------------------------------------------------------------

127. Knight
Found: Trial Road

HP: 1954
PP: 0
Attack: 321
Defense: 151 (0 races won), 106 (1-4 races won)
Agility: 11
Luck: 36
Turns: 1

Power (Venus): 100
Power (Mars): 100
Power (Jupiter): 100
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 100
Resist (Jupiter): 100
Resist (Mercury): 100

Items Obtained: 205 Coins
EXP Gained: 835

-------------------------------------------------------------------------------

128. Nightmare
Found: Trial Road

HP: 258
PP: 28
Attack: 287
Defense: 89
Agility: 138
Luck: 13
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 100
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 100
Resist (Jupiter): 127
Resist (Mercury): 100

Items Obtained: 198 Coins, Healing Ring
EXP Gained: 241

-------------------------------------------------------------------------------

129. Mole Mage
Found: Trial Road

HP: 199
PP: 14
Attack: 265
Defense: 47
Agility: 74
Luck: 4
Turns: 1

Power (Venus): 100
Power (Mars): 70
Power (Jupiter): 80
Power (Mercury): 80

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 72
Resist (Mercury): 48

Items Obtained: 132 Coins, Antidote
EXP Gained: 191

-------------------------------------------------------------------------------

130. Mad Plant (4)
Found: Trial Road

HP: 29
PP: 0
Attack: 358
Defense: 103
Agility: 174
Luck: 21
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 594 Coins, Lucky Pepper
EXP Gained: 1121

-------------------------------------------------------------------------------

131. Jupiter Djinni (Gasp)
Found: Trial Road

HP: 870
PP: 81
Attack: 276
Defense: 84
Agility: 239
Luck: 27
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 660 Coins
EXP Gained: 1000

-------------------------------------------------------------------------------

132. Wyvern
Found: Jupiter Lighthouse

HP: 340
PP: 0
Attack: 339
Defense: 108
Agility: 149
Luck: 21
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 284 Coins, Aeolian Cossack
EXP Gained: 469

-------------------------------------------------------------------------------

133. Foul Mummy
Found: Jupiter Lighthouse

HP: 238
PP: 0
Attack: 320
Defense: 100
Agility: 118
Luck: 10
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 297 Coins, Potion
EXP Gained: 376

-------------------------------------------------------------------------------

134. Devil Scorpion
Found: Jupiter Lighthouse

HP: 181
PP: 0
Attack: 308
Defense: 121
Agility: 126
Luck: 6
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 180 Coins, Antidote
EXP Gained: 284

-------------------------------------------------------------------------------

135. Macetail
Found: Jupiter Lighthouse

HP: 284
PP: 28
Attack: 327
Defense: 105
Agility: 110
Luck: 9
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 248 Coins, Vial
EXP Gained: 426

-------------------------------------------------------------------------------

136. Ghost Army
Found: Jupiter Lighthouse

HP: 250
PP: 18
Attack: 342
Defense: 136
Agility: 133
Luck: 25
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 72
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 152

Items Obtained: 254 Coins, Mist Potion
EXP Gained: 454

-------------------------------------------------------------------------------

137. Blue Dragon
Found: Jupiter Lighthouse

HP: 408
PP: 0
Attack: 349
Defense: 121
Agility: 133
Luck: 23
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 297 Coins, Rising Mace
EXP Gained: 490

-------------------------------------------------------------------------------

138. Mad Plant (5)
Found: Jupiter Lighthouse

HP: 726
PP: 0
Attack: 352
Defense: 99
Agility: 152
Luck: 20
Turns: 1

Power (Venus): 105
Power (Mars): 80
Power (Jupiter): 70
Power (Mercury): 100

Resist (Venus): 48
Resist (Mars): 7
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 1065 Coins, Mint
EXP Gained: 594

-------------------------------------------------------------------------------

139. Mimic (6)
Found: Jupiter Lighthouse

HP: 907
PP: 78
Attack: 349
Defense: 108
Agility: 204
Luck: 18
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 700 Coins, Psy Crystal
EXP Gained: 1420

-------------------------------------------------------------------------------

140. Jupiter Djinni (Whorl)
Found: Jupiter Lighthouse

HP: 852
PP: 78
Attack: 273
Defense: 84
Agility: 233
Luck: 27
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 643 Coins
EXP Gained: 965

-------------------------------------------------------------------------------

141. Karst
Found: Jupiter Lighthouse

HP: 3186 (against Felix's team), 3240 (against Isaac's team)
PP: 320
Attack: 354 (against Felix's team), 426 (against Isaac's team)
Defense: 107 (against Felix's team), 158 (against Isaac's team)
Agility: 235
Luck: 50
Turns: 1

Power (Venus): 100
Power (Mars): 105
Power (Jupiter): 100
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 5280 Coins, Dark Matter
EXP Gained: 2813

-------------------------------------------------------------------------------

142. Agatio
Found: Jupiter Lighthouse

HP: 4248 (against Felix's team), 4320 (against Isaac's team)
PP: 280
Attack: 377 (against Felix's team), 453 (against Isaac's team)
Defense: 114 (against Felix's team), 377 (against Isaac's team)
Agility: 178 (against Felix's team), 378 (against Isaac's team)
Luck: 46
Turns: 1

Power (Venus): 100
Power (Mars): 110
Power (Jupiter): 100
Power (Mercury): 90

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 127
Resist (Mercury): 72

Items Obtained: 3740 Coins
EXP Gained: 3000

-------------------------------------------------------------------------------

143. Karst (against all members)
Found: Jupiter Lighthouse

HP: 3186
PP: 320
Attack: 354
Defense: 107
Agility: 235
Luck: 50
Turns: 1

Power (Venus): 100
Power (Mars): 105
Power (Jupiter): 100
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 5280 Coins, Dark Matter
EXP Gained: 2813

-------------------------------------------------------------------------------

144. Agatio (against all members)
Found: Jupiter Lighthouse

HP: 4248
PP: 280
Attack: 377
Defense: 114
Agility: 178
Luck: 46
Turns: 1

Power (Venus): 100
Power (Mars): 110
Power (Jupiter): 100
Power (Mercury): 90

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 127
Resist (Mercury): 72

Items Obtained: 3740 Coins
EXP Gained: 3000

-------------------------------------------------------------------------------

145. Karst (against 2-3 members)
Found: Jupiter Lighthouse

HP: 3186
PP: 280
Attack: 354
Defense: 107
Agility: 235
Luck: 50
Turns: 1

Power (Venus): 100
Power (Mars): 105
Power (Jupiter): 100
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 5280 Coins, Dark Matter
EXP Gained: 2813

-------------------------------------------------------------------------------

146. Agatio (against 2-3 members)
Found: Jupiter Lighthouse

HP: 4248
PP: 280
Attack: 377
Defense: 114
Agility: 178
Luck: 46
Turns: 1

Power (Venus): 100
Power (Mars): 110
Power (Jupiter): 100
Power (Mercury): 90

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 127
Resist (Mercury): 72

Items Obtained: 3740 Coins
EXP Gained: 3000

-------------------------------------------------------------------------------

147. Raging Rock
Found: Magma Rock

HP: 1350
PP: 48
Attack: 294
Defense: 90
Agility: 121
Luck: 18
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 800 Coins, Potion
EXP Gained: 465

-------------------------------------------------------------------------------

148. Lich
Found: Magma Rock

HP: 187
PP: 30
Attack: 305
Defense: 81
Agility: 146
Luck: 22
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 330 Coins, Psy Crystal
EXP Gained: 401

-------------------------------------------------------------------------------

149. Little Death
Found: Magma Rock

HP: 222
PP: 40
Attack: 335
Defense: 108
Agility: 191
Luck: 30
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 273 Coins, Hiotoko Mask
EXP Gained: 420

-------------------------------------------------------------------------------

150. Phoenix
Found: Magma Rock, Northern Reaches

HP: 281
PP: 80
Attack: 344
Defense: 112
Agility: 243
Luck: 31
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 286 Coins, Water of Life
EXP Gained: 3750

-------------------------------------------------------------------------------

151. Wise Gryphon
Found: Magma Rock

HP: 179
PP: 6
Attack: 241
Defense: 105
Agility: 104
Luck: 5
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 48
Resist (Mars): 127
Resist (Jupiter): 48
Resist (Mercury): 7

Items Obtained: 98 Coins, Elixir
EXP Gained: 98

-------------------------------------------------------------------------------

152. Lesser Demon
Found: Magma Rock

HP: 410
PP: 44
Attack: 374
Defense: 119
Agility: 178
Luck: 28
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 304 Coins, Rune Blade
EXP Gained: 511

-------------------------------------------------------------------------------

153. Grand Chimera
Found: Jupiter Lighthouse, Northern Reaches

HP: 313
PP: 48
Attack: 336
Defense: 109
Agility: 168
Luck: 27
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 300 Coins, Mist Potion
EXP Gained: 396

-------------------------------------------------------------------------------

154. Mimic (7)
Found: Magma Rock

HP: 936
PP: 80
Attack: 364
Defense: 114
Agility: 210
Luck: 18
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 27

Items Obtained: 726 Coins, Apple
EXP Gained: 1500

-------------------------------------------------------------------------------

155. Mars Djinni (Fury)
Found: Magma Rock

HP: 950
PP: 89
Attack: 304
Defense: 95
Agility: 267
Luck: 30
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 731 Coins
EXP Gained: 1145

-------------------------------------------------------------------------------

156. Raptor
Found: Mars Lighthouse

HP: 366
PP: 0
Attack: 354
Defense: 96
Agility: 180
Luck: 19
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 295 Coins
EXP Gained: 521

-------------------------------------------------------------------------------

157. Doodle Bug
Found: Mars Lighthouse

HP: 202
PP: 22
Attack: 329
Defense: 109
Agility: 173
Luck: 12
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 176 Coins, Smoke Bomb
EXP Gained: 417

-------------------------------------------------------------------------------

158. Minos Warrior
Found: Mars Lighthouse

HP: 353
PP: 0
Attack: 397
Defense: 130
Agility: 164
Luck: 20
Turns: 1

Power (Venus): 110
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 276 Coins, Clotho's Distaff
EXP Gained: 525

-------------------------------------------------------------------------------

159. Devil Frog
Found: Mars Lighthouse

HP: 282
PP: 0
Attack: 347
Defense: 102
Agility: 173
Luck: 15
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 248 Coins, Elixir
EXP Gained: 417

-------------------------------------------------------------------------------

160. Fire Bird
Found: Mars Lighthouse

HP: 303
PP: 98
Attack: 376
Defense: 124
Agility: 259
Luck: 32
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 304 Coins, Water of Life
EXP Gained: 5838

-------------------------------------------------------------------------------

161. Aka Manah
Found: Mars Lighthouse

HP: 479
PP: 70
Attack: 405
Defense: 129
Agility: 187
Luck: 32
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 318 Coins, Gloria Helm
EXP Gained: 546

-------------------------------------------------------------------------------

162. Mercury Djinni (Balm)
Found: Mars Lighthouse

HP: 940
PP: 88
Attack: 300
Defense: 94
Agility: 261
Luck: 30
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 720 Coins
EXP Gained: 1112

-------------------------------------------------------------------------------

163. Mimic (8)
Found: Mars Lighthouse

HP: 1008
PP: 84
Attack: 397
Defense: 126
Agility: 224
Luck: 18
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 152
Resist (Mercury): 127

Items Obtained: 772 Coins, Cookie
EXP Gained: 1668

-------------------------------------------------------------------------------

164. Flame Dragon (Small)
Found: Mars Lighthouse

HP: 5348
PP: 320
Attack: 389
Defense: 134
Agility: 215
Luck: 55
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 1872 Coins, Psy Crystal
EXP Gained: 2502

-------------------------------------------------------------------------------

165. Flame Dragon (Big)
Found: Mars Lighthouse

HP: 5724
PP: 250
Attack: 400
Defense: 137
Agility: 158
Luck: 48
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 1521 Coins
EXP Gained: 2502

-------------------------------------------------------------------------------

166. Mars Djinni (Fugue)
Found: Mars Lighthouse

HP: 950
PP: 83
Attack: 280
Defense: 86
Agility: 247
Luck: 28
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 731 Coins
EXP Gained: 1145

-------------------------------------------------------------------------------

167. Doom Dragon
Found: Mars Lighthouse

HP: 5000 (w/ three heads), 4200 (w/ two heads), 4000 (w/ one head)
PP: 500
Attack: 470
Defense: 155
Agility: 200
Luck: 50
Turns: 4 (w/ three heads), 3 (w/ two heads), 2 (w/ one head)

Power (Venus): 110
Power (Mars): 105
Power (Jupiter): 95
Power (Mercury): 100

Resist (Venus): 190
Resist (Mars): 175
Resist (Jupiter): 98
Resist (Mercury): 130

Items Obtained: -
EXP Gained: -

-------------------------------------------------------------------------------

168. Minos Knight
Found: Yampi Desert Cave

HP: 454
PP: 0
Attack: 517
Defense: 170
Agility: 175
Luck: 21
Turns: 1

Power (Venus): 110
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 294 Coins, Riot Gloves
EXP Gained: 577

-------------------------------------------------------------------------------

169. Sand Scorpion
Found: Yampi Desert Cave

HP: 259
PP: 12
Attack: 457
Defense: 185
Agility: 147
Luck: 7
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 207 Coins, Star Dust
EXP Gained: 366

-------------------------------------------------------------------------------

170. Winged Lizard
Found: Yampi Desert Cave

HP: 337
PP: 0
Attack: 452
Defense: 160
Agility: 202
Luck: 9
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 212 Coins, Dragon Skin
EXP Gained: 467

-------------------------------------------------------------------------------

171. Soul Army
Found: Yampi Desert Cave

HP: 356
PP: 54
Attack: 508
Defense: 207
Agility: 156
Luck: 26
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 72
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 152

Items Obtained: 299 Coins, Mythril Silver
EXP Gained: 586

-------------------------------------------------------------------------------

172. Fire Dragon
Found: Yampi Desert Cave

HP: 648
PP: 40
Attack: 513
Defense: 178
Agility: 166
Luck: 35
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 354 Coins, Atropos' Rod
EXP Gained: 641

-------------------------------------------------------------------------------

173. Venus Djinni (Crystal)
Found: Yampi Desert Cave

HP: 990
PP: 94
Attack: 309
Defense: 97
Agility: 280
Luck: 33
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 764 Coins
EXP Gained: 1211

-------------------------------------------------------------------------------

174. Valukar
Found: Yampi Desert Cave

HP: 12960
PP: 0
Attack: 550
Defense: 175
Agility: 206
Luck: 46
Turns: 1

Power (Venus): 95
Power (Mars): 105
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 60

Items Obtained: 8702 Coins
EXP Gained: 4980

-------------------------------------------------------------------------------

175. Earth Golem
Found: Treasure Isle

HP: 298
PP: 0
Attack: 299
Defense: 114
Agility: 70
Luck: 5
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 183 Coins, Giant Axe
EXP Gained: 218

-------------------------------------------------------------------------------

176. Cannibal Ghoul
Found: Treasure Isle

HP: 249
PP: 0
Attack: 274
Defense: 82
Agility: 80
Luck: 4
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 160 Coins, Antidote
EXP Gained: 194

-------------------------------------------------------------------------------

177. Pyrodra
Found: Yampi Desert Cave

HP: 384
PP: 0
Attack: 451
Defense: 125
Agility: 125
Luck: 14
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 387 Coins, Salamander Tail
EXP Gained: 568

-------------------------------------------------------------------------------

178. Great Seagull
Found: Yampi Desert Cave

HP: 266
PP: 0
Attack: 411
Defense: 93
Agility: 206
Luck: 12
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 127
Resist (Mars): 48
Resist (Jupiter): 7
Resist (Mercury): 72

Items Obtained: 211 Coins, Sylph Feather
EXP Gained: 363

-------------------------------------------------------------------------------

179. Ocean Dragon
Found: Yampi Desert Cave

HP: 473
PP: 32
Attack: 478
Defense: 154
Agility: 143
Luck: 16
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 307 Coins, Triton's Ward
EXP Gained: 590

-------------------------------------------------------------------------------

180. Sea Hedgehog
Found: Yampi Desert Cave

HP: 177
PP: 0
Attack: 402
Defense: 160
Agility: 188
Luck: 8
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 72
Resist (Mars): 48
Resist (Jupiter): 100
Resist (Mercury): 72

Items Obtained: 145 Coins, Potion
EXP Gained: 319

-------------------------------------------------------------------------------

181. Puppet Warrior
Found: Yampi Desert Cave

HP: 310
PP: 0
Attack: 469
Defense: 180
Agility: 125
Luck: 22
Turns: 1

Power (Venus): 100
Power (Mars): 95
Power (Jupiter): 95
Power (Mercury): 95

Resist (Venus): 72
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 152

Items Obtained: 283 Coins, Psy Crystal
EXP Gained: 555

-------------------------------------------------------------------------------

182. Gillman Lord
Found: Yampi Desert Cave

HP: 284
PP: 0
Attack: 456
Defense: 136
Agility: 174
Luck: 13
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 459 Coins, Tear Stone
EXP Gained: 257

-------------------------------------------------------------------------------

183. Mimic (9)
Found: Treasure Isle

HP: 879
PP: 76
Attack: 333
Defense: 103
Agility: 196
Luck: 18
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 105
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 677 Coins, Power Bread
EXP Gained: 1336

-------------------------------------------------------------------------------

184. Jupiter Djinni (Gale)
Found: Treasure Isle

HP: 980
PP: 92
Attack: 309
Defense: 97
Agility: 277
Luck: 31
Turns: 1

Power (Venus): 80
Power (Mars): 95
Power (Jupiter): 120
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 100
Resist (Jupiter): 193
Resist (Mercury): 100

Items Obtained: 756 Coins
EXP Gained: 1197

-------------------------------------------------------------------------------

185. Star Magician
Found: Treasure Isle

HP: 7486
PP: 560
Attack: 460
Defense: 139
Agility: 268
Luck: 52
Turns: 1

Power (Venus): 90
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 105

Resist (Venus): 130
Resist (Mars): 72
Resist (Jupiter): 150
Resist (Mercury): 180

Items Obtained: 7866 Coins
EXP Gained: 5566

-------------------------------------------------------------------------------

186. Refresh Ball
Found: Treasure Isle

HP: 360
PP: 43
Attack: 317
Defense: 124
Agility: 136
Luck: 36
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 278 Coins
EXP Gained: 448

-------------------------------------------------------------------------------

187. Guardian Ball
Found: Treasure Isle

HP: 520
PP: 43
Attack: 317
Defense: 127
Agility: 292
Luck: 33
Turns: 1

Power (Venus): 110
Power (Mars): 95
Power (Jupiter): 90
Power (Mercury): 95

Resist (Venus): 152
Resist (Mars): 100
Resist (Jupiter): 48
Resist (Mercury): 100

Items Obtained: 289 Coins
EXP Gained: 439

-------------------------------------------------------------------------------

188. Thunder Ball
Found: Treasure Isle

HP: 280
PP: 43
Attack: 329
Defense: 123
Agility: 219
Luck: 30
Turns: 1

Power (Venus): 90
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 48
Resist (Mars): 100
Resist (Jupiter): 152
Resist (Mercury): 100

Items Obtained: 243 Coins
EXP Gained: 296

-------------------------------------------------------------------------------

189. Anger Ball
Found: Treasure Isle

HP: 460
PP: 43
Attack: 357
Defense: 125
Agility: 173
Luck: 27
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 30 Coins
EXP Gained: 387

-------------------------------------------------------------------------------

190. Venus Djinni (Meld)
Found: Islet Cave

HP: 710
PP: 65
Attack: 221
Defense: 65
Agility: 187
Luck: 22
Turns: 1

Power (Venus): 120
Power (Mars): 95
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 193
Resist (Mars): 100
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 729 Coins
EXP Gained: 531

-------------------------------------------------------------------------------

191. Chimera Worm
Found: Islet Cave

HP: 251
PP: 22
Attack: 452
Defense: 133
Agility: 152
Luck: 5
Turns: 1

Power (Venus): 95
Power (Mars): 90
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 48
Resist (Mars): 25
Resist (Jupiter): 48
Resist (Mercury): 48

Items Obtained: 179 Coins, Water of Life
EXP Gained: 359

-------------------------------------------------------------------------------

192. Druj
Found: Islet Cave

HP: 672
PP: 66
Attack: 549
Defense: 197
Agility: 205
Luck: 33
Turns: 1

Power (Venus): 85
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 100

Resist (Venus): 100
Resist (Mars): 72
Resist (Jupiter): 100
Resist (Mercury): 127

Items Obtained: 627 Coins, Berserker Band
EXP Gained: 348

-------------------------------------------------------------------------------

193. Wonder Bird
Found: Islet Cave

HP: 424
PP: 102
Attack: 510
Defense: 190
Agility: 285
Luck: 34
Turns: 1

Power (Venus): 95
Power (Mars): 125
Power (Jupiter): 95
Power (Mercury): 75

Resist (Venus): 100
Resist (Mars): 193
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 8622 Coins, Dark Matter
EXP Gained: 333

-------------------------------------------------------------------------------

194. Cruel Dragon
Found: Islet Cave

HP: 636
PP: 65
Attack: 539
Defense: 216
Agility: 162
Luck: 26
Turns: 1

Power (Venus): 95
Power (Mars): 85
Power (Jupiter): 95
Power (Mercury): 115

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 175

Items Obtained: 358 Coins, Tisiphone Edge
EXP Gained: 661

-------------------------------------------------------------------------------

195. Mercury Djinni (Serac)
Found: Islet Cave

HP: 920
PP: 86
Attack: 290
Defense: 90
Agility: 257
Luck: 29
Turns: 1

Power (Venus): 95
Power (Mars): 75
Power (Jupiter): 95
Power (Mercury): 125

Resist (Venus): 100
Resist (Mars): 25
Resist (Jupiter): 100
Resist (Mercury): 193

Items Obtained: 706 Coins
EXP Gained: 1093

-------------------------------------------------------------------------------

196. Sentinel
Found: Islet Cave

HP: 8736
PP: 780
Attack: 608
Defense: 216
Agility: 171
Luck: 54
Turns: 3

Power (Venus): 100
Power (Mars): 120
Power (Jupiter): 100
Power (Mercury): 130

Resist (Venus): 72
Resist (Mars): 127
Resist (Jupiter): 152
Resist (Mercury): 193

Items Obtained: 6144 Coins
EXP Gained: 10538

-------------------------------------------------------------------------------

197. Bombander
Found: Anemos Inner Sanctum

HP: 548
PP: 110
Attack: 541
Defense: 224
Agility: 141
Luck: 10
Turns: 1

Power (Venus): 95
Power (Mars): 115
Power (Jupiter): 95
Power (Mercury): 85

Resist (Venus): 100
Resist (Mars): 175
Resist (Jupiter): 100
Resist (Mercury): 25

Items Obtained: 325 Coins, Golem Core
EXP Gained: 624

-------------------------------------------------------------------------------

198. Sky Dragon
Found: Anemos Inner Sanctum

HP: 657
PP: 111
Attack: 562
Defense: 232
Agility: 191
Luck: 22
Turns: 1

Power (Venus): 95
Power (Mars): 95
Power (Jupiter): 110
Power (Mercury): 95

Resist (Venus): 175
Resist (Mars): 72
Resist (Jupiter): 25
Resist (Mercury): 100

Items Obtained: 686 Coins, Orihalcon
EXP Gained: 358

-------------------------------------------------------------------------------

199. Mad Demon
Found: Anemos Inner Sanctum

HP: 745
PP: 96
Attack: 567
Defense: 234
Agility: 213
Luck: 29
Turns: 1

Power (Venus): 100
Power (Mars): 85
Power (Jupiter): 85
Power (Mercury): 85

Resist (Venus): 127
Resist (Mars): 100
Resist (Jupiter): 72
Resist (Mercury): 100

Items Obtained: 671 Coins, Lachesis' Rule
EXP Gained: 363

-------------------------------------------------------------------------------

200. Grave Wright
Found: Anemos Inner Sanctum

HP: 460
PP: 20
Attack: 530
Defense: 213
Agility: 151
Luck: 11
Turns: 1

Power (Venus): 100
Power (Mars): 80
Power (Jupiter): 80
Power (Mercury): 95

Resist (Venus): 25
Resist (Mars): 7
Resist (Jupiter): 48
Resist (Mercury): 72

Items Obtained: 379 Coins, Psy Crystal
EXP Gained: 551

-------------------------------------------------------------------------------

201. Dullahan
Found: Anemos Inner Sanctum

HP: 16000
PP: 300
Attack: 676
Defense: 269
Agility: 241
Luck: 59
Turns: 3

Power (Venus): 110
Power (Mars): 100
Power (Jupiter): 100
Power (Mercury): 100

Resist (Venus): 150
Resist (Mars): 130
Resist (Jupiter): 110
Resist (Mercury): 190

Items Obtained: 6775 Coins
EXP Gained: 15600


-------------------------------------------------------------------------------


=======================
XV. Secrets & Glitches
=======================

In this section, I will list all of the secrets and glitches in the game, along
with information about how to do them and such.


-------
Secrets
-------


Secret #1 - Naming Your Characters
----------------------------------

On the naming screen, when you're naming Felix, press Select three times. After
naming him, you'll be able to name Jenna, Sheba, and Piers. When you're naming
Piers, press up, down, up, down, left, right, left, right, up, right, down,
left, and up. You will then get to name Isaac, Garet, Ivan, and Mia, but *only*
on a non-linked game.


Secret #2 - New Difficulties
----------------------------

After clearing the game once (you must save your game after defeating the Doom
Dragon), load up that same file and you'll get the option to play the game on
Easy. If you refuse, you'll get the option to play on Hard. Note that on Hard,
Dullahan's HP is *not* doubled. It's only 16,383 since the game can't go any
higher than that.


Secret #3 - Visit the Previous Sanctum
--------------------------------------

You can visit the sanctum of the village you were last in. To do it, hold L, R,
and Start with your file highlighted. Load your file with these buttons held
down, then release, and you'll start at the last sanctum.


Secret #4 - Different Battle Themes
-----------------------------------

After the reunion in Contigo, when Isaac and co. team up with you, you'll be
able to hear different battle themes depending on your party. If you put Isaac
in your party and take out Felix, the original battle theme from GS1 will play.
If you put Jenna in your party and leave out both Isaac and Felix, her battle
theme will play (which plays at the very beginning of the game, as well).


--------
Glitches
--------


Glitch #1 - Visiting the GS1 continent
--------------------------------------

That's right, folks; you can visit the old continent from the original Golden
Sun. You can see Vale, the Venus Lighthouse, and the Babi Lighthouse, but you
can't enter any of them. To do it, you must go southwest of Loho to the small
shore. Then, have the boat in this exact position:


http://img212.imageshack.us/img212/1901/goldensunthelostageumegwd4.png


That picture may be kind of hard to see, but basically, you need your boat
facing the mountain from the shore. Press A, and if you did it right, you'll
hop off and will be on the seemingly unreachable continent. If you walk around
a bit, you will find Vale and the Sol Sanctum behind it. Keep walking and you
should eventually find the Venus Lighthouse. North of that, you will see the
Babi Lighthouse. The area is huge, so it could take a bit of exploring to find
these places. Also, it seems that the further you go, the less monsters you
will encounter, until eventually you won't encounter any at all.


Glitch #2 - Stuck in Lemuria
----------------------------

This glitch will cause you to be permenately stuck on your file, so it's
important that you read up. When you visit Piers' uncle in Lemuria, he tells
him about his mother's death, then Piers gets depressed and temporarily leaves
the party. You then have to use Lash to enter Lunpa's house, and you can't get
Piers back until you finish that sequence (much less progress with the story).
If you have the Lash Pebble on Piers when he leaves, you're screwed, and you'll
be permenately stuck. To avoid this, just have the Lash Pebble equipped on
someone else. One would think Camelot would've taken note of an obvious glitch
like this, but I guess not.


Glitch #3 - Trial Road Item Duplication
---------------------------------------

During the race with Moapa, you'll have to put some items in chests. If you put
an item in a chest and then leave the Trial Road, you'll get the items you
dropped back. However, you'll also be able to buy the items at a shop. This
allows you to have more of an item than you're supposed to. Pretty useful.


-------------------------------------------------------------------------------


================================
XVI. Frequently Asked Questions
================================

In this section, I will list the most commonly asked questions regarding this
game. Before emailing me with a question, please refer to this very section
first, and see if your question is already answered! Thank you.


-------------------------------------------------------------------------------


Q: How do I uncurse a weapon/armor?


A: Go to the sanctuary of any town, and you can pay the wizard there a price
   for him to remove it.


-------------------------------------------------------------------------------


Q: I can't beat Dullahan! Any tips?


A: Not really. Perhaps level up your characters a bit, or plan your strategies
   more carefully. If all else fails, attempt a summon rush. That is, put the
   Djinn of all your characters on Standby, so that you'll enter the battle
   having your best summons available.


-------------------------------------------------------------------------------


Q: Is there a way to get into the Anemos Inner Sanctum on a non-linked game?


A: Sadly, no. You have to have all 72 Djinn, which means your game has to be
   linked (meaning you also have to have all Djinn from GS1).


-------------------------------------------------------------------------------


Q: Got any passwords I can use?


A: No, but there is a Password Generator you can use to generate your own
   password. You can even list what things you want to transfer to your game
   using the generator. It is located here:

   http://home.earthlink.net/~paul3/goldensun.html


-------------------------------------------------------------------------------


Q: Are there any benefits of linking with a cable and using a password?


A: Other than the tedious process of typing out a Gold password instead of
   using a link cable, no.


-------------------------------------------------------------------------------


=================
XVII. Email Info
=================

If you wish to email me about this guide, whether it be a comment or a typo,
or even a big error in the guide, then email me at my email listed at the top
of this guide. For those who are lazy, my email is ganonpuppet@yahoo.com. Email
me there, and I'll add whatever it is I missed, or fix whatever it is I messed
up on as soon as possible. Please make the subject something to do with the
game (such as "Golden Sun: The Lost Age FAQ"), so I'll know that your email
isn't spam.


-------------------------------------------------------------------------------


===============
XVIII. Credits
===============

Credits go to you for reading this guide.
Credits go to me for taking the time to write this guide.
Credits go to Torrent Lord's excellent enemy list. It's really informative and
              helpful. Thanks!


-------------------------------------------------------------------------------


================
XIX. Copyrights
================

Do not copy this guide without my permission. If you attempt to do that
without my permission, you will be in trouble with the law. For permission,
email me at my email adress listed at the top of this guide, I may say yes, I
may say no, it depends. This guide is a Copyright (c) 2008, and was created by
Jesse Winstead. All rights reserved. The following sites have been allowed to
use this guide:

http://www.gamefaqs.com/
http://www.neoseeker.com/
http://www.ign.com/
http://www.1up.com/
http://www.press-startgaming.com/
http://www.supercheats.com/


End Of File.


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