_________ ________ __ _____ ________ __ __
/ _______/ / ____ / / / / __ | / ______/ / | / /
/ / / / / / / / / / | | / /_ / / | / /
/ / ___ / / / / / / / / | | / / / /| | / /
/ / /_ | / / / / / / / / / / / __/ / / | |/ /
/ /____/ / / /___/ / / /_____ / /___/ / / /_____ / / | / /
/________/ /_______/ /_______/ /_______/ /_______/ /_/ |__/
_______ __ __ __ __
/ ____ | / / / / / | / /
/ /__ |_/ / / / / / / | / /
\___ \ / / / / / /| | / /
| \ / / / / / / | |/ /
______/ / / /___/ / / / | / /
|_______/ /_______/ /_/ |__/
==============================================
Game: Golden Sun
Platform: Game Boy Advance
Version: 1.8
Last updated: 20 November 2007
Written by: Iron Knuckle
Type: FAQ/Walkthrough
GameFAQ status: 100 %
==============================================
=================
Table of contents
=================
Version Updates
FAQ
Controls
Controller
Game Selection / Start Menu
Pause Menu
Field Commands Menu
Statistics
Ailments
Combat System
Battle Options
Battle Methods
Environmental Elements
Foliage
Pillars
Sphere Boulders
Water Puddles
Small Plants
Suspicious Marks
Main Characters
Isaac
Garet
Ivan
Mia
Other Important People
Jenna
Felix
Kraden
Sheba
Babi
Saturos & Menardi
Alex
Story
Walkthrough
Beforehand
Prologue: The Disastrous Day
1. The Ancient Power of Sol Sanctum
2. Solving the Burglaries in Vault
3. Kolima's Curse and the Salvation
3.A Investigating Kolima Forest
3.B The Healer and Guardian of the Mercury Lighthouse
4. Fuchin's hidden power: the Art of "Ki" (Optional)
5. Monkey Business in the Woods
6. Altin's Extraordinary Flood
7. Revealing the Mirages of the Lamakan Desert
8. Some Backtracking (Optional)
8.A Vale Cave & Garet's Family
8.B Vault Cave
8.C The Hoard in Lunpa
8.D Minor Treasure in Bilibin Cave
9. An entertaining journey from Kalay to Tolbi
10. Disappearance of Tolbi's Leader
11. Of Gladiators and Glory
12. Rescuing Master Hammet (Optional)
13. Crossing Suhalla Desert
14. The Riddles of the 2 Lighthouses
14.1 Venus Lighthouse - Dead End
14.2 Babi's Tower
14.3 Venus Lighthouse (Revisited)
15. The Final encounter: You shall not light the Beacon!
Epilogue: What happens next?
Appendix A:
Djinn & Classes
1. Djinn Descriptions
2. About the Summons
3. Effects on Class Levels
Appendix B:
Chart tables
1. Items
I - Potions
II - Attack Items
III - Scenario Objects
2. Weapons
I - Long Swords
II - Light Blades
III - Axes
IV - Maces
V - Rods
3. Body Armor
I - Armor
II - Clothing
III - Robes
4. Arm Protection
I - Shields
II - Gloves
III - Armlets
5. Helmets
I - Helms
II - Caps
III - Circlets
6. Accessories
I - Rings
II - Shirts
III - Rings
IV - Boots
7. Psynergy Spells
I - Field
II - Healing & Status
III - Attack
8. Unleash Attacks
9. Monster Compendium
I - Main enemies
II - Bosses
III - Mimics
IV - Djinn
Appendix C:
Crossbone Isle
Appendix D:
The Battle Arena
Monster Battle
Linked Battle
Appendix E:
Golden Sun: The Lost Age Linkage
Introduction
What gets transferred
Passwords
Appendix F:
Extra
Bugs
Glitches
Stuff
Credits
Copyrights
E-mail, Questions and Contributions
Unfinished business
===========================================================================
Version Updates
===========================================================================
Version 0.1
20 December 2004:
Started with this Walkthrough, Completed Prologue.
Version 0.1.5
2 January 2005:
Added the first two parts and some parts of the Chart Tables.
Version 0.3
3 January 2005:
Completed the walkthrough up to Altin's Flood. Added some monster data as
well.
Version 0.5
5 January 2005:
Completed the walkthrough up to Suhalla Desert. Added some data on the
weapons to the chart tables
Version 0.6
8 January 2005:
Completed the Walkthrough of the entire game, still have small details to
add and rephrase some sentences. All of the boss battles have summaries of
all statistics now.
Version 0.7
5 May 2005:
Added some information about the Passwords in the proper Appendix,
included the controls section, introductions of all the main characters,
the story and started on the FAQ section. I also filled in some of the FAQ
questions.
Version 0.8
7 May 2005:
Continued on writing parts of the Walkthrough that haven't been done yet.
I added some more data to the Monster Compendium, added additional data for
some of the Boss Battles.
Version 1.0
15 May 2005:
Finally finished the first version of the Walkthrough at last.
Version 1.0a
[First Released Version]
30 August 2005: Uploaded the FAQ after reopening my account again. I added
numberings and totals for all the hidden items / chests, thus I found out
that I collected 170 hidden items & chests.
Version 1.1
23 February 2006:
Thanks the a few e-mails I've been able to correct some of the mistakes in
the FAQ. One of the main issues was that I thought the Mythril Circlet was
dummied whereas it is NOT! Fortunately there are people kind enough out
there to notify me about these matters (really, I do respond rather quickly
to most e-mails). Other than that there were some small cosmetic changes.
Version 1.2
12 July 2006:
With the aid of some more mails that I received two additional hidden
items have been found (thanks to Shadow Revnyx), a glitch in the ultimate
transfer password was fixed and the mix up between Power bread and Mint for
the hidden cavern in Vale was cleared. I also fixed some more simple typos.
Version 1.3
10 August 2006:
After playing GS2 and writing a walkthrough for it I discovered some
things about the class power ups that apply to this game as well. So I
revised the Class tables! Also I found out that I forgot to count the Blue
Keys and the Red Key from Crossbone Isle and some of the other scenario
items to the Hidden Item total. So the number gets increased by seventeen
giving a total of 214 Hidden Items & Chests.
Version 1.4
27 August 2006:
Small changes to the lay-out. Added the Hard Nut from the Bilibin
Barricade to the hidden item list (forgot to add it). Also added a
realistic password for those of you who wish to transfer all the important
stuff, but not the game spoiling overpowered statistics.
Version 1.4.5
29 September 2006:
I updated the password section and altered the Maximum password, because I
figured out a way to include the GS2 items. These are oh-so much more
powerful than the GS1 weapons. Second I also included a Collector password
which included about every single artifact that is not obtainable in GS2
(it even included the Ninja Sandals and other Dummied Out item). Other than
that some typographical errors are fixed as well.
Version 1.5
18 October 2006:
Added a method for getting the "5x Perfect Bonus" Match in the Lucky Dice
game at Tolbi. Using this method you can 999,999 Coins in no time at all.
The credits go to Eric Hokenson (also known as PPK on the gamefaq message
boards). Included some data about RNG methods as well, since the
aforementioned tactic abuses the RNG of this game. See the Stuff section in
Appendix F.
Version 1.6
27 February 2007:
Added the Warrior's Helm (located by Jeffry Ng) and an unknown Vial (found
by Kate) in Kalay to the item list. Hence there are 2 new items leading to
a cumulative total of 216 items in this game. Also included a strategy for
perfect leveling up at the bottom of the Stuff section at the end of the
FAQ also on credit of Jeffrey Ng.
Version 1.7
17 March 2007
Nis pat found a new treasure in Tolbi (9 Coins near the entrance of Babi's
palace). Jeffrey Ng revealed a secret trick to put ALL your Djinn on
standby/set in one go.
Version 1.75
18 June 2007
A small update which speaks about the problem of using the linkage system
with GBA SPs. Chris Maka found out about this problem. It turns out that
only GBAs with wired link seem to function properly.
Version 1.8
20 November 2007
This update fixes some of the errors in the walkthrough and includes a
method to get an infinite supply of Game Tickets for Tolbi's Slot machines.
===========================================================================
Frequently Asked Questions
===========================================================================
Q: Is it Djinn or Djinni?
A: Actually both; you see Djinn is plural for Djinni. 'A single Djinni or
several Djinn'. That is the question.
Q: How can I use "Growth" Psynergy?
A: The answer to this is pretty simple: You need to have an adept in of the
right class in other to use Growth. Equip a Mars Djinni to Isaac or a
Venus Djinni to Garet and either one will be capable of using "Growth".
Q: How can I use Whirlwind Psynergy? Ivan can't use it anymore.
A: Remove all of Ivan's Djinn and he can use Whirlwind again, this is
caused by the class differences, similar to the previous question. Take
note that Isaac and Garet can use "Gale" as a substitute in their Ninja
class for "Whirlwind".
Q: I can't get over the sand streams. The currents are too strong!
A: Use the B button to make Isaac run. While running diagonally against the
current and into the direction you want, you can reach the other side
without falling down.
Q: Which Djinn/Class combination is the best to use?
A: For most of the game where you have only few Djinn you can best stick to
the standard and default combination:
Isaac: All Venus Djinn
Garet: All Mars Djinn
Ivan: All Jupiter Djinn
Mia: All Mercury Djinn
This party is strong and you can use many Djinn and Summons without
getting any severe downgrades. After you obtain all 7 Djinn of each type
you may want to switch to a combination of different Djinn like:
Isaac: 4 Mercury + 3 Mars => Dragoon
Garet: 4 Venus + 3 Jupiter => Samurai
Ivan: 3 Mercury + 4 Mars => Ranger
Mia: 3 Venus + 4 Jupiter => White Mage
Statistically speaking this is the best balanced and most powerful
overall combination, with very powerful mixed Psynergies. However if you
use any Djinn at all the downgrades become really terrible.
Also take note how the Djinn are distributed among the characters, you
can see that Isaac the Venus Adept (who is strong to Earth and weak to
Wind) only has Mars & Mercury Djinn. The same applies to the others. You
may want to check the Appendices for more information about Classes and
Djinn assignments. Also beware that the mixed setup makes it in some
cases more difficult to get Djinn Kills. See Appendix F under Djinn Kill
for more information about this matter.
Q: Those stupid monsters won't give me the required item drop I want!
A: Look at the bottom of the FAQ under the Stuff section. There I will
explain the tactic of abusing the random number generator of this game
in such a way that you can get any(!) rare item drop with 100%
guarantee.
Q: Is there a way to put all your Djinn on standby more easily? It is too
tedious to do it one-by-one.
A: Well, yes there is actually. Press and hold the "R" button in the Djinn
selection screen. Then tap 'select' to set or release all Djinn in one
go. No more sore hands! ;) Why this trick wasn't included in the manual
eludes me...
Q: I passed the Mogall Forest and can't return to any of the older places.
Is it still possible to return to any of the older locations such as
Vale, Vault, Fuchin and such?
A: After going through the Lamakan Desert and reaching Kalay there's a
small entrance in the mountains to its north. Inside the cavern is a
path leading back to the first part of the game. From there on you reach
any of the locations prior and including the Mogall Forest.
===========================================================================
Controls
===========================================================================
---------------------------------------------------------------------------
Controller
---------------------------------------------------------------------------
D-Pad
------------
Walk around on the map with your leading character. Take note that you can
walk diagonally in this game too! It is also used to select different
options if those are available (you know, the usual).
Start
------------
Start the game or in the Field display the Pause Menu
Select
------------
Use it in the field to display Field Commands Menu. Or in the Djinn
selection screen hold R then press Select to put ALL Djinn on set or
standby in one go.
A Button
------------
Use it to confirm an attack or command. Also used to talk to people
in villages, open chests and pick up items when you examine objects.
B Button
------------
Most often the opposite of the A button: Cancel an attack or command. In
the field used to run. This can be very handy so use this option well!
Top L Button
------------
Use a direct Psynergy Link attached to the L button in the Psynergy menu.
Useful if you need to use a certain Psynergy often like Reveal or Move. On
the map you can use this to zoom out a little, so you can see where you
headed towards. Inside a battle this can be used to view your statistics
and settings for a certain character.
Top R Button
------------
Same as L button, but for another Psynergy you can select independently
from the L button. On the world map you can use this to bring the entire
world map on-screen. Inside a battle this can be used to view your
statistics and settings for a certain character.
In the Djinn selection screen hold R then press Select to put ALL Djinn on
set or standby in one go.
---------------------------------------------------------------------------
Game Selection / Start Menu
---------------------------------------------------------------------------
This dynamic menu appears when you start up the Golden Sun Game Pack.
After you press 'start' at the Title Screen (or right away when it is the
first time you start the game). There are several options here that may
change depending on what you can do, at that moment. There are 3 save files
in total for you to use. Here are is a brief summary of all the options:
New Game (Light flash from a jar)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This does simply what it says. You start a new game, beginning at the
prologue. You do need to insert a name for your leading hero. Isaac is the
default name and that is the reference name I will stick to as well. This
option only appears if you have at least one empty file. You automatically
begin with a new game if you start up the Golden Sun Game Pack for the
first time.
Copy (Two papers; one is purple)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Indeed it copies a game save from one slot to another, however if you have
2 empty slots you cannot determine to which slot it gets saved though. This
appears only if you have 1 or more empty file.
Erase (A paper with a piece of gum on it)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This erases the selected game from the memory permanently. So be careful
when using this option. It only appears if you have at least one saved
game.
Continue (Some stairs)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
With this you can continue on where you left off the last time you saved.
It appears of course only if you have any saved games. With this you can
continue on where you left off the last time you saved. It appears of
course only if you have any saved games. If you have a damaged save file
than you may start from the last sanctum that you visited. But beware that
it might be possible that some items are lost, that may cause you to get
stuck. Use this option if there is no other way to retrieve the data.
Battle (Two people facing each other)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This brings you to the battle arena, which is actually a mini-game that
can be played for fun against a random enemy or you can also compete
against a friend in a Linked Battle (Check out the Battle Arena Section
below for more information). Your characters (Djinn, Items, Psynergy,
Statistics and Configuration) are read from one of the game files before
you enter the arena. Any alternations are NOT remembered, this means that
if you use an item in the Battle Arena and you continue on the regular game
with the same file the item will still be there. This option appears just
like continue, erase and copy when at least one Game Save is present, but
only after you obtain your first Djinni.
Send (Letter with a magenta stamp on it)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The last option that can be displayed in Golden Sun's Start Menu is the
secret Send option. With this you can transfer data from GS to GS: the Lost
Age. Check out Appendix F for more information about this Linkage system
and how to make this option appear out of the blue.
---------------------------------------------------------------------------
Pause Menu
---------------------------------------------------------------------------
While playing the game you can press Start on the field screen in order to
bring a small menu up. Here you can do three things, save the game on one
of the game slots, put the game in sleep mode so you consume less battery
power (if you don't want to switch it off yet) and finally can change the
appearance of the window if you like too. Personally I like the default
blue or one of the lighter greenish tones.
---------------------------------------------------------------------------
Field Commands Menu
---------------------------------------------------------------------------
During regular game play you can enter this menu, when you are in the
field. Sometimes the Field Commands Menu appears instantaneously if you
examine a peculiar object. This usually hints you that you need to use a
specific object from the Inventory. There are several options you can
choose between.
Psynergy (figure with a whirl of energy)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Select this to get the menu for Psynergy in which you see and use the
Psynergy for each character. Some of the Psynergies can do healing while
others like Move and Lift can be used in the field. Just select them and
press 'A' to use them right away.
You can also assign a shortcut to 2 Psynergies as well. Stand on the
desired Psynergy and press either L or R button to highlight that Psynergy,
and press 'A' to confirm that you want to assign that Field Psynergy to the
desired button. This way you can use it a lot easier than having to open
the entire menu time after time (e.g. "Mind Read" is often required in
villages).
Djinn (Venus Djinni)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Djinn Options may seem a bit complicated at first, but it is not that
bad. If you have some trouble however understanding the information about
the Djinn you can always press 'Select' in this menu to see additional Help
data on this subject. Also when you meet your first Djinni he will also do
some explaining on how to use Djinn properly. Therefore I will keep my
explanation here rather short. A Djinni can be in either one of the
following 3 statuses: Stand-by (white text), Set (red) and Recovery
(yellow).
Normally a Djinni is on Set which means you can use him in battle; this
can be changed into Stand-by by pressing either Top L or Top R button. The
color of the Djinni's name will turn into a red color to mark it on "Stand-
by". If a Djinni is on Stand-by it can be unleashed in a Summon (or it can
be set again using the Set command) this does more damage than a regular
attack. After this happens all Djinn used in the Summon will be assigned to
the Recovery status.
In Recovery a Djinni can't do anything other than waiting to recover to
the 'Set' status. This happens when you walk around in the field or when
you go through the next round in combat, 1 Djinn per turn can be recovered
this way until all Djinn are back in Stand-by again. When a Djinni is in
Stand-by or Set mode, they can be assigned to other party members as well.
Just select the Djinn with 'A' to highlight it and move it to the desired
party member. Of course you can't assign all Djinn to one member so they
can only have even amount of Djinn in which case you can only Trade it. In
the other case one character may have 1 Djinn more than the other so you
can also Give a Djinni next to trading it.
Item (An opened Chest)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This opens the inventory screen where you can see all the items in your
possession. A thing I didn't like about the inventory setup is that it is
chopped up in 4 parts of 15 items; one for each hero instead of one big
inventory. This means that in some cases you will have multiple copies of
items roaming over the place. It can be quite annoying sometimes when you
want to equip armor to someone whose inventory is already full, meaning
that you have to swap items usually more than once. Luckily most common
items can be stacked meaning that 1 character can carry up to 30 of the
same kind in one space. As displayed you can use the L+A buttons to arrange
all items by the default order, the other visible option is the R button
which shows you the current equipment for that character.
When you just entered this menu, you can select the inventory of the hero
you need by pressing right and left. If you found the required item press A
so you can select that item with the cursor. After doing so information
appears at the bottom of the screen and you can see six options of which
some may be grayed out.
Option What it does
-------- -------------------------------------------------------------
Use Allows you to use that item
Give Give the item to another character
Equip This only works on weapons and armors of course
Remove Unequip the weapon/armor if it was equipped initially
Details See additional detailed information of that item
Drop Throw the item away permanently. Use this to make room in the
Inventory if you really need to, else I'd recommend to sell
as much stuff as possible.
Status (Three papers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In here you can rearrange your party format if you like. Just press L and R
to move the individual characters from left to right moving them next to
the other characters. If you press 'A' when you select a hero his/her data
will appear in the screen below it.
There are three different Status Screens on display. Starting with the
Detailed Statistics Screen. Here you can see the Class, Ailment Status, all
statistics and the current Djinni for that person (The statistics are
described in the next section). Press 'A' again to see the next screen;
with a list of Psynergies available. Here you can see all the Psynergy
spells that person can use. For each spell there are five things to see
here (from left to right): Icon, Name, Psynergy Point Cost, Type and its
Range.
For the types we have:
Color Type (Kind)
-------- -------------------
Yellow Venus = Earth
Red Mars = Fire
Blue Mercury = Water
Purple Jupiter = Wind
-------- -------------------
The following possible icons for the range are displayed:
Image No. of Targets Additional information
-------- ------------------- -----------------------------
| One Target -
.|. Up to Three Targets Center Target has most effect
.|||. Up to Five Targets Center Target has most effect
.|||||. Up to Seven Targets Center Target has most effect
||||||| All targets All Targets have equal effect
--------------------------------------------------------------
The last page displayed the current items in the inventory of you
character. Take note that you can also see the Elemental properties of some
of the weapons. For example the Gaia Blade has a Yellow dot next to it if
you display it here. This means that it is a Venus elemental weapon, hence
it cause more damage to enemies weakness to earth.
---------------------------------------------------------------------------
Statistics
---------------------------------------------------------------------------
Like most RPGs the characters in Golden Sun have statistics that increase
by leveling up and equipping weapons and armors. Here's a brief summary of
kind of statistics used in GS.
LV - Level
- - - - - -
This is overall strength of a character measured on a scale from 1 to 99.
Each time you gain enough Experience by battling enemies you go up one
level and all your statistics are increased a bit. Sometimes you will also
receive a message about a new Psynergy that is learned.
Exp - Experience
- - - - - - - - -
As mentioned in the description for Level, experience is used for becoming
stronger. The first weak enemies you encounter will only drop 1 Exp, but
later on these numbers will increase quite a lot (and even more in Golden
Sun: the Lost Age). Take note that the amount of experience you get from an
enemy can be enhanced by killing an enemy with a Djinn Unleash of the
element type which that enemy is weak for. For example a Grand Golem is
weak against Wind. So if you unleash a Jupiter Djinni against it, it will
do more damage and if it kills the Grand Golem he will give 133% Experience
& Gold (the chance for item drop quadruples too).
HP - Health Points
- - - - - - - - - -
This number represents how much damage a character can take. If this meter
reaches 0 that person gets downed. If all party members are downed you lose
the game and have to start over at either the last sanctum or the last save
point (you are however allowed to save the data up to that moment though).
So always try to keep these numbers as high as possible using healing
spells and/or items. This number can also be increased by eating a Power
Bread.
PP - Psynergy Points
- - - - - - - - - - -
Using Psynergy requires energy, and so we have the Psynergy Points which
show how much Psynergy a character can use. Each time you use such a spell
this meter gets drained a bit. Take note that Psynergy is slowly regained
by walking around in the field. Similar to HP, PP can be increased if your
character eats a Cookie.
ATK - Attack
- - - - - - -
This number simply displays how strong your character is physically. The
higher this number the more damage direct weapon attacks will cause. It can
be increased permanently by devouring an Apple and temporarily in battle by
using Psynergy spells like Impact, Angel Spear and others.
DEF - Defense
- - - - - - -
The amount of defense determines how much damage you take from direct
enemy attacks. Of course the higher this number the stronger you are
against enemy attacks and the less damage you receive. It can be increased
permanently by using a Hard Nut on your character. In battle you can use
Psynergies like Protect and Guardian. Note that an attack in this battle
system will always do at least 1 point damage.
AGL - Agility
- - - - - - -
Agility appears to have only one function in battle; it determines who
will strike first in a turn. The higher this number is the earlier you can
attack, Ivan (Wind Elemental) is very fast and is usually always the first
character that may launch initial attack. By eating Mint a character can
gain a few points permanently and by using the Djinni Zephyr in battle you
can temporarily raise Agility as well.
LCK - Luck
- - - - - -
The final statistic used in this game is Luck. It's a bit hard to tell
what luck does exactly, but according to the manual the higher this number
the stronger you will become against special attacks and the smaller the
chance is that you will be affected by an Ailment. Luck is the only
statistic that cannot be increased by Psynergies, Leveling up or Djinn
Unleashes. The only thing you can do is using Lucky Pepper on a character
to increase it by 2 points or setting some of the Djinn may also increase
it by 1 or 2. Also some of the stronger and rare armors seem to affect luck
as well.
Elemental Power / Resistance
- - - - - - - - - - - - - - -
Finally there is the elemental power and resistance that each character
has. The initial setup for each character is by default:
Property | Isaac | Garet | Ivan | Mia
-------------------------------------------
Strong | Earth | Fire | Wind | Water
Weak | Wind | Water | Earth | Fire
As you can see the main characters are all strong against one element (the
element of their own type) and weak to the opposite element. By setting the
proper Djinn to the four characters this may change into a different
setting. For example: if we give Mia a few Mars Djinn she will become
strong against Fire, but not necessarily weak against water. It depends on
the values of all four elements! Check the Status Screen to see these
values. For all Elemental Powers and Resistances the maximum limit is a
value of 200. The type with the highest value for Resistance is the type
against which the ally is strong against, the lowest value is the type
against which the character is weak. Some equipment (especially later on)
can dramatically change these values. So it would be wise to look at the
elemental properties of the armors too, instead of only looking at which
armor has the highest Defense value.
Also the same default applies to the Power values, e.g. Isaac can do more
damage with earth elemental attacks (be it Psynergy, Djinn Unleash or
Summon) and less with wind elemental attacks. Once again these numbers can
too be changed by setting the right Djinn / equipping items to your
characters.
---------------------------------------------------------------------------
Ailments
---------------------------------------------------------------------------
Here I'll describe the main ailments that are used in this game. An
ailments is a special status that can be caused by an enemy attack like
poison or things like that. Most of the ailments are quite annoying, so try
to prevent them as much as possible.
- - - -
Poison
- - - -
The Poison status often is induced by enemy attacks, which cause your
character to take about 5 to 10% of Maximum HP damage each following round
until he/she is downed. The damage is luckily only little so you may last
several rounds without too much injury. Poison also remains active after
you leave a battle, if you walk around in the field with a poisoned
character it will take damage too. So do be careful with this in the long
term. In battle a character will have little green skull floating next to
him/her in order to denote this status. Here are some cures:
Antidote - This item will remove poison for one character
Cure Poison - The Mercury Psynergy will work on one ally too for 2 PP
Unicorn Ring - Using this item in battle removes Poison
Tonic - This Djinni can cure nearly anything for the entire party
Sanctum - In a sanctum you can also cure poison for some gold
Die & Revive - Not my favorite method, but it does work
- - - -
Venom
- - - -
Similar to Poison, but this Ailment does a lot more damage, usually like
20% of the Maximum HP. It doesn't occur that often, but it is lethal
nonetheless. If you get hit by this you will receive a message that you've
been struck with Deadly Poison and it is denoted by little red skull
floating over the infected person. Like I said Venom is nearly the same as
Poison so the same healing tactics apply:
Antidote - This item will remove poison for one character
Cure Poison - The Mercury Psynergy will work on one ally too for 2 PP
Unicorn Ring - Using this item in battle removes Poison
Tonic - This Djinni can cure nearly anything for the entire party
Sanctum - In a sanctum you can also cure poison for some gold
Die & Revive - Not my favorite method, but it does work
- - - - -
Delusion
- - - - -
A character that is deluded has a higher chance of missing its opponent,
although I haven't seen a real significant increase in miss rates it may be
annoying sometimes.
Elixir - This item will cure Delusion for one character
Fairy Ring - Use this ring in battle works like an elixir
Restore - Again a Mercury Psynergy will work for 2 PP
Luck - Sometimes a character can regain its sight by itself
Tonic - This Djinni can cure nearly anything for the entire party
Die & Revive - Not necessary since this status isn't that bad all the same
Battle End - After you finish a battle this status will vanish
- - - -
Sleep
- - - -
Some attacked can make a character fall in a vast sleep so they won't be
able to fight. Its effect is similar to sting since it has the same
property. Sleep is denoted by some "zZz" over the characters head.
Elixir - This item will cure Sleep for one character
Fairy Ring - Use this ring in battle works like an elixir
Restore - A versatile Psynergy will do the job for 2 PP
Luck - Sometimes a character awakens from slumber just like that
Tonic - This Djinni can cure nearly anything for the entire party
Die & Revive - Not necessary since this status isn't that bad all the same
Battle End - After you finish a battle this status will vanish
- - - -
Sting
- - - -
Odd, why they have two different statuses for one and the same effect...
At least the effect is identical to Sleep. Regaining from this status is
exactly identical to the previous status as well. If an ally is hit by this
you can see some yellow angular lines next to that person.
Elixir - This item will cure Sleep for one character
Fairy Ring - Use this ring in battle works like an elixir
Restore - A versatile Psynergy will do the job for 2 PP
Luck - Sometimes a character awakens from slumber just like that
Tonic - This Djinni can cure nearly anything for the entire party
Die & Revive - Not necessary since this status isn't that bad all the same
Battle End - After you finish a battle this status will vanish
- - - -
Haunt
- - - -
This is a bit similar to poison, since it can cause somewhat damage. The
big difference is that it doesn't do damage every single round, it only
happens randomly. Also this ailment can't be cured with conventional ways
and above all this ailment doesn't go away after the battle ends.
Tonic - This Djinni can cure nearly anything for the entire party
Die & Revive - It does get rid of the ghost...
Sanctum - In a sanctum you can also cure haunted people for some gold
- - - -
Downed
- - - -
Of all the status ailments this is naturally the worst since it causes a
character to fall down and disabling him or her permanently. This happens
when either the spirit gets drained (instant kill) or if his/her HP reaches
0. In most RPGs death isn't considered as an ailment, but in GS the game
clearly refers to it as Downed hence I included it here in this list. You
cannot heal a character in order to undo this status, but you may revive a
character using the following:
Quartz & Dew - These Djinn can revive (although it doesn't always work)
Revive - The Venus "Revive" Psynergy can cure this status
Water of Life - Revives and fills all HP
Sanctum - The spiritual can revive in exchange for some gold
- - - - - - -
Sylphon Seal
- - - - - - -
This ailment is also known as the more common 'Silence' Ailment, which
causes magic spells to be blocked. This means that your character can no
longer use Psynergy attacks. It is denoted by a rotating Purple Seal next
to the affected character. Unlike the other ailments this one can affect
bosses as well.
Luck - A character may regain Psynergy abilities automatically
Tonic - This Djinni can cure nearly anything for the entire party
Die & Revive - Not necessary since this status isn't that bad all the same
Battle End - Once the battle is over the seal is gone
- - - - - - - - - - - - -
'Predict Downed' / Curse
- - - - - - - - - - - - -
I don't know anymore how this status is called in battle, but it appears
when you get hit by an attack with in which you can see a candle burning
over your character. If it connects you will see 3 big flames and 1 small
flame. Each turn a flame is extinguished (big flame is 2 turns), and if all
flames are gone the Grim Reaper appears to deliver you the fatal blow,
causing Instant Death.
Elixir - According to the game description this should work
Restore - This will Dispel Grim Reaper
Die & Revive - That would be silly in this case
Battle End - Quickly end the battle and the bad omen is lifted
- - - -
Cursed
- - - -
The last status I will note here is the Cursed status. This status only
appears later on in the game when you find and equip your first cursed
weapon / armor. Cursed weapons are usually quite strong, yet they have the
annoying ability to paralyze the character in rounds 2, 5 and 7 (and more)
of a battle when he/she is using it.
Also once you equip a cursed weapon you can't take it off anymore, which
means that you are stuck to it. This status is attached to the item and
even though a sanctum can remove the cursed item from your equipped slot it
doesn't dissolve the curse on the item itself. Therefore the cursed item
will always remain cursed. There is of course one way to prevent the
paralysis; by equipping a Cleric's Ring you can use the weapon / armor
without the effect of getting paralyzed randomly. However this still
doesn't remove the curse from the item. So the only way to unequip is by
going to the Sanctum.
Sanctum - Removes the item from your equipped slot, but not from
the item itself (it remains cursed).
Cleric's Ring - Cancels the paralysis effect out, but does not remove
the cursed item for a character.
---------------------------------------------------------------------------
Combat System
---------------------------------------------------------------------------
The battle system of Golden Sun is a 'Turn based' battle system, in which
a good strategy much more important, than good timing at pressing buttons.
Battles in Golden Sun are almost always random encounter, with the
exception of certain events and bosses. All Dungeons/Tower/Caves and the
World Map in Golden Sun have an infinite supply of enemies in store for
you, the random encounter rate is in my opinion a bit on the high side at
some parts of the game. This is annoying especially if you're trying to
solve a big puzzle. There may be many battles, but it is not that bad as
Tales of Phantasia however which happens to be master of random battles by
far to my knowledge (that game is still nice though).
Anyway, when you walk around in the field you may have a chance to
encounter a random battle against 1 to 5 enemies at most. You'll hear an
enemy growl and the screen flashes to let you know a battle is about to
commence. Your characters get warped to the battle arena where they are
standing next to each other opposite of the enemies. At the start of each
turn there will be 3 options you can choose between:
Battle Options
---------------------------------------------------------------------------
Fight (Figure with a sword)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If you choose this you can select which attacks you want to use on your
enemy. See below for more information about these battle tactics.
Flee (Running figure)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You can always try to run away in a regular battle. Most of the time this
will be successful, sometimes however there will be no escape and you will
have to endure the attacks of your enemies without having a chance to
strike back. So I recommend not overusing this option. I think you won't
need to use it if keep your party maintained, because you can take on most
regular enemies without too much effort on reasonable levels.
Status (Three papers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Before you start combat you may wish to check your statistics and such.
You can do this by selecting this option. I myself hardly ever use it,
though.
Battle Methods
---------------------------------------------------------------------------
Take note that you can always go back to the Battle Options by canceling
(pressing 'B') in this menu. You can also use this to go back some steps if
you reconsider the attack you had assigned to an character.
Attack (figure swinging with a sword)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use this option for a direct physical attack on 1 enemy with the weapon
your character is currently holding. If the targeted enemy gets killed
before he/she can land a blow the computer automatically executes the
Defend command for that character.
Psynergy (figure with a whirl of energy)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use battle Psynergy on one or more targets. You will get an additional
list of the possible Psynergies that character can use, after selecting the
Psynergy you can (in most cases) choose the target on which the spell must
be applied to. If this is also a multi target spell the Psynergy will have
most effect on the center enemy; the enemy with the biggest Cursor arrow
over its head.
The power of the Psynergy is mainly determined by the amount of Elemental
Power that you have for that element. You can see the elemental power of
each character in the statistics screen; these powers can reach a value up
to 200, which is the maximum limit. Also take note that the Psynergy will
do less damage if the corresponding Elemental Resistance of the target is
higher.
Unleash Djinn (Venus Djinni)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Using this you can unleash the special ability of a Djinni in combat. Most
of these attacks are quite strong and useful. Do be careful that after you
unleash a Djinni your characters power decreases a bit since the Djinn will
go to Stand-by mode. Finally the statistics may drop even more when your
class degrades to a lower type, because the Djinni is no longer Set. On the
other hand putting more Djinn on Stand-by allows you to use stronger Summon
attacks at the start of the battle.
Summon (Tall black creature in a cube)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The summon attacks are truly the most devastating attacks you party
members can use. The Summon of a single Djinni on itself is not that
strong, but you can use Summons of up to 4 Djinn simultaneously. These
Summons are the very strong and if unleashed by a character of the same
element they are even more powerful. For example: When Isaac (Venus Adept)
summons a Venus elemental Summon he can do more damage than the other three
could do.
Item (Opened Chest)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You can use items like Herbs and Elixirs in battle to heal and cure your
party members, but also you can use some of the weapons and armors. Since
some of these have an ability so you can use them as an item, be warned
that Weapons/Armors/Rings you use in battle may break if you use them too
often (Sometimes they already break the first time I use them). If this
happens the object will become useless and you will have to fix it at one
of the Weapon / Armor Stores around the continents.
Defend (Shield)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This option can be used if you don't want a specific character to attack.
In Defend mode a character will raise its defense and thus will take less
damage. Enemies sometimes do this too and oddly it seems that for your
enemy the defend works the entire turn, meaning that they have high defense
even before they actually get a chance to defend.
---------------------------------------------------------------------------
Environmental Elements
---------------------------------------------------------------------------
Around the world you will come across various puzzles that need to be
solved, these puzzles usually consist of making use of the objects that are
nearby in your surroundings. Here is a small list of the some of these
elements that you may encounter during the extensive travels.
Foliage
- - - - - - - - -
These little green bushes look lighter than the average normal looking
ones that are in the background. If you use "Whirlwind" or "Gale" on them
they may reveal hidden passages or objects.
Pillars / Columns
- - - - - - - - -
There are several types of pillars in this game and all of them can be
pushed around. Some however serve for other purposes too.
-Tall & Thin pillars
These are roughly twice the length of Felix and can be used for
creating passages on the upper level of a map (climb a ladder first)
and you can walk over the tops of these columns.
-Small & Fat pillars
Only a few of these pop up in your adventure. Usually you have to push
these into the water so only the top will stick out creating a little
bridge Felix can use to reach the other side of the water.
-Fallen Pillars / Logs
The kind pillars you'll find on the ground are the ones you can push
around (if no objects are blocking them). Most of the time you have
to push them in a certain order to create the desired path through a
maze.
Sphere Boulders
- - - - - - - - -
I can only remember 4 or 5 of these appearing in the game. The only way to
get past them is by using "Lift" Psynergy which you can obtain in Altin.
Water Puddles / Ice Pillars
- - - - - - - - -
Water puddles can be frozen using "Frost" in order to create an icy and
tall pillar. These ice pillars can then be melted into little puddles again
by placing a heat source next to them like a torch.
Small Plants
- - - - - - - - -
In some places you will come across a little plant that animates against a
huge wall. These plants can be transformed into long climbing vines if you
apply "Growth" on them. Reminder again: in order to get "Growth" give Isaac
a Mars Djinn or Garet a Venus Djinn.
Suspicious Marks
- - - - - - - - -
If you come across some stones that form a circle, a peculiar lone rock or
other odd (out of place) looking configurations try to use the "Reveal"
formula Ivan obtains just before traversing through the Lamakan Desert.
Also "Reveal" can also be used to make hidden objects (in pots, crates)
appear as twinkling little stars! This helps you searching every bit a lot
faster.
===========================================================================
Main Characters
===========================================================================
Isaac - Venus Adept (17 years)
---------------------------------------------------------------------------
The main character of this game is Isaac; he is born and raised in Vale
with his mother Dora and his father Kyle. The people of Vale have always
been the protectors of the Elemental stars that are hidden deep within Sol
Sanctum to the north of Vale. After the dreadful incident with the boulder
on the rainy day Isaac lost his father just as Jenna lost her parents and
brother. A few years later Isaac goes with Garet, Jenna and Kraden to Sol
Sanctum to find out its secrets. Inside they meet the two people who are
their enemies: Saturos & Menardi. They take Jenna and Kraden away, and
leave Isaac and Garet behind in the crumbling ruins. After this event they
set foot outside of Vale on their quest to stop the two fiends.
Pros: Being the main character he pretty well balanced
Cons: -
Initial Equipment
-----------------------
Weapon Short Sword
Armor Cotton Shirt
Shield -
Helmet -
Items 1. Herb (2x)
Djinn -
-----------------------
Garet - Mars Adept (17 years)
---------------------------------------------------------------------------
Born in Vale as well is Isaac's childhood friend. Garet is the grandson of
the mayor of Vale. He travels with Isaac right from the start of the game
and he usually makes rather dumb comments during the conversations though,
but is a good fighter although he is rather slow.
Pros: Physically the strongest member of the team
Cons: He the slowest party member
Initial Equipment
-----------------------
Weapon Short Sword
Armor Cotton Shirt
Shield -
Helmet -
Items 1. Herb (2x)
Djinn -
-----------------------
Ivan - Jupiter Adept (15 years)
---------------------------------------------------------------------------
This young boy was an orphan found by Master Hammet the merchant of Kalay.
Ivan's most useful ability is to read other peoples' minds, which can be
handy during some parts of the game. Master Hammet gave the mystical
Shaman's Rod (also called the Rod of Hesperia) to Ivan and he seems to have
lost it somewhere in Vault a village to the south of Vale. You may have to
help him retrieve it, after this Ivan joins Isaac and Garet in their quest.
In battle Ivan is rather the opposite of Garet; being fast, but rather
weak.
Pros: Very fast chap
Cons: His physical attacks are weak
Initial Equipment
-----------------------
Weapon Wooden Stick
Armor Travel Vest
Shield Leather Armlet
Helmet Circlet
Items 1. Herb
Djinn -
-----------------------
Mia - Mercury Adept (17 years)
---------------------------------------------------------------------------
The fourth adept to join your party is Miss Mia from ever frozen village
called Imil to the far north. She is protector of the Mercury Lighthouse
just like Alex who happens to be from the Mercury Clan as well. Mia's
greatest asset is her healing abilities. She is capable of healing the
entire party with her Wish Psynergy. Other than that her attack is not that
bad, but she tends to be a bit slow at the lower levels.
Pros: Great Healing abilities
Cons: She is somewhat slow (but not as much as Garet)
Initial Equipment
-----------------------
Weapon Witch Wand
Armor Travel Robe
Shield Leather Gloves
Helmet Wooden Cap
Items 1. Herb
2. Antidote
3. Elixir
Djinn Mercury - Fizz
-----------------------
Jenna - Mars Adept (17 years)
---------------------------------------------------------------------------
I didn't know if I should place her here or among the main characters,
since she is a playable character too in this game. However she is only in
your group for a very short period so I decided to place her here for the
time being. Like I said at the introduction of Isaac she lost her parents
and her brother Felix after the accident that you will see in the Prologue
of the game. Jenna decided to come along with Isaac and Garet to Sol
Sanctum, but after she does so she is captured by Saturos and Menardi.
Initial Equipment
-----------------------
Weapon Wooden Stick
Armor One-piece Dress
Shield Padded Gloves
Helmet -
Items 1. Herb (?x)
Djinn -
-----------------------
===========================================================================
Other important people
===========================================================================
Felix - (18 years)
---------------------------------------------------------------------------
We don't get to know too much about Felix other than that he was taken
away by the river after the accident during the storm with the boulder that
also took his parents leaving Jenna behind alone. Saturos & Menardi however
rescued him for some reason and he makes his reentrance in Vale again yet
he has different ideas about the issue of Alchemy than Isaac.
Kraden - (Too old)
---------------------------------------------------------------------------
The old man is a scholar who lives on the far west side of Vale. He has
studied alchemy for quite some time and has vast knowledge about it,
although the long conversations with him seem to be annoying sometimes.
Kraden helps Isaac and the others unravel the mysteries of Sol Sanctum,
which leads to a series of events that cause a great danger.
Sheba - (14 years)
---------------------------------------------------------------------------
Even more mysterious than Felix is Sheba, this young girl appears near the
end of the game. She is called "Child of the Gods" by the people of
Lalivero, because according to the people she fell from the sky as a gift
from God. Lord Babi held her hostage for a long time so he could enforce
the people of Lalivero to build him his own lighthouse for his own needs.
Babi - (Unknown - Near 150 years)
---------------------------------------------------------------------------
Somehow the ancient mayor of Tolbi has strange vitality for someone of his
unnatural old age. He seems to hold some sort of secret that keeps him
kicking around, but lately Babi isn't feeling that well...
Saturos & Menardi
---------------------------------------------------------------------------
The two main villains of this game are both Mars Adepts with great power.
They tried to invade Sol Sanctum, but the defense mechanism in the Shrine
prevented them to enter and that also caused the chaos that one day which
meant the demise of Jenna's parents and Felix. After the prologue they
return to the Sanctum and take Jenna and Kraden hostage, Felix also travels
along with Saturos & Menardi although he doesn't seem to mind it as much as
the other two.
Alex
---------------------------------------------------------------------------
The last person noteworthy is Alex. He appears the moment Jenna is taken
hostage by Saturos. For some reason he has allied with the villains and
betrayed the Mercury Clan as it was his duty to protect the Mercury
Lighthouse just like Mia.
===========================================================================
Story (Taken from the Instruction Booklet)
===========================================================================
A forbidden power is unleashed...
Nestled away at the foot of Mount Aleph, the most sacred peak on the
continent of Angara, rests a quiet village called Vale. For ages, the
elders of this remote community have been the caretakers of Sol Sanctum -
an ancient temple on the mountain's slope that for eons has guarded the
seal on the ancient science of Alchemy.
Now, that seal has been broken. A mysterious figure is attempting to
release the powers of Alchemy upon the world, a power so great that one who
wields its full force can attain any of his heart's desires = countless
riches, endless life, even the power to destroy the world. Once the
combined power of the four elements - Earth, Water, Wind and Fire, which
together make up all matter - is unleashed, the world will fall to its
knees before the one who wields it. If this horrible fate is to be averted,
a brave soul must now arise!
===========================================================================
Walkthrough
===========================================================================
---------------------------------------------------------------------------
Beforehand
---------------------------------------------------------------------------
At the registry it is possible to give all main characters from the game a
new name. Normally you can only rename Isaac, but if you like you can
change the other names by pressing the following button combination. I will
keep to the default names myself to make the walkthrough clearer. The code
to do this works as following:
Rename - Garet, Ivan and Mia:
-----------------------------
When you get to rename Isaac at the beginning of a New Game press 'Select'
3 times.
Rename - Jenna, Felix and Sheba:
--------------------------------
When you are renaming Mia press the following button combination:
Up, Down, Up, Down, Left, Right, Left, Right, Up, Right, Down and Left.
Now press 'Select' and there you go.
---------------------------------------------------------------------------
Prologue: The Disastrous Day
---------------------------------------------------------------------------
--Vale--
Hidden Items: 0 (total hidden items / chests: 0)
-
Monsters:
Bat, Vermin, Wild Mushroom (All are the "Weak" Versions of that enemy)
At the very beginning of the game young Isaac is awakened by his mother
Dora. Outside its raining and storming, so your mother dons you in a simple
tunic. You can answer either "Yes" or "No" to all the questions, since that
won't affect the game in any other way. This goes for all conversations
except for really important ones, but I will tell you in advance about
those.
Downstairs Isaac and his mother are warned about the boulder by Isaac's
father Kyle. It turns out to be that the village has to be evacuated and
everybody must head to the plaza at the southern part of town. After some
more talking Dora sends Isaac out to find some shelter in the plaza.
Unfortunately at the moment you walk (or run using "B" button) down a
boulder falls right in your path blocking the way down. So go north until
you find a red haired boy pulling a little package. After telling him to
drop his stuff and save his own life he joins your party. This is Garet he
will accompany Isaac through most of the game.
Walk around (there's only one path possible) and as soon as you go over
the bridge a small cut-scene is displayed. It shows four people trying to
stop a huge boulder from falling down by using their "Psynergy" - a type of
magic used in this world - to levitate and hold it in its position.
Walk towards the west part of the village and go to the most upper part.
Here you'll see an injured man who thinks that he is about to die. This
part is optional and doesn't get you anything, but you can let him live or
die by telling him what to do. Very strange indeed! Head down the stairs
and go around the corner to find yourself trapped in the first battle of
the game. Kill the single Vermin which should not be too difficult since
you get a head start. After exiting this battle the Background Music
changes a bit, walk on to automatically come across the next battle versus
a single Bat. After this go to the right and continue on your path. Two
Wild Mushrooms appear so dispatch of those as well. Then go down, since the
path behind the bridge is blocked by a boulder for now.
The next scene shows how a few people (including Dora) try to save a young
boy named Felix who seems to be drowning in the current. He plays an
important role in the events in the future so remember him. After some time
Felix can't hold on any longer and let go of the pole he was holding after
a few seconds he comes back to the surface, but he can't hold on much
longer. The four people decide that his sister Jenna must go to the plaza
to get some help. Your mother also tells you to help her out by going to
the plaza again to find help for the drowning Felix. Once you're over the
bridge another fixed battle commences. Continue on and head down as soon as
you enter the next part of the village, since there isn't anything to do
around here.
At the bottom of the village Jenna and a strong guy join you, so hurry
back to Felix. Once you're back the moment you walk down to save Felix the
boulder falls down taking Felix and his parents and Isaac's father along
with it. You can talk to the characters here, but that has no effect so go
back to the village on the right and Garet will follow you.
Next you will hear two mysterious people talking about the fury unleashed
by Sol Sanctum (as the BGM suspects they are not very kind people). Since
you were accidentally eavesdropping the two decide that you must forget
everything you heard. They help you forget by fighting you, thus the battle
commences.
---------------------------------
Boss: Mystery Man & Mystery Woman
---------------------------------
Mystery Man
HP: 3000 ATK: 63 AGL: 9 Weak: Water
PP: 260 DEF: 22 LCK: 40 Strong: Fire
Special: Fireball, Heat Flash, Eruption
Exp: 0
Coins: 0
Item: -
Mystery Woman
HP: 2600 ATK: 50 AGL: 13 Weak: Water
PP: 300 DEF: 20 LCK: 40 Strong: Fire
Special: Death Size, Nova, Flare Wall
Exp: 0
Coins: 0
Item: -
Of course you're way too weak to beat the Mysterious couple, so don't
bother just let yourself get clobbered for this time. Even if by some fluke
you manage to beat both of them up you get 0 exp, 0 coins and the game
continues on as if you lost (I've tried this with some codes by changing
both their HPs to 0).
The two people leave town abandoning the Isaac and Garet which are both
knocked unconscious for the moment. The intro screen pops up and the game
continues on 3 years later with the actual story.
---------------------------------------------------------------------------
1. The Ancient Power of Sol Sanctum
---------------------------------------------------------------------------
--Vale--
Inn:
6 coins
Hidden Items: 11 (11)
Antidote - Check Barrel in Jenna's Grandparents home
Nut - Use "Catch" on the tree above the destroyed home of Jenna
6 Coins - Vase in home above Isaac's place
3 Coins - Vase in most upper home on the Eastern part of town
Smoke Bomb - Vase in home one plateau lower than the previous one
Herb - Box in the lower left home on Eastern part of the village
1 Coin - Barrel upstairs Inn
Elixir - Jar in the upper Jar outside to Kraden's Home
5 Coins - Jar inside Kraden's Home
Vial - Jar inside Shack to the east*
123 Coins - Barrel inside Shack to the east*
Chests: 1 (12)
Power Bread - Use "Whirlwind" on the bush behind the Weapon/Armor Shop
* = opens up after completing Sol Sanctum
The town looks peaceful again and Jenna walks towards the home of Isaac.
He is repairing the holes in the roof together with his mother. Jenna walks
farther upward and meets up with Garet who is training intensely to become
stronger by training his Psynergy. After some talking all four meet up near
Isaac's house and after even more talking you can go to visit the old
scholar Kraden, his cabin located near the upper western part of the
village (Near the guy who thought he was going to die in the Prologue).
Garet and Jenna join your party and now you can go to anywhere (well...
nearly anywhere) you like in Vale.
Before continuing on it might be a good idea to get some better equipment
from the shop here in town. Two long swords and Travel Vests for Isaac and
Garet would be nice. You can also buy some new equipment for Jenna, but not
too much, since she will leave your party pretty soon. After talking to
some of the people you will hear about a group of men who have entered town
quite recently. They are described and considered as quite rude, since they
did not pay a visit to the mayor. Inside the inn you can find one of those
guys. He hides his face behind a mask and trying to make a conversation
with him leads to nothing. You better let him be.
The most northern path leads to Sol Sanctum, but first you must meet up
with Kraden so go one screen left near the upper bridge. Here you will find
the two mysterious people from the other day three years ago. They are
talking about Kraden as well, after a while they decide to let your group
go this time and also you get to hear their names: He is "Saturos" and the
woman is called "Menardi". After this conversation the puppies that were
blocking your path earlier on have mysteriously disappeared (as if you
noted that anyway).
Go to Kraden's cabin where you will automatically talk with him. He's
pondering about matters that are lighter than air, but after some sentences
he'll make you; Isaac the leader of the party and joins in too after
picking up some items inside. Proceed towards Sol Sanctum and be careful
not to be seen by the adept that hides behind the tree. He will walk around
in a set path and you can easily get past him, when he wanders off behind
the small shrine.
--Sol Sanctum--
Hidden Items: 8 (20)
Mythril Bag (4x) - Get them from Kraden
Venus Star - Get it from the Venus Elemental Statue
Mercury Star - Get it from the Mercury Elemental Statue
Jupiter Star - Get it from the Jupiter Elemental Statue
Mars Star - Get it from the Mars Elemental Statue
Chests: 3 (23)
Small Jewel (2x), Herb
Monsters:
Amaze, Bat, Slime, Vermin, Wild Mushroom (All are the "Weak" Versions)
In every dungeon/cavern you will come across random battles so be careful,
also in this dungeon you'll come across weaker versions of the 5 enemies
listed above! See appendix B for the complete Monster Compendium.
Your first dungeon starts off with a small puzzle room right away. Isaac
can only jump over gaps that are one space in width so take the rightmost
path to continue on through the corridor to the second Jumping puzzle. Take
the middle path and collect the Small Jewel from the chest, then head back
to the center part of the jumping tiles (the island made of 3 squares) and
take the path on the right. Here you can check the relief of the Minotaur
that is missing one eye. Coincidently you just found an eye, so check the
relief then you can open your inventory and 'use' the Small Jewel on the
Minotaur. This will open the door at the end of the left path, hence go
back, jump over the gaps towards the left and walk through the doorway.
In this room Kraden comes out and tries to find the hidden path, but the
old geezer fails. Isaac on the other hand can find it by pushing the left
and right most statues, however the left statue reveals only a dead end
since the statue in the room behind it cannot be moved. So take the right
path and walk around the mini-maze to find the second Small Jewel from a
chest. Directions are hardly needed here, but the chest can easily be found
by following the left path and the exit door can be found by taking the
path to the north from the central junction.
Once again Kraden comes out and tells you that you need to use your
Psynergy to find the correct path. Use "Move" Psynergy on the 2 left-most
statues to reveal a Minotaur and a doorway leading to another dead end.
Better use the Small Jewel on the Minotaur here too causing a pathway to
open behind the right-most statue. Take that path and follow the left route
and you'll find a chest with an Herb. Go up the middle to reach the central
chamber of the Sanctum bearing the Sun's Crest in the middle. They all
figure out that Saturos and Menardi are thieves trying to rob the Sanctum
of its riches and so they decide to find out what lies further on in the
Sanctum.
After some more talking Kraden stays behind and explores the room by
himself. Go up stairs and you can either go down or upwards. The lower path
only leads to a Psynergy Stone that replenishes all PP (Psynergy Points).
Walk to the north, then head to the left, place the three statues onto the
corresponding spots (Use "Move" Psynergy to place the middle on its correct
position). This triggers a small mechanism that allows you to move the
other four in the right chamber. Kraden comes back after moving the first
one to talk some more. As you notice the Moon changes into Sun and vice
versa, opening the path to the final room. Unequip Jenna here since she
will leave your party very soon, so you can at least sell the items that
would be lost otherwise. Kraden joins you again, then check the crack in
the wall from which the light beam appears. A portal will open up leading
to the very essence of the Shrine.
The sacred room the foursome stumbled upon contains the four elemental
stars of the four elements of which all matter consists. They are: Earth -
Venus, Fire - Mars, Water - Mercury and Wind - Jupiter. After some more
talking again, you have to get the elemental stars because Kraden is too
frail to get to them by himself. In order to do so he gives Isaac 4 Mythril
bags. So take the upper right path towards the Venus Star, next head
upwards for the Mercury Star and back to the Central Island since you can
only get the Jupiter Star. Something strange happens; Saturos and Menardi
show up again! It turns out that the elemental stars are what they were
after too and also they have tagged along the stranger with the mask.
Menardi asks the guy to remove his mask and he turns out to be none other
than Felix!
After some bargaining Isaac and Garet decide to bring them the Elemental
Stars, just after Garet takes off to deliver them a blue haired guy
appears. His name is Alex and he takes the stars over in Saturos' name from
Garet. Isaac still has to collect the Mars star, so go back to the Central
Island and take the right upper path. Head left and you can put the Mars
Star in the final Mythril bag. After removing the final Elemental Star the
Sanctum becomes instable, hence Saturos and the others (including Kraden
and Jenna as hostages) leave Isaac and Garet to their own faith that is
without collecting the Mars Star.
A Cyclops Rock appears which is referred to as the "Wise One", tells them
about the elemental Djinn that have started to appear again and the purpose
of the Elemental Stars. They are meant to ignite the flames of the four
corresponding Lighthouses which will unleash Alchemy upon the entire world
(Up to now alchemy is only known to the people of Vale and few people who
are adept to it). The Wise One can no longer hold the volcano from erupting
and teleports our heroes to a safer place. You might as well use "Retreat"
to get out Sol Sanctum at once. Once the Eruption takes place a huge amount
of Psynergy Crystals are send into the world, these crystals upset the
current balance and mean extra work for you to clear up (but later more on
that).
--Vale--
Upon returning from the Sanctum they tell the Great Healer of the village
about the events that have happened. He asks if Isaac is willing to
undertake this Mission Impossible together with Garet. If you choose "No"
here and you exit the sanctum you will receive a message that the world
will be destroyed and you get a Game Over screen. Then you'll have to start
over in the sanctum, so answer "Yes" to keep things short.
Finally it is determined that Isaac and Garet will save the world from
destruction, by finding the location of the lighthouses. Still not even the
Great Healer knows what they should do when they get there. His only advice
is to seek out for the elemental Djinn.
Preparations are made for the final goodbyes and you receive an Herb and
Catch Beads from Garet's sisters. After everybody said 'Farewell' you can
leave the village and explore the world. Take note that you can now equip
the Catch Beads to learn the Psynergy "Catch". You can use this to get the
Nut from the tree in the west part of Vale mentioned earlier.
---------------------------------------------------------------------------
2. Solving the Burglaries in Vault
---------------------------------------------------------------------------
--World Map - Vale--
Djinn:
Venus - Flint
After setting foot outside Vale you will immediately catch up with a
little spark that is hovering around on the map. This is the first Djinni
you encounter on your travels. His name is Flint; even if you decline all
his offers he will still join your party anyway. He gives a brief
explanation of how the Djinn System works, so take note or just mash
buttons to get past the messages.
Go over the small bridge on the right and head south towards a small
village. Upon entering the village you will see a caravan under command of
Master Hammet leaving for Kalay; however they seem to get stuck near the
second bridge, for the bridge to Kalay is broken and they are attacked by
still falling Psynergy Rocks from the eruption at Sol Sanctum earlier on.
So they have no other choice than to go north towards Lunpa. You can visit
Lunpa too, but other than "Catching" a Nut from the tree there is nothing
to do. Lunpa is a town that is closed to any kind of foreigners.
--Vault--
Inn:
12 coins
Hidden Items: 6 (29)
Sleep Bomb - Barrel at right part of the Item Shop
Nut - Box just outside Mayor's Home
7 Coins - Jar inside home closest to lower village entrance
4 Coins - Barrel inside the home in center of Vault
Mint - Box on the left part on the main floor in the Inn
Bone - After beating the Bandit's team talk to the lady in the inn
(the only way to get rid of it is giving it to the dog)
Djinn:
Venus - Sap (You can't reach him, until you passed the Lamakan Desert)
According to the people of Vault, there have been many burglaries lately,
yet no one knows who stole the items and were they are hidden. After
wandering around you come across the mayor's residence. Inside there is a
young boy who seems to be in trouble. This boy is named Ivan and possesses
a strange power that you will notice as soon as you talk to him. He tells
you about Master Hammet's stolen Rod and asks you to help him find it back.
Ivan then joins your party and advises Isaac to use his Mind Read Psynergy
to find the whereabouts of the rod. Although Ivan comes along with you, he
won't leave the village until he has found the rod. If you do Ivan stays
behind.
Inside the Inn you will find two suspicious people, in order to have Ivan
"Mind Read" them you will need the help of Garet and Isaac too. Try to trap
one of them between the left most bed and the wall, after doing so Ivan
will automatically read his mind and obtains all the information Isaac and
the other need. The stolen goods should be located somewhere in the Inn, so
better start looking. Once you're outside you'll notice that the guy
obstructing the ladder to the broken roof is gone. Climb the ladder and
check out what's going on inside.
Inside the Inn's attic there is a single crate that needs to be moved with
the use of "Move" Psynergy. In the next room, you'll find the stolen goods
and a man who has been kept prisoner here for some time. After releasing
his ropes the bandits from Lunpa come charging in. Time for a Mini-Boss
Battle!
---------------------------------------------------------------------------
Mini-Boss: Bandit and Thief(2x)
-------------------------------
Bandit
HP: 260 ATK: 46 AGL: 20 Weak: All
PP: 0 DEF: 8 LCK: 3 Strong: -
Special: Uses 'Herb' / 'Smoke Bomb', Glowers Ferociously
Exp.: 36
Coins: 46
Item: Bandit's Sword
Thief
HP: 110 ATK: 42 AGL: 9 Weak: All
PP: 0 DEF: 5 LCK: 1 Strong: -
Special: Uses 'Herb', 'Glowers Ferociously' / 'Intimidated' (Skip Turn),
Defend
Exp.: 15
Coins: 32
Item: -
I recommend focusing all attacks on the Bandit, then taking on the others.
Ivan's and Garet's Psynergies do quite well here. Also unleash Flint with
Isaac several times, and don't forget to heal when necessary. It shouldn't
be too difficult to win this battle, since human enemies are weak to all
elements.
---------------------------------------------------------------------------
After their defeat the mayor comes in, takes away the bandits, puts them
in jail and all the stolen goods are returned to their rightful owners
including the Shaman's Rod Ivan was looking for. The mayor tells Ivan that
Master Hammet is taken hostage in Lunpa by Donpa. For now there is nothing
they can do about it, so they'll wait until Donpa makes his move. The Mayor
also requests Isaac to come to his home then he leaves the others behind.
At last Ivan can claim the rod back and thanks Isaac for his help and
leaves off too. Before you leave Vault go and see the mayor to obtain some
Water of Life from him. After everything is safe and sound again you can
leave Vault. Better head east to the Goma Cave Entrance.
--Goma Cave Entrance--
Jump over across the little river and move the two pillars in order to
continue on. Try to move the third one and Garet comes to the conclusion
that it won't work without removing those leaves. Suddenly Ivan reappears,
gives a demonstration of his "Whirlwind" Psynergy and joins your party
permanently. You can also backtrack to Vale and use the "Whirlwind" to open
up a little cavern behind Vale's shop. Inside that cavern is one chest with
a Power Bread in it. Anyway, move the pillar and cast "Whirlwind" on the
foliage to open the entrance of the Cavern.
--Goma Cave--
Chests: 1 (30)
Lucky Medal
Djinni:
Mars - Forge
Monsters:
Ghost, Skeleton, Slime, Will Head, Zombie
The route is pretty strait forward here, jump over the water stream, go
south, down the stairs and to the far right. Put the pillar in its place
and talk to the guy if you like. Go back to the left, jump over the water
near the bottom and follow the path. Go up the stairs again and move the
tall pillar on the right so that you can jump next to it, then walk down
and use Move to push the small fat pillar into the water one floor below.
You can also collect the Lucky Medal from the chest on the right side.
Go back down from here and use the newly created path to continue on to
the right, since you put the pillar in its place just a few minutes ago the
path to the Fire Djinni is opened. Touch him to start a battle:
------------------
Mars Djinni: Forge
------------------
HP: 172 ATK: 45 AGL: 22 Weak: Water
PP: 14 DEF: 9 LCK: 6 Strong: Fire
Special: Flare, Blast, Escape
Exp.: 28
Coins: 85
Item: -
This battle shouldn't provide any difficulty as well. Just make sure you
use the most powerful attacks and Flint to get the job done fast, because
most Djinn tend to leave the battle early by fleeing. If this happens you
must reenter the room so the Djinni is back in its position and try again,
until you are successful.
After collecting Forge, the man below you commends you and leaves the
scene. Jump back, go through the doorway and head up towards another small
pillar. Push it off ramp into the water and jump onto the platform it was
located on, run along the path leading up to find the exit and the village
of Bilibin close by.
---------------------------------------------------------------------------
3. Kolima's Curse and the Salvation
---------------------------------------------------------------------------
--Bilibin--
Inn:
21 Coins
Hidden Items: 6 (36)
5 Coins - Jar outside home next to the Inn
Hard Nut - Barrel inside home next to the Yellow Statue in Town
Herb - The jar just outside Sanctuary
Nut - "Catch" it in the tree to the left of McCoy's Mansion
Smoke Bomb - Barrel lower Left corner on 2nd floor of McCoy's
Elixir - Barrel near chimney on main floor of McCoy's
Djinni:
Jupiter - Gust
At the entrance of the little town is an odd looking tree sprout. If you
"Mind Read" it you will find out that a human soul is trapped inside.
Further on other people tell about that tree being a person that came back
cursed from the woods of Kolima and other people talk about the fountains
of the Mercury Lighthouse to the North near Imil and its sacred Hermes'
Water that flows there. As you might suspect from this there are two
possible ways to go:
- Go East to Kolima Forest to find out what is causing the curse
OR
- Go North towards the Mercury Lighthouse
Of course you need to do both of them, but going to Kolima first is a bit
easier since the enemies are somewhat weaker. On the other hand going to
the Mercury Lighthouse will introduce you to the fourth Adept of your party
right away. The choice is yours! I'll stick to the original route so I'm
going to Kolima Forest.
Also take note that there is a Jupiter Djinni hidden in Bilibin, go south
from the Sanctuary (walking over the pillar tops) all the way around
Bilibin until you reach a suspicious bush. Use Whirlwind on it and enter
the cave behind it. Move the yellow statue that you find down here and
collect the Wind elemental Djinni: Gust.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3.A Investigating Kolima Forest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Head north towards McCoy's Mansion and then talk to the guard on the
right. After a conversation he permits you to enter the mansion and you can
go on audience with "zee big boss" of this place: McCoy. Walk up to find
yourself in McCoy's room. This McCoy guy seems to talk with a strange
accent, but never mind that. He declines Isaac's offer because in his eyes
they are nothing but mere children, after this scene the guard does give
some sort of hint that you do not need the key to get past the barricade
built on the east near Kolima... Better head for the barricade yourself
then.
--Bilibin Barricade--
Hidden Items: 1 (37)
Hard Nut - Get from the girl after rescuing her from the water as a tree
after beating Saturos AND before healing Tret. Cannot be done
afterwards!
The moment you get here you'll see the feeble wooden construction which
seems to be the barricade. Use "Move" Psynergy on the left crate to get
past the barricade. Note how three trees are peculiarly stacked up next to
the river, they will feature in one of the little side-quests later on, but
for now go east towards Kolima.
--Behind Kolima Barricade - World Map--
Hidden Items: 1 (38)
Turtle Boots
After passing the barricade you have the chance to collect the Turtle
boots if you head left after the barricade. Somewhere in the middle of the
forest area at the end of the long small island you can find the boots by
checking the ground. They are not that useful, but collectors may like
them. After you did this go head east towards Kolima.
--Kolima--
Inn:
N/A (32 Coins after you break the Curse)
Hidden Items: 4 (42)
Apple - Upper left barrel of the 6 clustered in right corner
Herb - Left Barrel just outside lowest tree home
Lucky Medal - Jar highest level of the Inn
7 Coins - Jar highest level of Weapon/Armor Shop
Djinni:
Venus - Granite
After entering Kolima Isaac and the other find out that all the residents
have been changed into trees. They also notice the sparkling stuff that is
lying around, and then all three characters (or four if you got Mia
already) get attacked by some energy flow and they fall down. Soon they
notice the sparkles falling down from the skies, this is what must have
cursed all the villagers. Somehow because Isaac and the others are Adepts
they have some sort of barrier that shields them from the harm the sparkles
do, thus saving their lives. Then the voices of Tret and Laurel - the two
tree spirit - are heard, Tret is upset that the villagers took their axes
to his brethren and in his madness he cursed all of Kolima. Laurel pleas to
Isaac that he reawakens the softer side of Tret once more and Isaac accepts
that task.
After the cut scene you can see a Venus Djinni (Granite) on the right side
of the screen next to a tree home, but you can't reach it or can you? Enter
the home from the back and go downstairs and follow the path in the cavern
below, eventually you'll reach the Venus Djinni. Granite will join your
party without any fuzz. Leave the village and head for Kolima Forest to the
north.
--Kolima Forest--
Hidden Items: 1 (43)
Nut
Chests: 1 (44)
Fur Coat
Monsters:
Drone Bee, Rat, Rat Soldier, Troll
Head to the upper left corner and push the left most log into the water
and cross the gap. Walk on to the left to the next screen. Push the first
log to the left, walk down past it, then push the lower left log down, but
don't move the third one. Follow the path to find the third log pushing
puzzle. Note that there is a Nut here, which you can "grab" from the tree.
For the logs you have to move the first one left, go up, around the log
and push it back to the right, push the lowest horizontal log down, the
upper one up and finally the first (vertical) one again to the left. This
log falls in the riverbed and keeps on floating so you can jump over it and
continue on to the next screen. The solution for getting the chest with the
Fur Coat on the right goes like this from the initial setting:
Flip the switch here at the bottom of the field.
Push:
Both horizontal logs -> up
Upper vertical log -> right
Left horizontal log -> down
Lower vertical log -> right
Right horizontal log -> down
Lower vertical log -> Left
Flip the switch a second time
Collect the Fur coat
The solution for reaching the exit from the setting of the "Fur coat" is
simple:
Flip the switch here at the bottom of the field.
Push:
Both horizontal logs -> up
Upper vertical log -> right
Left horizontal log -> down
Flip the switch a second time
Continue to the next screen
On the next screen you will find Laurel and Tret. The conversation with
Laurel tells you that Tret can't be saved. However "Mind Reading" her gives
you the information that Tret can be saved by the sacred Hermes' Water from
at the fountain of the Mercury Lighthouse. If you try to talk to Tret
you'll notice that his bad personality takes over before you can make any
contact with the real him. The only thing you can do is climbing up the
vine.
--Tret Tree--
Chests: 2 (46)
Healing Ring, Nut
Djinn:
Jupiter - Breeze
Monsters:
Creeper, Drone Bee, Gnome, Rat, Rat Soldier, Spider, Troll
Boss:
Tret
In the first room there is nothing else to do, but climbing upwards to the
second. The second level has some leaves over the spider webs on which you
can only jump once, so think about your actions ahead. The left exit is a
dead end. Jump on the leaves from the lower left corner toward the right.
Keep close to the middle path and climb up the vine so you can reach the
third level. You can use the leaf to reach the chest in the middle here; it
contains a Healing Ring. Doing this however does force you to fall down one
level, so backtrack again and use the leaf again to reach the vine at the
top of the screen. Exit the next interior level using the exit at the
bottom of the screen, then go right and climb the vine, before entering the
tree again you can also get a Jupiter Djinni if you take the upper branch
just outside.
--------------
Jupiter Djinni
--------------
HP: 243 ATK: 79 AGL: 42 Weak: Earth
PP: 22 DEF: 20 LCK: 7 Strong: Wind
Special: Flash Bolt, Ray, Plasma, Whirlwind, Wind Slash, Escape
Exp.: 88
Coins: 100
Item: -
This Djinni tends to flee sometimes, so try to stun it with Ivan's Witch
Wand (Stun Voltage Unleash). Take note that Ray can do quite some damage so
keep you HPs up at all time. Other than that there shouldn't be much to it,
shortly after beating this Wind elemental Djinni he joins your party under
the name of Breeze.
After leaving or collecting the Djinni enter the up most room here from
the right and you can collect a Nut from the chest here. Since it is a dead
end the easiest way to backtrack is to fall down one of those leaves. This
time take the left exit and follow the lower branch to find a vine here as
well. Climb it and enter the up most room from the left, once inside fall
down the center leaf that is located below broken leaf. This means you will
have to jump on it twice, after falling down five times you will come face
to face with Tret (I wonder how Isaac survives a fall from 4 stores high).
Better heal, save and set your Djinn right before starting the battle.
After a few words with Tret the battle starts.
---------------------------------------------------------------------------
Boss: Tret
----------
HP: 710 ATK: 89 AGL: 30 Weak: Fire
PP: 36 DEF: 27 LCK: 28 Strong: Wind
Special: Growth, Sleep Star, Thorn, Quake
Exp.: 226
Coins: 700
Item: Potion
Better use Forge and the other Djinn to make yourself stronger after that
Summons like Ramses and Atalanta can do quite some damage too. Tret's
attacks are not that strong, but dealing 700 damage can take a few rounds
if you're party levels are pretty low. If you have visited the Mercury
Lighthouse already and met up with the Water Adept this battle should be
easy. Tret does use Sleep Star quite often which can put some of your
character to sleep. Nonetheless you should come out victorious without too
much damage.
---------------------------------------------------------------------------
After beating up the 'evil' side of Tret he regains his senses and becomes
kind again. Then again his rage and this battle have exhausted him so much
that he can no longer save the people of Kolima. As you already heard from
Laurel you need that holy water from the Mercury Lighthouse. So we'll have
to go back to Bilibin and then we need to head north towards Imil.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3.B The Healer and Guardian of the Mercury Lighthouse
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In order to get to Imil and the lighthouse we have to go north from
Bilibin over the little bridge, then go west over another bridge and keep
on going west until you reach a cavern.
--Bilibin Cave Entrance--
At the entrance of the screen you can see a small plant growing against
the wall. You can make this plant grow a lot bigger by using the "Growth"
Psynergy on it, however your character can only learn this Psynergy only on
certain classes. The easiest way to learn Growth is to give Garet at least
one Venus Djinni or Isaac at least one Mars Djinni. This way you can enter
the Cavern from a higher level.
--Bilibin Cave--
Chests: 4 (50)
Elven Rapier, Vial, Psy Crystal*, Water of Life*
* = only reachable after Mogall Woods (see Chapter 8)
Monsters:
Ghoul, Gnome, Ooze, Troll
If you entered the cavern from the higher level by using "Growth" on the
small plant outside, you can easily grab the Elven Rapier from the chest.
Also there is an interesting formation of rocks near this chest. However
you need "Reveal" Psynergy to find a hidden entrance which means that Isaac
needs to backtrack sometime in the future. For now fall down and walk left.
Here you are back at the start again, keep on heading to the left route
until you reach an intersection go right here and you will reach a
different room with some icy pillars. Near the end you can move the right
torch down and right to melt the final Ice Pillar creating a puddle of
water. Jump over this puddle and continue on. At the end there is a chest
containing a Vial. Head toward the exit and walk around the icy fields,
until you reach the frozen village of Imil.
--Imil--
Inn:
24 coins
Hidden Items: 3 (53)
Lucky Pepper - Look in the oven inside the Inn
9 Coins - In the jar outside home upper level of town
Lucky Medal - Upper left grave near the Sanctum
Chests: 2 (55)
Vial - Above the first home (See comments below)
Empty bottle - First house from the southern entrance
Djinni:
Mars - Fever
Talking to the people in this village gets you information about a woman
named Mia who is the healer of this village. Since many people have gotten
ill after a group of travelers can from the south, Mia is very busy now.
You can find a Mars Djinni by moving the snowman in the northern part of
town to the left and then enter the slippery ice part from the Sanctum on
the left. Slide in the following directions from here on to find the cavern
with the Djinni: RULULURULURU. You can see that the snowman will help you
reach the cavern in the very last part of the sliding process.
--Imil Falls Cave--
Inside the cavern Mars Djinni Fever joins you without a fight. You should
have two Djinn of all but the water type.
--Imil--
Also you can reach a chest by following this route from the same starting
point: RULULURULDLUR for another Vial.
On with our quest. After talking to most of the villagers and the two
children in the sanctuary Mia will show up in the first home where you
found the Empty Bottle. After seeing her heal the old man she mumbles
something about Alex and leaves for the Lighthouse. Now you can leave for
the Mercury Lighthouse.
--Mercury Lighthouse--
Chests: 4 (59)
Nut, Psy Crystal, Psynergy Armor, Smoke bomb
Djinni:
Mercury - Fizz, Mercury - Sleet
Monsters:
Mimic, Cuttle, Harpy, Lizard Man, Mauler, Siren
Boss:
Saturos
At the entrance you will meet Mia again (only after meeting her in Imil),
but she can't continue on because there is a statue in her path. Use "Move"
Psynergy to get rid of the first obstacle, also Mia seems to be able to see
your Psynergy which means that she is an Adept too! Then Mia opens the
barrier by using "Ply" and enters it, you'd better do the same thing so
it's time to enter the first Lighthouse.
Inside attack the Lizard Man so Mia can continue on in the Lighthouse. She
thanks you and leaves again, continue on you can take either left or right
passageway since they end up at the same path in the next room. Keep
heading up and take the stairs, here you'll find Mia again and another
obstacle that blocks her path. If you "Mind Read" her here you'll find out
that she's hesitating to believe that Alex has started to turn bad... Just
use "Move" on the blue statue over the pit to open the path for Mia once
again after some more talking she decides to come along with your party. As
a bonus she already has a Mercury Djinni: Fizz as a pet!
Continue on until you reach another puzzle room. Push the first pipe in
its place and continue (there is only one path) and push the pipe from the
other side into it original position. You can of course backtrack a bit to
get the chest with the Psy Crystal, in any case proceed on to the next
room. Jump over the gap, don't go down the ladder, but walk around the
entire room. Push the pillar in its position which should only take half a
minute. Fall down the slide and go through the doorway that is recently
opened. Slide down again and you will stand right in front of the goddess.
Jump over the gap onto the hands of the big statue, set "Ply" to either L
or R button and use it on the Statue. This should activate the cross tiles,
these tiles allow you to stand on water for a few steps. Jump back on the
tile just below to find out that you can jump on the water four times. Go
up one room and jump over to the very right side towards the exit.
Here you find yourself in a room with three waterfalls. Open the chest on
the very right to find out that it is the very fist Mimic in the game!
Mimics are imitations of Treasure Chests that look exactly identical, the
moment you open them the creature attacks you. The nice thing is that when
you beat it the treasure from the chest is ALWAYS automatically dropped in
battle.
-----
Mimic
-----
HP: 468 ATK: 120 AGL: 51 Weak: Fire
PP: 24 DEF: 33 LCK: 8 Strong: Wind
Special: Debilitate, Psy Drain, Sleep, Wind Slash
Exp: 164
Coins: 178
Item: Water of Life
Walk into the right most Waterfall jump over the water to find a chest
containing a Psynergy Armor on the other side. Go back, walk up to the big
central room with several jump tiles in the water and step up the first
jump tile in the middle. Work your way around the room counter clockwise,
you should be able to get to the upper right corner using the tiles without
too much effort, just stay close to the right wall.
After this event you can also collect the Smoke bomb by going right
instead of down at this point, if you collect this bomb however you have to
work your way around the room a second time. Head down two rooms and you'll
find yet another room with three waterfalls. Enter the middle one, head up
two rooms, push the pipes into their corresponding places (starting at the
back) and the previous room will fill up with water. Jump over the water
and ascend the stairs 3 times and here is yet another pipeline puzzle room
to be found.
Walk down the path in the very back of the room, push the pipe to the left
(this will move the statue one space to the left). Let Isaac walk back,
push the pipe to the right, (moves statue down) then to the left a second
time. Before going back to the left again push the horizontal pipe down,
then head back and push the vertical pipe for the last time to the right.
This will cause the statue to fall down one floor allowing you to place on
top of the switch. After passing that doorway push the third statue from
the left aside to collect a Nut from the chest in the backroom, go back to
the previous room and move the lone statue on the right side. Go up one
room and push another pipe into position allowing you to continue on.
Here there is a room with many waterfalls located next to each other.
Enter the fourth of the right to find a Mercury Djinni inside this one
however does require you to do battle.
--------------
Mercury Djinni
--------------
HP: 290 ATK: 107 AGL: 58 Weak: Fire
PP: 20 DEF: 24 LCK: 9 Strong: Water
Special: Drench, Froth Sphere, Prism, Tundra, Escape
Exp: 130
Coins: 151
Item: -
Continue on to the left and follow the passageway and at the end of it
enter the last waterfall. Move the statue with Psynergy and continue on
until you reach a room with a single blue statue and a rainbow over the
waterfall. Use Ply on this statue and the waterfall will magically reverse
into streaming upwards.
--Mercury Lighthouse Aerie--
Cure all your wounded people, Set/Reset all Djinn if you like and collect
the Psynergy Stone to completely fill all of your Psynergy power. Jump over
to the center of the Aerie and your party will notice that the lighthouse
as already been lit up. After some talking the group of Saturos shows up,
Saturos tells Menardi to leave for the Venus Lighthouse as he will deal
with Isaac and the others.
---------------------------------------------------------------------------
Boss: Saturos
-------------
HP: 1200 ATK:: 113 AGL: 51 Weak: Water
PP: 160 DEF: 35 LCK: 40 Strong: Fire
Special: Eruption, Fireball, Heat Flash (Delude)
Exp: 331
Coins: 800
Item: Psy Crystal
Saturos is naturally the strongest adversary you face up to this moment
(unless you count the Mystery Man as well). If we take a look at his
special attacks then Eruption and Fireball can cause quite some damage,
whereas Heat Flash (simply a Delude Psynergy) isn't that bad. I recon you
use the Mercury Djinni Sleet in the first round, because Saturos is weak to
water and Sleet can also lower Saturos' Attack power. You may wish to
unleash the other Djinn as well. Don't waste Garet's PP on Fire Psynergies
since Saturos has a very high resistance to it. The best strategy is to
attack with Mia's Djinn or unleash the level 2 Mercury Summon: Nereid on
him. Isaac can do some healing if it is really necessary, but I don't think
that this battle should prove to be too difficult as well. Saturos may have
a lot of HP, but he doesn't have real killer attacks.
---------------------------------------------------------------------------
After Saturos' defeat Alex shows up to explain why Saturos was defeated so
easily, as a Fire Adept the Mercury's watery environment drained him of his
powers. Also Alex just tried to stall some time to heal Saturos and after
some more talking before they leave you behind. Mia also decides to join
you in your quest to beat Saturos and Menardi to the Venus Lighthouse,
before you leave you better fill up your bottle with the sacred Hermes
water that flows once again from the fountain (the shop in Imil are now
opened too and you can buy a Blessed Ankh Artifact there).
--Bilibin Barricade (Optional)--
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
WARNING: THIS IS A ONE-TIME EVENT ONLY!!! It cannot be completed
after you heal Tret so you MUST do it now!
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
You can perform a small side-quest at the Bilibin Barricade. You will see
the three trees again, only now one of them has fallen into the river. Walk
into the shallow water just below the other fallen tree. Use "Move"
Psynergy on the tree in the water stream. Once you've cured Tret you can
receive a Hard Nut from the woman that was the tree back then (Don't get
any silly ideas about this, pervert).
--Kolima Forest--
Go back to (if you visited the Mercury Lighthouse before going to Kolima)
Tret and cure him with the Hermes' Water. After this happens Tret is
finally restored to his old friendly self and will free all the people that
have been turned into trees by the curse. Tret then tells you that he was
struck by falling rocks the other day and that caused him to get very
upset, whereas Laurel who was hit as well became very sad. It turns out to
be that the Psynergy Rocks emitted by Sol Sanctum were the cause of all the
problems. After some more talking Laurel tells you that the animals of
Kolima Forest have turned into monsters; this would explain why you had to
fight monsters in nearly every place. After doing this you can continue to
the bridge to the south-east of Kolima as well and Isaac can collect a
reward from McCoy as well.
--Bilibin - McCoy's Home (optional)--
Chests: 1 (60)
* = Technically speaking 4, but you can only collect 1 of them
(See below).
After talking to that weird man again he is so 'generous' you can pick one
treasure from the four chests in the basement. So the guard shows you the
way and Isaac follows him into the basement. Here are 4 reachable chests
that are arranged like this:
_ _ _ _
|1||2||3||4|
¯ ¯ ¯ ¯
1 = Vial
2 = Potion
3 = Psy Crystal
4 = Water of Life
None of them are really spectacular, but the fourth chest is probably the
most valuable in terms of money. Oh well, at least Isaac gets a reward at
all.
--Kolima Bridge--
After breaking the Tree Curse the guy at the opposite side of the river
will lower the drawbridge for you. From here on you can go strait to the
cursed woods (see chapter 5) or complete an optional side-quest that is not
necessarily required in the Fuchin Temple (see chapter 4).
---------------------------------------------------------------------------
4. Fuchin's hidden power; the Art of "Ki" (Optional)
---------------------------------------------------------------------------
--Fuchin Temple--
Hidden Items: 1 (61)
Unicorn Ring - Check jar next to Nyunpa's home
The environment of the temple looks very foreign; more or less very
eastern. Talk to the people at the foot of the temple and you will find out
that Mogall Forest sprouted from the soil in just 1 night, this is of
course very unnatural so indeed the power of the fallen Psynergy Rocks are
the blame of this. Enter the cabin at the top of the waterfall and talk to
Master Nyunpa using "Mind Read" Psynergy to get permission to enter the
trial at the base of the waterfall. Note that you can't enter the menu with
the 'A' button, because you will talk to Nyunpa when you are so close to
hom. In order to overcome this problem use 'Select' or assign a shortcut
key to "Mind Read".
--Fuchin Falls Cave--
Hidden Items: 1 (62)
Dragon Eye
Chests: 2 (64)
Arctic Blade, Orb of Force
Djinni:
Jupiter - Zephyr
Monsters:
Mimic, Bone Fighter, Dirge, Mole, Spirit
At the beginning you can read a tile that gives a hint about the solution
of the cavern. Use the right wooden pole to ride across the water to the
other side. Here awaits a chest for you. However this is not a regular
chest but a Mimic so start another battle.
-----
Mimic
-----
HP: 506 ATK: 133 AGL: 57 Weak: Fire
PP: 26 DEF: 36 LCK: 10 Strong: Water
Special: Debilitate, Psy Drain, Sleep, Briar
Exp: 190
Coins: 207
Item: Game ticket
Go back and use the left log to reach the next room, jump over the water
and you'll reach the upper right corner. From here on you can go two ways
for now take the left path since right leads to a dead end at this moment.
Also the doorway up ahead leads to another dead end, hence go left even
further, up the stairs and follow the route through the dark room. Actually
the invisible path on the right can be traversed so try that if you like,
that would make completing this quest a lot faster/easier. Descend another
stairway to find yourself in another room with a log in the water, use it
and follow the path on the left to get over the water with another log. You
are back in the first room although you entered it from the left, use the
log to go over to the other side.
In the next room you'll see a Jupiter Djinni on the right side of the
room, to get there walk down using the log, then place the vertical log
against the left wall and use the horizontal to go back to the previous
location. Now you can use the single pole in the water and the vertical log
to get the Jupiter Djinni.
--------------
Jupiter Djinni
--------------
HP: 314 ATK: 115 AGL: 68 Weak: Earth
PP: 25 DEF: 26 LCK: 9 Strong: Wind
Special: Flash Bolt, Plasma, Storm Ray, Wind Slash, Whirlwind, Escape
Exp: 150
Coins: 176
Item: -
After Zephyr joins your party, go down, use the log and get up the next
doorway. In the next room go to 2 horizontal logs and move one upwards,
take the upper vertical log and go to the left, use the other horizontal
one to reach the doorway in the middle of the staircase. In the room below
you can find a Dragon's Eye lying openly on the little table. Go back and
take the stairway on to the north. Follow the path and place the eye in the
appropriate place of the dragon statue. This will make the shadow of an
invisible path on the ground visible. All you have to do backtrack all the
way to the left entrance of this room. Walk over this invisible path (don't
worry; you can't fall off) and read the tablet that speaks of the power of
"Ki" that is placed in the chest. Open it and you can obtain this Orb of
Force, equip it right away to any character that has room in his/her
inventory. Note that this is the only Psynergy in the game that is not
aligned to any elemental; it's Neutral!
--Fuchin Temple--
After returning from the dungeon, you get a message that master Nyunpa is
awaiting you. He tells you that you can use "Force" Psynergy on the tree
stumps to find your path through the Mogall Forest. You also get some
various other words of wisdom too for free.
---------------------------------------------------------------------------
5. Monkey Business in Mogall Forest
---------------------------------------------------------------------------
--Mogall Forest--
Hidden Items: 1 (65)
Nut
Chests: 2 (67)
Apple, Elven Shirt
Djinni:
Venus - Quartz
Monsters:
Ape, Bone Fighter, Dirge, Death Head, Mole, Spirit
Boss:
Killer Ape
With or without the Orb of Force you can continue on, although with the
orb you can more easily find the correct path yourself. From the entry go
down two screens and if you use "Force" on the tree stump on the left an
Ape will appear and attack you. Further on you can push the vertical log to
the right, the horizontal down, the vertical left and finally the
horizontal one upwards. Use "Catch" Psynergy to get the nut from the tree
if you like. Move up and use Force again on the tree stump to see a monkey
showing you the route or just go right 2 times.
Here are 2 tree stumps, use "Force" (or not) on them and from one of them
a Monkey will show up running in to a path leading south, the other goes
east. The eastern path leads to a chest with an Apple inside. The southern
path leads to another log pushing field. Use "Move" on the small rock to
push it backwards, then push the log down so you can move on. Next move the
horizontal log down, the vertical log left, horizontal log up and finally
the vertical log to the left so it falls into the water. Venus Djinni
Quartz can be found at the bottom of the screen here too; he will put up a
fight before joining you.
------------
Venus Djinni
------------
HP: 349 ATK: 127 AGL: 76 Weak: Wind
PP: 25 DEF: 28 LCK: 9 Strong: Earth
Special: Briar, Earthquake, Gaia, Mad Growth, Spire, Escape
Exp: 172
Coins: 201
Item: -
You can use "Force" on the tree stump in the middle and then on the left
stump to find out the route, or I could just tell you that it's left. Next
there are three tree stumps to be found, the right one contains an Ape that
will attack you. The middle one has an Ape that goes down and the right one
awakens an Ape that flees to the left. Also if you go north here you can
find a Psynergy Stone.
First we take the left route which gives us a chest with an Elven Shirt
after completing a really simple puzzle. Just move the rock a few times
until there is enough room to push the log to the right. Equip it to either
Garet or Mia, because they are normally so slow and will get a huge boost
from it. Go back and head one screen down, here you have to do nearly the
exact same thing and use force on the tree stump if you like so a monkey
will jump over to the lower stump. Walk around the other logs on the left
and push them so that the last tree stump will fall down into the river
(there is only one way to move them so it should be easy). Use "Force"
again to see a monkey leaving via the south entrance. So go down and you
will find a lone stump in the middle of the field, you can already hear
some sounds coming from it. This noise doesn't sound too good, but you have
to continue on. Time for a boss battle:
---------------------------------------------------------------------------
Boss: Killer Ape
----------------
HP: 1000 ATK: 156 AGL: 94 Weak: Fire
PP: 35 DEF: 97 LCK: 26 Strong: Wind
Special: Bind, Debilitate, Ransack, War Cry, Douse
Exp: 460
Coins: 1500
Item: Douse Drop
This boss is statistically nearly Saturos' equal so if you were able to
beat him, the Killer Ape should be easier since you have better equipment
now. Just use the Djinn followed by a summoning of the most powerful
Summons you have and the Ape is gone, before he even has the chance to hurt
you.
---------------------------------------------------------------------------
After beating the Killer Ape you get a Douse Drop. This seems odd to me
since Mia can already use "Douse" Psynergy. Head down towards the exit for
Xian on the World Map.
---------------------------------------------------------------------------
6. Altin's Extraordinary Flood
---------------------------------------------------------------------------
--Xian (Optional)--
Inn:
40 coins
Hidden Items: 2 (69)
Elixir - Barrel inside small home in the middle of Xian
Lucky Medal - Jar outside upper left corner Mulberry Orchard
Djinni:
Mercury - Mist
The people of this village are very good at Kung Fu and creating Silk
garbs. If you disturb the water carrying woman she will drop the water and
creates a small puddle of water, when you make her drop the water one space
next to the right wall you can use "Frost" Psynergy to get to the Mercury
Djinni that is located there. This Djinni named Mist and he joins without a
fight.
At the most upper part of Xian you can find the Kung Fu School of master
Feh. If you don't have the Orb of Force you can leave for Altin right away.
On the other hand if you do have you can trigger a small cut-scene inside,
use "Force" Psynergy while standing on the white line to make the big tree
trunk fall down. After you do this the door at the bottom will unlock, open
and a girl named Feizhi comes outside together with Master Feh. Feizhi will
leave for Hsu, since she sensed that he is in danger.
Feh will then give a small explanation between the difference of "Ki" and
"Chi". Also at the entrance of town Feizhi will await you if you used Force
on the wooden pole inside the training school.
--Xian World Map--
Djinn:
Mars - Corona
To the far north of Xian (You can see Kolima village at the top of the
screen here) there is a lone island and on this field you may encounter the
wild Mars Djinni: Corona.
-----------
Mars Djinni
-----------
HP: 355 ATK: 144 AGL: 76 Weak: Water
PP: 24 DEF: 41 LCK: 8 Strong: Fire
Special: Fireball, Flare Wall, Mad Blast, Nova, Volcano, Escape
Exp: 173
Coins: 210
Item: -
--Alpine Crossing--
Chests: 1 (70)
Power Bread
Just located to the west of Xian you will come across the Alpine crossing
before entering Altin. If you met Feizhi before she will appear here too,
but there's not much to do here. The only thing you can do is create an Ice
Pillar from the water puddle and using "Growth" Psynergy on the little
plant to make it grow bigger (give Isaac a Mars Djinni so he learns
"Growth"). Go up and walk to the lower right corner where you can find a
chest with a Power Bread. Isaac and companions can head for the north exit
towards Altin.
--Altin--
Inn:
48 Coins
Hidden Items: 2 (72)
Nut - Barrel in home accessible after receding water once
9 Coins - Barrel in weapon shop after draining water completely
Upon entering the town you can easily see that it is entirely flooded. The
first villager explains to you that water spewing creatures have caused the
town to get flooded, of course it is up to you to solve this problem.
Talking to other people learns you that Altin is usually dried out so much
that there is hardly any water which makes it even more odd for a flood.
Later on you'll discover that the Psynergy Crystals have caused the
Guardian Statues of the inner shrine in Altin to become alive. Use Move on
the first statue here and you can enter a cavern.
--Altin Peak--
Hidden Items: 1 (73)
Frost Jewel - Receive it from the first Living Statue
Chests: 6 (79)
Cookie, Dragon Shield, Lifting Gem, Lucky Medal, Psy Crystal, Vial
Djinni:
Mercury - Spritz
Monsters:
Mimic, Bone Fighter, Calamar, Dirge, Rat Fighter, Slime beast, Tarantula
Boss:
Hydros Statue
A Psy Crystal is located in inside a red chest around here. That's all
you can do here so go back outside.
--Altin--
Descend the ladder and walk on further to the south; at the bottom of the
screen you can see a blue creature spitting water. As you approach it, it
moves 'slowly' into the mines.
--Altin Peak--
Inside the cavern you can watch as the creature jumps over the pit. Chase
and watch it fleeing again, chase once more and you'll have to do battle
against it. Of course I don't have to tell you that this creature is weak
to Fire and strong against Water. Just use you Djinni and summons to take
it down quite fast (it has about 500 HP). I don't know why, but you get a
Frost Jewel for your efforts. Again this is strange, because you can use
"Frost" already with Mia.
--Altin--
As you come outside again, it is clear that the water level has dropped a
bit. You can follow the mine-cart tracks into the second level of the
cavern.
--Altin Peak--
Follow the tracks as far as possible since the other paths all lead to
dead ends, when you reach the end follow the left path. Near the mine cart
hit the switch so the arrow points east, enter the cart itself and you'll
run into the next living statue. Fight it and the water level drops again,
backtrack to the beginning of the cave, but don't go outside. (You cannot
yet reach the chest that lies behind the door on the right here). Enter the
passageway in the upper left corner, climb down the ladder and continue on.
In the next room follow the lower left path and flip the switch so it
points left, head back and go right. Enter the cart, enjoy the ride, get
out and follow the upper left path.
-----
Mimic
-----
HP: 579 ATK: 160 AGL: 51 Weak: Fire
PP: 32 DEF: 44 LCK: 12 Strong: Wind
Special: Debilitate, Psy Drain, Sleep, Shine Plasma
Exp: 241
Coins: 267
Item: Game Ticket
Go a few steps back and follow the lower route. In the next room use Frost
on the water puddle before climbing the ladder then proceed to the next
chamber. Use Frost on the pillar in the center of the lower level of the
room, climb the ladder to the left of it, enter the mine-cart and collect
the Dragon Shield from the chest at the end of the ride. Go back and climb
the other ladder, change the switch and do another mine-cart ride. Now you
can completely backtrack towards the entrance.
--Altin--
All the water in the town has been drained at last. This allows you to buy
new Armors and Weapons (although I have to say that most of these items are
rubbish). Enter the mines from the lowest level for the last part of this
semi-dungeon.
--Altin Peak--
Follow the path to the right until the tracks come to an end, then go
south and open a chest on the left side of the screen containing a Lucky
Medal. Keep on running through the corridor on the right until you reach a
big room with a Mercury Djinni near the entrance, go right here, move the
pillar and freeze the puddle to create a new path. Climb the ladder due
north and freeze the puddle there too, hit the switch, go to the mine-cart
and enter it twice. Now you will be very close to the Mercury Djinni which
will fight you before aligning with you.
--------------
Mercury Djinni
--------------
HP: 361 ATK: 140 AGL: 84 Weak: Fire
PP: 27 DEF: 32 LCK: 10 Strong: Water
Special: Drench, Froth Sphere, Hail Prism, Ice Horn, Tundra, Escape
Exp: 190
Coins: 226
Item: -
With Spritz on your side you should be able to use Wish (Mia has 4 Mercury
Djinn now, which makes her a Cleric) which restores HP for all party-
members! Use the Mine-cart to get back, go to the left past the frozen
pillar, freeze the other puddle as well, climb the ladder and follow the
path using the newly created pillars to exit this room. From here on follow
the path and navigate past all the small rocks until you reach a sign at
the top. Use Force on it to strike the pillar, but if you don't have the
orb of Force, Garet will come out and kick the pillar by himself.
After doing so a huge boulder appears luckily Isaac will run automatically
following the correct path into safety. Climb down the gap that is created
just a few seconds ago, down here no random enemies appear so you can
freely regenerate you PP if you want. At the end of the corridor there is a
bigger Living statue; the so called Hydros Statue. You may want to equip
your fur coat here, since that protects against water attacks!
---------------------------------------------------------------------------
Boss: Hydros Statue
-------------------
HP: 1300 ATK: 156 AGL: 62 Weak: Fire
PP: 80 DEF: 53 LCK: 30 Strong: Water
Special: Drench, Froth Sphere, Ice Horn, Restore, Tundra, Water Blessing
Exp: 496
Coins: 2400
Item: Lucky Medal
The Hydros Statue is basically a bigger and stronger version of the Living
Statues you encountered before. It is resistant to water so Mia does best
to keep as much Djinn as possible on Stand-by. This way she can use Wish
which cures the entire party. Of course you may want to use Sleet or Mist,
but return them to Stand-by again.
So your main attacks are with Isaac and Garet. A level 3 Mars Summon;
Tiamat should dispatch the Hydros Statue quickly, also Cybele can do a nice
amount of damage on this boss. In order to use Cybele after 2 rounds set
Quartz to Set before the battle (you probably don't need to revive anyway).
All of the Hydros' attacks are Water based which means that equipping the
Fur Coat is actually a good idea even though it is a bit weaker.
---------------------------------------------------------------------------
After beating the Hydros Statue it turns into a real statue again and
disintegrates right in front of you. Open the chest behind it, collect the
Lifting Gem and equip the gem in order to lift those brown sphere-shaped
rocks you've come across earlier. Head towards the entrance (follow the
southern path) and you will find one of these boulders that can be lifted;
so use "Lift" Psynergy. Enter the crevice and take the far left branch,
move the statue and open the chest for a Vial. Head back and take the
central path use lift again and you will finally reach the exit of the
cavern.
Note: You can backtrack here as well and go to the room where you fought
the second Living Statue, climb down the stairs on the right side of the
chamber and you can find another chest by using Lift on the boulder. Inside
the chest is a very rare PP increasing Cookie.
---------------------------------------------------------------------------
7. Revealing the Mirages of the Lamakan Desert
---------------------------------------------------------------------------
--Lama Temple--
Hidden Items: 2 (81)
6 Coins - Check jar inside Hama's Home
Water of Life - Chest; Use "Reveal" on the lone rock
There isn't much to do around here so head up to the only building around.
Inside you will find Master Hama meditating. She is a Jupiter Adept just
like Ivan and will teach Ivan Revealer Psynergy, Hama also seems to know
more about the fate that has befallen Felix. Feizhi comes charging in and
tells Hama that is was able to foresee the event of Hsu getting trapped by
a boulder. This seemed odd to Hama first, even though she taught Feizhi to
learn Psynergy, she'd never thought it would actually succeed so well
because Feizhi isn't an Adept. Then Feizhi explains that she was hit on the
head by a falling rock a few days again (the same day as Sol Sanctum's
Eruption). This explains everything and after some more talking Hama and
Feizhi will leave the scene to rescue Hsu.
Note that with "Reveal" you can also see hidden items in jars and boxes
which makes it a lot easier to locate them. You can use it right away on
the rock to the east of Hama's place. This hidden chest contains some Water
of Life.
--Alpine Crossing (Optional)--
This part is purely optional, but it will give you some help in Golden
Sun: the Lost Age if you use a linked game. After learning "Reveal" go to
the Alpine Crossing directly from the Lama Temple, use Reveal to open a
hidden path that leads to Hsu. Use Lift to remove the boulder and Hama and
Feizhi will save him from under the boulder. Later on back at the Lama
temple Ivan feels rather uncomfortable, because Hama hasn't looked him in
the eyes ever since the last conversation. The reason for this will be
explained much later on, though.
--Lamakan Desert--
Chests: 5 (86)
777 coins, Lucky Pepper, Mint, Potion, Vulcan Axe
Djinni:
Jupiter - Smog
Monsters:
Ant Lion, Fighter Bee, Grub, Orc, Rat Fighter, Salamander
Boss:
Manticore
To the south of the Lama Temple you will find the Lamakan Desert. This
desert is quite huge and can be hard to navigate through, as soon as you
step on the sand the gauge on the left will fill up and if you don't find
any water (use "Reveal" on the rock circles) to cool down you will take
quite some damage (approximately 50% of current HP).
Here are some directions: Go left from the start the first rock circle has
a water pool in it. Also take note that in some rock circles there is an
Ant Lion hiding. Continue on and take the left branch if you wish to find a
Vulcan Axe (Good Fire Elemental Weapon), the right route has an Ant Lion in
the first circle and a pool in the second.
The next screen is quite huge, the first formation to the north has a pool
in it as you can see in the picture below. I tried to make an ASCII picture
that is as accurately as possible. There may be little mistakes in it, but
it should provide a good guideline to find all the good things.
SSS ________
__SSS___ ___/ \_ ' ____
/ \___ | \ ____/ \