Golden Sun
FAQ/Walkthrough
By: Super Slash
Version: 1.0
Email: ganonpuppet@yahoo.com
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===================
VERSION HISTORY
===================
v 1.0 - Submitted the guide
NOTE: To find what you're looking for, hold Ctrl and press F (Apple for Macs),
and type in, for example "IV. Walkthrough", without the quotations. Do
this for any section you may be looking for.
TABLE OF CONTENTS
-------------------
I.........Story
II.........Controls
III.........Game Basics
IV.........Walkthrough
V.........Crossbone Island
VI.........Item List
VII.........Weapons
VIII.........Armor
IX.........Accessories
X.........Djinn
XI.........Character Classes
XII.........Psynergy
XIII.........Enemies
XIV.........Shops
XV.........Secrets
XVI.........Frequently Asked Questions
XVII.........Email Info
XVIII.........Credits
XIX.........Copyrights
=========
I. Story
=========
A forbidden power is unleashed...
Nestled away at the foot 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 hearts 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!
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=============
II. Controls
=============
"A" Button: Brings up the menu. Also confirms stuff and talks to people, as
well as examines certain objects (such as barrels or jars)
"B" Button: Cancels out of menus and such. Hold B while walking to run
"L" Button: Uses a customized shortcut for Psynergy. Also gives you a view of
your surroundings while on the world map
"R" Button: Uses a customized shortcut for Psynergy. Also brings up the map
while on the world map
"Start" Button: Brings up the Pause screen, where you can save your quest, put
the game in Sleep mode, or change the game's settings
"Select" Button: Brings up the menu. Also randomly changes the window color and
brightness on the Change Settings screen
D-Pad: Moves character
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=================
III. Game Basics
=================
In this section, I will list the basics of the game. If you are new to the
Golden Sun series or new to RPGs in general, be sure to read this section
before playing!
-----------------
The Battle System
-----------------
Golden Sun plays like most RPGs out there. It is turn-based, and in a battle,
you have a list of commands to choose from. You can choose to do your basic
attack with your weapon, and you can even choose to use your equipped Djinn.
Once you use a Djinni, you can use a summon on the next turn with that
character. However, most of the summons require you use more than one Djinni in
order to be able to use them. You can tell how many Djinn you have to use by
looking at the number next to the summon. You can also use items in battle, and
can even run away. Running away isn't always successful, however, and you can't
run from a boss battle (why would you be able to?).
--------------------
Other Game Mechanics
--------------------
Hit Points
----------
This is your health in the game (way more commonly known as "HP"). The more you
level up, the more HP you will obtain. Characters get more or less HP with each
level you gain, and HP is a very important element in every RPG. If the HP of a
character reaches zero, that character falls. You must use an item or certain
skills to revive the character, and there's always the sanctuaries you can use
in the towns.
Psynergy Points
---------------
This is more commonly known as "PP". Psynergy Points are basically your magic
points in Golden Sun, and they're also a really important element in the game.
Like with HP, you gain more PP for each level up, more or less with each party
member. It's important to conserve as much PP as possible, simply by not using
Psynergy skills that are pretty much worthless, and by exploiting the enemy's
weakness. PP is recovered the same way as HP is.
Psynergy
--------
Probably the most important aspect of Golden Sun. Psynergy is like your magic
in this game, only it can be used outside of battle as well. Depending on the
type of Djinn you equip, you'll learn other Psynergy spells. They are required
to use in order to access certain areas of the game, making them a nessecity.
Sometimes you might have to switch around Djinn to certain characters to learn
certain spells you'll need. However, you can just switch them back once you get
past that area of the game. Psynergy that's used outside of battle can have a
shortcut set to it. Put the cursor over the Psynergy you want to create a
shortcut on, then hold Select and press L or R. You can then use that button to
use the Psynergy immediately.
Djinn
-----
Another new aspect to RPGs. Djinn are strange little creatures shaped like
small balls, only with wings, ears, eyes, and a small mouth. You will find your
first one automatically when you first get on the World Map, so you're forced
to get it. Djinn are sometimes difficult to find, and they are scattered at
random locations at random spots in the game. Some are even found by battling
on the World Map itself, and you have to go to a certain spot just to find it.
There are several different types of Djinn, too, and you can either give your
party members one type of Djinn, or several types. These also affect your
character classes (you can find info on that in the Character Classes section).
You can't use them outside of battle like Psynergy, but only in battle.
Djinn do certain things in battle, and you have to use a certain amount of them
in order to be able to use summons (they MUST be equipped in order for you to
use them). After using them, they take a "rest" for a few turns before they are
ready for use again. You can see how many turns are left before it becomes
available again by looking at the Djinn list in the battle. There is a number
to the right of the Djinni you used which determines it. In case you're
confused, Djinni is singular and Djinn is plural.
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================
IV. Walkthrough
================
In this section is a complete walkthrough of the game, from the beginning to
the end. When you create a new file, you'll get to name the main character (by
default, his name is "Isaac". I'll be referring to him by this throughout the
guide). You'll wake up at the town of Vale.
=====
Vale
=====
Isaac's mother will awaken him, saying that the Mt. Aleph boulder is falling.
He wakes up and she uses the Catch spell to snatch his tunic, then he puts it
on. Tell her you've gotten everything you need and the two will head downstairs
automatically. A guy named Kyle will appear and talk about the boulder, then
Dora (Isaac's mom) and Isaac head outside. Dora will eventually tell you that
the plaza is located just south of here. Try going down the steps to the south
and a boulder will roll down, blocking your path. We'll have to find another
route. Go north and go through the door of the second house, only for Kyle to
come out and bump into you. He'll want you to follow him to the plaza, then
he'll head down some steps near his house.
Head all the way north and up the steps, to someone trying to pull a treasure
chest. He says that he's trying to pull his "things" (he worded that terribly).
Talk to him again and convince him to stop worrying about the treasure, then
he'll join your party. Head back south and go down the steps, then go left of
Kyle's house and down those steps. Another boulder will fall down and block
your path, so you can't go this way either. Drat. Go back up to where you got
Garet (the party member that just joined), then head left and cross the bridge.
Go forward and you'll hear a loud crash. To the north are four villagers that
are guarding the huge boulder from falling. The boulder falls and they use
their Psynergy to hold it in place.
They say that they can't hold it for much longer, then one of them notices
Isaac and Garet and tells them to run. Head south and go down the steps, then
go left and to the next area. Every path here is blocked off by boulders. Head
all the way left and go north, then speak with the man lying on the ground.
After the conversation, head south and go down the steps, then follow the path
right. Enemies will appear around this area, but they're very easy to defeat.
At the end of the path, enter the next area. Here, go south and cross the
bridge going right, then head down all of the stairs. A boulder will then fall
down, blocking the path in front of you. Go back up the stairs again, then head
west and cross the bridge again.
Go south and down the flight of stairs, then you'll hear a girl's voice. She is
Jenna, and her brother, Felix, is in trouble. After Dora and the others
converse for awhile, Jenna and Dora goes to get help before Felix gets thrown
away by the water current. Dora will go forward and notice Isaac, then ask for
your help. Say you'll help her, then she'll tell you to meet Jenna at the plaza
to the south. Head all the way south and go up the steps, then cross the bridge
and head east into the next area. Here, head east and go down the steps, then
follow the path and go down the flight of stairs. You will come to a building
with symbols on them, which indicate that the building is a shop. It's empty
right now, though.
Follow the path down and to a tiny pebble by a tree. Talk to the person next to
the tree, and he'll show you that he can lift the pebble using Psynergy. Head
right and to Jenna and some villagers. Some dialogue will commence. One of the
villagers that can use Psynergy will come with you, along with Jenna. Head all
the way back north and then east, then head up all of the stairs. Continue west
and back to the previous area. Back here, cross the bridge and Jenna will call
out to Dora. Jenna and the others head down the stairs to where Dora is, then
suddenly, an earthquake ensues and the giant boulder from Mt. Aleph falls. You
will see a few images of the boulder crashing down onto the village. Once the
image slideshow has stopped, you'll regain control of Isaac.
Felix is gone! Go south and speak with the guy that can use Psynergy, then he
will try to move, but to no avail. Continue south and head up the steps, then
cross the bridge and head to the next area. Garet will be worried about Isaac,
and thus, he'll follow him. In the next area, you'll see a mysterious man in
blue and a mysterious woman in red. They will talk about how they activated a
trap, which caused this thunderstorm and the boulders that fell. They'll then
notice Isaac and Garet eavesdropping. Answer however you want to, then they
will fight. Just attack, because it doesn't matter; you can't win. Once they
defeat you, they'll run away, then the Golden Sun title will appear onscreen.
Press the A button to continue.
=========================
Vale (Three Years Later)
=========================
You will see Jenna walk up the flight of stairs to Isaac's house. As you can
see, everyone looks older (if you can't tell that by the "Three years later"
message, then I pity you). Isaac is seen fixing the roof of his house, which is
full of holes. After a short conversation (if you can call it that) between
Dora and a silent Isaac, Jenna goes over to Garet's house. She and Garet have a
conversation about what happened three years ago. After that, the two go back
to see Isaac, who is still patching up the roof using the Psynergy he learned
over the course of three years. Dora and the others then have a rather lengthy
conversation, then eventually Garet and Jenna will join your party and you'll
gain control of Isaac.
Take note that throughout the game, there will be items in random pots and such
which you can examine with A. Anyway, feel free to look around in the houses
around this village. Head all the way north of Isaac's house when you're ready,
then cross the bridge to the left. Head down the set of steps and head into the
next area. Go forward here and you'll overhear the mysterious warriors talking
again, just like last time. They speak of the Sol Sanctum and the old man,
Kraden. They will then spot Isaac and the others. Answer their questions in
whatever way you wish, and they will eventually say each others names: Saturos
and Menardi (Saturos is the man, Menardi is the woman). They will let you go
for whatever reason, leaving your party unharmed.
Go west and past them, then head up the steps. You'll see an old man muttering
to himself. This is Kraden. He speaks about the Elemental Stars and such, then
you regain control. Head north and speak to him. He will tell Isaac and the
others that Saturos and Menardi are after him to get something important, and
Kraden will want to climb Mt. Aleph (which is supposedly forbidden to climb)
and enter the Sol Sanctum. Agree to everything they say, then Kraden will go
into his house. Inside, he'll pick up a black bag and then go back outside,
then we're off. By the way, one of the pots to the left of Kraden's house holds
an Elixir. Anyway, head down the steps by Kraden's house, then go east back to
the previous area.
Here, go up the steps and cross the bridge again, then head north and go on the
left side of the sanctum (the brown building). Go forward and you'll bump into
a man, which is guarding Mt. Aleph. He will ask you if you're really planning
on going to Mt. Aleph, so tell him you are and he'll say that it's forbidden.
When he walks off to the right side of the building, make your move and go left
past the tree to the next area. You're at the Sol Entrance, so simply go
forward and enter the sanctum.
============
Sol Sanctum
============
When you arrive here, Kraden will ask if this is your first time here. Choose
whatever you want, then continue to the next room. In here, you'll see many
stepping stones across the water. Head all the way right and use that set of
stones to hop your way across. Eventually you'll be at the northern side of the
room, so enter the next area. Simply follow the hallway here and head through
the door when you get to it. In the next room, hop onto the stepping stones in
the middle, then hop your way up to the platform in the middle. Go forward and
open the chest at the end to get a Small Jewel. Go back across the stepping
stones, and when you get to the three stones, hop to the one on the right. Hop
your way up to the eastern platform.
Go to the end of the path and examine the sparkling object on the wall. It will
tell you that it's a minotaur, then the menu will come up. Select "Item", then
select Isaac, then the Small Jewel. Finally, select Use and you'll place the
jewel in the minotaur, giving it two sparkling eyes. You will then hear a
rumbling noise. Go back across the stepping stones again, then hop across the
ones on the far left to reach the left platform. Go forward and enter the door
at the end. Kraden will look around in this room for a moment, then he'll say
that Saturos and Menardi mentioned a secret passage somewhere in here, but he
could never find it. After the conversation, go forward and head right, then
push the statue aside to reveal a secret entrance. Go through.
Head to the end of this hallway and take the stairs up. In this room, take
either path and it will split again. Take the left path this time and you'll
come to a chest, so open it to get another Small Jewel. Now, go back to the
path split and take the northern path, then go west. Go through the door at the
end. Here, Kraden will notice a bunch of statues over the water, which makes it
look like you're at a dead end. He suggests you try Psynergy, however. Go left
and use Move on the last statue on the left. To use Move, just cast it from the
Psynergy screen and then when it grabs ahold of the statue, press Left or
Right. Move the statue to reveal another minotaur. Jump to it and examine it,
then place the Small Jewel into it to open another path somewhere.
Jump back across and go all the way right, then move the last statue aside and
go through the revealed door. In this room, head north and then west, then open
the chest at the end to get an Herb. Go back south and head right, then go up
to a shining sun symbol on the ground. Kraden says that this is the heart of
the Sol Sanctum, and the sun represents the Sol. When he asks if you'll keep
going, tell him you will and you'll soon regain control. Go east of the sun
symbol to a room with a moon symbol, where the room turns dark. Kraden says
that it's the Luna, which represents the moon. When he asks if you will explore
further, tell him you will, then he'll wait on you in this room. Go south and
take the stairs up to the next room.
Here, go south and enter the room there, which is full of crystals. There is
also a shiny purple object on the ground. This is a Psynergy Stone, which heals
all of your party's PP. Take it and exit this room, then head all the way north
to an area with four statues. Push one of them and a light will shine onto the
Luna in the middle, revealing another symbol. Back at the room where Kraden is,
a loud noise is heard, then the symbol that appeared in the other room appears
here too. Lightning then strikes and Kraden runs off to tell Isaac and the
others. He will explain that this must be a trap, and that somebody must have
hidden something here. Once he leaves, jump across to the south and go west, to
an area with four more statues and a Sol symbol.
Go up to the top-left and top-right statues and push them up, then onto the
white pedestals. Each one will have a light emit from them onto the ground in
front of them. Once both of them have been pushed onto the pedestals, a hole
opens. Hop onto the Sol in the middle (go south to do so), then use Move to
pull the statue in front of the hole. Pull it towards the hole and it will fall
in, causing you to hear a rumble and something to click. Hop back across and go
right, then push one of the statues onto a pedestal again. This causes more
rumbling to occur on Kraden's end, only this time, no lightning struck. Kraden
goes back to Isaac and his crew, then he sees that a moon symbol has appeared
over the sun symbol in the room on the left, and vice versa for this room.
Once Kraden leaves, push the other three statues onto the pedestals to form the
sun symbol completely. Now, go south and take the stairs out of this room. Go
north here and to the Luna room. It's changed into a Sol, however, so I guess
it isn't the Luna room after all. Once Kraden gets done talking, head left and
you'll see that the Sol in that room has changed to Luna. However, a strange
beam is also being shot from the Luna to the wall. Examine the wall where the
beam shines and it will turn into a portal. Isaac will go into it and Kraden
will follow. Isaac, Garet, and Jenna appear out of the portal in an eerie room,
then Kraden also comes out of the portal. He thinks we're in the ocean at first
glance, but quickly changes that thought.
Garet then asks him what an ocean is, then Kraden explains and everyone seems
clueless (they must not be educated at all if they don't even know what an
ocean is). They begin talking about the Elemental Stars, which have four
elements: fire, earth, wind, and water. All of them are gathered up in this one
room, too: the Venus Star of earth, the Mercury Star of water, the Mars Star of
fire, and the Jupiter Star of wind. After some long, mindless jabbering, Kraden
will want you to get the Elemental Stars for him (figures), then he'll give you
four Mythril Bags to put them in. Go to the northeastern corner of the platform
and hop across the ledges there. Hop your way over to the right, then down and
left, to the Venus Star.
Examine the statue and some platforms will appear, then you'll get the star.
Hop back across the ledges, then take the northern path when you reach it. Hop
across to the Mercury Star, then examine the statue. More platforms will appear
and then you'll take the star. Hop back across and go south, then left and back
down onto the center platform. Now, hop across the ledges to the south to reach
the Jupiter Star. Examine the statue, and after more ledges appear, you'll get
the star. One more to go. Suddenly, Isaac and Garet look over at the middle
platform, only to spot Saturos and Menardi! They want the Elemental Stars.
Suddenly, a strange person wearing an odd-colored mask enters the room. Saturos
and Menardi promise to spare Jenna and Kraden if you give them the stars.
It doesn't matter which option you choose. They will tell the mysterious man
to remove his mask, because that will be their guarantee of Jenna and Kraden's
life. They call him Felix, then he removes his mask. So he survived! Did you
really think he was dead? Tell Garet that you'll give them the Elemental Stars,
then Isaac will give them to him and hop across the platforms. Another person
suddenly appears, named Alex. Garet gives the stars to him, then Alex demands
the last Elemental Star. Tell him you'll get it and bring it to them, then
you'll regain control. Hop back across the platforms to the center, then go
around Saturos and go directly north. Hop across those platforms and go all the
way north, then west.
Follow the path south and then finally left, to the Mars Star. Examine the
statue to get it, then all of the water will disappear and the room will start
to shake and collapse. A strange floating rock will appear, then eventually
everyone except Isaac and Garet will leave through the portal. The guardian of
the Elemental Stars suddenly appears, then he uses Psynergy to temporarily stop
this volcano from erupting. A light appears from the statue in front of you,
then the Wise One says that the Djinn have returned. After some more talking,
Isaac and Garet get transported to the Luna room by the Wise One. Now you need
to make your way out of here; it should be pretty straightforward. Once you get
outside of the sanctum, head south and back to Vale.
=====
Vale
=====
Everyone will be outside of the sanctum, watching in fear as the volcano
erupts. Isaac and Garet will eventually show themselves, then they'll explain
what happened and everyone will enter the brown building, the sanctum. The old
man, the Great Healer, will explain about the lighthouses and the power that
activates them, the Elemental Stars. The Great Healer says that Isaac and Garet
are the only ones who can save the world, and he wants them to do so. After a
lengthy scene, Isaac and Garet will take a rest. The next day, two kids see
everyone at the town's gate to see them off. Once everyone at once says
farewell, Isaac and Garet leave the village to start their journey.
==========
World Map
==========
On the world map, follow the path south to a strange creature. It will grow big
and turn brown, and it talks. He says that he's been looking for an Adept like
you, and introduces himself as the Venus Djinni, Flint. He will explain that
all of his comrades have been lost due to the volcano eruption, and he will ask
for your help. Accept it, then he'll join you and teach you how to use Djinn.
It's a rather long explanation, so just listen to what the Djinni has to say.
After he teaches you everything, you'll obtain Flint, your first Djinni. The
Djinni are scattered everywhere throughout the game, so check the Djinn section
to see the locations of all of them. Go ahead and set Flint to Isaac now. I'm
going to assume that you have all of the Venus Djinni you get set to Isaac.
Anyway, follow the path and cross the bridge you come to, then go south and you
will see a village. Walk up to it and some wagons will exit the village, then
they'll go to the bridge that leads to Kalay, only to find out that it is
broken. They'll speak of someone named Ivan and how he has some strange powers,
then a rock will fall to the ground. They'll then enter their wagons again and
leave towards a place called Lunpa, then Isaac and Garet enter the village in
front of them.
======
Vault
======
Enter the first house to the north. Inside is a shiny crystal-like rock on the
table, and the man next to it says that it came from the volcanic eruption. In
the buildings of this village, you can find stuff in the barrels and such, so
look around. Exit the building with the shining rock, then go north. You will
see a potion symbol by a door and a sword symbol by another door. The potion
symbol resembles an Item Shop, and the sword resembles the Equipment Shop. Go
to the Equipment Shop. The man on the left sells armor, while the man on the
right sells weapons. Buy some Clothing and a Shield for Isaac and Garet. At the
Weapon Shop, buy a Long Sword for Isaac and Garet, or a Battle Axe for them.
Either way, once you buy that stuff, exit the shop.
Your destination in this village is the big building at the northwestern
corner. Enter it, and speak to the boy in the left corner of the room. He will
immediately use Mind Read to read Isaac's mind. Pretty creepy. He asks if you
will help get Master Hammet's rod back, so accept his help and he'll read your
mind again. He'll find out the names of Isaac and Garet, then he'll introduce
himself as Ivan, the strange kid with mysterious powers everyone was talking
about. After some babbling about mind-reading, Ivan joins your party. Now we
have to read random villager's minds to find out who the thief is. If you want,
feel free to read people's minds in this room. To do so, stand in front of
someone, then go to Ivan's Psynergy list and choose Mind Read.
Anyway, exit this building, then head left of it and go south. Follow the path
to an odd man in purple clothing. Go east and past the tree to reach him, then
talk to him. Say that you think he stole Hammet's rod, and he'll deny it. Read
his mind and you'll find out that he's part of the gang of thieves. Go back
north and head down the stairs, then go south and enter the Inn. Inside, go
east and take the stairs up. In this room, follow the path and you'll find two
thieves. They'll notice that Ivan is with you, then they'll run away from you.
Try to chase them down, but no matter what you do, you can't read their minds.
Head back towards the entrance of the room, and say that you can't get close
enough to read their minds.
Ivan will get an idea, saying that if all three of them surround one of the
thieves, you can read their mind. You now have to control Isaac and try to
surround one of the thieves, while Garet and Ivan do the same. Simply try to
corner one of them so that they can't run, then Ivan will read his mind. After
that, they'll automatically be gone, and Ivan will say that they defenitely
stole the rod, along with a few other things. You'll now have to explore more
of the Inn and find the thieves. When you regain control, exit the Inn
completely. Outside, climb the ladder which leads to the roof, then go through
the hole in the ceiling. In here, you'll see a crate and a broken part of the
floor. Use Move and move the crate left, then jump across and head into the
next room.
You'll see someone tied up in this room. Talk to him and Isaac will cut him
free of the ropes, then some dialogue will commence. The three thieves will
then enter the room. When they ask you to let them go, say no, and then you'll
have to fight them. They're not really even bosses, so I won't consider them
one; they're incredibly easy. Just have Isaac use his Earthquake Psynergy,
Garet use Flare, and Ivan use Ray. The Bandit will sometimes use an Herb to
heal himself. Once the Thieves are defeated, just use Quake with Isaac and use
a normal attack with Garet. Make sure Ivan keeps using Ray. Once you defeat
all of them, you'll get a Bandit's Sword. After the battle, the man you untied
earlier will go and get the mayor.
Garet will suggest going after Felix and the others again, then Ivan reads
Isaac's mind to find out what they're talking about. After that, the mayor and
two other people come in, then they say that they'll let the thieves rot in
some cells for a long time. They tie them up, then the mayor orders the two
men to take the thieves away. After they leave, the mayor and the other man
open the chests, which contain the mayor's urn, a golden statue, and not last
but not least, the Shaman's Rod. They leave the chest closed, though, and
continue talking. After the mayor talks about Dodonpa and Hammet, him and the
man with him leaves. Ivan says that he wants to rescue Hammet and he does not
want to involve Isaac and Garet in it. Before Ivan leaves, he opens the chest
with the Shaman's Rod inside.
Once he leaves, exit this room and jump back across, then take the stairs back
up outside. Climb down the roof and go through the door of the Inn. Spend a
night there for a very small amount of coins to recover yourself from the
battle with the thieves. After that, make your way back to the house where you
found Ivan, at the northwestern corner. Inside, speak with the mayor and he'll
give you some Water of Life, which revives a fallen party member. He'll ask if
you're headed beyond the Goma Range. Tell him you are, and he'll say to look
for a cave at the Goma Range to reach Bilibin soon after. Make your way out of
the village now.
==========
World Map
==========
Head directly east and cross the bridge there. Keep heading east, ignoring the
bridge to the north. Then, turn north and cross the bridge there which leads to
a cave object. Walk up to it.
===================
Goma Cave Entrance
===================
There are no enemies in this area. Head north and jump across the stone to
reach the other side. Head south and push the log out of the way, then climb
the ladder up and go right, to the end of the cliff. Use Move to pull the log
towards you, making it fall down and create a walkway. Head right and take the
ladder up, then follow the path to a stump trapped in ivy. Try using Move on
it to no avail, then cancel the Psynergy. Ivan will suddenly walk up to Isaac
and Garet, then he'll ponder the turn of events for a moment, getting an idea
after a few seconds. He'll use the Whirlwind Psynergy to remove the ivy from
the stump, then he'll say that he couldn't get in Lunpa, and so he decides to
come with you and stay with you this time.
Once you regain control, push the stump aside and it will fall into the water.
Jump across to the platform it was on, then use Ivan's Whirlwind while facing
the wall of ivy to remove it, revealing the entrance to a cave.
==========
Goma Cave
==========
Enemies will appear in this cave, just so you know. Head all the way north and
jump across to the left side, then head south and follow the path to some
stairs. Take them down to the next room. In this room, head all the way right
and you'll come to a stump. Push it to the right as much as you can, then push
it all the way north until it falls in place. On a platform near you is a
Djinni which we're about to get. Talk to the man nearby, and he'll say that
when he fought the Djinni, it ran away, then came back when he reentered the
room. Now, head west and then go south. Jump across the water and head right,
then take the stairs down to the next room. In here, follow the path until you
come to a stone in the water. Jump to it and across the water, then head north
and enter the next room.
Here, go north and use Move to push the log across from you to the right. Jump
across, then jump south and follow the path to a stump. Use Move to push it off
of the cliff, then go back up to the log and use Move to move it to the left.
Jump across and jump to the right, then open the chest to get a Lucky Medal. Go
back to the log and jump across, then jump to the south. Use Move on the log
again, then jump across and jump to the left, then exit this room. Back here,
you'll see that a new platform is in the water on the right. This is the stump
we just pushed off the cliff. Jump onto it and jump to the right, then head up
the stairs. In this room, jump across the log and to the Djinni, then press A
to enter combat against it.
Some Djinni you will have to fight to obtain, others will just join you without
any effort required. Djinni are pretty simple to defeat; just use your best
Psynergy, but don't use the element that they're strong against (in this case,
don't use Fire spells with Garet, because they won't really hurt at all). While
fighting a Djinni, it might try and run away, although it doesn't always
succeed. If this happens, just reenter the room and fight it again. Once you
defeat it, you'll obtain the Forge Djinni. This one is good for Garet, so I
will assume throughout the rest of the guide that Garet has Fire-based Psynergy
spells. The man you talked to earlier will congratulate you for defeating it,
then he'll run off.
Jump back across the log and take the nearby stairs up to the next room. In
here, follow the path and use Move on the stump to push it down. It will fall
into the water, creating a shortcut back to the entrance of the cave. Jump
across to the platform and head north, into the next room. Here, follow the
path and cross the bridge, then take the stairs down and proceed outside.
==========
World Map
==========
Back outside, simply go east and enter the town of Bilibin.
========
Bilibin
========
When you enter, examine the tree next to you. It looks like a man. Weird. Feel
free to wander around the village and talk to people and stuff. From where you
enter the village, the Equipment Shop is located directly north. Go in and buy
some equipment for your characters, and defenitely buy a weapon for Ivan. The
Shaman's Rod really, really sucks, so he needs something much better. The
villagers around here speak of Kolima and someone named McCoy. When your
errands are done, head to the northern side of the village and enter the next
area. Here, speak with the two guards and tell them you think you're worthy.
They will let you enter McCoy's palace, so follow the soldier inside. Head all
the way north and go through the door.
You'll see McCoy, then the soldier you're following will tell him that some new
warriors have arrived. Isaac and the others then enter the room, and McCoy
places a key on the table in front of him. He says that it allows you to pass
through the Bilibin barricade, but then he ends up taking the key away. He
changes his mind, saying you are not worthy enough, He then makes the captain
force you out, so you're forced to exit the room. The soldier mumbles to
himself, saying that a key may not be needed to get past the barricade, then he
leaves. Leave the palace, then exit the village.
==========
World Map
==========
Outside, head southeast of Bilibin to reach the Bilibin Barricade. Read the
sign there if you wish, then use Move on the westernmost crate by the
barricade. Move it left to reveal an opening, then head on through and
continue to the next area. Follow the path and cross the bridge, then head east
and enter Kolima.
=======
Kolima
=======
In this village, feel free to examine the barrels and such to find some items.
Literally every villager has been turned into a tree, so there's not much you
can do here. However, you'll probably notice a Djinni behind a fence. Go behind
the house he's at to enter the house from the back. You'll be in the basement.
Simply follow the path around to the other side, then take the ladder up and
out of the cave. You will be right next to the Djinni, so press A in front of
it to get Granite. You can't give this to Isaac yet, so for now, just set it on
Ivan. Go back through the basement again and exit the village.
==========
World Map
==========
Back on the world map, head northwest and head into Kolima Forest.
==============
Kolima Forest
==============
Ivan will immediately notice some sparkling objects on the ground, when the sky
suddenly turns purple and some rays hit your party. They all fall over, then
some sparkly stuff rains down. Ivan says that this is the stuff that turned the
people into trees, then a blue barrier encases everyone, preventing them from
turning into trees. The area then turns back to normal as the barriers vanish.
Ivan says that their Psynergy did it, then they get back on their feet. After
some chatting about Psynergy, the sky turns purple and the sparkles rain down
again. They also get encased in the barrier again, then they hear the voices of
a male tree and a female tree. The male tree is Tret, who's gentle side is no
longer there.
Laurel, the female tree, says that if you wish to save the people of Kolima,
you have to awaken the gentle side of Tret again. Tret doesn't trust Isaac and
the others, however. The area turns back to normal again and the barriers
vanish once again. After some talking, you'll regain control. Head directly
north and then go east, then you'll come to a vertical log. Push it left and
into the lake, then head north and cross the bridge. Push that log to the left,
then go up and around it, then follow the path to the next area. Here, head up
to the log, but don't push it. Go south and around it, then you'll see a
horizontal and a vertical log. Push the horizontal log down, then go all the
way north and head to the right, then go up and to the next area.
In this area, head around to the right to a vertical log. Push it to the left,
then go left to where it got pushed to and head up. Follow the path to a
horizontal log. Push it down, then push the vertical log back to the right.
Push the horizontal log to the south down, then the second horizontal log up.
Finally, go south and go around the small stumps, then push the vertical log
left and into the lake. Use it to jump across, then head north and up the
stairs. Follow the path to the next area. In this lake-filled area, head south
and follow the path east to a sign. Read it and it will tell you not to touch
the floodgate switch, which is right next to the sign. Flip the switch anyway
and the lake in this area will drain.
Go west and head down the stairs, then head all the way north past the logs.
Push the last one to the northwest left, then go back and flip the floodgate
switch again to raise the water. Head back left and use the logs as platforms,
then jump to the northwestern one and then up. Head into the next area. Here
you will meet Laurel, one of the trees that was talking earlier. Speak to her
and she'll tell you to leave before the forest is destroyed. Go right and speak
to the evil Tret. After that, climb up the vine next to him and then enter the
tree itself.
==========
Tret Tree
==========
When you enter the tree, head right and follow the path around. Climb up the
vine at the northwestern corner and enter the next room. In here, head all the
way south and you'll see some leaves on spider webs. Once you hop onto a leaf,
it will crack. If you hop onto a cracked leaf, it will break and you'll fall
through the spider web into the lower room. Use the three leaves all the way to
the south to cross over, then jump up to the platform and head to the next
area. Out on the branches, head all the way right and climb up the vine, then
go all the way left and to the next area. In this room, you'll see a chest and
a Psynergy Stone. To get the stone, head to the northwestern part of the room,
then jump across the leaf and get it.
However, this will make you have to backtrack to this room again, so you don't
have to get it if you don't want to. Regardless, to reach the chest which
contains a Healing Ring, head to the northwestern corner and jump on the leaf
to the right, then to the chest. Again, you'll have to backtrack here if you
choose to get it. Anyway, go on the leaf that leads to the chest, then jump
north and climb the vine up to the next area. Here, simply make your way south
and continue outside onto more branches. Out here, head all the way right and
climb the vine up, then go left a bit and take the path going up. You'll find a
Djinni, which you'll have to battle to obtain. Once you beat it, you'll get the
Breeze Djinni. Trade this one with Granite, whom Ivan should have. Equip Breeze
onto Ivan.
Head west and down the branch, then go left and to the next area. In here, open
the chest to get a Nut, then exit this room. Back here, take the southern path
this time, then climb down the vine and go west to the next area. Back here, go
right and follow the path up, then make your way west. Enter the next area. Out
here, head west and climb up the vine, then go all the way right and back into
the tree. Here, go south to a bunch of leaves which you must hop across in a
certain order. First, hop on the one all the way to the south. From there, hop
right once, up once, right once, and left again to fall through the web. You
will fall through several holes in the center of the tree, eventually landing
in a dark room. Follow the path and you'll meet Tret, the evil version. He will
be angry and fight you!
-------------------------------------------------------------------------------
Tret
HP: ~710
Weakness: Fire
Experience Points: 226
Coins: 700
Items Obtained: Potion
Boss Strategy: Start the battle off by having everybody use their equipped
Djinn. Isaac should have two, so have him use his last one on
his second turn. This will enable some good summons for you to
use, such as Ramses. Use all of the summons you can, then start
dishing out damage to Tret with your Psynergy. His attacks
aren't _that_ powerful, but he also has Sleep Star, which has a
chance to put one party member or more to sleep. It doesn't
cause damage, though, so that's a plus. If you keep your HP up
using Herb's and Isaac's Cure, you shouldn't have much trouble.
-------------------------------------------------------------------------------
Once Tret has been defeated, a vine will appear in the middle of the room, and
Tret will become normal again. He will thank you for saving him, then he'll say
that he's about to die, and that he could not leave this world with all of that
evil in his heart. However, before that, he tries to restore the people of
Kolima, but to no avail. He then disappears and dies, but Ivan still thinks we
should try to revive him to restore the people of Kolima. Climb up the vine in
the middle of the room to the next room, then head south and exit the tree.
==============
Kolima Forest
==============
Climb down the vine and go west to Laurel. Read her mind, and she'll say
something about some healing water at the Mercury Lighthouse that might be able
to restore Tret. Guess we're gonna have to go get it. Use the Retreat Psynergy
and then exit the forest.
==========
World Map
==========
Out here, head all the way south and cross the bridge, then go left and back to
the Bilibin Barricade. Head west there and push the crate on the left down,
then follow the path back out. Now, follow the path back to Bilibin, then go
north of it. Follow the path across the bridges, then head to the cave you will
come to.
======================
Bilibin Cave Entrance
======================
Here, head north and you'll come to a sprout in the ground by a raised cliff.
You'll have to use Growth on it. To get it, give Garet a Venus Djinni (which
should be one of Isaac's), and make sure he also has a Mars Djinni. Use
Growth on the sprout to create a vine. Climb up the vine and give Isaac's
Djinni back to him, then head right and up. Jump across to the other cliff and
follow the path to the end. Slide down the slanted part of the cliff to a cave
entrance, then go inside.
=============
Bilibin Cave
=============
Follow the path here, then open the chest at the end to get an Elven Rapier.
Slide down the chipped off part of the platform, then follow the path. When you
come to a split path, take the left path and you'll come to another split path.
Take the eastern path and head into the next room. In here, follow the path in
this icy room and take the exit leading out of the cave.
==========
World Map
==========
We've come from grassy fields to snowy plains. Follow the path across some
bridges, and eventually you'll come to a town, with a lighthouse nearby. Don't
bother with the lighthouse just yet; enter the town instead.
=====
Imil
=====
In this town, walk around and speak with everyone. Lots of people in the
village have a cold, meaning that you can't buy any weapons or anything right
now. If you want to get a Djinni, then head north and go up the stairs, and you
should see a snowman behind a fence. Use Move on it and move it left to drop it
onto the sheet of ice below. Cross the bridge in front of you and head down the
stairs, then go south and move right to slide up against the wall on the ice.
From there, move up, left, up, left, up, right, up, left, up, right, and up.
You will slide into a broken part of the frozen waterfall and into a cave.
Inside is a Mars Djinni called Fever, and he'll join you instantly (this town
is full of sick people, and there's a Djinni called Fever. Coincidence?).
You should know the drill by now, but he should go on Garet. Slide south to
exit the cave, then slide your way back to the left part of the village. Once
you're back on the snow, head left and enter the sanctuary there. Speak to the
girl with the pigtails, and she'll speak of a couple living in a certain house.
Apparently a girl named Mia went there. Exit the sanctuary and go back to the
ice. Slide right, up, left, up, left, up, right, up, left, down, left, up, and
right. You'll be by a ladder. Climb it up to a raised cliff with a chest, then
open it to get a Vial. Climb back down the ladder and slide your way back onto
the snow, then make your way back to the entrance of the village. Enter the
first house.
Inside, you'll see a girl with blue hair, which is Mia. There is an old man
lying in bed sick. Mia uses the Ply spell on him, and this immediately cures
his cold. A purple light suddenly emits from the lighthouse nearby, then Mia
mentions Alex's name and runs off in haste. Sounds like she knows him. Open the
chest in this house to get an Empty Bottle. Do NOT sell it. If you do, you will
be forced to restart the game since you have to have this item. Leave the house
and the village.
==========
World Map
==========
Remember that lighthouse I told you to ignore earlier? Enter it now.
===================
Mercury Lighthouse
===================
When you enter this lighthouse, read the plaque by the entrance. It will speak
of the Water of Hermes that brings rejuvenation to all. Go up the stairs nearby
on either side, then follow the path and you'll find Mia. Talk to her, and she
will say that Alex is the only one able to enter the lighthouse, aside from
her. She sees the statue in front of her, which blocks the way into the actual
lighthouse. Go up to it and cast Move, then push it to the left to reveal a
blue portal. Apparently Mia saw your Psynergy, then she explains that her Ply
spell was passed down from generation to generation from the Mercury Clan. She
then uses Ply on the blue portal to reveal the entrance, then goes through.
Jump across and follow her.
In the next room, you'll see a monster which is preventing Mia from passing.
Walk up to it to enter in combat against it. Just use normal attacks to defeat
it in no time, and after the battle, Mia will continue off into the next room.
Follow her. In here, read the plaque, which says "He who honors the heart of
the goddess shall stand at the center of all, like a swan in the center of a
rippling pond". Head north and through either of the doors. Here, simply go
forward and through the door, and in the next room, hop across the stone and
take the stairs down. In here, go south and you'll find Mia again. The path is
blocked by another statue, so use Move and pull it down to create a path. Mia
will feel that she can trust you, and will now join your party. Yay!
Hop over the statue and continue into the next room. Here, simply go right and
head into the next room. This room is full of pipes with water spouts. Go south
and push the pipe in front of you to the right, causing water to spout out of
the left side of the pipe. Go south and you'll see another water spout. Walk
into it and it will push you forward, so continue head down the nearby stairs
and you'll end up on the other side. Now, head south and have the water spout
push you forward, then follow the path. Ignore the next water spout, then take
the set of stairs down and back up. Go all the way north and use the next set
of stairs. Head left and push the pipe back to the left. Go back right and use
the stairs again, then go south and use those stairs as well.
Go around the pipe and go north, then take the eastern path. Open the chest
here to get a Psy Crystal, then go back south and then left. Go north and take
the set of stairs down and back up, then head all the way left past the pipes.
Head south and go through the set of stairs, then continue to the next room. In
this room, go right and jump across the broken part of the platform to the
other side. Follow the path all the way around to a switch and a blue statue.
Push that statue onto the blue switch on the left to open a door. Head right
and slide down the slanted part of the wall, then follow the path and climb up
the ladder, going through the door. Slide down the wall here to fall down a
hole leading to the next room.
You will fall down onto a small platform in the middle of a pond, in the room
where you read that plaque earlier. The message the plaque had on it will
display again. Jump onto the statue's hands to the north, then have Mia use Ply
on it. This will cause the platform in the middle of the pond to grow. Jump on
it, then three rings appear above Isaac's head. These allow you to jump across
the water three times, and if you don't make it onto safe ground, you'll fall
into the water and will have to try again. Just jump to the left or right and
cross the water, then go through either door. In this room, jump onto the stone
on the right, and hop to the right and across the water. Hop onto the next
platform, then just hop south and enter the next room.
In here, you'll come out of a waterfall. Go right in this hallway and examine
the chest, only to discover that it's really a Mimic! This is an enemy that
looks just like a treasure chest, only with eyes, arms, and legs. To defeat it,
just use your best single-target Psynergy spells (such as Ragnarok with Isaac).
It has a lot of HP (in the range of 350-450), but you'll be able to defeat it
rather easily. You'll get a Water of Life for defeating it. After the fight, go
through the waterfall to the east. In this room, use the glowing stones to hop
across the water to a chest, which contains a Psynergy Armor. Leave this room
and go through the western waterfall again. Back here, use the stones to hop
across the water, then go through the door in the middle.
Now we have to do a sort of puzzle with stepping stones. Jump on the glowing
one ahead, then hop across to the next glowing stone. Hop all the way to the
right to another glowing stone, then hop all the way north to another one. Hop
left to a stone that isn't glowing, then hop south to another glowing one. Now,
hop west once, then hop all the way north to the next stone. Hop all the way
left to a platform with a chest, which contains a Sleep Bomb. Hop onto the
glowing stone again, then hop south onto a platform with some stairs. You're
back at the start of the room. Hop onto the glowing tile near the entrance
again, then hop to the one all the way on the right. Then, hop all the way
right to the next one, then all the way north to another one.
Hop north three times and west once, then hop back to the right. From there, go
north three times again to a platform in the corner. Hop onto the glowing tile
to the left, then hop left three times and south once. Hop all the way left and
follow the path to another glowing tile. From there, just hop all the way south
and enter the next room. Aren't you glad that room is over with? Here, hop onto
the tile to the south, then hop across to the next room. This is another room
filled with waterfalls. Go through the middle one to reach another room, then
simply go forward and through the door. In here, there are some pipes you must
push so that they connect with the main pipe in this room. Push the horizontal
pipe at the end of the room north.
Next, push the horizontal pipe to the south up, then push the vertical pipe
left. That wasn't so bad. Water will flow through all of the pipes, filling up
the previous chamber with it. Go back to the previous room, and jump onto the
glowing tile. Hop all the way north and then west, then take the stairs up to
the next room. Here, just simply head right and take those stairs up as well.
In the next room, you'll see a switch. Ignore it for now and take the stairs to
the right up to another room. Follow the path in this room to find out that it
is another pipe puzzle, only it's a bit harder this time. Go to the northern
end of the room and use the stairs to get on the other side of the pipes. Now,
head south and push the vertical pipe by the block left.
Head back to the north and take the stairs back to the other side again, then
push the pipe you just pushed back to the right. As a result, the blue statue
will be pushed further down. Go back around again and push the pipe left once
again. Finally, push the horizontal pipe down, then the vertical pipe right to
make water spout out on the right. This sends the statue down the hole, and it
lands in the room we were just in. Exit this room. Back here, push the statue
onto the switch in the middle, then go through the door that opened. In this
room, you'll see some statues. Push the third one from the right to reveal an
opening, then go through. The rest of the path is blocked off, but open the
chest to get a Nut, then leave this room.
Back here, go right and hop across to the platform, then make your way around
to the end of the room. Use Move on the statue to move it aside, then jump
across and enter the next room. In here, push the horizontal pipe in front of
you up, which will cause some water to push part of the wall back, revealing a
door. Go through that door. Welcome to another waterfall-filled room. Enter the
one in the very middle to find a small room with a Mercury Djinni. You will
have to fight it to get it. Once you defeat Sleet, give it to Mia and set it on
her. I'm going to assume you give all Mercury Djinni to her. Leave the room and
go left to the next room. Go through this hallway and head up the stairs, then
follow the path in here until you get to the next room.
This is yet another hallway filled with waterfalls. Enter the very last one on
the far right. In this room, head up to the statue and cast Move on it to push
it aside, then hop across and go into the next room. Follow the path here into
another room. Here, you'll see a rainbow by the door, then the room will glow
and you'll get a message saying "He who honors the goddess of rainbows shall be
guided to the heavens upon wings of fluid grace". Walk up to the blue statue.
You can't push it, so use Ply on it. This will make the rainbow disappear, then
the waterfall will turn into a slide that goes up. Mia takes the waterfall up,
and then the rest of your party do the same. A blue sphere emits from the top
of the lighthouse, then your party appears unconscious in a room with a sphere.
You are in the Lighthouse Aerie now. Your party will all get up, so take the
Psynergy Stone next to you and hop across the floating platforms. Make your way
up to where the big blue sphere is, then Garet will say that we're too late,
and that the lighthouse has been lit already. Mia points out that it can't be
lit without the power of the Mercury Star, then Ivan and the others explain
what happened. Suddenly, Jenna cries out for Isaac and Garet, then they look
over and find her, Kraden, Felix, and Menardi! Saturos then comes out from
behind the blue sphere, then he orders Menardi to take the others and go. After
a little disobedience from Jenna, everyone except Saturos and Isaac's group
leaves. The power of the lighthouse will weaken him, then you'll battle.
-------------------------------------------------------------------------------
Saturos
HP: ~1200
Weakness: Water
Experience Points: 331
Coins: 800
Items Obtained: Psy Crystal
Boss Strategy: Immediately start the battle off using Granite, Forge, and
Breeze. This will boost up your party a bit, making it where you
won't get damaged nearly as much by Saturos. Have Mia use Sleet,
because it damages him and it also has a chance to lower his
attack power. On your next turn, have everyone (except Ivan) use
the rest of their Djinn, then unleash your summons on the turn
after that. Saturos has some pretty strong attacks, and he might
wrap an ally in a delusion, meaning that you have a chance to
miss more with physical attacks. Since he's weak against Water
spells, have Mia dish out her best Psynergy on him. Have her
heal when needed, and eventually he'll be defeated.
-------------------------------------------------------------------------------
After the battle, Saturos will be lying on the ground, nearly unconscious. Alex
will suddenly come out from behind the blue sphere and explain everything. He
will explain about how the power of the Mercury Lighthouse increased Mia's
strength while it decreased Saturos's, then after some more explaining, Saturos
says that Menardi has the Elemental Stars, and you'll have to get to her if you
want them back. Alex will take Saturos and warp, then he will warp to the
elevator with him, and they'll both leave. Mia decides to stay with you since
you'll be needing her help. When you finally regain control, head west and the
elevator will come back up. Hop across the platforms and ride it down to the
bottom of the lighthouse.
Down here, take the path down the stairs and head south, then climb down the
ladder. Talk to the people here if you wish, who say that the Water of Hermes
has been restored. Yay! Go up to the fountain pouring out with water and press
A in front of it. Select Item, then the character that holds the Empty Bottle.
Use it to fill it up with the Water of Hermes, then head south to exit.
==========
World Map
==========
Our next destination is Kolima Forest again. Now that we have the Water of
Hermes, we can try to restore Tret with it. Go back to Imil right quick before
we go on, however. The villagers there are all well again, and you can now buy
new equipment for your party. Defenitely do so, then leave the village. Make
your way back south, then east and into the Bilibin Cave.
=============
Bilibin Cave
=============
Head north to two torches. Push the one on the right all the way down, then to
the right and up against the pillar of ice. It will melt into a puddle. Jump
over it and follow the path up the stairs, then around to a chest. Open it to
get a Vial, then go back around to where you entered the cave from. Follow the
path out of this room and make your way out of the cave. Then, make your way
back onto the world map.
==========
World Map
==========
Now you have to head all the way back to Kolima Forest. Just follow the path
starting toward the right until you spot Bilibin, then head southeast of it to
reach the Bilibin Barricade. Move the crate aside by casting Move, then head
out and go north to the forest.
==============
Kolima Forest
==============
If you don't know how to get through the forest and make your way back to Tret,
then refer to the first visit of the forest in this guide to see how. Once you
make it through all of the log-rolling puzzles and you're at the area with
Laurel and Tret, go east and up to Tret. Use the Hermes' Water and it will seep
into him, then the forest will turn back to normal and he will be revived. He
will explain that when he was hit by axes and some gemstones fell down onto
him, he became lost in an uncontrollable rage. He then uses some of his power
he got from the gemstones to restore every human that was turned into a tree
back to normal, then him and Laurel talk about an evil forest that has spread
to the south. Use Retreat after the chatting and exit the forest.
==========
World Map
==========
You can go ahead and visit Kolima to the south if you'd like, although there's
nothing important there. However, everyone is back to normal. Other than that,
there's nothing new. Anyway, you need to go back to Bilibin now. Go back to the
Bilibin Barricade and get through it, then enter Bilibin.
========
Bilibin
========
Feel free to speak with the villager by the entrance, who was turned into a
tree for a pretty long time. Head north and you'll see a statue. Push it aside
to reveal a hidden ladder, then take the ladder down. Inside, read the sign on
the wall which tells you that this is McCoy's warehouse, and that entry is
forbidden. Go north to find a statue blocking your path, which you cannot move.
On a platform to the right is a Djinni you cannot reach. Looks like we're gonna
have to find a way to get it, so take the ladder up and out of the warehouse.
Head directly east of where you exit and take those stairs up, then head south
and across the fence.
Follow the path until you get to a wall of ivy, then use Ivan's Whirlwind spell
to remove it. Enter the cave that was revealed and take the ladder down, which
leads to the left side of McCoy's warehouse. Inside, head up to the statue and
cast Move on it, then move it down and jump across. Get the Djinni there, whos
name is Gust. You don't have to fight it. You could've gotten him earlier, but
there wasn't much of a need. Set it to Ivan, then leave the warehouse and go
back around the fence. Head down the stairs and go north towards McCoy's
palace. The two bodyguards there will find out that you're the one who caused
the curse of the trees to be removed, then they'll deem you under arrest and
take you to McCoy.
McCoy thanks Isaac and the rest of the group for helping the people of Kolima,
then he asks if you want to choose a treasure. Tell him you do, and he'll order
his bodyguard to take you into the treasure room. He does so, and you'll be
able to choose one of the four chests. Inside each one, from left to right, is
a Vial, a Potion, a Psy Crystal, and a Water of Life. Take whichever one you
like, but choose the one you find to be the best. After you choose, one of the
soldiers say that you're welcome into McCoy's palace at any time, then he
leaves. Leave the room, and feel free to explore the rest of the palace if you
wish. Whenever you're ready, exit the palace from the main room. Your errands
are done here, so exit the village as well.
==========
World Map
==========
Go back southeast past the Bilibin Barricade yet again, then follow the path
and head east of Kolima. Continue to follow the path until you go down, then
the path will split. Take the left path and continue to the Kolima Bridge. Go
forward and the man controlling the bridge will let you pass. Cross the bridge
when he brings it down and continue heading out. Follow the path until you
reach a village called the Fuchin Temple.
==============
Fuchin Temple
==============
Head north and go up the stairs to reach the shrine. On the right side of it is
a Psynergy Stone, so get it first then head into the building. Inside, speak
with the old man named Nyunpa. He won't say anything, however, and will just
remain silent. What is the solution, you ask? It's simple, really. All you have
to do is use Mind Read on him. Do so and he'll start talking. He'll speak of
the Mogall Forest, an apparently really dangerous forest that not many can
safely pass through. He says he'll tell you more if you endure the test of the
waterfall grotto. Tell him you'll take the test, then he'll use the Mind Read
and say that you'll be able to enter the grotto now. Exit the shrine and head
down the stairs, then hop across the stones to the left. Speak to the man at
the end who will let you pass, then enter the cave.
==================
Fuchin Falls Cave
==================
When you enter here, read the plaque in front of you. It reads "The dragon's
flame illuminates the path of truth in darkness". Go right and ride the log in
the water up. Open the chest there to find a Mimic, then defeat it the same way
you did before. After the fight, ride the log back down and take the one on the
left this time. Ride it up and head north to the next area. In this area, jump
onto the stepping stone on the right (not on the platform across from you,
however). Hop your way across to the middle of the room, then use the stepping
stones to the left to hop across to the left side. Take the staircase up to the
next room. Go through this hallway and proceed to the next room. In this dark
room, just take the stairs down to the next room.
There are two logs in the water here. Take the one to the south and ride it
left to a chest, which contains an Arctic Blade. Ride it back over to the east,
then ride the horizontal log south. Continue into the next room. In here, go
west and around the spikes, then follow the path and ride the vertical log
east. Keep following the path past the spikes, then enter the next room. Ride
the log in front of you east, then head south and ride the horizontal log
south. Next, ride the vertical log west, then the horizontal log back north.
Jump across to the stone in the left corner, then down onto the vertical log.
Ride it east and to a platform with a Jupiter Djinni, whom you will have to
fight to obtain.
When you defeat it, you'll get Zephyr, which should belong to Ivan. Head south
and ride the horizontal log all the way up past some spikes, then proceed into
the next room. In here, you'll see two horizontal logs right next to each
other, along with a vertical log to the left. Ride the horizontal log north,
then head right and ride the vertical log left. Jump across to the horizontal
log, then go back around to the entrance of the room and ride the second
horizontal log north. From there, jump to the left and take the stairs down to
another room. Examine the altar in here to get a Dragon's Eye, then exit the
room. Back here, get on the stepping stone and jump to the right, then ride the
vertical log right. Go around to the left and head into the next room.
Here, simply go north and into another room, where you'll find a dragon statue.
Examine it and place the Dragon's Eye into it. The statue will breath fire into
the room, giving it light. Go back to the room with the logs in the water, then
head all the way to the south and ride the vertical log west, then enter the
next room. Back in the main chamber, go west and hop across the stones, then go
through the middle door. Read the plaque in here, which says "Rays of light
give birth to shadows, revealing the way". Head into the next room after that.
In this room, you'll see that there are some spikes, and nothing more. Go out
two rooms, then use the stepping stones on the left to reach the left side
again. Follow the path and enter the next room.
Go through this hallway and through the door. We're back in the dragon room.
Head all the way north and to the end of the cliff, then walk to the right to
walk on an invisible bridge. When the path ends, go north, and make your way
over to the northeastern door. Head through it. In here, follow the path and
slide down the wall, then go through the door. Hop across the platform in here
and read the plaque. It says "The secret of Ki shall be revealed to the
disciples of truth". Open the chest next to it to get the Orb of Force, then
leave this room. Back here, head up the ladder and follow the path out of this
room, then slide down the wall. Now, simply make your way south and make your
way out of the cave.
==============
Fuchin Temple
==============
Now that you have the Orb of Force, you can equip it on anyway to instantly
learn the Force spell, regardless of the way you have your Djinn set up on that
character. You'll be needing the spell, so equip it on someone and hop across
to the next stone. The man will ask you if you've completed the trials. Tell
him you have, then he'll say to go and pay Nyunpa a visit again. Hop across the
rest of the stones, then make your way up and into the shrine again. Nyunpa
will talk about the power of Ki, and then he'll say that you'll need to use
this power in order to get through the Mogall Forest. The monsters there will
run and hide if they see you, so you'll need to use your Force spell often.
When you regain control, exit the shrine and head south onto the world map.
==========
World Map
==========
Outside, head south and cross the bridge, then you'll see the forest spot-on.
==============
Mogall Forest
==============
When you enter the forest, you'll see a green ape. It will see you and retreat
into the hole of the nearby stump immediately. Stand next to the stump and use
Force (make sure someone has the Orb of Force equipped), then the ape will come
out of the hole and run away. Go south two screens to another area. In this
area, you'll see a stump on a platform nearby. Hit it with Force, and the green
ape will come out and retreat to the next area Go south, then you'll come to
some logs. Ignore the stump next to you, then push the vertical log north and
the horizontal log south. Push the vertical log back to the left, then push the
horizontal log north and it will fall into the river. Use it to jump across to
the platform ahead, then go east to the next screen.
Head east another screen and you'll find an area with two stumps. Hit the stump
on the left with Force to make the ape come out, then he'll retreat to the
south. Go that way and to the next screen, then go south another screen. Here,
go right and you'll find a log blocked by a rock. Use Move to touch the rock,
then push it down and into the small hole. Push the log down and follow the
path to two more logs. Push the horizontal one down, then the vertical one
left. Next, go left and you'll see a Venus Djinni in the corner. Fight it to
obtain Quartz, who should go on Isaac. Now, continuing the log puzzle, push the
horizontal log up and the vertical log left, into the river. Get on the north
end of the log and use Force on the stump next to you.
This will make a green ape come out, retreating into the stump over to the
left. Go north and around the logs, then follow the path south to the stump it
retreated to. Use Force on it to force it out, then it'll retreat to the left.
Go left two screens to an area with three stumps. Hit the one in the middle to
make the green ape come out, retreating to the south. Follow it south to the
next area. In this area, go left and cross the bridge to a vertical log blocked
by a rock. Use Move on the rock and move it down. Do this twice to move it out
of the way, then push the log straight into the water. Get on it and use Force
on the stump to make a green ape come out. It will retreat into the stump to
the south.
Go left and around the stumps to some logs. Push them out of the way, then
follow the path and push the vertical log into the water. Use it to cross over
to the platform ahead, then use Force on the stump nearby. The green ape will
come out and run to the south, so follow it to the next area. Here, follow the
path to a lone stump. You will hear a rumbling noise, then you'll regain
control. Although it isn't required, you could unequip everybody's Djinn so
that you'll be able to use summons immediately. Either way, keep following the
path across the next bridge, then you'll hear another rumble and the next boss
battle begins.
-------------------------------------------------------------------------------
Killer Ape
HP: ~1500
Weakness: Fire
Experience Points: 460
Coins: 1500
Items Obtained: Douse Drop
Boss Strategy: If you unequipped everyone's Djinn beforehand, then you'll be
able to use all of your best summons right off the bat. If this
is the case, unleash your summons with every party member to
dish out tons of damage. If you didn't unequip your Djinn, just
use every one of them. It's kind of a plus anyway, since you get
your stats boosted. Once you unleash all of your Djinn and/or
summons on him, he'll probably be close to death already. From
there, just use your best Psynergy on him until he dies. Watch
out, however, because he might use Bind. This prevents the party
member it is used on from using Psynergy. Aside from that, this
fight should be a breeze.
-------------------------------------------------------------------------------
Once the fight is over, head south to exit the forest.
==========
World Map
==========
Simply go all the way left and follow the path, and eventually you'll reach a
town. Enter it.
=====
Xian
=====
In this town, go directly north and you'll see a Mercury Djinni on the upper
cliff. Near that Djinni is a girl who walks back and forth, carrying a vase
full of water. When she has the vase, wait until she walks to the second door
on the right. When she's right next to it, talk to her and she'll drop the vase
and spill the water, creating a small puddle. Use Frost on it with Mia to turn
it into an icy pillar, then head up the nearby stairs. Use the pillar as a
platform to cross over to the right, then head south to the Djinni, whos name
is Mist. You don't have to fight him. Once you get him, go back across the icy
pillar and head into the building there. Inside are a bunch of people training.
Go north and talk to the man standing by the log.
Tell him you wish to see Master Feh, then he'll say to stand on that white line
and use Chi, whatever the heck THAT is. Since we don't have any of this "Chi",
stand south of the log and stand directly below the white line. Face the log
and use Force to knock it over. The people will be amazed at your skills,
saying that you used Chi. Maybe we do have it after all. Suddenly, a woman
comes out with a man. The girl's name is Feizhi, and she speaks of someone
named Hsu. After some arguing between her father and her, Feizhi leaves to go
save Hsu by herself, then you find out that her father is really Master Feh. He
then notices that you knocked the log over, then he walks over there and picks
it back up.
One of his students tells him that you used Chi to knock it over, then Feh
tells you to try it again. Just use Force from where you're standing without
moving at all. Once you knock it over again, Feh will comment on your abilities
and say that it really isn't Chi. I guess we don't have it after all. I've made
up my mind this time. No, seriously! After Feh explains the difference between
Chi and Psynergy, leave the building and head to the Equipment Shop, located at
the northwestern edge of the town. Buy some gear there and head out of the
town. By the entrance of the town, you'll find Feizhi. If you talk to her,
she'll ask you to go west, but it's not really our concern, now is it? Go back
to the world map.
==========
World Map
==========
Head due north and cross the bridge you come to. You'll be at a dead end. Run
around on this continent until you enter a battle, which should be against a
Mars Djinni. For defeating it, you get Corona. Now then, cross the bridge to
get off of the continent, then head all the way south and turn left. Follow
that path and cross the bridge, then head left and to the Alpine Crossing.
================
Alpine Crossing
================
Go forward here and Feizhi will come rushing in. She'll say that her vision
came true and that the path is blocked off, therefore she is unable to find Hsu
until she finds a way through. Head south and have Mia use Frost on the puddle,
which will turn it into an icy pillar. Head north to the sprout in the ground,
then give Garet a Venus Djinni (make sure he has two Mars ones as well) to
learn Growth. Use it on the sprout to make it grow, then give the Venus Djinni
back to Isaac and climb it up. Go left and slide down the slanted part of the
wall, then hop across the icy pillar to the raised cliff on the right. Go south
and open the chest to get some Power Bread.
Jump back across to the icy pillar, then slide down the slanted part of the
wall. Head all the way north to continue out to the world map. Head to the
village right in front of you.
======
Altin
======
As you can probably tell upon entering this village, it is filled with water,
so that means that our exploration of this place is very limited right now.
Talk to the man right there and say yes to all of his questions. He says that
some water-spewing monsters made the village like it is. The only good place
available to you right now is the Inn, so use it if need be. Everything else is
pretty much underwater. Near the man you spoke to is a statue. Use Move to push
it aside, then enter the cave there. Open the chest to get a Psy Crystal, then
exit. Head all the way to the left and take the ladder down by the Inn, then
follow the path and you'll encounter one of the water-spewing creatures. When
it spots you, it will retreat into the cave nearby, which you should enter.
===========
Altin Peak
===========
In this cave, follow the path going north and you'll spot the water-spewing
creature again. It'll head over to the puddle in between the two raised
plateaus, then it uses Frost to create an icy pillar. This thing must have
Psynergy. It then goes up the platform nearby and uses the icy pillar to
cross over to the other platform. Head north and go up that platform, then go
forward and the monster will retreat even further. It will jump off of the
platform and start spewing out water in the nearby lake of water. Follow it and
jump across the icy pillar, then slide down the platform. Walk up to the
monster and press A to battle it. You'll then have to defeat the Living Statue.
They have around the same amount of HP as Mimics, but they're not that hard.
Just have Isaac use Ragnarok and have Garet use his Fire spells, such as Heat
Wave. Since this is a water-type monster, have Mia just attack while having
Ivan stick to using his electricity spells. Once you defeat it, you'll get a
Frost Jewel, then the pool of water by you will drain, leaving only a small
puddle remaining. Climb down the ladder that was revealed and use Frost on the
puddle, then climb back up the ladder and jump across the icy pillar. Now,
follow the path south and exit the cave.
======
Altin
======
Back at Altin, you will notice that some of the water has been drained, but not
enough for you to do much of anything else. However, you can now enter Altin
Peak from a different side. Head north and climb up the ladder, then go right
and climb down the two ladders there. Follow the path and you'll see some mine
cart tracks, which lead into another part of the Altin Peak.
===========
Altin Peak
===========
Head all the way north and follow the path. Ignore the first door you come to,
then you'll come to a second one. Go through it. In this room, follow the
tracks. Ignore the path going right; take the left path instead, which leads to
the next room. Here, go left and follow the path to a mine cart. Head east of
it to find a switch. Flip it and the red arrow will point to the right, meaning
that the mine cart will take that path. Head up to the cart and get into to it,
and you'll ride over to another Living Statue. Fight and defeat it and the
water will drain, just like before. Ride the mine cart back, then when you get
out of it, head south and exit this area. Make your way back to the first room.
If you want, you can exit the cave and go to the Armor Shop in Altin. Either
way, at the first room, enter the door to the north I told you to ignore
earlier. In the next room, follow the path and go right to find a mine cart.
Before riding it, head west and turn south to find a switch. Flip it and ride
the mine cart now, then you'll ride all the way over the pool of water to a
doorway. Go through it. Follow the path down the hallway and go all the way
left to a chest. It is really a Mimic, as you'll discover upon examining it.
Defeat it and go right, then south and past the rocks. Enter the next room. Go
all the way west in here and use Frost on the puddle, then go back to the right
and climb up the ladder.
Jump across the icy pillar you just created and enter the next room. Follow the
path here, and you'll see another Living Statue across a pool of water. You
can't reach it from here, so climb down the ladder and go left, then turn north
to a puddle. Freeze it using Frost, then take the ladder on the left. Head
north on that platform and go right, jumping across the icy pillar to the next
platform. Ride the mine cart here and you'll end up by a chest. Open it to get
a Dragon Shield, then ride the mine cart back and hop across the icy pillar
again. Take the ladder down and left, then take that ladder up and go all the
way up to a switch. Flip it, then head back to the mine cart and have a ride
again. It will take you to the side where the Living Statue is this time.
Head right and climb down the ladder, then fight the third Living Statue. Once
you defeat it, the water will drain some more. Now, ride the mine cart back,
climb down the ladder, then make your way out of the cave. On your way out,
use the slanted parts of each platform to get off of them.
======
Altin
======
Rest at the Inn if you need to, then pay a visit to the Weapon Shop. Do the
same with the Armor Shop if you haven't already. Once your errands are done,
head east of the Weapon Shop, then go north and back into the mines.
===========
Altin Peak
===========
Follow the path going north and you'll come to a boulder blocking the way to a
door. Ignore it for now and head east, as the left path leads to a dead end.
Keep following the path and enter the next room. Simply go forward and through
the door in here. Follow the path downward and you'll come to a split path. Go
south some more and you'll come to a chest which contains a Lucky Medal. Once
you get that, head right and continue following the path. Go through the door
at the end. In the next room, go forward and you'll see a Mercury Djinni on the
raised platform. Head over to the right and you'll see a log to the south,
along with a puddle next to it. Use Frost on the puddle to turn it into an icy
pillar, then use Move on the log and push it to the left.
Head due north and climb up the ladder there, then ignore the switch and go
south. Hop across the platforms you created and ride the mine cart there. When
the ride ends, go south and flip the switch, then ride the cart again. This
time you'll ride it over to the Djinni. Fight and defeat it, then you'll obtain
the Spritz Djinni. Now, ride the mine cart back over, then head west and use
Frost on the puddle of water to create an icy pillar. Go left some more and
you'll come to another puddle, which you should use Frost on. Now, head all the
way to the right and climb the ladder you come to. Follow the path and hop
across the platforms using the icy pillars you created, then continue through
the door.
Follow the long path in this room and eventually you'll be in the next room.
Here, go left and you'll see lots of rocks. Head all the way north up the path
and you'll come to a sign, along with a log behind the rocks. The sign says not
to hit the wall or rocks will fall. Go left of the sign and hit the log using
Force. This will make it shake, causing a huge boulder to fall down. Isaac runs
past the barrage of rocks, somehow managing to avoid being squashed like a
pancake by the huge boulder. The boulder crashes into the area below, creating
a big hole. Go left and climb the ladder down, then slide off the platform. Go
up to the big hole and to the top of the track, then climb it down. In this
room, follow the path up to a giant monster, which looks very similar to the
Living Statues. It will attack you.
-------------------------------------------------------------------------------
Hydro Statue
HP: ~1250
Weakness: Fire
Exprience Points: 496
Coins: 2400
Items Obtained: Lucky Medal
Boss Strategy: This boss is basically just a beefed up version of the Living
Statues. Immediately start using all of the Djinn you have on
him, because then you'll have stat boosts and will be able to
use your best summons. After using every Djinn you have, unleash
all of your best summons on him to deal lots of damage. After
that, pound him with some good Psynergy spells such as Ragnarok
with Isaac. Keep in mind that he's a water-type, so Mia's spells
will be useless. Have Ivan attack or serve as a healer if ever
needed, and have Mia stick to healing for the whole battle.
-------------------------------------------------------------------------------
After the fight, the Hydro Statue turns into stone. Your party wonders why
everything in the mines have become monsters, and why this room is tiled at the
very bottom of the mine. After Mia does some explaining, the Hydro Statue
disappears, revealing a chest that was behind it. Once you regain control, open
it to get the Lifting Gem. This bestows the Lift spell upon the person who
equips it, so equip it on whoever has the gem, then make your way out of this
room. Back at the previous room, head south of the hole and go to the next
area. Here, follow the path of the track and you'll come to a boulder. Face it
and use Lift to make it float in the air, then take the new path to the next
room. In here, go left and follow the path up to a log.
Use Move to push it aside, then take the entrance that was revealed. Open the
chest inside to get a Vial, then leave the room. Back here, go back south and
head east, then take the middle path this time; the eastern one just leads to a
dead end. Lift the boulder blocking your path, then follow the path which ends
up leading out of this wretched mine.
==========
World Map
==========
Outside, you'll immediately see a place you can enter to the south. This is the
Lama Temple, which you should enter.
============
Lama Temple
============
When you enter this place, go forward and cross the bridge. Right by the stairs
to the left is a Psynergy Stone. Take it and go up the stairs, then enter the
building there. Inside, you will meet a woman people like to call Master Hama.
She explains that she foresaw your party's arrival, and she already knows all
about your quest to get the Elemental Stars and such. She explains that she and
Ivan are both Jupiter Adepts, and that they're the only ones who have the
ability to read minds. Apparently they can also predict the future, although
Ivan doesn't know how to do that yet. She can teach him a new technique, or so
she says, which is known as Reveal. It will be required to cross through the
Lamakan Desert safely, which has unbearable heat.
The oases there are invisible, and Reveal is required in order to spot them.
You can jump into those to cool yourself down for a bit. She keeps going on,
then eventually she says that she passed on Reveal to a little girl. Feizhi
enters the room and says the power is not lost like Hama thought, and that she
still has it. However, apparently Hsu never made it safely back to Xian. She
and Hama go off to rescue Hsu, but before that, Hama passes on Reveal to Ivan.
Now we can navigate the Lamakan Desert! Once you finally regain control, exit
the building and head down the stairs. Go right and head up, then jump across
to the platform ahead. You will see a rock in the center of some outcroppings.
Cast Reveal to find out that the rock is really a chest.
Open it to get some Water of Life. To deactivate the Reveal spell, walk out
toward the end of the screen where there is black. Jump back across and make
your way south, then exit this place.
==========
World Map
==========
Simply go directly south and you'll enter the Lamakan Desert.
===============
Lamakan Desert
===============
You'll probably notice the little tempurature bar on the left side. This
determines how thirsty you are, and if it gets too high, you'll have to take a
quick jump into an oasis to make it go all the way back down. It goes up pretty
darn fast, too. It only goes up when you're on sand, though; if you're on the
rocky ground, it doesn't. Follow the rocky path and onto the sand. While the
temperature meter goes up, your party will constantly complain about the heat
and how thirsty they are; this might be a little irritating, but you'll have to
live with it. When you come to a circle of rocks, cast Reveal to find an oasis
in the center. Jump into it and the temperature meter will fully deplete, then
you'll hop back out automatically.
Continue following the path and go left. You'll come to another circle of
rocks. Cast Reveal and take the Psynergy Stone that's revealed, then head north
to yet another circle of rocks. Cast Reveal and hop into the oasis, then head
west and follow the rocky path north. At the dead end, use Reveal to find a
chest in the middle of the rocks. It contains a Vulcan Axe. Once you get it, go
back south and head right this time. Don't use Reveal at the circle of rocks;
in the middle is a pool of quicksand with an Ant Lion sticking out of it. Go
right and take the path up to another circle of rocks (this place is really
boring, isn't it?). Use Reveal and jump into the oasis, then continue into the
next area.
In this area, head north and follow the rocky path. Stay on it until it ends,
then go west and you'll come to two circles of rocks. Use Reveal by the one on
the left to find a Jupiter Djinni named Smog, who will join you without a
fight. Now, go due north and take a quick hop in the oasis as usual, then
continue following the path. Ignore the next circle of rocks you come to, then
you'll come to some more. Use Reveal and take the Psynergy Stone, then keep
following the path (turn left, because the right path is just a dead end). Use
Reveal at the circle of rocks, then get in the oasis and head left. Ignore the
first circle of rocks and keep going left to a second batch. Use Reveal to find
a chest which contains a Lucky Pepper, then go south and head west onto the
rocky ground when you find it, then go right a bit and use Reveal at the circle
of rocks. Open the chest to find 777 Coins, then go to the next area.
Here, go west and run up the sandfalls, slowly making your way over to the
left. The temperature meter will rise while you're running on the sandfalls, so
be careful. Keep going west and ignore the climbable part of the stone wall.
Follow the path around to some sand, then you'll see a sandfall. Use Reveal to
find a hidden cave, then enter it. Inside, follow the path and you'll come to
the exit leading outside again. In this area, go left to some stone walls and
some sandfalls. Run across the sandfalls and you'll come to a small patch of
sand. Use Reveal to find a monster guarding the entrance to a cave. Approach it
and it will roar. Walk up to it and press A to begin fighting it.
-------------------------------------------------------------------------------
Manticore
HP: ~2000
Weakness: Water
Experience Points: 390
Coins: 3400
Items Obtained: Psy Crystal
Boss Strategy: This can be a hard boss fight if you aren't careful. As always,
start the battle off using all of your supporting Djinn to get
some good stat boosts on your characters. Make sure you have
everyone use all of their Djinn so you can use your best
summons. Boreas will damage this thing a LOT (over 500), so
defenitely use it to take off a huge chunk of his health. The
Manticore has some powerful attacks and will put some negative
status effects on you, so be careful. It's not a bad idea to use
an Elixir or two to restore the status effects if need be. Once
you've used all of your Djinn and summons, he should either die
or be really close to death.
You may also need some Antidotes to cure the poison he could
inflict on you. His Nova attack is pretty strong, so make sure
Mia uses Wish if he does this. Have Mia serve as a healer and
even Ivan if need be. Otherwise, just have everyone but Mia
attack with your best summons and Psynergy, and you'll defeat
him soon enough.
-------------------------------------------------------------------------------
Once you defeat the Manticore, use Reveal to find a cave the monster was
blocking. Go through, then follow the path and you'll be back on the world map.
==========
World Map
==========
Head due north and cross the bridge to the left. Fight enemies on this small
continent and you'll eventually find a Venus Djinni. It took me about ten
battles, but eventually I found it. Just keep trying. Defeat it and you'll get
Vine. Set it on Isaac and he should now have the Revive spell, which is
extremely useful in this game. Anyway, once you get it, head back to where you
exited the Lamakan Desert and head west across a couple of bridges. Keep going
and you'll come to a town, which you should enter.
======
Kalay
======
In this town, you'll see the Weapon Shop right in front of you. However, there
is nothing new to buy (there's just the Claymore and such, which you should
already have). To the north is the Armor Shop and Item Shop. There's some new
equipment at the Armor Shop for you to buy. Do so, and then head to the
northeastern part of town. Head up the stairs there and jump across to the
right, then head north. Use Move on the statue and move it aside, then enter
the cave it was blocking. This is the Kalay Tunnel. Inside, go forward and push
the statue in front of you all the way to the left. It will block a hole with
water pouring out of it, then the pool of water in front of you will drain.
Climb down the ladder and climb up the next ladder to reach a Mars Djinni.
This one will join you without a fight, then you'll get Scorch. With Garet's
fourth Djinni in hand, make your way out of the cave. Back outside, head south
and jump across to the building again, then head down the stairs. Feel free to
find some hidden items in pots and such. Also, a thing I didn't mention about
Reveal earlier: if you use Reveal in front of something that could have an item
in it (such as a barrel), that object will sparkle if there's something in it.
So using Reveal can be pretty useful for finding hidden things. Anyway, when
you're done, head to the northern side of the village and enter the next area.
In this area, you'll see two guards. They'll say that this is Lord Hammet's
palace and forbid you to enter since he's gone.
However, Ivan will ask if he can go inside and speak to Lady Layana, and he
mentions that he's a servant to Hammet. The guards will explain that Hammet is
now a prisoner in Lunpa, and after some chit-chat, they decide to take Ivan and
the others in to see Layana. Inside the palace, you'll see a brownish screen
with the group explaining everything to Layana. Then, the screen returns to
normal, and then Layana and the others talk for quite awhile. They wonder how
they'll rescue Hammet from Dodonpa, then Layana says that Hammet knows of Isaac
and the other's mission, and that he swore an oath to a Jupiter Adept, which is
obviously Ivan. After lots and lots of talking, you will finally regain control
of Isaac. Exit the palace and head back into the town area.
Head to the Inn located directly to the south. Inside, speak to every person in
the main room. You'll hear about some Colosso thing located by Tolbi. Leave the
Inn once you're finished talking to everybody, then make your way to the exit
of town. Suddenly, the people from the Inn bust out to head for Tolbi so they
can go to the Colosso. They complain because one person is missing, saying that
they paid good money to go to the Colosso, and to forget about him and get
moving. After some endless babbling and complaining, the group finally leaves,
then the missing person comes out and rushes off before he misses his ride.
==========
World Map
==========
Before we move on, it's time to get some new Djinn. Whaddaya say? You can now
go back to Vale and Vault; it's been awhile since you've been to either of
those places, hasn't it? Head directly north and you'll spot a bridge. This is
the bridge that was broken at the very beginning of the game. Cross it and go
north some more, then cross that bridge. Follow the path to Vault.
======
Vault
======
Here, head to the northwestern corner of the village and take the stairs up.
Follow the path around to six stones and a dog. Ignore it for a moment and go
right, jumping across to the next ledge. Cross the bridge and follow the path
to a bell tower. Climb it up and you'll see a Venus Djinni hiding in the tree
there. Ring the bell by pressing A in front of it, then you'll scare it and it
will jump onto the ledge to the right, making its escape. Go back around and
jump across the ledge to the dog. The dog will be blocking your way, so go
around the stones and use Reveal. You'll find a ladder in the center of them,
so climb it down and you'll be in a cave. Head into the next area to the main
room of the cave.
===========
Vault Cave
===========
Go east from where you enter and you'll find a chest. It's really a Mimic, so
try to open the chest, then defeat it. Once it has been defeated, go left and
follow the path to the next room. In this watery chamber, just go right and
enter the next room. Here, you'll see a torch that's pushed away from another
one. Push the torch onto the fire emblem (no pun intended) and the brown gate
in here will open. Follow that path to the next room. Go forward in here and
you'll see lots of puddles, along with a wall of ivy. Face the ivy and use
Whirlwind with Ivan to blow it away, revealing an entrance. Go through to find
a small room with a chest, which contains a Vambrace. Once you've gotten that,
exit the room.
Climb down the ladder and use Frost on all of the puddles except the one on the
far right. Then, climb the ladder back up and hop across the icy pillars, then
you'll reach the platform on the left. Proceed into the next room. Here, ignore
the entrance in front of you and head left. Climb down the ladder and climb up
the next ladder, then follow the path to another area. There are two more paths
you can take here. Take the stairs on the right up to another room, then flip
the switch on the left. This will make a door open under the water, causing all
of the water to drain out. Exit this room and head south, taking those stairs
down. In the following room, just go right and to another room. Here, you'll
find an unlit torch and a lit one surrounded by some dots on the ground.
Push the unlit one all the way to the left to get it out of the way. See the
droplets that drop down from the ceiling onto random parts of the ground? Well,
if one of the droplets touch the flame on the lit torch, it will unlight. If
this happens, you'll have to exit and enter the room and try again. So, study
the pattern of where they drop and when, then strategically push the torch
until you push it onto the emblem on the ground. This will open the brown gate
in front of you, allowing you to head into the next room. Do so and you'll be
back in the area with lots of entrances. This time, head west and take that
entrance. In the next room, head south and to another room. Climb down the
ladder here and go right, then head through the door.
Here, jump across the cliff and climb the ladder, then head right and take the
stairs up. Head south here and you'll be back outside.
======
Vault
======
Go up the path on this raised plateau and you'll find the Venus Djinni you
scared off earlier. He will join you immediately, then you'll have Sap. Since
you only have four Djinni total with each character right now (or rather, you
should), you can't give Sap to Isaac right now without trading Djinn. Just keep
it on whoever has it, just don't set it. Head back into the cave and use
Retreat to immediately get back to the entrance. Climb the ladder up to exit,
then make your way out of this village.
==========
World Map
==========
Make your way due north and cross the bridge, then follow the path to Vale.
=====
Vale
=====
Say hello to Isaac's hometown, although we won't be here too long. If you want,
you can go and pay Isaac's mom a visit. There's also a huge Psynergy Stone from
where you enter; head straight up to find it in the middle of the pond. It
never disappears and will restore all of your party's PP! Anyway, head due
north from where you enter and go behind the Equipment Shop. Use Whirlwind on
the wall of ivy and enter the cave, where you'll find a chest. It contains a
Power Bread, so get it and exit. Back outside, make your way back to Kraden's
house. If you don't remember where it is, then head to Isaac's mom's house.
Left of that house is a bridge; cross it and go north, then turn left and go
into the next area.
This is the area where Kraden's house is. Follow the path left, then you'll
come to a boulder. Remember this? You probably saw it at the beginning of the
game. Cast Lift on it to raise it up, allowing you to pass. Follow the path and
enter the cave you'll come to.
==========
Vale Cave
==========
When you enter this cave, go forward and cast Reveal. You'll reveal a stepping
stone in the center of the circle of the stones. Jump across to the other side
and climb the ladder up, then enter the next area. In this room, cross over the
stepping stones and hop to the ones on the right. Use Move and pull the crate
back to the left, making it fall into the water. Follow that path to the next
area, then open the chest there to get a Nut. Leave the area and push the crate
back into the water. Cross over to the left and use Move on the crate in front
of you twice, moving it to the right both times. It will plop into the water,
so get on the stepping stone in front of you and jump to the crate, then to the
log in the water.
Roll over to the right and enter the next area. Take the left path in here and
follow it over to the next room. Head south and you'll see two vertical logs,
one which you cannot reach from here. Push the one in front of you left and it
will fall into the water, then go north and jump across to the other log. Push
that one in the water as well, then head south and slide off of the platform.
Push the horizontal log north and it will roll into the northern part of the
water. Walk across the logs and jump across to the platform ahead, then follow
the path to the next room. In here, climb the ladder up and open the chest to
get the Halt Gem. This gives you the Halt spell when you equip it. Equip it now
and head south to find a Jupiter Djinni.
Approach it and it will run away to the platform below. Slide off the platform
and the Djinni will run away again, this time behind three rocks in front of
you. Walk directly up to these rocks and cast Halt, which will cause the Djinni
to stop moving. Now you can capture it, whos name is Kite. Give him to Ivan and
give Sap to Isaac, then set them both. We've gotten all the Djinn we can for
now, so use Retreat and exit this cave.
=====
Vale
=====
We've done pretty much everything we can in Vale, so make your way out of the
village for good.
==========
World Map
==========
Make your way back south to Vault. Head west from there and cross the bridge,
then head due south back to Kalay. From there, head slightly southwest where
you'll find the Kalay Docks, your next destination.
============
Kalay Docks
============
When you arrive here, Garet will comment on the ocean, which is apparently the
one Kraden spoke of. The man nearby explains that it's not really an ocean,
then you regain control. Walk around the dock and speak with the people. Ignore
the Djinni you'll find perched behind what appears to be a big pile of mud. We
can't get to it just yet, so enter the only building here. Speak with the girl
inside and tell her you want some boat tickets. She'll say they're 600 Coins
for all four of the party members. Buy them and you'll get a Boat Ticket. Exit
the building, then head all the way west and speak to the guy guarding the
stairs. He'll check your ticket and let you on the boat of the Karagol Sea.
=================
Tolbi-bound Boat
=================
Head left and you'll overhear a conversation of an old man and two young men.
They talk about how if they set sail now, they may encounter some of "those",
meaning some monsters, and they'll have no one to fight for them. You already
know we're gonna have to do it, so don't believe them. The old man goes on
saying that the amulet he's had for years will protect them from harm, then
they try to convince him that it's all superstition. He doesn't listen, though,
and then they leave to get ready to set sail. The dude in the blue hat then
acts suspicious, saying that we won't set sail as long as he's around. Go south
to where he went and he'll come out, saying that he didn't do anything, then he
will run away again.
Go north and take the stairs in the middle down into the cabin. Here, head
south and examine one of the barrels. One of them has a Lucky Medal inside.
Once you get it, exit the cabin. Back outside on the deck, head north and go
through the door leading to another cabin. Inside, examine one of the barrels
to get some coins out of one of them, then go north to where all of the
passengers are. The guy with the spiky blue hair complains about when they're
going to set sail, and after some arguing, he takes off to the captain's
quarters with Ouranos. Exit this cabin and head all the way south. Enter the
cabin there. Inside, go left to some pots. Examine the blue one to get a Nut,
then climb up the ladder to the right.
Tell the man with the blue hat on that you want to see the captain, then you'll
see the guy with the blue hair again. The captain goes on about how they're
ready to set sail, but that there are monsters recently that have never
appeared at the Karagol Sea. They need warriors to fend them off, should they
come. Sean, the blue hair guy, says that he'll help out if need be, and his
partner Ouranos says he'll help as well. Then the captain says that they need
someone to protect the oarsmen, too. Sean says that he saw some warriors
belowdecks (Isaac and his crew), and that they might be able to help out. Just
when everyone thinks the ship is setting sail, the captain finds out that his
anchor, his "good luck charm", is missing.
After some arguing over the trinket, you'll regain control. Exit the captain's
quarters and head north. Climb up the ladder in the middle to reach the crow's
nest, then head up and examine the mast. That's where the guy with the blue hat
hid the charm; you will get the Anchor Charm. Head back to the captain's
quarters and talk to the captain. Give him the Anchor Charm and everybody will
be ready to set sail again. However, Sean will say that he wants the warriors
to protect the oarsmen. Agree to defend them, then the captain will say that he
will need some extra rowers just in case. He wants someone to volunteer the
other passengers to help. Once everyone but the captain leaves, leave the
quarters and head north, going through the door that leads to the cabin.
Inside, take the stairs down to the lower room with the oarsmen. Kaja (the bald
guy) will explain what the plan is regarding rowing the boat. You will discover
that if one of the rowers get knocked out while sailing, then you'll have to
find a replacement so someone else can continue rowing. After Kaja leaves, the
ship sets sail at last, all preperations complete. The man up on the crow's
nest spots three yellow monsters as the ship sets sail away from the docks. You
will then have to fight three Man o' Wars belowdecks, after finding out that
one of the rowers have been knocked out as expected. Head south and press A in
front of them to battle them. Just fight them like you would normal enemies.
Once you defeat them, Kaja will see that one of the oarsmen have been knocked
unconscious, then asks you to go upstairs and find a replacement. You'll appear
upstairs automatically where all of the passengers are. Speak to whoever you
wish and you can use them as a replacement. You will have to do this four times
altogether. If you do it in this order, you will arrive on Crossbone Island:
guy with the purple clothing, girl wearing the green dress, guy with a sword,
girl with the blonde hair. However, I do _not_ suggest taking this order,
because you won't stand a chance on Crossbone Island. Not only that, but you
can't even complete the whole thing yet anyway. After you choose the first
replacement, you'll have to fight a Lizard Fighter and two Rabid Bats.
By the way, once you choose a rower, you'll have to go back belowdecks. Defeat
those batch of enemies, and you'll have to choose another replacement for a
rower. You'll have to fight a Virago and two Man o' Wars next. After defeating
them, choose another replacement as usual. Once you do that, you'll hear a
rumble and Kaja will tell you to get to the main deck quickly, or the ship will
sink. Head up to the main deck and you'll find someone unconscious, then you'll
find a huge octopus monster!
-------------------------------------------------------------------------------
Kraken
HP: ~2450
Weakness: Fire
Experience Points: 711
Coins: 5200
Items Obtained: Water of Life
Boss Strategy: Be careful with this boss. He will often get more than one turn,
meaning that there's a possibility he will dish out a whole lot
of damage to a single party member or the whole party. It's
never a bad idea to enter this battle with all of your Djinn
unequipped, though it's not a requirement by any means. Have all
of your characters use their Djinn so you can boost your stats,
then unleash all of your summons upon him. You can also paralyze
him or put him to sleep temporarily, which helps (the Mist
Djinni will do this, along with the Sleep spell). The Kraken has
some powerful attacks such as Water Blessing, so have Mia use
Wish whenever it's needed. Pound him with Psynergy or summons
and keep your HP up at all times.
-------------------------------------------------------------------------------
After the battle, Kaja thanks you for helping out, then he says that you need
to find another replacement for an oarsmen. Follow him into the cabin he went
into and get another replacement. This is the last one. The ship will set sail
again and the crew members will eventually spot land. Everyone disembarks once
the ship docks, including the rowers. After Kaja thanks you for all of your
hard efforts, take the stairs down to the Tolbi Docks.
============
Tolbi Docks
============
When you arrive here, follow the path off of the plank and go west. You should
see two fenced up crates. Use Move on the one on the left. Move it left twice
and the one on the right to the left once. Then, go right and head up the
stairs, then jump across the crates to reach a platform with a chest. Open it
to get a Potion, then jump back across and head down the stairs. From there,
simply head west and continue onto the world map.
==========
World Map
==========
To the left, you will see Tolbi. Don't go there just yet, though. First, head
west and cross the bridge there. Follow the path north to another bridge. Cross
that one and you'll be on a continent with some mountains. Keep fighting here
and eventually you'll find a Mercury Djinni. Defeat it to get Hail. Now, go
north and off of this continent. Head directly east, and keep going until the
path ends. The Kalay Docks are here, so go there and you'll find the Djinni you
couldn't find earlier. He'll join you immediately, then you'll have Ground. You
can't give him to Isaac yet, though. Exit the docks and go back to the west,
then head south and enter Tolbi now.
======
Tolbi
======
When you enter, immediately head right and you can go around the village. Don't
go too far off or you'll appear back on the world map. Anyway, keep going and
you'll come to a sprout. Give Growth to Garet (just set Ground onto him to
learn it) and use it on the sprout, then unequip the Venus Djinni and climb the
vine that appeared. Use Frost on the puddle there to freeze it, then climb back
down the vine and go around back to the village's main gate. Head into the
village itself and go northeast up the two sets of stairs. You'll reach the
Inn. Jump onto the icy pillar then across to the right, then head north to find
a Mars Djinni. It'll join you instantly, then you'll have Ember. Trade the
Ground Djinni with Ember and set it to Garet.
Now that we've gotten the Djinni in here, hop back across the icy pillar to the
Inn. There are some mini-games you can play in here, which I will explain all
about now. The first game, the Tolbi Springs, can be played at the northern
part of the village near the entrance. Go directly north of the entrance and
talk to the guy by the springs. Tell him you want to play, then walk up to the
spring and press A in front of it. The water will drain and you'll be able to
throw either coins or a Lucky Medal into it. The turtles and such will cause
the coins or Lucky Medals to bounce around. If you throw coins, you'll get
rewarded with a certain amount depending on where it landed. Depending on where
the Lucky Medal landed, you'll get a certain weapon or armor. Here's the prizes
you can win (there may be more, but this is just what I got):
- Assassin Blade
- Grievous Mace
- Adept's Helm
- Earth Shield
- Spirit Armor
- Cocktail Dress
- Glittering Tiara
- Ninja Hood
- Battle Gloves
- Burning Axe
Take note that it's also possible to win a certain amount of coins when you
throw in a Lucky Medal. The next game you can play in Tolbi is the Dice game,
located just west of the Inn, inside the tent. It costs 200 Coins to play. Once
you begin playing, you have to throw a pair of dice onto a table. Depending on
what the dice lands on, you'll either gain or lose coins. It's really not at
all worth it, and a waste of your money completely. The last game you can play
is located at the Inn (head up the stairs by the entrance and up to the second
floor). You can spend your Game Tickets you've obtained after buying things to
use a slot machine thing. You can pull the lever to make the slots spin, then
you can lock the ones you don't want to spin and try again. When you get the
jackpot, you'll get a prize.
That's it for all of the mini-games. Your next destination should be Babi's
Palace. First, head all the way to the northern side of the village and follow
the path to the next area. This is the Colosseum Entrance. Explore a bit, and
you'll see that the place is so packed you can't get through! Exit this area
and head due west. Go up the stairs there and two soldiers will ask you if you
have seen some man with purple hair. Tell them you have and they'll go running
off to look for Babi. Head up the stairs to the next area, then go forward and
enter Babi's Palace. Inside, head north and go up either set of stairs, then go
forward and down the hallway. You'll see a man with black hair, then some
guards will say his name (Iodem).
Apparently, this Babi guy went into the Altmiller Cave alone, and he hasn't
come back. Iodem explains that he followed him into the cave and saw him vanish
before his very eyes, and he couldn't find a trace of him at all. The cave is
also full of monsters, meaning that he might not have survived. Iodem finds it
odd that he decided to enter the cave just before the Colosso started. Once
everyone leaves and you regain control, make your way out of the palace. Head
south and back into Tolbi. Go due south and you'll find some rocks, so use
Reveal to find a chest in the center. It contains some Power Bread. Once you
get that, make your way out of the village.
==========
World Map
==========
Back on the world map, go left and cross the bridge there, then head east and
cross the next bridge you come to. From there, enter the Altmiller Cave.
===============
Altmiller Cave
===============
Follow the path through this eerie cave and it will get darker. Enter the next
area when you reach it. There is a torch in here which lights your way a bit,
and you'll see these torches throughout the rest of the cave. Take the stairs
down to the next room. In this area, go south and examine the chest to find a
Mimic. Defeat it, then go west and follow the path north. At the split path,
take the left path and you'll come to a weird outlining. Try talking to this
thing and you'll find out that it's really a man. Mia says that this person
used Psynergy to make him invisible, then the man reveals that he ran out of
draught and collapsed onto the ground before you. He wants you to try and get
his draught back from deep within the cave. Tell him you're up for it.
He will explain about five rocks sticking up from the ground somewhere in the
cave. Then, he says that they come in five different colors, and explains to
you how you're gonna have to solve the puzzle. There's no need to listen to his
nonsense; after all, you have this guide, right? Once you regain control, go
forward and the man will tell you that the draught is on a table by the door.
Whatever. Continue into the next room. Here, head west and make your way around
the room clockwise. You will eventually come to a set of stairs, which you
should take down to the next room. In this room, follow the path up some steps
you'll come to, and you'll see a Jupiter Djinni. You can't reach it yet; we
must solve a log-rolling puzzle first!
Roll the vertical log in front of you right, then roll the horizontal log to
the south up. Use Frost on the puddle to turn it into an icy pillar, then go
north and head left. See that broken pillar standing up? Go around it and to
the two horizontal logs. Push the only one you can push from here down, then go
to the icy pillar and head around the rocks to the left. Go up to the vertical
log and push it left, then go north to the horizontal log and push it down.
Follow the path to the Djinni. You'll have to fight this one. After you defeat
it, you'll get Squall! Give Ground to Isaac now and Squall to Ivan, then set
them both. Now, go around the rolling logs to a tree log. Push it off of the
cliff and jump across, then head into the next room.
In this dark room, go south and turn left. Follow the path going left and then
up, then you'll come around to a chest blocked by some rocks. Open it to get a
Cookie, then head back to the entrance of the room. Go southwest from there and
you'll get to a bunch of rocks; head to the southern part of them and go west.
Now, head north and go east, then make your way past the rocks and you'll come
to some stairs. Take them down to the next room. In here, head down the steps
and be prepared to solve another log-rolling puzzle. Or not. Just go all the
way south and take the steps up. Jump across and head all the way around the
path, then slide off of the platform and go through the door. In here, you'll
see five rocks, the ones the invisible man described.
Examine the rock on the far left and the rock on the far right. Then, you will
see a roulette of colored balls start up. It will eventually stop on a certain
color. The colors are random, and you have to examine the rock that corresponds
with that color. I will tell you what rock corresponds with what color. The
rock on the far left corresponds with blue. The second rock on the left
corresponds with green. The middle rock corresponds with white. The fourth rock
from the left corresponds with yellow. Finally, the far right rock corresponds
with red. By the way, the teal ball is not blue; that's actually green, in case
this gets you confused. Rotate the correct colors twice and a door will be
revealed, so go through it.
In this room, open the chest on the pedestal to find the Mystic Draught. Now,
if you want to make getting back to the invisible man faster, use Retreat to
get back to the entrance, then make your way back to him from there.
Regardless, once you reach the invisible man again, talk to him and Isaac will
give him the Mystic Draught. The man will then get back up and the outlining
around him will disappear. Then, he'll stand in the midst of the light your
party is standing in, revealing a man with purple hair. Does his portrait look
familiar? That's right, it's Babi, the missing man. They ask him if he used
Psynergy to conceal himself, then he says he did, although rather reluctantly.
Ivan uses his Mind Read ability to find out the real truth.
He discovers that Babi really used the power of an ancient civilization to do
it, then he starts talking about Lemurians. Eventually your party mentions
Kraden, then he reacts instantly to it. Just when things start to get
interesting, the two soldiers you saw earlier run up to Babi with some torches.
After some chatting and after they express their gratitude, Babi wants you to
go to his palace later. He wants you to enter the finals of the Colosso first,
though. Once Garet tells him everyone's name, they leave and your party
babbles some more. You'll eventually regain control, so use Retreat and then
exit this cave.
==========
World Map
==========
Head due east and cross the bridge, then go west and turn south again. Head
back to Tolbi.
======
Tolbi
======
Make your way due north and head to the Colosseum Entrance. There, follow the
path right and head up the steps on the right side since the left side is
blocked off. One of the soldiers will be glad to let you into the colosseum,
although the other soldiers behind him argue about how someone like Isaac is an
insult to the competition. After some arguing, your party heads in the palace.
========
Colosso
========
In the building, the soldiers will explain everything, like how only Isaac is
able to enter the finals, because there's not enough room for any more entries.
The rest of the party suggests that they watch Isaac up close, as close as
possible. The soldiers allow them to use their special seats, then after a bit
of talking, they take the group down the hallway to the site of the first
finals. The soldier will explain that Isaac must go in without any of his
equipment, then he says that he and the opponent must race to the finish and
get the equipment at the end, then they battle. He gives you a rundown on how
it's going to work, then he'll say to speak to the attendants to see how each
stage will work.
Talk to the person in front of you and tell him to show you how the first stage
will work if you wish, although it's not a requirement. The good thing is, your
teammates can create shortcuts for you beforehand, and this can easily work to
your advantage. This will help you reach the goal a bit faster. For the first
stage, put someone with the Move spell in. For the second one, make sure that
someone has the Douse Drop equipped; you'll need it. Put whatever character
that has it equipped in the second stage. For the third stage, put someone in
there that has Growth; you may have to switch some Djinni around temporarily to
get it. The fourth one will have to be left as it is. Once you've chosen the
cheering spots for everybody, return to the soldier and talk to him.
Tell him you got a good look around, then he'll take you back into the palace.
He'll tell everyone that the finals will begin shortly, so feel free to speak
with the warriors if you wish. When you're ready, step on the white circle on
the right, away from the carpet. Tell the soldier you're ready for the finals,
then all of the warriors will gather up and head on to the first stage. You
will then be able to lend a hand for Isaac with your first cheering partner.
Use Move on the stump ahead and move it to the left, then you'll be able to
lend a hand for the second stage. Have that character go forward and face the
empty bucket on the left, then have him/her use Douse.
For the next character, use Growth on the vine in the left corner. The first
match will then begin on the count to three, and I'll be here to guide you
through it. At the top of the screen, you can see how far away you and the
opponent are from reaching the goal. You must reach the goal as fast as you ca