GBA | Golden Sun: The Lost Age

      _________  ________  __        _____     ________  __     __
     / _______/ / ____  / / /       / __  |   / ______/ /  |   / /
    / /        / /   / / / /       / /  | |  / /_      / / |  / /
   / /  ___   / /   / / / /       / /   | | /   /     / /| | / /
  / /  /_  | / /   / / / /       / /   / / / __/     / / | |/ /
 / /____/ / / /___/ / / /_____  / /___/ / / /_____  / /  | / /
/________/ /_______/ /_______/ /_______/ /_______/ /_/   |__/

             _______    __    __  __     __      * * * *
            / ____  |  / /   / / /  |   / /    * * * * * *
           / /__  |_/ / /   / / / / |  / /    * *     * * *
           \___ \    / /   / / / /| | / /           * * *
               | \  / /   / / / / | |/ /          * * *
         ______/ / / /___/ / / /  | / /         * * * * * *
        /_______/ /_______/ /_/   |__/        * * * * * *



  _____  _                _                           ___
 |_   _|| |              | |               |?|       / _ \
   | |  | |___   ____    | |    ___    __|?   ?|    | |_| |  ____   ____
   | |  |  _  | / __ \   | |   / _ \  /_ |?| |?     |  _  | /    | / __ \
   | |  | | | |(  ___/   | |__( (_) )__/ / | |__    | | | |( (?| |(  ___/
   | |  | | | | \ ??|    |    |\   / \  /  \   /    | | | | \ ?  | \ ??|
    ?    ?   ?   ???      ????  ???   ??    ???      ?   ?   ??| |  ???
                                                            |??  /  
                                                             ????

==============================================
 Game:           Golden Sun: the Lost Age
 Platform:       Game Boy Advance
 Version:        1.35
 Last updated:   23 November 2006
 Written by:     Iron Knuckle
 Type:           FAQ/Walkthrough
 GameFAQ status: 100 %
==============================================



=================
Table of contents
=================

  Version Updates

  FAQ

  Controls
    Controller
    Game Selection / Start Menu
    Pause Menu
    Field Commands Menu
    Statistics
    Ailments
    Combat System
      Battle Options
      Battle Methods
    Environmental Map Elements
      Foliage
      Pillars
      Sphere Boulders
      Water Puddles
      Small Plants
      Soft Sand
      Suspicious Marks 

  Main Characters
    Felix
    Jenna
    Sheba
    Piers
    Isaac
    Garet
    Ivan
    Mia
  Other Important People
    Babi
    Karst & Agatio
    King Hydros
    Kraden
    Saturos & Menardi
    Alex

  Story

  Walkthrough
    Beforehand
    Prologue: The Venus lighthouse from a different point of view
    1. The trial temple
    2. Team rascal: Riki & Tavi  
    3. Falling through the plateaus
    4. The mysterious prisoner Adept
     4.1. Trapping a scorpion in the desert
     4.2. The pirates' hideout in Alhafra
    5. Revealing lycanthropy of the wind tribe
    6. The witch-doctor's consecration
    7. Out to the open sea
    8. Optional side-quests
     8A. Going back to the Gabomba statue
     8B. Exploring the Toapa swamp & blacksmith Sunshine
     8C. Animal trade quest
    9. Collect the Trident parts
     9A. Backtrack to the Sea God's shrine (Right Prong)
     9B.1. Evaporating water in Aqua rock
     9B.2. The frozen tower of Tundaria (Center Prong)
     9C.1. Sacrifice to the Serpent in Mt. Mikage
     9C.2. Ascend the Ankohl Ruins in sand (Left Prong)
   10. Going to Lemuria
     10.1. Clear the Alhafran boat
     10.2. Forge the trident of the Ankohl
     10.3. Route through the Sea of Time
     10.4. Defeat Poseidon the indestructible
   11. Lemuria at last!
   12. Djinn hunting on the western hemisphere
   13. The road of trials that lie ahead
   14. Jupiter lighthouse - Reunion
   15. Cannon ammunition from Magma rock required
   16. Reaching Prox via the Northern reaches
   17. The Mars lighthouse - The final beacon!
   Final. Dawn of the Golden Sun


Appendix A:
 Djinn & Classes
   1. Djinn Descriptions
   2. About the Summon
       -Original Summons
       -Additional Stone Tablet Summons
   3. Class & Psynergy Effects
       -Venus Adepts
       -Mars Adepts
       -Jupiter Adepts
       -Mercury Adepts
       -Book Classes

Appendix B:
 Chart tables
  1. Items
       I - Potions
      II - Attack Items
     III - Scenario Objects
      IV - Raw Materials
  2. Weapons
       I - Long Swords
      II - Light Blades
     III - Axes
      IV - Maces
       V - Rods
      VI - Books
  3. Body Armor
       I - Armor
      II - Clothing
     III - Robes
  4. Arm Protection
       I - Shields
      II - Gloves
     III - Armlets
  5. Helmets
      I - Helms
     II - Caps
    III - Circlets
  6. Accessories
      I - Rings
     II - Under Shirts
    III - Boots
  7. Psynergy Spells
      I - Field
     II - Healing & Status
    III - Attack
  8. Weapon Unleash Attacks
  9. Monster Compendium
      I - Regular Enemies
     II - Bosses
    III - Mad Plants & Mimics
     IV - Djinn

Appendix C:
 Four Additional Dungeons
   1. Treasure Island
   2. Yampi Desert
   3. Islet Cave
   4. Anemos Inner Sanctum

Appendix D:
 The Battle Arena
   Monster Battle
   Linked Battle

Appendix E:
 Golden Sun(1) Linkage
   Introduction
   What gets transferred
   Passwords

Appendix F:
 Extra
   Bugs
   Glitches
   Stuff

Credits

Copyrights

E-mail, Questions and Contributions

Unfinished business





===========================================================================
Version Updates
===========================================================================

Version 0.0
30 December 2005:
 Started with this Walkthrough, Completed Prologue.

Version 0.1
2 January 2006:
 Completed the game up to Yampi Desert

Version 0.2
4 January 2006:
 Completed Air's Rock and the events in Alhafra, incorporated the items 
from "the Lost Age" into the tables taken from my GS(1) walkthrough.

Version 0.3
12 May 2006:
 Completed the game up to chapter 7.

Version 0.4
15 July 2006:
 Completed the game up to the point where you have to go to Hesperia.

Version 0.6
25 July 2006:
 Reached the Mars Lighthouse, only few steps away of completing the game.

Version 0.7
26 July 2006:
 Finished all the regular dungeons in the game. I still need to complete 
the optional dungeons: Anemos Inner Sanctum, Islet Cave and Yampi Desert 
Cave.

Version 0.71
28 July 2006:
 Checked most parts of the walkthrough for errors.

Version 0.8
30 July 2006:
 Completed all the optional dungeons and got all Items/Summon/Djinn. Now I 
can start compiling the appendices.

Version 0.9
 2 August 2006:
 Filled in most of tables in the appendices. Found out about the statistic 
increases in the base classes, therefore revised all the tables for this 
game & GS1. Started with counting chests & hidden items; I currently found 
258 of them.

Version 0.95
 6 August 2006:
 I finally managed to complete ALL of the tables, although the Psynergy 
table is a bit messy at this moment. Added a glitch to the stuff section; 
Sheba speaking about meeting werewolves whereas she never met them! Reused 
and updated most of the GS1 information so it fits this game.

Version 0.97
 7 August 2006:
 Did some additional checks and cleared up some of the lay-out. Added some 
details about the linked event in Alhafra considering Deadbeard.

Version 1.0
 8 August 2006:
 Counted and made totals for the number of items and chests, just like in 
the walkthrough for GS. Added some additional details here and there, also 
made some lay-out changes to make it more uniform with the corresponding 
GS1 Walkthrough.

Version 1.1
 14 August 2006:
 Included a THE easiest 2 Round Strategy that allows you to beat Dullahan 
on Normal and even on Hard Mode and it works like a charm (read it never 
fails!). Also added a good strategy for beating all three heads of Doom 
Dragon in 4 Rounds as well. Updated some other parts as well, but that is 
just minor. Added descriptions for the Slot machine and Dice games in 
Contigo as well.

Version 1.2
 27 August 2006:
 Added some information about the mistranslation of Hsu; Feizhi calls him 
Ulmuch in this game. Also corrected some of the artifacts in the chart 
tables. Finally, I managed to find the missing GS1 Djinni's location for 
the people who get less than 7 Jupiter Djinn from Isaac's team. He's 
located at the edge of the western hemisphere: SW Atteka Islet. Added a 
realistic password for those of you who wish to transfer all the important 
stuff, but not the game spoiling overpowered statistics.

Version 1.3
 28 September 2006:
 I updated the password section and altered the Maximum password, because I 
figured out a way to include the GS2 items. These are oh-so much more 
powerful than the GS1 weapons. Second I also included a Collector password 
which included about every single artifact that is not obtainable in GS2 
(it even includesw the Ninja Sandals and other Dummied Out item).

Version 1.35
 23 November 2006:
 Found four more items in the game; three in the Ankohl Ruins and 1 in 
Air's Rock. I also fixed some of the left/right directional mistakes, but 
there are unfortunately more of them. These will be corrected on the next 
update.



===========================================================================
Frequently Asked Questions
===========================================================================


Q: Is it Djinn or Djinni?
A: Actually both; you see Djinn is plural for Djinni. 'A single Djinni or 
several Djinn'. That is the question.


Q: How can I use "Growth" Psynergy?
A: The answer to this is pretty simple: You need to have an adept in of the 
right class in other to use Growth. Equip a Mars Djinni to Felix or a Venus 
Djinni to Jenna and either one will be capable of using "Growth". 


Q: How can I use Whirlwind Psynergy? Ivan can't use it anymore.
A: Remove all of Sheba's Djinn and he can use Whirlwind again, this is 
caused by the class differences, similar to the previous question. Take 
note that Felix and Jenna can use "Gale" as a substitute in their Ninja 
class for "Whirlwind".


Q: I can't get over the sand streams. The currents are too strong!
A: Use the 'B' button to make Felix run. While running diagonally against 
the current and into the direction you want, you can reach the other side 
without falling down.
 

Q: Which Djinn/Class combination is the best to use?
A: For most of the game where you have only few Djinn you can best stick to 
the standard and default combination:

   Venus Adepts   (Isaac / Felix): All Venus Djinn
   Mars Adepts    (Garet / Jenna): All Mars Djinn
   Jupiter Adepts (Ivan  / Sheba): All Jupiter Djinn
   Mercury Adepts (Mia   / Piers): All Mercury Djinn

This party is strong and you can use many Djinn and Summons without getting 
any severe downgrades. After you obtain all 9 Djinn of each type you may 
want to switch to a combination of different Djinn like:

   Venus Adepts:   5 Mercury + 4 Mars     => Paladin
   Mars Adepts:    5 Venus   + 4 Jupiter  => Ronin
   Jupiter Adepts: 4 Mercury + 5 Mars     => Warlock
   Mercury Adepts: 4 Venus   + 5 Jupiter  => Pure Mage

Statistically speaking this is the best balanced and most powerful overall 
combination, with very powerful mixed Psynergies. However if you use many 
Djinn the downgrades become really terrible, because these super classes 
degrade to regular classes.

 Also take note how the Djinn are distributed among the characters, you can 
see that the Venus Adept (who is strong to Earth and weak to Wind) only has 
Mars & Mercury Djinn. The same applies to the others. You may want to check 
the Appendices for more information about Classes and Djinn assignments. 
Also beware that the mixed setup makes it in some cases more difficult to 
get Djinn Kills. See Appendix F under Djinn Kill for more information about 
this matter.





===========================================================================
Controls
===========================================================================

---------------------------------------------------------------------------
Controller
---------------------------------------------------------------------------

D-Pad
------------
 Walk around on the map with your leading character. Take note that you can 
walk diagonally in this game too! It is also used to select different 
options if those are available (you know, the usual).

Start
------------
 Start the game or in the Field display the Pause Menu 

Select
------------
 Use it in the field to display Field commands

A Button
------------
 Use it to confirm an attack or command. Also used to talk to people 
in villages, open chests and pick up items when you examine objects. 

B Button
------------
 Most often the opposite of the A button: Cancel an attack or command. In 
the field used to run. This can be very handy so use this option well! 
Later on when your ship gets wings you fly on the world map using this 
button.

Top L Button
------------
 Use a direct Psynergy Link attached to the L button in the Psynergy menu. 
Useful if you need to use a certain Psynergy often like Reveal or Move. On 
the map you can use this to zoom out a little, so you can see where you 
headed towards. Inside a battle this can be used to view your statistics 
and settings for a certain character.

Top R Button
------------
 Same as L button, but for another Psynergy you can select independently 
from the L button. On the world map you can use this to bring the entire 
world map on-screen. Inside a battle this can be used to view your 
statistics and settings for a certain character.



---------------------------------------------------------------------------
Game Selection / Start Menu
---------------------------------------------------------------------------

 This dynamic menu appears when you start up the Golden Sun Game Pack. 
After you press 'start' at the Title Screen (or right away when it is the 
first time you start the game). There are several options here that may 
change depending on what you can do, at that moment. There are 3 save files 
in total. Here are is a brief summary of all the options:

New Game (Light flash from a jar)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This does simply what it says. You start a new game, beginning at the 
prologue. You do need to insert a name for your leading hero. Felix is the 
default name and that is the reference name I will stick to as well. This 
option only appears if you have at least one empty file. If you also have a 
"Clear Data" file saved, then you can even choose a difficulty setting 
(Easy, Normal or Hard). See the beginning of the walkthrough for more 
information about this.

Copy (Two papers; one is purple)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Indeed it copies a game save from one slot to another, however if you have 
2 empty slots you cannot determine to which slot it gets saved though. This 
appears only if you have 1 or more empty file.

Erase (A paper with a piece of gum on it)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This erases the selected game from the memory permanently. So be careful 
when using this option. It only appears if you have at least one saved 
game.

Continue (Some stairs)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 With this you can continue on where you left off the last time you saved. 
It appears of course only if you have any saved games. If you have a 
damaged save file than you may start from the last sanctum that you 
visited. But beware that it might be possible that some items are lost, 
that may cause you to get stuck. Use this option if there is no other way 
to retrieve the data.

Battle (Two people facing each other)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This brings you to the battle arena, which is actually a mini-game that 
can be played for fun against a random enemy or you can also compete 
against a friend in a Linked Battle (Check out the Battle Arena Section 
below for more information). Your characters (Djinn, Items, Psynergy, 
Statistics and Configuration) are read from one of the game files before 
you enter the arena. Any alternations are NOT remembered, this means that 
if you use an item in the Battle Arena and you continue on the regular game 
with the same file the item will still be there. This option appears just 
like continue, erase and copy when at least one Game Save is present, but 
only after you obtain your first Djinni.

Update (Bright yellow flash)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The last option that can be displayed in GS:tLA's Start Menu is the Update 
option. With this you can transfer data from the original GS to GS: the 
Lost Age. Check out Appendix F for more information about this Linkage 
system and how to make the best use of this option. It will not appear if 
all game saves are only "Empty" or "Post Reunion" data.



---------------------------------------------------------------------------
Pause Menu
---------------------------------------------------------------------------

 While playing the game you can press Start on the field screen in order to 
bring a small menu up. Here you can do three things, save the game on one 
of the game slots, put the game in sleep mode so you consume less battery 
power (if you don't want to switch it off yet) and finally can change the 
appearance of the window if you like too. Next to the screen color the 
configuration also allows you to increase the speed of the text messages 
and mute the characters voices if you find them too irritating. Personally 
I like the default blue or one of the lighter greenish tones. In this game 
you can also adjust the speech rate so the game put it on 'Fast' right away 
to save you some time!



---------------------------------------------------------------------------
Field Commands Menu
---------------------------------------------------------------------------

 During regular game play you can enter this menu, when you are in the 
field. Sometimes the Field Commands Menu appears instantaneously if you 
examine a peculiar object. This usually hints you that you need to use a 
specific object from the Inventory. There are several options you can 
choose between.

Psynergy (figure with a whirl of energy)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Select this to get the menu for Psynergy in which you see and use the 
Psynergy for each character. Some of the Psynergies can do healing while 
others like Move and Lift can be used in the field. Just select them and 
press 'A' to use them right away.
 You can also assign a shortcut to 2 Psynergies as well. Stand on the 
desired Psynergy and press either L or R button to highlight that Psynergy, 
and press 'A' to confirm that you want to assign that Field Psynergy to the 
desired button. This way you can use it a lot easier than having to open 
the entire menu time after time.


Djinn (Venus Djinni)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The Djinn Options may seem a bit complicated at first, but it is not that 
bad. If you have some trouble however understanding the information about 
the Djinn you can always press 'Select' in this menu to see additional Help 
data on this subject. Also when you meet your first Djinni he will also do 
some explaining on how to use Djinn properly. Therefore I will keep my 
explanation here rather short. A Djinni can be in either one of the 
following 3 statuses: Set (white text), Stand-by (red) and Recovery 
(yellow).

 Normally a Djinni is on Set which means you can use him in battle; this 
can be changed into Stand-by by pressing either Top L or Top R button. The 
color of the Djinni's name will turn into a red color to mark it on "Set". 
If a Djinni is set he can be unleashed in a Summon (or it can be set again 
using the Set command) this does more damage than a regular attack. After 
this happens all Djinn used in the Summon will be assigned to the Recovery 
status. 

 In Recovery a Djinni can't do anything other than waiting to recover to 
the 'Stand-by' status. This happens when you walk around in the field or 
when you go through the next round in combat, 1 Djinn per turn can be 
recovered this way until all Djinn are back in Stand-by again.

 When a Djinni is in Stand-by or Set mode, they can be assigned to other 
party members as well. Just select the Djinn with 'A' to highlight it and 
move it to the desired party member. Of course you can't assign all Djinn 
to one member so they can only have even amount of Djinn in which case you 
can only Trade it. In the other case one character may have 1 Djinn more 
than the other so you can also Give a Djinni next to trading it.


Item (An opened Chest)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This opens the inventory screen where you can see all the items in your 
possession. A thing I didn't like about the inventory setup is that it is 
chopped up in 4 parts of 15 items; one for each hero instead of one big 
jumble. Later on when Isaac joins you get some more leisure as your 
inventory increase to 8 * 15.

 This means that in some cases you will have multiple copies of items 
roaming over the place. It can be quite annoying sometimes when you want to 
equip armor to someone whose inventory is already full, meaning that you 
have to swap items usually more than once. Luckily most common items can be 
stacked meaning that 1 character can carry up to 30 of the same kind in one 
space. As displayed you can use the L+A buttons to arrange all items by the 
default order, the other visible option is the R button which shows you the 
current equipment for that character.

 When you just entered this menu, you can select the inventory of the hero 
you need by pressing right and left. If you found the required item press A 
so you can select that item with the cursor. After doing so some info about 
that object appears at the bottom of the screen and you can see six options 
of which some may be grayed out.

 Option   What it does
 -------- -------------------------------------------------------------
 Use      Allows you to use that item
 Give     Give the item to another character
 Equip    This only works on weapons and armors of course
 Remove   Unequip the weapon/armor if it was equipped initially
 Details  See additional detailed information of that item
 Drop     Throw the item away permanently. Use this to make room in the
          Inventory if you really need to, else I'd recommend to sell
          as much stuff as possible.


Status (Three papers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In here you can rearrange your party format if you like. Just press L and R 
to move the individual characters from left to right moving them next to 
the other characters. If you press 'A' when you select a hero his/her data 
will appear in the screen below it.
 There are three different Status Screens on display, starting with the 
Detailed Statistics Screen. Here you can see the Class, Ailment Status, all 
statistics and the current Djinni for that person (The statistics are 
described in the next section).
 Press 'A' again to see the next screen with a list of all available 
Psynergies for that person. Here you can see all the Psynergy spells that 
person can use. For each spell there are five things to see here (from left 
to right): Icon, Name, Psynergy Point Cost, Type and its Range.

For the types we have:

    Color    Type (Kind)      
    -------- -------------------
    Yellow   Venus   = Earth
    Red      Mars    = Fire
    Blue     Mercury = Water
    Purple   Jupiter = Wind
    -------- -------------------

The following possible icons for the range are displayed:

 Image      No. of Targets        Additional information
 --------   -------------------   -----------------------------
     |      One Target            -
    .|.     Up to Three Targets   Center Target has most effect
   .|||.    Up to Five Targets    Center Target has most effect
  .|||||.   Up to Seven Targets   Center Target has most effect
  |||||||   All targets           All Targets have equal effect
 --------------------------------------------------------------

The last page displayed the current items in the inventory of you 
character. Take note that you can also see the Elemental properties of some 
of the weapons. For example the Gaia Blade has a Yellow dot next to it if 
you display it here. This means that it is a Venus elemental weapon, hence 
it causes more damage to enemies weak to this element!!!


---------------------------------------------------------------------------
Statistics
---------------------------------------------------------------------------

 Like most RPGs the characters in Golden Sun have statistics that increase 
by leveling up and equipping weapons and armors. Here's a brief summary of 
kind of statistics used in GS.

LV - Level
- - - - - -
 This is overall strength of a character measured on a scale from 1 to 99. 
Each time you gain enough Experience by battling enemies you go up one 
level and all your statistics are increased a bit. Sometimes you will also 
receive a message about a new Psynergy that is learned.


Exp - Experience
- - - - - - - - -
 As mentioned about in the description for level, experience is used for 
becoming stronger. The first weak enemies you encounter will only drop 5 
Exp, but later on these numbers will increase quite a lot (e.g. 
Wonderbird). Take note that the amount of experience you get from an enemy 
can be enhanced by killing an enemy with a Djinn Unleash of the element of 
the type to which that enemy is weak. For example a Sky Dragon is weak 
against Wind. If you unleash a Jupiter Djinni against it, it will do more 
damage and if it kills the Sky Dragon it will give 133% Experience & Gold 
(the chance for item drop quadruples too).


HP - Health Points
- - - - - - - - - -
 This number represents how much damage a character can take. If this meter 
reaches 0 that person gets downed. If all party members are downed you lose 
the game and have to start over at either the last sanctum or the last save 
point (you are however allowed to save the data up to that moment though). 
So always try to keep these numbers as high as possible using healing 
spells and/or items. This number can also be increased by eating a Power 
Bread.


PP - Psynergy Points
- - - - - - - - - - -
 Using Psynergy requires energy, and so we have the Psynergy Points which 
show how much Psynergy a character can use. Each time you use such a spell 
this meter gets drained a bit. Take note that Psynergy is slowly regained 
by walking around in the field. Similar to HP, PP can be increased if your 
character eats a Cookie.


ATK - Attack
- - - - - - -
 This number simply displays how strong your character is physically. The 
higher this number the more damage direct weapon attacks will cause. It can 
be increased permanently by devouring an Apple and temporarily in battle by 
using Psynergy spells like "Impact", "Angel Spear" and others.


DEF - Defense
- - - - - - -
 The amount of defense determines how much damage you take from direct 
enemy attacks. Of course the higher this number the stronger you are 
against enemy attacks and the less damage you receive. It can be increased 
permanently by using a Hard Nut on your character. In battle you can use 
Psynergies like "Protect" and "Guardian". Note that an attack in this 
battle system will always do at least 1 point damage.


AGL - Agility
- - - - - - -
 Agility appears to have only one function in battle; it determines who 
will strike first in a turn. The higher this number is the earlier you can 
attack, Ivan (Wind Elemental) is very fast and is usually always the first 
character that may launch initial attack. By eating Mint a character can 
gain a few points permanently and by using Djinn like Zephyr in battle you 
can temporarily raise Agility as well.


LCK - Luck
- - - - - -
 The final statistic used in this game is Luck. It's a bit hard to tell 
what luck does exactly, but according to the manual the higher this number 
the stronger you will become against special attacks and the smaller the 
chance is that you will be affected by an Ailment. Luck is the only 
statistic that cannot be increased by Psynergies, Leveling up or Djinn 
Unleashes. The only thing you can do is using Lucky Pepper on a character 
to increase it by 2 points or setting some of the Djinn may also increase 
it by 1 or 2 points. Also some of the stronger and rare armors seem to 
affect luck as well.


Elemental Power / Resistance
- - - - - - - - - - - - - - -
 Finally there is the elemental power and resistance that each character 
has. The initial setup for each character is by default:

 Property  | Felix | Jenna | Sheba | Piers
           | Isaac | Garet | Ivan  | Mia
 -------------------------------------------
 Strong    | Earth | Fire  | Wind  | Water
 Weak      | Wind  | Water | Earth | Fire

 As you can see the main characters are all strong against one element (the 
element of their own type) and weak to the opposite element. By setting the 
proper Djinn to the four characters this may change into a different 
setting. For example: if we give Sheba a few Venus Djinn she will become 
strong against Earth, but not necessarily weak against wind. It depends on 
the values of the other elements too! Check the Status Screen to see these 
values.

 For all Elemental Powers and Resistances the maximum limit is the value of 
200. The type with the highest value for Resistance is the type against 
which the ally is strong against, the lowest value is the type against 
which the character is weak. Some equipment (especially later on) can 
dramatically change these values. So it would be wise to look at the 
elemental properties of the armors too, instead of only looking at which 
armor has the highest Defense value.

 The same default rule applies to the Power values, e.g. Piers can do more 
damage with water elemental attacks (be it Psynergy, Djinn Unleash or 
Summon) and less with fire elemental attacks. Once again these numbers can 
be changed as well by setting the right Djinn / equipping items to your 
characters. 



---------------------------------------------------------------------------
Ailments
---------------------------------------------------------------------------

 Here I'll describe the main ailments that are used in this game. An 
ailments is a special status that can be caused by an enemy attack like 
poison or things like that. Most of the ailments are quite annoying, so try 
to prevent them as much as possible.

- - - -
Poison
- - - -
 The Poison status is often induced by enemy attacks, which cause your 
character to take about 5 to 10% of Maximum HP damage each following round 
until he/she is downed or purged. The damage is luckily only little so you 
may last several rounds without too much injury. Poison also remains active 
after you leave a battle, if you walk around in the field with a poisoned 
character it will take damage too. So do be careful with this in the long 
term. In battle a character will have little green skull floating next to 
him/her denoting this status. Here are some cures:

 Antidote     - This item will remove poison for one character
 Cure Poison  - The Mercury Psynergy will work on one ally costing 2 PP
 Unicorn Ring - Using this item removes Poison
 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Sanctum      - In a sanctum you can also cure poison for some gold
 Die & Revive - Not my favorite method, but it does work

- - - -
Venom
- - - -
 Similar to Poison, but this Ailment does a lot more damage, usually like 
20% of the Maximum HP. It doesn't occur that often, but it is lethal 
nonetheless. If you get hit by this you will receive a message that you've 
been struck with Deadly Poison and it is denoted by little red skull 
floating over the infected person. Like I said Venom is nearly the same as 
Poison so the same healing tactics apply:

 Antidote     - This item will remove poison for one character
 Cure Poison  - The Mercury Psynergy will work on one ally costing 2 PP
 Unicorn Ring - Using this item in battle removes Poison
 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Sanctum      - In a sanctum you can also cure poison for some gold
 Die & Revive - Not my favorite method, but it does work

- - - - -
Delusion
- - - - -
 A character that is deluded has a higher chance of missing its opponent, 
although I haven't seen a real significant increase in miss rates it may be 
annoying sometimes.  

 Elixir       - This item will cure Delusion for one character
 Fairy Ring   - Use this ring in battle works like an elixir
 Restore      - Again a Mercury Psynergy will work for 2 PP
 Luck         - Sometimes a character can regain its sight by itself
 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - After you finish a battle this status will vanish

- - - -
Sleep
- - - -
 Some attacked can make a character fall in a vast sleep so they won't be 
able to fight. Its effect is similar to sting since it has the same 
property. Sleep is denoted by some "zZz" marks over the character's head.

 Elixir       - This item will cure Sleep for one character
 Fairy Ring   - Use this ring in battle works like an elixir
 Restore      - A versatile Psynergy will do the job for 2 PP
 Luck         - Sometimes a character awakens from slumber just like that
 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - After you finish a battle this status will vanish

- - - -
Sting
- - - -
 Odd, why they have two different statuses for one and the same effect... 
At least the effect is identical to Sleep. Regaining from this status is 
exactly the same to the previous status as well. If an ally is hit by this 
you can see some yellow angular lines next to that person.

 Elixir       - This item will cure Sleep for one character
 Fairy Ring   - Use this ring in battle works like an elixir
 Restore      - A versatile Psynergy will do the job for 2 PP
 Luck         - Sometimes a character awakens from slumber just like that
 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - After you finish a battle this status will vanish

- - - -
Haunt
- - - -
 This is a bit similar to poison, since it can cause somewhat damage. The 
big difference is that it doesn't do damage every single round, it only 
happens randomly. Also this ailment can't be cured with conventional ways 
and above all this ailment doesn't go away after the battle ends.

 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Die & Revive - It does get rid of the ghost...
 Sanctum      - In a sanctum you can also cure haunted people for some gold

- - - -
Downed
- - - -
 Of all the status ailments this is naturally the worst since it causes a 
character to fall down and disabling him or her permanently. This happens 
when either the spirit gets drained (instant kill) or if his/her HP reaches 
0. In most RPGs death isn't considered as an ailment, but in GS the game 
clearly refers to it as Downed hence I included it here in this list. You 
cannot heal a character in order to undo this status, but you may revive a 
character using the following:

 Quartz, Dew,
 Spark & Tinder - These 4 Djinn can revive (doesn't always work)
 Revive         - The Venus "Revive" Psynergy can cure this status
 Water of Life  - Revives and fills all HP
 Sanctum        - The spiritual can revive in exchange for some gold

- - - - - - -
Sylphon Seal
- - - - - - -
 This ailment is also known as the more common 'Silence' Ailment, which 
causes magic spells to be blocked. This means that your character can no 
longer use Psynergy attacks. It is denoted by a rotating Purple Seal next 
to the affected character. Unlike the other ailments this one can affect 
bosses as well.

 Luck         - A character may regain Psynergy abilities automatically
 Tonic/Salt   - These Djinn can cure nearly anything for the entire party
 Die & Revive - Not necessary since this status isn't that bad all the same
 Battle End   - Once the battle is over the seal is gone

- - - - - - - - - - - - -
'Predict Downed' / Curse
- - - - - - - - - - - - -
 I don't know anymore how this status is called in battle, but it appears 
when you get hit by an attack with a candle burning over your character. If 
it connects you will see 3 big flames and 1 small flame. Each turn a flame 
is extinguished (big flame is 2 turns), and if all flames are gone the Grim 
Reaper appears to deliver the fatal blow, causing Instant Death.

 Elixir       - According to the game description this should work
 Restore      - This will Dispel Grim Reaper
 Die & Revive - That would be silly in this case
 Battle End   - Quickly end the battle and the bad omen is lifted

- - - -
Cursed
- - - -
 The last status I will note here is the Cursed status. This status only 
appears later on in the game when you find and equip your first cursed 
weapon / armor. Cursed weapons are usually quite strong, yet they have the 
annoying ability to paralyze the character in rounds 2, 5 and 7 (and more) 
of a battle when he/she is using it.
 Also once you equip a cursed weapon you can't take it off anymore, which 
means that you are stuck to it. This status is attached to the item and 
even though a Sanctum can remove the cursed item from your equipped slot it 
doesn't dissolve the curse on the item itself. Therefore the cursed item 
will always remain cursed.
 There is of course one way to prevent the paralysis; by equipping a 
Cleric's Ring you can use the weapon / armor without the effect of getting 
paralyzed randomly. However this still doesn't remove the curse from the 
item. So the only way to unequip an item that causes this is by going to 
the Sanctum.

 Sanctum       - Removes the item from your equipped slot, but not from
                 the item itself (it remains cursed).
 Cleric's Ring - Cancels the paralysis effect out, but does not remove
                 the cursed item for a character.



---------------------------------------------------------------------------
Combat System
---------------------------------------------------------------------------

 The battle system of both Golden Sun games is a 'Turn based' battle 
system, in which a good strategy is essential, rather than good timing at 
pressing buttons. Battles in GS:tLA are almost always random encounter, 
with the exception of certain events and bosses. All Dungeons/Tower/Caves 
and the World Map have an infinite supply of enemies in store for you, the 
random encounter rate is in my opinion a bit high at some parts of the 
game. This is annoying especially if you're trying to solve a big puzzle. 
There may be many battles, but it is not that bad as Tales of Phantasia 
however which happens to be master of random battles by far to my knowledge 
(that game is still nice though).

 Anyway, when you walk around in the field you may have a chance to 
encounter a random battle against 1 to 5 enemies at most. You'll hear an 
enemy growl and the screen flashes to let you know a battle is about to 
commence. Your characters get warped to the battle arena where they are 
standing next to each other opposite of the enemies. At the start of each 
turn there will be 3 options you can choose between:


Battle Options
---------------------------------------------------------------------------

Fight (Figure with a sword)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If you choose this you can select which attacks you want to use on your 
enemy. See below for more information about these battle tactics.


Switch (Two figures with two exchanging arrows)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 After Isaac and his friends join your party you have 8 characters at your 
disposal. In combat you can only use four at a time, so you are allowed to 
exchange 1 member from the back up party to the attacking party each turn. 
Using this you can interchange characters, if you really need to. Take note 
that all four members of the back up party automatically appear if the 
first party is completely downed.


Flee (Running figure)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You can always try to run away in a regular battle and most of the time 
this will be successful. Sometimes however there will be no escape and you 
will have to endure the attacks of your enemies without having a chance to 
strike back. So I recommend not to overuse this option, and I think you 
won't need to if keep your party maintained you can take on most regular 
enemies without too much effort on reasonable levels.


Status (Three papers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Before you start combat you may wish to check your statistics and such. 
You can do this by selecting this option. I myself hardly ever use it, 
though.


Battle Methods
---------------------------------------------------------------------------
 Take note that you can always go back to the Battle Options by canceling 
(pressing 'B') in this menu. You can also use this to go back some steps if 
you reconsider the attack you had assigned to a character.

Attack (figure swinging with a sword)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Use this option for a direct physical attack on 1 enemy with the weapon 
your character is currently holding. If the targeted enemy gets killed 
before he can land a blow the computer automatically executes the Defend 
command for that character.


Psynergy (figure with a whirl of energy)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Use battle Psynergy on one or more targets. You will get an additional 
list of the possible Psynergies that character can use. After selecting the 
Psynergy you can (in most cases) choose the target on which the spell must 
be applied to. If this is also a multi target spell the Psynergy will have 
most effect on the center target; the enemy with the biggest Cursor arrow 
over its head.
 The power of the Psynergy is mainly determined by the amount of Elemental 
Power that you have for that element. You can see the elemental power of 
each character in the statistics screen; these powers can reach a value up 
to 200, which is the maximum limit. Also take note that the Psynergy will 
do less damage if the corresponding Elemental Resistance of the target is 
higher.


Unleash Djinn (Venus Djinni)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Using this you can unleash the special ability of a Djinni in combat. Most 
of these attacks are quite strong and useful, do be careful that after you 
unleash a Djinni your characters power decreases a bit since the Djinn will 
go to Set mode. Finally the statistics may drop even more when your class 
degrades to a lower type, because the Djinni is no longer on Stand-by. On 
the other hand 'Setting' more Djinn allows you to use stronger Summon 
attacks at the start of the battle.


Summon (Tall black creature in a cube)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The summon attacks are truly the most devastating attacks you party 
members can use. The Summon of a single Djinni on itself is not that 
strong, but you can use Summons of up to 13 Djinn (Iris) simultaneously. 
These Summons are the very strong and if unleashed by a character of the 
same element they are even powerful. For example: When a Venus Adept 
summons a Venus elemental Summon he/she can do more damage than the other 
three elemental type members could do.


Item (Opened Chest)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You can use items like Herbs and Elixirs in battle to heal and cure your 
party members, but also you can use some of the weapons and armors. Since 
some of these have an ability so you can use them as an item, be warned 
that Weapons/Armors/Rings you use in battle may break if you use them too 
often (Sometimes they already break the first time I use them). If this 
happens the object will become useless and you will have to fix it at one 
of the Weapon / Armor Stores around the continents.


Defend (Shield)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This option can be used if you don't want a specific character to attack. 
In Defend mode a character will raise its defense and thus will take less 
damage. Enemies sometimes do this too and oddly it seems that for your 
enemy the defend works the entire turn, meaning that they have high defense 
even before they actually get a chance to defend.



---------------------------------------------------------------------------
Environmental Elements
---------------------------------------------------------------------------

 Around the world you will come across various puzzles that need to be 
solved, these puzzles usually consist of making use of the objects that are 
nearby in your surroundings. Here is a small list of the some of these 
elements that you may encounter during the extensive travels.

Foliage
- - - -
 These little green bushes look lighter than the average normal looking 
ones that are in the background. If you use "Whirlwind" or "Gale" on them 
they may reveal hidden passages or objects.


Pillars / Columns
- - - - - - - - -
 There are several types of pillars in this game and all of them can be 
pushed around. Some however serve for other purposes too.

  -Tall & Thin pillars
    These are roughly twice the length of Felix and can be used for
    creating passages on the upper level of a map (climb a ladder first)
    and you can walk over the tops of these columns.
   
  -Small & Fat pillars
    Only a few of these pop up in your adventure. Usually you have to push
    these into the water so only the top will stick out creating a little
    bridge Felix can use to reach the other side of the water.

  -Fallen Pillars / Logs
    The kind pillars you'll find on the ground are the ones you can push
    around (if no objects are blocking them). Most of the time you have
    to push them in a certain order to create the desired path through a
    maze.


Sphere Boulder
- - - - - - - -
 This kind of obstruction appears very late in the game. The only way to 
get past them is by using "Lift" Psynergy which you can obtain after Isaac 
joins you.


Water Puddles / Ice Pillars
- - - - - - - - - - - - - -
 Water puddles can be frozen using "Frost" in order to create a tall ice 
pillar. These columns can then be melted into water puddles again by 
placing a heat source next to them like a torch.


Small Plants
- - - - - - -
 In some places you will come across little plants that are standing up 
against a wall similar to GS1. These plants can be transformed into long 
climbing vines if you apply "Growth" on them. Reminder again: in order to 
get "Growth" give Felix a Mars Djinn or Garet a Venus Djinn. Apart from 
that some new type of plant appears in Gaia Rock, if you use "Growth" on 
these they will become guidance arrows.


Soft Sand
- - - - -
 If you are on soft (desert) sand like in the Yampi Desert Felix can cast 
"Sand" in order to submerge underground. This way he can travel past rocks 
and other obstacles. Above all you won't encounter any enemies, while 
residing beneath the surface.
 Another thing is that Desert / Soft Sand is usually a good location to use 
"Scoop" on in order to find hidden items. In fact if you "Scoop" long 
enough you always find weak random items like: Smoke Bomb, Sleep Bomb, 
Elixir, 'random number below 10' Coins or a Game Ticket!


Suspicious Marks
- - - - - - - - -
 If you come across some stones that form a circle, a peculiar lone rock or 
other odd (out of place) looking configurations try to use the "Reveal" 
formula Ivan obtains just before traversing through the Lamakan Desert. 
Also "Reveal" can also be used to make hidden objects (in pots, crates) 
appear as twinkling little stars! This helps you searching every bit a lot 
faster. Sometimes marks on the group mean that you need to use "Scoop".



===========================================================================
Main Characters
===========================================================================

Felix - Venus Adept (18 years)
---------------------------------------------------------------------------
 We don't get to know too much about Felix other than that he was taken 
away by the river after the accident during the storm with the boulder that 
also took his parents leaving his sister Jenna behind as a lonely orphan. 
Saturos & Menardi however rescued him for some reason and he makes his 
reentrance in Vale again. He has different ideas about the issue of Alchemy 
than Isaac. Unlike him he wants to see the lighthouses lit again. Near the 
end of the game his motives become clear.
 Pros: Overall character; not particularly excelling or weak in any region 
 Cons: -

Initial Equipment
-----------------------
Weapon  Short Sword
Armor   Cotton Shirt
Shield  Padded Gloves
Helmet  -

Items   1. Mythril Bag - Holds Jupiter Star (Cannot be removed)
        2. Shaman's Rod
        3. Herb (2x)

Djinn   -
-----------------------


Jenna - Mars Adept (17 years)
---------------------------------------------------------------------------
 She lost her parents and her brother Felix after the accident that you saw 
in the Prologue of GS1. Jenna decided to come along with Isaac and Garet to 
Sol Sanctum, but after she does so she is captured by Saturos and Menardi. 
In GS:tLA the game starts with her as the leading character just before the 
Venus Lighthouse is lit. Traveling together with Kraden and Alex she have 
to travel back to Idejima to the boat which is docked over there.
 Pros: Powerful healing abilities combined with attack Psynergies
 Cons: As with the other girls she is a somewhat weaker than average,
       but better than Sheba or Mia.

Initial Equipment
-----------------------
Weapon  Wooden Stick
Armor   One-piece Dress
Shield  Padded Gloves
Helmet  -

Items   1. Herb (3x)

Djinn   -
-----------------------


Sheba - Jupiter Adept (14 years)
---------------------------------------------------------------------------
 Even more mysterious than Felix is Sheba, this young girl appears near the 
end of the game. She is called "Child of the Gods" by the people of 
Lalivero, because according to them she fell from the sky as a gift from 
God. Lord Babi held her hostage for a long time so he could enforce the 
people of Lalivero to build him his own lighthouse for his own needs. 
Because didn't have any parents Faran from Lalivero raised her as his own 
child, therefore she sees him as a father figure.
 Pros: She is very fast like the other Jupiter Adept 
 Cons: Physical strength is her weakness

Initial Equipment
-----------------------
Weapon  Wooden Stick
Armor   Travel Vest
Shield  Leather Armlet
Helmet  Circlet

Items   1. Herb

Djinn   -
-----------------------


Piers - Mercury Adept (Age unknown)
---------------------------------------------------------------------------
 The final member of the second team is the Lemurian Piers. You meet him 
for the first time in Madra where he is held prisoner for a crime he did 
not commit. Later on after you proved his innocence he leaves for Kibombo 
trying to find the Black Orb the Kibombo warriors stole from him. He needs 
the item to enter his ship and find a way back to his home town. After you 
help him getting his precious item back he joins your party and helps you 
in lightning the beacons of Jupiter and Mars.
 Pros: Physically the strongest member of the GS:tLA team
 Cons: He is a bit slower than the rest, but not as bad as Garet

Initial Equipment
-----------------------
Weapon  Battle Mace
Armor   Chain Mail
Shield  Iron Shield
Helmet  Bronze Helm

Items   1. Herb
        2. Antidote
        3. Elixir

Djinn   1. Mercury - Shade
        2. Mercury - Spring
-----------------------


Isaac - Venus Adept (17 years)
---------------------------------------------------------------------------
 Isaac is born and raised in Vale with his mother Dora and his father Kyle. 
The people of Vale have always been the protectors of the Elemental stars 
that are hidden deep within Sol Sanctum to the north of Vale. After the 
dreadful incident with the boulder on the rainy day Isaac lost his father 
just as Jenna lost her parents and brother. A few years later Isaac goes 
with Garet, Jenna and Kraden to Sol Sanctum to find out its secrets. Inside 
they meet the two people who are their enemies: Saturos & Menardi. They 
take Jenna and Kraden away, leaving him and Garet behind in the crumbling 
ruins. After this event they set foot outside of Vale on their quest to 
stop the two fiends. The young Venus Adept appears again in the Jupiter 
Lighthouse, and not long after that he will team up with you as the other 
three members of his party. 
 Pros: Overall character; not particularly excelling or weak in any region 
 Cons: -


Garet - Mars Adept (17 years)
---------------------------------------------------------------------------
Born in Vale as well is Isaac's childhood friend. Garet is the grandson of 
the mayor of Vale. He travels with Isaac right from the start of the game 
and he usually makes rather dumb comments during the conversations though, 
but is a good fighter although he is rather slow.
 Pros: Physically the strongest member of the team
 Cons: He the slowest party member


Ivan - Jupiter Adept (15 years)
---------------------------------------------------------------------------
 This young boy was an orphan found by Master Hammet the merchant of Kalay. 
Ivan's most useful ability is to read other peoples' minds, which can be 
handy during some parts of the game. Master Hammet gave the mystical 
Shaman's Rod (also called the Rod of Hesperia) to Ivan and he seems to have 
lost it somewhere in Vault a village to the south of Vale. At the end of 
GS1 Felix claims the rod from him. That's why Felix has the Shaman's Rod in 
his inventory at the beginning of the game.
 Pros: Very fast chap
 Cons: His physical attacks are weak


Mia - Mercury Adept (17 years)
---------------------------------------------------------------------------
 The fourth adept of Isaac's team is Miss Mia from icy village called Imil 
to the far north. She is protector of the Mercury Lighthouse just like Alex 
who happens to be a Mercury Adept as well. Mia's greatest asset is her 
healing abilities. She is capable of healing the entire party with her Wish 
Psynergy. Other than that her attack is not that bad, although her Mercury 
classes lack some strong attack Psynergies like "Prism".
 Pros: Great Healing abilities
 Cons: She is somewhat slow (but not as much as Garet)



===========================================================================
Other important people
===========================================================================

Alex
---------------------------------------------------------------------------
 This guy appears in the beginning of the game where he wards of some 
Laliverian guards so Jenna and Kraden can escape. Later on he turns up in 
several towns. In Champa you find out that he is together with a new duo 
from the Mars clan: Agatio & Karst. He is not an ally to anybody, and just 
wants all the lighthouses to be lit for his own reasons. Alex is like Mia 
from the Mercury Clan and has an oath to protect the Mercury Lighthouse, 
but he broke that oath for his own good.


Babi - (Near 150 years - deceased recently)
---------------------------------------------------------------------------
 The ancient mayor of Tolbi has strange vitality for someone of his 
unnatural old age. In turned out that he used a drought from Lemuria to 
keep him going around, however over time this drought is nearly completely 
depleted leaving him old and frail again. In Golden Sun 1 he sent out 
Isaac, Garet, Ivan and Mia to search for Lemuria using his ship.


Karst & Agatio
---------------------------------------------------------------------------
 Karst is a young woman from the same clan as Saturos and Menardi and she 
is a relative of Menardi. Isaac killed Menardi in GS1 on top of the Venus 
Lighthouse, and because of that Karst out on the loose searching for 
vengeance.
 Agatio is her companion and they travel together in order to find Felix, 
because they know that he has the Mars Star; an item that is required to 
ignite the Mars Lighthouse.


King Hydros - Ruler of Lemuria
---------------------------------------------------------------------------
 After reaching Lemuria you get to go on audience with the king. This (what 
seems to be) a middle aged man has much knowledge. King Hydros will tell 
you about his finding of Weyard decreasing in size as the world withers and 
this is all because alchemy isn't released on the world to nourish it. 
After hearing this Felix & companions are even more determined to light the 
remaining two lighthouses. After this you will get the Grind Stone from his 
possession. 


Kraden - (Too old)
---------------------------------------------------------------------------
 The old man is a scholar who lives on the far west side of Vale. He has 
studied alchemy for quite some time and has vast knowledge about it, 
although the long conversations with him seem to be annoying sometimes. 
Kraden helps Felix and the others with silly comments. I usually don't pay 
too much attention to him.


Saturos & Menardi
---------------------------------------------------------------------------
 They are two adepts from the Mars clan who live in the far northern 
reaches of Weyard in a town named Prox. They were killed in Golden Sun by 
Isaac's group. Now that they are gone Karst and Agatio have appeared on the 
scene to avenge their death.



===========================================================================
Story            (Taken from the Instruction Booklet)
===========================================================================

                   
Alchemy - The power to manipulate the building blocks of reality - has been 
sealed away for generations. This ancient science has been hidden deep 
within Sol Sanctum and protected by the small village of Vale, which lies 
at the foot of Mount Aleph, home to Sol Sanctum. Now, however, that seal 
has been broken, and the Elemental Stars, the jewels that channel the power 
of alchemy, have been stolen.
Stories tell that the master of alchemy knows no limits to his power and 
can attain everything his heart desires. Using the four jewels, someone is 
trying to light the elemental lighthouses and release of the power of 
alchemy upon the world of Weyard. The lighthouses of earth and water have 
already been lit. Now, a great adventure across the open seas in search of 
the remaining two lighthouses begins!





===========================================================================
Walkthrough
===========================================================================


---------------------------------------------------------------------------
Beforehand
---------------------------------------------------------------------------

--Registry--
 At the registry it is possible to give all main characters from the game a 
new name. Normally you can only rename Felix and also for Isaac, but if you 
like you can change the other names by pressing the following button 
combination as given below. I will keep to the default names myself to make 
the walkthrough clear and easier to read.


Rename - Jenna, Sheba and Piers
-------------------------------
 When you get to rename Felix at the beginning of a New Game press 'Select' 
3 times. You will hear a chime. Complete his name and you get to rename the 
other three members.


Rename - Isaac, Garet, Ivan and Mia
-----------------------------------
When you are renaming the characters from GS:tLA press the following button 
combination:
               Up,   Down,  Up,   Down,
               Left, Right, Left, Right,
               Up,   Right, Down, Left,  Up

Now press 'Select' and there will be chime as well. Take note that this 
only works, when you are playing a non-linked game.


Import Golden Sun 1 Data
------------------------
 After renaming everybody of tLA's party to your heart's content you get 
the chance of uploading the information of the Clear Data file in GS. After 
you finish Golden Sun you can transport the data of Isaac and companions 
over to this game. Check out Appendix E for more information about this 
topic. If you don't import Gold or Silver data you get to rename Isaac as 
well. After this moment you also get a peak at what the GS1 party 
characters have in their inventory after you insert the password. This is 
done so you can verify whether everything is still in its place.


Choose your difficulty setting
------------------------------
If you have a completed game in the shape of a "Clear Data" file on the 
cartridge you can get the option of choosing a difficulty setting. There 
are three difficulties you may choose from:

  Easy:   You get all the levels and items you had in the original file.
          This excludes special event items (e.g. Trident, etc.).

  Normal: Same as a normal game (nothing special happens).

  Hard:   Start a normal game, but the enemies have increased statistics:
          150% Max HP, 125% ATK & 125% DEF.



---------------------------------------------------------------------------
Prologue: The Venus lighthouse from a different point of view
---------------------------------------------------------------------------

--Venus Lighthouse--
Chests: 1 (total hidden items / chests: 1)
 Herb
Monsters:
 Ruffian

 We start at the Venus Lighthouse; this was the second and last lighthouse 
that was to be lit in the original Golden Sun. This game however starts 
just before it was lit. The difference now is that we start with a party of 
Felix, Jenna and Kraden. The last one is a Non Playable Character (NPC). As 
Felix departs from the group the other two go down and meet up with Alex; a 
mysterious adept from the Mercury clan. After doing some chitchat (get used 
to it, because we have to do this many times) it is decided that the three 
of them should leave the lighthouse and wait for Felix at Idejima. You gain 
control over Jenna from this moment on. Most curiously Jenna starts at 
level 5 by default instead of level 1 and she has a default set of 
equipment (so Jenna's information is not transferred in a linked game).

 There are no random battles around here leaving you free to roam anywhere 
you like without having to deal with pesky cretins all the time. From the 
start go left, down, and then take the upper right passage and Jenna will 
find herself in a stepping stone puzzle. People who have played GS can 
easily get to the exit here, but for the others it is important to remember 
that you can only jump over 1-tile gaps, so take the left route and you'll 
find a chest in the room after this. This was the chest containing the 
"Carry Stone" and it was already opened by Isaac's team, but for some 
reason it has an additional Herb is inside if you check it out. Strange... 
It wasn't there in Golden Sun.

 Retrace your steps to the big room and this time take the south exit. Once 
you get outside you will be hindered by some soldiers. Alex pops up again 
and wipes them out with a single blow. After this the road is cleared to 
the Suhalla Gate and Alex leaves the scene so he can make sure no other 
soldiers will meddle with Jenna and Kraden. Head west for our very first 
fight, it is an easy one though. With only two strikes (about 30 damage) 
the Ruffian leaves the scene (of course if you are replaying this game in 
Hard mode it will be a bit more difficult).


--Suhalla Gate--
Monsters:
 Ruffian

 Continue on and you'll have to fight another Ruffian, which is identical 
to the last one. Go left, climb down the two vines and try to enter the 
crevice. Three Ruffians appear this time round. So we better start using 
some Psynergy to take them out quickly. You should still be able to win 
without having to heal, if not use an Herb to heal about 50 HP.


--Gateway Cave--
Monsters:
 Punch Ant

 There is only one direction here so stick to it. After some walking you 
will come across a purple jewel. This is a Psynergy stone that can heal all 
you Psynergy Points, but before you can collect it a Punch Ant appears. BTW 
for those of you new to Golden Sun, you can recover your Psynergy slowly by 
walking around in the field. After some crappy comments of Kraden, Jenna 
can reach the peninsula without any difficulty.


--Idejima--
 Alex reappears and the Venus Lighthouse beacon is lit (once again), 
resulting in a mighty tremble. This causes Idejima to tear apart from the 
continent of Gondowan. After this we get to see the same dialogue as in the 
epilogue of the last game (although the island looks different somehow), 
Felix and Sheba join the others and the five of them crash into the 
continent of Indra near the village of Daila riding along the tidal wave 
and crashing into the continent of Indra.



---------------------------------------------------------------------------
1. The Trial Temple
---------------------------------------------------------------------------

--Idejima--
As you regain consciousness you get control over Felix the main character 
of this game. You can check for injuries if you like to see some silly 
animations. Check for the others (yes, you have to take even Kraden with 
you) and oddly enough Alex disappeared somehow. Walk around on the world 
map and Felix will find a small town to the south of where we started. Take 
note that you can equip the "Shaman's Rod" in your inventory to one of the 
girls, its ATK (attack power) is better then the wooden stick.


--Daila--
Inn:
 6 Coins
Hidden Items: 7 (8)
 Smoke Bomb      - Inside lower left barrel outside inn 
 Sleep Bomb      - Inside barrel near entrance inside the inn
 3 Coins         - Inside jar within the house on the right in Daila
 12 Coins        - Inside jar left side of Mayor's home (elevated building)
 Herb            - Inside jar behind Mayor's home
 Psy Crystal~    - Use "Scoop" on NE tile of the rightmost water puddle
 Sea God's Tear* - Use "Frost" on the pillars in the Sanctuary

                   * = Reachable after chapter 6
                   ~ = Reachable after chapter 4A

 This small village is still recovering from the big splash, which is why 
there are salty puddles all over the place. I bought a new sword for Felix 
here and also some better armor for all three characters, since you should 
have some money by now. Talk with the villagers if you like. If you do so 
some of the residents give you information about the Kandorean Temple of 
Master Poi. Note that behind the guy in the sanctuary there is a blue drop 
shaped rock. We cannot yet reach it, but we will get back here some point 
later on. Leave town via the southern exit and go to the temple that all 
those people mention.


--Daila (South) - World Map-- 
Djinn:
 Venus - Echo

 Felix will encounter the first Djinn in this game right around here. He 
will join you no matter what you say, refuse him a few times for some nice 
comments. ;) You can choose for a brief introduction (which is very similar 
to the one in GS). From here you can go into two directions: east to the 
Tower of the Sea God, or southwest to the Kandorean Temple. Heading east 
only gives you a small cut scene and nothing more, since Felix doesn't have 
the right Psynergy to continue on around there. 


--Kandorean Temple--
Hidden Items: 1 (9)
 Lash Pebble
Chests: 1 (10)
 Mysterious Card
Djinn: 
 Mercury - Fog
Monsters:
 Mimic, Amaze, Angler Worm, Giant Bat, Punch Ant, Wild Wolf
Boss: 
 Chestbeater (3x)

 The entrance of the temple is locked tightly, because of the meditation 
session that started just ago. Felix must find another path into the 
temple. Go to the upper left corner and use "Whirlwind" Psynergy on the 
bush to enter the cave. Walk around the shallow water and climb the rope on 
the far right. The central door in the courtyard is your entrance to the 
temple itself.

 Inside Master Poi is putting three of his students to the test. Only the 
third one's ability to levitate is good enough to undergo the final test. 
We might as well follow this guy as there is not much else to do. Go up in 
the cavern to find the very first Mimic chest of this game. The critter has 
quite some HP so don't hesitate in using strong Psynergies like Jenna's 
"Fume", beating it earns you a Game Ticket.
-------
Mimic 1
-------
 HP:  207    ATK:  47    AGL:   23    Weak:    Fire
 PP:   12    DEF:  12    LCK:   15    Strong:  Water
 Special: Debilitate, Psy Drain, Sleep, Slash
 Exp:     64
 Coins:   46
 Item: Game ticket

 Navigate through the tight corridor on the left towards the next room. 
Walk to the lower left corner here to find the bloke who does not seem to 
be strong enough to undergo the test after all, I pity the fool. Head up 
from here walking between the long pillars, because there is a passage 
although it is partially hidden behind the pillars. Climb the ladder and 
jump over the gaps using the tops of the columns to reach the passageway. 
Go left here and you'll reach a treacherous current. Use the 'B' Button to 
run diagonally up to the right (this way you will reach the other side 
without sliding down). Keep on going up through the maze of rocks and you 
will reach a room with a moveable pillar and two air vents.

 If you want the Mysterious Card then push the pillar on the left platform, 
the weight of the pillar will keep the other platform in its position 
allowing you to reach a higher level. Stand on the right platform to ascend 
and reach out for the chest with that item. You can equip this item to any 
character and it will turn him/her into the Pierrot Class. Stand on the 
platform again, when it reappears to go down one level again. Push the 
pillar on the lower platform and walk on the left one. Go over the 
tightrope and walk behind the pole so you will reach a moveable pillar. 
Push it to the right using the "Move" Psynergy, jump over the gap and keep 
on pushing it further until it blocks the shaft.

 You can safely go over the second rope. DON'T go down the ladder, but 
instead follow the path on the right side, jump over some gaps and enter 
the next area. There is a Mercury Djinni here, but we can't reach it just 
yet. Go up the stairs twice and use "Move" on the pot with boiling water in 
order to chuck it aside. Walk up to find the last challenge meant for Poi's 
Student.
---------------------------------------------------------------------------
Boss: Chestbeater (3x)
----------------------
 HP: 155    ATK: 44     AGL: 20     Weak:    Fire
 PP:   0    DEF: 11     LCK: 24     Strong:  Wind
 Special: Beat Dance, use 'Herb', Claw Attack
 Exp.:   40 each
 Coins:  28 each
 Item:   Nut

 These three monkeys are not that hard to beat, just concentrate your 
attacks on one of them (and use your strongest Psynergies) to take them out 
one by one. The Claw attack may cause some damage, but other than that 
there doesn't seem to be any trouble at all.
---------------------------------------------------------------------------
 A ladder will appear leading you towards the exit. Poi will think that his 
student completed the test, but is amazed to see that an outsider managed 
to do it without any training. You will receive the Psynergy "Lash" from 
the 'spring chicken' for your troubles in the shape of the Lash Pebble. 
Equip this rock on one of your characters in order to use the Psynergy. My 
suggestion would be Sheba, since she has the most Psynergy Points at her 
disposal.

 Since we can get the Mercury Djinni with this Psynergy go back where we 
came from. Stand next to the pole with rope tied to it and use "Lash" to 
tie the end to the other pole automatically. Climb the rope and get ready 
for a battle (not all Djinn can be collected without a fight).
--------------
Mercury Djinni
--------------
 HP: 165    ATK: 32    AGL: 22      Weak:    Fire
 PP:  14    DEF:  6    LCK:  6      Strong:  Water
 Special: Douse, Frost, Escape
 Exp:     28
 Coins:   85
 Item: -

 The special attacks of this Djinni are pretty strong compared to the level 
your characters are on right now, so heal Sheba if her HP bar drops is less 
than a half (she has weak defense). After beating it Fog will join you. 
Because we don't have a Mercury Adept yet, think carefully to whom you are 
going to set it (if you set it at all). My pick would be Sheba so she gains 
some additional HP, also using the Mysterious Card she turns into a 
Pierrot, giving her extra power and two attack Psynergies. For now this is 
the best we can do for her. Use "Retreat" for a quick exit away from the 
dungeon. The meditation session has ended and thus you can leave through 
the front door.



---------------------------------------------------------------------------
2. Team rascal: Riki & Tavi  
---------------------------------------------------------------------------

--Shrine of the Sea God (first visit)--
Hidden Items: 1 (11)
 Right Prong* - See Chapter 8A.
Chests: 1 (12)
 Rusty Staff* (forges into Glower Staff)
Djinn:
 Jupiter - Breath
Monsters:
 Angle Worm, Ghost, Punch Ant, Wild Wolf

 * = reachable after Piers joins you

 Next stop is the Shrine of the Sea God located to the east of Daila. We 
can only get a Jupiter Djinni there for the time being. However we do need 
to save the two boys here, or else we can't move on to enable some upcoming 
events.

 If have already been here before you know that there is a place where we 
can use our newly acquired "Lash" Psynergy. In case you haven't been here 
yet, just watch the small cut scene featuring two rascal boys. After 
securing the rope Tavi thinks Riki threw the rope and he climbs down. Then 
both of them meet with your group and talk about catching a small flying 
critter, but because they are hungry they leave. Go through the left 
passageway and walk around until you find that flying beast; yep, a Jupiter 
Djinni. After you fall down the Djinni flies off, go after it right away!

 You can follow the footsteps in the next room, or just go to the south 
right away. There are three passageways around here. Take the most southern 
one and the Djinni will appear again. Go back up again and go through 
either one of the other two stairways, the Jupiter Djinni will appear again 
and move upwards. Follow it again and the Djinn will move to an elevated 
section. Place the torch against the northern wall so the Djinni will get 
trapped if it tries to flee again. Attack it and you'll have to fight it.
--------------
Jupiter Djinni
--------------
 HP:  184    ATK: 37    AGL: 27     Weak:    Earth
 PP:   16    DEF:  8    LCK:  6     Strong:  Wind
 Special:  Bolt, Ray, Slash, Whirlwind, Escape
 Exp:     43
 Coins:   89
 Item: -

 Not much special to note about this Djinni, he seems to be easier to beat 
than that Mercury Djinni. After a short battle Breath joins you group, 
giving a total of 3 Djinn. We can't do anything with those water puddles, 
hence we have to leave this place and come back sometime later.


--Daila--
 After freeing Tavi most of the salty water has dried up, leaving only some 
small water puddles around the scene. Try to enter the mayor's home and 
Alex will show up again. He speaks about buying a boat in the city of Madra 
to the south. Just after that he leaves you again. In order to get to Madra 
we have to go through the Dehkan Plateaus, this location can be found by 
going southeast from Daila, then go over the small bridge and head to the 
left.



---------------------------------------------------------------------------
3. Falling through the Plateaus
---------------------------------------------------------------------------

--Dehkan Plateau--
Hidden Items: 1 (13)
 Pound Cube - Mars Djinni Cannon has it
Chests: 5 (18)
 Full Metal Vest, Elixir, Mint, Themis Axe, Nut
Djinn:
 Mars - Cannon
Monsters:
 Angle Worm, Ghost, Mini-Goblin, Rat Soldier, Skeleton

 You don't have much choice in the beginning, so walk around until you fall 
down one of those cracked gaps. You can see by the darker tone of the crack 
whether you can walk over it (once) or not. Anyway, after falling down take 
the lower passage and collect the Full Metal Vest from the chest, the very 
first new armor (i.e. not available in GS). Go back again and once you're 
inside the cave take the other exit on the right side.

 Further on you will see three grey pillars here, be careful because Felix 
can only stand on them once just as with the cracked floor tiles. First 
take the upper path in order to collect an Elixir. Climb back up, take the 
lower path and go south for the northern path is block by a cone shaped 
structure. Carefully walk over the little cracks avoiding the bigger cracks 
(BTW. you can't fall down a gap, but you can jump over it). Fall down the 
most northern dark crack to access a chest containing Mint.

 Once you are back outside again move the pillar in its place and jump over 
the gap. Walk over the lower left crack so you can reach the center again, 
instead of falling down jump over the gap (not crack) so you reach the 
right. Keep on going up to find another area filled with columns. Hop over 
to the first 'island', take the upper left pillar, jump over another island 
and jump twice on the lone pillar to the right. Here is a path to another 
chest with the Themis Axe inside. This is quite a good weapon for Felix and 
it has 'Stone Justice' as an Unleash. Since the first pillar crumbled we 
have to go back one screen and return to reset the field and make the 
pillars appear instantly complete again.

 This second time round just jump over to the left side, from there on the 
path to the next screen is easily found. Again we have to fall down one of 
the gaps around here; it doesn't matter which one. After getting back 
outside you'll see a Mars Djinni who tries to flee away from you, fall down 
the first gap(you don't have any choice), go outside, climb the vine and 
meet up with our Mars Djinni who leaves again. Before venturing on, put the 
pillar in between the gap for this will be handy later on.

 On the next screen the Djinni runs away over the bridge again, before 
going after him climb down the vine below, go over the tight ropes and move 
the lower pillar as far as possible to the right. Climb it using the 
overgrowth and use "Lash" to get a Nut. Let the upper pillar fall down, 
follow the path, climb the vines on the far right and watch how the Djinni 
uses "Pound" in order to escape from you. Follow him to the next screen 
where he crumbles 2 pillars in order to get away from you once more. Climb 
down the vine and move the pillar to the right, climb it, go to the other 
two grey pillars and step on the rightmost one. When you walk back you fall 
down. Walk around to the rightmost pillar and use "Move" to get it to the 
left. Climb on it as well and make the other grey pillar fall apart.

 Head north into the cavern, walk over the upper left crack (the small 
one), walk on the crack to the Djinni's right (not the one in front of 
him), then go down and right so you can reach the passage to the next room. 
Follow the path and head outside fall down the RIGHT darkened crack and you 
bump into the Djinni who loses its precious cube shaped artifact. Step over 
to the Pound Cube and equip it (don't go strait up, or else you fall 
down!). Take the passage on the right and you'll encounter the little 
cretin for the final showdown.

 It is time to stop his evil escapades, but before going near him climb 
down the vine and use "Pound" to smash the cone into the ground. Finally 
the Mars Djinni is stuck, however it doesn't seem to be that afraid since 
he starts a battle against you!
-----------
Mars Djinni
-----------
 HP: 203      ATK:  43    AGL: 32       Weak:    Water
 PP:  18     DEF:   10    LCK:  7       Strong:  Fire
 Special: Blast, Flare, Escape
 Exp:     58
 Coins:   93
 Item: -

 This Djinni tends to run away very often so if possible try to stun him or 
put him asleep. Other than that it should be relatively easy especially 
with the Mercury Djinni's Unleash. After the battle Cannon finally joins 
your team. Continue on and ascend several levels until you reach the exit 
of the Dehkan Plateau. 


--East Indra Shore--
Hidden Items: 1 (19)
 Cookie* - Use "Frost" on the water puddle to reach the wooden box
           * = reachable after Piers joins you

 There is a ship very close by the exit of the Dehkan plateau on the world 
map. If you enter this area all party members show up and Kraden thinks it 
is Saturos' ship, but they don't have the orb to control the ship rendering 
it is useless to them. There is a peculiar barrel on a ledge here, but we 
need "Frost" to get it, so we'll have to come back later as well.


--Indra Cavern--
Stone Tablet:
 Zagan

 To the west of the ship the is a small cavern, use "Move" and "Lash" to 
get the stone tablet lying out in the open. This will give you a new 
summon: Zagan by putting both one Venus & one Mars Djinn on standby! Zagan 
appears to be aligned with the Mars elemental and can lower enemies' DEF as 
well.


--Madra East - World Map--
Djinn: 
 Venus - Iron

 To the east of Madra you can go over a small bridge and you will come 
across a Venus Djinni at the bottom part near the water. Defeat it to make 
Iron join you, if the Djinni escapes just walk around and it will appear 
again.
------------
Venus Djinni
------------
 HP: 223     ATK: 49     AGL:  37      Weak:    Wind
 PP:  20     DEF: 12     LCK:   7      Strong:  Earth
 Special: Growth, Quake, Escape
 Exp:     73
 Coins:   96
 Item: -



---------------------------------------------------------------------------
4. The Mysterious Prisoner Adept
---------------------------------------------------------------------------

--Madra--
Inn:
 12 Coins
Hidden Items: 5 (24)
 Smoke Bomb   - barrel in the house to the left of town's entrance
 Sleep Bomb   - left jar upstairs in the inn
 Elixir       - jar in left cavern home
 15 coins     - wooden box in the town elder's home
 Cyclone Chip - Get it from the young Mayor want-to-be (after Chapter 6)
Chests: 1 (25)
 Nurse's Cap
Djinn:
 Mars - Char

 The upper right corner has a ladder leading into the ground, if you try to 
go down a man pops up telling you that you have to come back later if you 
wish to enter. Upon entering town via the main gate two people inspect you 
in order to make sure that you are not one of Champa's men. Some pirates 
raided Madra and came for a guy named Briggs, that's why the security in 
this region is raised. After participating in this event you can climb down 
that ladder into the catacombs of Madra to collect the Tremor Bit. There is 
more than one entrance to the catacombs, but you can only reach the Bit by 
going down the rightmost one behind the graveyard to the east (see below).

 You can walk around various places around here. First of all go to the 
balcony of the inn and walk over the roofs of the market tents to the left, 
jump over and collect the Nurse Cap. Also note the old man inside the 
biggest home on the left. He is interested in mushrooms from the Gondowan 
Cliffs. Later on when you pass by there you can collect the Laughing and 
Healing Fungus. The Laughing Fungus is useless, but if you give him the 
Healing Fungus he will trade it for Char the Mars Djinn.


--Madra Catacombs--
Chests: 5 (30)
 Tremor Bit, Lucky Medal*, Apple~, Mist Potion~, Ruin Key~
Stone Tablet:
 Moloch~
Monsters:
  Drone Bee, Mini-Goblin, Rat, Rat Soldier, Troll

  * = reachable after learning "Reveal" 
  ~ = reachable after learning "Reveal" & "Frost"

 Go through two screens following the upper path, down the ladder and take 
the up-left passageway to reach a deserted subterranean village. Use "Move" 
on the pillar on the elevated section on the northern part, continue on to 
the left and enter the entrance in the wall. Inside descend to the bottom 
floor and head up one room to find a chest with the Tremor Bit. That's all 
we can do around here.

 After obtaining "Frost" and "Reveal" Psynergies go down the entrance 
inside the town walls of Madra. Back in the Catacombs, go down and left 
into the big room again. Use "Reveal" on the closed doorway to display a 
push button. Press it to open the door to the deserted town. 

 Walk around town, use "Frost" on the water puddle on your way and you'll 
reach a chest with an Apple. From here "Move" the 2 pillars to the east and 
north. Climb the northern pillar and run around the upper level to reach 
the eastern pillar. Jump over to the west, use "Lash" on the rope and enter 
the first floor of the broken building. Inside cast "Tremor" on the 
bookshelf to make a chest drop down. If you go inside the left entrance in 
the back of the main room, then walk around the main level counter 
clockwise to reach red chest with a Lucky Medal inside.

 Head outside again, follow the path and climb down to get a Mist Potion, 
then slide down the lower level of the town catacombs. Enter the building 
via the main entrance, go up one room and collect the Ruin Key from the 
chest that fell down. Go down the stair in the right room and use the key 
to open up the big, locked & red door. The flames will ignite and the 
tablet on display is now yours. After examining it Felix can summon Moloch 
for the price of 2 Mercury & 1 Jupiter Djinn.


--Madra--
 Felix is back at the entrance of town, so if you didn't go down (which you 
should do anyway) you can continue on reading here. Talking to the people 
around here tells you that the boat on shore is actually a Champa Boat. 
Mind reading the ill person in the left cavern home gives you a vague hint 
of what is coming next. Inside the town elder's home you can see a very 
interesting gem on the mantel, unfortunately we can't get it.

 Outside again to the left is the town's jail. The people around here speak 
of the imprisoned guy who came ashore with his ship. They claim he's from 
Champa's camp, but you can never be certain without verifying this. So 
Felix goes to meet the man in question.

 Inside some people are interrogating the prisoner who is called Piers. 
Piers claims that he is innocent and even uses Psynergy to ward of one of 
the interrogators. "Mind read" him tells you that he seems to be able to 
sense you Psynergy as well. Exiting the prison at this point starts a small 
conversation and the woman grants you permission to travel to Osenia to the 
east.


--Osenia Cliffs--
 Chests: 1 (31)
  Pirate's Sword

 After obtaining permission from 'milady' cross over the Madra Drawbridge 
and you'll reach some cliffs around here, talk to the people for some 
information (this is not mandatory). One of the guys reasons that Piers is 
not a Champa and therefore should be released. Jump over the garbage that 
is left after the Champa Ship broke apart, use "Lash" to reach the Pirate's 
Sword inside a lone chest. Head over to the exit on the right side.

 We can do two independent quests at this moment, but we do have to 
complete both of them. One quest is to prove Piers' innocence and another 
has to be completed so Sheba will learn "Reveal" Psynergy. The first quest 
(starting at 4A) has somewhat easier enemies than the second (chapter 5) so 
I'll put that one on top. You can go either way, so make the choice for 
your own.



---------------------------------------------------------------------------
4A. Trapping a scorpion in the desert
---------------------------------------------------------------------------

--Yampi Desert (Exterior)--
Hidden Items: 2 (33)
  Scoop Gem, 315 Coins
Chests: 5 (38)
  Guardian Ring, Antidote, Lucky Medal, Hard Nut, Trainer's Whip
Djinn:
 Jupiter - Blitz
Monsters:
 Dino, Emu, Kobold, Momongo, Spider
Boss:
 King Scorpion

 On the first screen you can find a chest in the right bottom corner, just 
smash the cone shaped wooden log to get the Guardian ring. On the next 
screen there is a bunch of people trying to find their way through the 
desert, talk to them for some information. At the bottom of this field 
there is a peculiar shaped sand puddle. There is nothing we can do with it 
right now, but later on we will be able to use a Psynergy on it.

 In the next area stomp the pillar blocking your path to the north and do 
NOT "Pound" the one strait beneath the chest for we require the path over 
the top. Instead go around and use the Psynergy on the other pillar. Then 
walk over to collect an Antidote here. "Pound" the pillar hiding a 
climbable wall section and go up, walk and jump around, until you reach the 
Jupiter Djinni: Blitz. Indeed, also this Djinni fights you before joining 
in. Just Unleash Echo and the rest should be easy as pie.
--------------
Jupiter Djinni
--------------
 HP: 267      ATK: 65      AGL:  50      Weak:    Earth
 PP:  24      DEF: 17      LCK:   8      Strong:  Wind
 Special: Bolt, Ray, Slash, Whirlwind, Escape
 Exp:     109
 Coins:   126
 Item: -

 Exit the screen on the right side and collect the Psynergy Stone if you 
wish to restore any PP (There is a boss battle coming up next). Go up one 
screen and you see that something is moving beneath the surface. Use 
"Pound" on the wooden column to make a scorpion appear and leave for the 
next screen. Repeat the process and you'll reach a third screen.

 The final sequence requires some planning in order to trap the scorpion. 
The easiest way to get it right is to use "Pound" on the right pillar just 
after he passes it while he's moving horizontally. Immediately use "Pound" 
and the creature is trapped. Prepare yourself for this battle, because it 
is not that easy if you haven't been to Air's Rock yet. If you get close 
it, he will use "Scoop" on you. The both of you fall down and the battle 
against the King Scorpion begins.
---------------------------------------------------------------------------
Boss: King Scorpion
-------------------
 HP: 1064   ATK: 101   AGL: 39     Weak:    Fire
 PP:    0   DEF:  32   LCK: 40     Strong:  Wind
 Special: Defends, Desert Gasp, Paralytail, Poison Tail, Sand Breath,
          Twin Shear
 Exp.:   440
 Coins:  228
 Item:   Vial

 Immediately unleash Blitz, for this Djinni may stun your opponent. My 
strategy would be unleashing Djinn and using the Summon: Ramses or Zagan to 
hit the king hard. This boss tends to defend a lot, so it may be hard to 
get a good hit on him. Then again, if he defends he cannot hurt you either.
---------------------------------------------------------------------------

 After taking him down you receive the Scoop Gem, equip it to someone and 
use "Scoop" on the sand puddle in the middle of the screen between the four 
rocks to get a trip to the World Map again. Backtrack to the sand puddle 
that I mentioned earlier and use "Scoop" on it. Use the newly revealed 
ladder and follow the path, until you reach the group of people from the 
other side. A small conversation takes place and you can now exit via the 
northern passage. Only the sand puddle on the right holds treasure; 315 
Coins to be exact, after getting it continue on inside the northern cave. 
BTW: Using the Scoop Gem in various places might give you some random weak 
items, but sometimes a Game Ticket may appear!


--Yampi Desert (Interior)--
Chests: 1 (39)
  Blow Mace
Monsters:
 Dino, Emu, Gnome, Kobold, Momongo, Spider

 Walk around the sand slides (use 'B' for easier navigation by running). 
The chest in the middle has a Hard Nut as a prize. Go with the flow and try 
to get on the main land near the middle, run up against the wall here and 
you'll make it across the sand slide. Continue upwards by running 
diagonally from side to side against the current. Stand on the ledge to the 
left of the chest then use "Pound" on the pillar blocking the road towards 
it, after doing so you can collect & equip the Blow Mace. Follow the slide, 
run to the right edge to exit the cave again.


--Yampi Desert (Exterior)--
 Outside again leave for the next field to the right. After this you'll 
come across a slide that is 3 squares wide. You might as well climb down 
here, for the upper section is a dead end (at least for a very long while). 
If you have "Reveal" from Air's Rock you can get a hint from the 9 rocks, 
but it won't do you any good at this moment. Further on the next set of 9 
rocks has a Lucky Medal if you cast "Reveal" on it. Don't worry if you 
don't have that Psynergy, yet. We'll go back here on a later occasion.

 Climb the wall here and run diagonally over the sand slides. On the left 
side of the screen use "Lash" to get the Trainer's Whip from the chest. Go 
back and climb the second wall in order to get to the top, then go to the 
right and fall down on the most right square of the right slide. This way 
you will make it to the exit.

 You can go either to the north (Alhafra) or the south (Air's Rock and 
Garoh) around here, but the southern exit is 1-way only. You will have to 
walk back all the way around if you wish to go to Alhafra (see 4B), so I 
_strongly_ suggest you go to the north first, then afterwards fall down 
here to complete the other events (see 5).



---------------------------------------------------------------------------
4B. The pirates' hideout in Alhafra
---------------------------------------------------------------------------

--Alhafra--
Inn:
 21 Coins
Hidden items: 8 (47)
 Sleep Bomb  - Jar next to entrance Alhafran Cave
 Elixir      - Barrel in the upper half of the double house
 32 Coins    - Upper crate to the east of the Mayor's mansion
 7 Coins     - Barrel inside lower right room of the Mayor's mansion
 Smoke Bomb  - Upper left jar up the pier in Eastern Alhafra
 Large Bread - Use "Tremor" on the box in the backroom of the boat
 Apple       - Jar upper level of the inn
 Lucky Medal - Jar between two broken houses on the right
Chests: 1 (48)
 Psy Crystal - Use "Reveal" on the six gravestones
Boss:
 Briggs & Sea Fighters

 You can only get here if you went north after doing 4A, so go through the 
Yampi Desert first. If you walk around a bit here, the people you met in 
desert made it as well. Also this village was hit by the Tidal wave as 
well, meaning that there are no usable boats around here. Although there 
does appear to be a wrecked boat around (you can see in on the world map). 
Mind reading the man on the far left tells you something is going on around 
here. Unfortunately we cannot yet enter the Mayor's mansion, so investigate 
the other parts of Alhafra.

 If you go upstairs in the inn you'll meet Alex again. He has nothing 
special to say however. After he leaves (when you enter Champa) you can 
meet two sailors here, if you are playing a Linked Game. They speak about 
Crossbone Isle being swept clear by Isaac and his companions. One of the 
sailors also tells that Isaac even bested the 'dreaded' undead pirate 
Deadbeard. And because of this Isaac is bound to be the leader of all 
pirates, at least according to them. After the conversation they leave 
walking past Felix without even noticing him (whether Isaac is in the party 
or not doesn't matter).


--Eastern Alhafra--
 The boat's mast lying around here is badly damaged, after overhearing the 
conversation between the workers here you are free to walk around. Go 
inside the cabin and Felix will also overhear a conversation between Briggs 
and one of his mates. Then suddenly Jenna starts talking out loud, thus 
blowing their cover. Kraden wants Briggs to attest that Piers is innocent, 
but he doesn't want to so they start a fight.
---------------------------------------------------------------------------
Boss: Briggs & Sea Fighter
--------------------------
Briggs
 HP: 984     ATK: 129     AGL: 76      Weak:    All
 PP:   0     DEF:  29     LCK: 42      Strong:  -
 Special: Echo Cut, Signal Whistle, uses 'Herb' / 'Nut' / 'Oil Drop'
 Exp.:   333
 Coins:  891
 Item:  Vial

Sea Fighter
 HP:  197    ATK: 119     AGL: 61      Weak:    All
 PP:    0    DEF:  28     LCK: 26      Strong:  -
 Special: Echo Cut, uses 'Smoke Bomb' / 'Herb'
 Exp.:    89
 Coins:  130
 Item:     -

As always when fighting humans, they are weak to all elements so the 
elemental type doesn't matter at all. Take note that Briggs can call for 
allies with Signal Whistle. Both enemies tend to use a lot of items like 
herbs and Briggs also has a nut healing him for about 200 points, so it may 
take some time to finish this battle. 
---------------------------------------------------------------------------
After the battle Briggs says he will cooperate with your terms and thus 
freeing Piers, then his wife named Chaucha appears and some more people as 
well. After a very long conversation it is decided that Briggs and his 
mates go to prison, but Chaucha and her child Eoleo may stay on the ship. 

You can try to clear the debris on the ship's mast, but you cannot yet 
remove the big rock that blocks the main mast. You'll need something more 
explosive here (See Chapter 7D for more information about this side quest). 
After doing all the things we can possible do leave the ship. We'll have to 
come back later. Talking to the mayor give you the opportunity to 
participate in another event, but for as long as the boat is stuck it won't 
start. BTW: You can give the Large Bread found on the ship to the crying 
little boy on the lower east side of Alhafra, in return his father will let 
you pass into the Alhafran Caves via the rear entrance.

 Anyway after the battle on the ship go the Alhafran jail. Here another 
scene takes place between Briggs and his family. Eoleo the youngest member 
of the family seems to be able to use Psynergy as well. After they leave 
"Mind Read" Briggs to confirm these thoughts if you will.


--Alhafran Cave (rear entrance)--
Hidden Items: 1 (49) 
 Power Bread* - Check jar in Brigg's Cell
Chests: 6 (55)
 123 Coins, Ixion Mail, Lucky Medal, 777 Coins*, Potion*, Psy Crystal*
Monsters:
 Ghoul, Harpy, Ooze

 * = Reachable after Briggs' escape

 If you gave the Large Bread to the boy, you can enter the caves from the 
rear entrance (next to the Mayor's home). Inside there are some valuable 
treasures. From the entrance go down the stairs and go down the left path. 
In the next room use "Pound" and "Lash" to reach 3 treasure chests 
containing: 123 Coins, Ixion Mail and a Lucky Medal.

 Until Briggs escapes the other paths in this cave are a dead end, so leave 
if he is still in jail. After he does later on, the pillar will be removed 
allowing you to access some additional chests. Use "Frost" on the water 
puddle to reach three chests containing 777 Coins, a potion and a Psy 
Crystal. You can also get a Power Bread from the jar in his cell room.


--Madra--
 Now that Piers' innocence is proven, we might as well go back and check on 
him (or go to Air's Rock to get Reveal, if you haven't gotten that yet). 
Piers has left and the villagers now speak of the Kibombo tribe that 
attacked Madra. It is also the case that the Black Orb was stolen, a 
crucial item if you want to control a certain type of ship. You can enter 
the Madra Catacombs again, but you won't get much further than before. The 
Psynergy called "Frost" is required to complete this dungeon. If you have 
"Reveal" go towards the west on the world map, until you get to the 
Gondowan Cliffs (see Chapter 6).



---------------------------------------------------------------------------
5. Revealing Lycanthropy of Wind Tribe
---------------------------------------------------------------------------

We can start at two places for this quest and we'll have to visit 5 places 
around here in order to do everything. So here is a brief summary:

Start from:
 1. By moving south from Osenia Cliffs
 2. Take the lower exit in the Yampi Desert as mentioned earlier

Go to:
 1. Mikasalla (far south of the Osenia Cliffs)
 2. Osenia Cave (north-east of Mikasalla)
 3. World Map between Osenia Cave and Mikasalla (for a Mercury Djinni)
 4. Air's Rock (south of the Yampi Desert)
 5. Garoh (south east of Mikasalla & far south of Yampi Desert)

So I ordered the items in the order of the first starting point, but you 
can do it from the other side as well.

--Mikasalla--
Inn:
 24 Coins
Hidden Items: 4 (60)
 Nut          - Wooden box near the lower left corner near a sheep
 Elixir       - Barrel in the lower right corner
 Herb         - Jar in the lower right home
 Lucky Pepper - Barrel inside the inn next to the oven
Chests: 1 (61)
 82 Coins     - Climb the first level of the tower, jump over to the right
                 and head up to the northern part of Mikasalla
Djinn:
 Mars - Spark (requires "Scoop")

  Buy some new armor here, because the enemies are getting stronger. Some 
of the people mention the tribe of the Garoh to the east. If you went 
through the desert already use "Scoop" in the center of the lower left 
corner (close to the chicken and the sheep) to dig out a ladder leading 
down. Enter it and eventually you'll reach a Mars Djinni in the backyard of 
the inn. It's quite a surprise to see that Spark joins you without a fight 
at all.

 If you are playing a Linked game (and you won the Colosso Event) Galahad 
the 3rd ranked gladiator from the Colosso event in Tolbi appears inside the 
inn. He asks if you know Isaac the knight, but it doesn't matter which 
answer you give. Galahad will tell Felix that the three fighters: Satrage, 
Navampa and Azart who were defeated by Isaac are out seeking revenge on 
them. 


--Osenia Cave West - World Map--
Djinn:
 Mercury - Sour

 There is a Mercury Djinni wandering around in the field between Mikasalla 
and Osenia Cave. Just walk around and Felix will meet him in battle. If 
your party is victorious in this battle you will get Mercury Djinni: Sour 
for free. It may be difficult to spot him, but he is located very close to 
the river bed
--------------
Mercury Djinni
--------------
 HP:  291    ATK: 75     AGL: 57     Weak:    Fire
 PP:   26    DEF: 19     LCK:  9     Strong:  Water
 Special: Cool, Douse, Frost, Froth, Ice, Escape
 Exp:     130
 Coins:   152
 Item: -


--Osenia Cave--
Stone Tablet:
 Megaera

 This cave can be found a little bit to the east of Mikasalla, it is 
located to the far north of it (use 'L' on the world map to get a better 
overview). Inside the cave use "Scoop" to open a passageway to the other 
side, walk up to the Stone Tablet and learn a new summon. Using 1 Mars and 
1 Jupiter Djinn to call up the power that be: Megaera. Megaera if a fire 
elemental and also raises the ATK of all your allies after she is summoned.


--Garoh--
Inn:
 24 Coins
Hidden Items: 4 (65)
 Smoke Bomb    - Barrel next to the inn
 Elixir        - Jar inside the inn between two beds
 Nut           - Barrel upper left corner on the elevated section
 Sleep Bomb    - Blue jar inside the home in the upper left corner
Chests: 1 (66)
 Hypnos' Sword - After learning "Reveal" come back and use it on the six
                 platforms in the cave on the left side of town.
 Djinn:
  Jupiter - Ether

 Upon entering the town from the world map you have to climb some stairs in 
order to reach the actual homes of the people of Garoh. By the time you 
reach the top the day has turned into night. Further on you will hear some 
howls and the person belonging to those. A lycanthrope Werewolf will move 
along the path and back into the village.

 Some of the people of Garoh explain that they are the protectors of Air's 
Rock. They also claim that no such thing as werewolves exist. To continue 
our trip walk up the stairs in near the sanctuary and an old looking 
werewolf pops up from a crevice. He quickly disappears again, that is all 
we can do here for now as well, quite boring indeed. Oh well, our final 
destination for now is Air's Rock, which is close by from here. Just go to 
the north and walk into the purple rock in the center in the big desert 
area.


--Air's Rock (Exterior)--
Chests: 6 (72)
 Cookie, Fujin Shield, Sleep Bomb, Smoke Bomb, Storm Brand, Vial*
Monsters:
 Mimic, Creeper, Dino, Emu, Ghoul, Harpy, Kobold

 * = reachable after you get Piers

 Take note that these type of dungeons are quite long, especially to GS1 
standards so make some time free. Also you can get Piers to join you before 
you tackle this dungeon, but that does require more effort. From the start 
walk up to the Wind Stone and cast "Whirlwind" on it. This will amplify its 
power and removes the sand barrier blocking the passageway up ahead, then 
go left and take the lower left branch. Here you can use "Whirlwind" again 
to open southern path to a chest (it is not yet reachable). Go back to the 
branch and walk by the upper left way, until you reach a different chest. 
This is a mimic!
-------
Mimic 2
-------
 HP:  431    ATK: 126    AGL:   77    Weak:    Fire
 PP:   36    DEF:  33    LCK:   16    Strong:  Wind
 Special: Debilitate, Psy Drain, Sleep, Tundra
 Exp:    272
 Coins:  241
 Item: Lucky Medal

 Fight it and after the battle you will receive a Lucky Medal for your 
troubles. Continue on and you'll reach another fork in the road. Follow the 
right route, at the next junction go right and use "Whirlwind" on the Wind 
Stone at top end of the screen. Run down all the way until you find another 
Wind Stone, cast "Whirlwind" on it, walk back a bit and navigate past the 
small pebbles around the left, then "Whirlwind" the Wind Stone TWICE to 
demolish both blockades. Walk back all the way to that chest and you can 
claim your Cookie (just follow the left wall).

 Follow the path to the south from here, at the bottom head towards the 
left, use "Whirlwind" on the rock while standing on its right side. Stroll 
back to the entrance, follow the left path and use the Psynergy again at 
the end. Felix can also claim a Smoke Bomb from the chest below here. Use 
the newly created path to reach a huge twister shaped purple rock; of 
course use "Whirlwind" on it. This will remove all the mud from the wall 
allowing you to climb it.

 On the next screen climb up two times using the leftmost route, then fall 
down and let yourself be guided by the small whirlwinds. Do this a second 
time and you will reach a brown pillar on the right side of the screen. 
Push it into position, walk on to the right, make another pillar fall, go 
over the closed gap and climb to down on the far right to the previous area 
to collect Storm Brand.

 Climb back up and ascend another two levels on the right, until you reach 
a dead end with a statue exhaling little whirlwinds to the left. Use one of 
these and climb down the cliff from the right edge, use another whirlwind 
trip to the left, climb up two more times, push the pillar down and use the 
whirlride to the left again. If you have Piers in your party you can use 
"Frost" on the pillar to the left, if you slide down. Then go to the start 
of this screen, climb up the wall and go to the right. You should be able 
to collect a Vial from the chest here.

 In the following area carefully climb past all the statues and do not get 
hit by the twisters or else you will have to start over again. Once you are 
at the top you can fall down the cliff here (don't worry), move another 
pillar to the right (creates a shortcut if you wish to go back sometime), 
collect a Sleep Bomb, stand on the statues mouth to get a free ride to the 
top again and go right to the next field.

 Here we have to climb up two times, move the left pillar one space to the 
left, climb down 1 level, run to the far right, fall down, use the whirl 
ride up, move the right pillar to the left fall, jump over the gap, fall 
down again and take the left whirlwind ride to the top. Exit to the left 
and ascend to another screen. Here it is quite foggy and the only thing you 
can at this moment is moving the pillar in the gap with "Move" Psynergy. Go 
back two screens, fall down two times and use the left route to get back to 
the purple whirl rock. Use "Whirlwind" on it and finally we can get to the 
top of Air's Rock, but don't think we are done yet! We actually have to 
begin. BTW: if you can afford some time go back and use the right route to 
climb all the walls to get 1 chest with a Fujin Shield. It is worth your 
troubles since it has +50(!) Wind Resistance, but still I think it is evil 
of the developers to make you run around all over the place so many times.


--Air's Rock (Interior)--
Chests: 6 (78)
 Elixir, 666 Coins, Clarity Circlet, Psy Crystal, Vial(2x)
Stone Tablet:
 Flora
Monsters:
 Creeper, Dino, Emu, Ghoul, Harpy, Kobold, Mummy

 Anyway once you reached the top following the left route use "Whirlwind" 
on the twister rock here to open a new road leading to the interior of 
Air's Rock. Inside there is only one path. There is nothing useful we can 
do here so go to the next room. Felix will be standing on a tile marked 
with two yellow dots for reference. Go through the door on the right, 
follow the right upper path, use "Pound" on the right grey pillar once and 
move the brown pillars in such a way that we have the following setup:

                          B
                        G B _ G _ B

  _ = Empty Space 
  G = Grey Cone Pillar
  B = Brown Pillar

 Jump on the upper left brown pillar and go over to the other side, use 
"Whirlwind" on the rock and it should hit the wall, because we left the 
left cone pillar untouched. Walk back, go through that new passage, cast 
"Whirlwind" on the wind Stone back here, move the pillar behind the section 
we just opened up and walk around using the pillar as a stepping stone to 
reach a door with three red dots.

 Move to the upper right corner of this "Three Red Dots" room and "Move" 
the pillar one space to the right, in order to walk past the non-venting 
gap. Further to the north use "Move" to push the pillar to the right, walk 
past the non-venting shaft and you are very close to the pillar again. 
Stand one space to the right of it, "Move" the pillar away from you, this 
way Felix can jump over it after ascending to the elevated level. Keep on 
following the left path and push a pillar one space to the right so another 
ventilation shaft gets unblocked on the elevated section. Go back to the 
lowered section in the middle, push a pillar down two squares in order to 
be able to traverse over it on the higher level. After doing so slide down 
and climb up again. Felix can safely walk past the shaft here, follow the 
path and you'll be back in the big room again.

 Hop over to the passage on the left marked with "Three Blue Dots". In here 
use "Whirlwind" Psynergy on the stone, while standing on its right side. 
This will cause a wall segment to rotate so you can walk over it, then 
follow the left route and use your Psynergy again on the rock so the wall 
in now aligned vertically. Go back to the junction and pick the other path, 
before going over that wall part. Here Felix can push a pillar in the gap 
so we have a shortcut if you ever wish to come back here. You can exit here 
to a room marked with "Four Blue Dots".

 Go left here to find a chest with an Elixir as minor treasure. Follow the 
upper route in this room and eventually you will reach another rock on 
which you can use Psynergy. Do so and walk over the tightrope to the north, 
once you're on the other side use "Whirlwind" again to make the wall appear 
horizontal again. Walk over it towards the left, DON'T fall down the slide 
here or else you have to do the previous thing all over again. Instead jump 
over to the brown pillar and continue past some more gaps.

 Again back in the big chamber again descend to the bottom level using the 
wall. Inside a crystallized room you may touch the Psynergy rock to 
replenish PP, but that is not very important at the moment. Finally we can 
activate all the statues in this place by using your well-known Psynergy on 
the purple twister rock around here. Use the small face to the south to get 
a free trip back to one of the first rooms.

 In here use "Whirlwind" to activate the statues in this room, "Move" the 
pillar on the left so you can walk around here. You should now easily be 
able to reach the Vial in the chest on the right. Exit this room via the 
doorway on the left side. Back in the main room again we can go two 
directions:
    1. Right for a Summon Tablet
    2. Left for completing this dungeon.
So I split the thing up with a small intermezzo, so you know where to go 
from here.

Summon Tablet
-------------
 Go right and continue on until you reach the "Three Red Dots" room. 
Remember the lone brown pillar in the center that didn't seem to have any 
use the last time we went past it? Well, we are going to use it now. Push 
it 1 square to the right, then go all the way to the north and use the 
activated statue to reach the left ledge. Use "Whirlwind" on the rock while 
looking to the south so the pillar is transported along with it. From here 
on I think it is rather easy to get the Summon: Flora. It requires 2 
Jupiter and 1 Venus Djinn to call her. Next to that her secondary ability 
is to put enemies asleep.
------------

 Take the left route through the door and push a pillar two spots to the 
right before taking the air ride to the other side. Jump over to the north, 
push the statue to the most northern tile and use a whirl to get to the 
chest with a Clarity Circlet. Push the statue down again, use the 
whirlwinds (you can create another shortcut with the pillar here too), 
follow the left path, jump around, "Move" the brown pillar to the left to 
unblock a ventilation shaft. Our hero can exit this room using the stairs 
just to the right.

 Still not reached the final room, *sigh*, these dungeons are so much 
bigger as in the original game. At least it keeps you off the streets. 
Anyway, just walk over some tightropes and you'll reach the "Four Blue 
Dots" room. Use "Whirlwind" on the rock here from both west and north 
sides, so you can collect your 666 Coins... Told you the developers are 
evil. Before exiting this room, don't forget about the pillar a little 
further on.

 In the "Five Blue Dots" room (there are no enemies in this room) follow 
the western path in order to obtain another Vial. Go to the north here, 
"Move" the statue to the right, this allows Felix to walk over the right 
path safely. Back in the main room use the free whirl ride to the right. 
Climb up the wall here and the rest is easy from here on.

 After entering the center room, jump over some stepping stones that seem 
to disappear once you get past them and investigate the stone tablet around 
here. Sheba pops up and learns "Reveal" from the inscriptions (Hmmm... no 
boss fight or anything). Best of all there are no Psynergy objects required 
that clutter up your inventory. From here take the left route and use your 
newly acquired Psynergy to get a Psy Crystal. Then take the right route and 
go back to the main room.

 We can exit this place via either one of the following two paths: the 
front (the way which we came by) or the back door. This second path is 
found at the very lower right corner of the bottom floor of the main room. 
Also you can just use Felix's "Retreat" to get back very quickly. Now what 
else can we do with "Reveal"? Go back to Garoh, that's what.


--Garoh--
 Back in Garoh again, use "Reveal" on the big rock to the right of the 
sanctuary. A crevice opens up and inside the party meets a small werewolf. 
Kraden, the old man, gets very excited and wants to continue on. Do so by 
following the upper left route. All the members of the group appear here 
and finally the werewolves show up using the "Reveal" formula as well. Some 
explanations are made and Maha tells you to come back later. After sleeping 
in the inn, all the werewolves have turned back into their human forms 
again, because it is daytime now. After going back to Maha during daytime 
he will give you the Jupiter Djinni: Ether.
 Also using "Reveal" on the six platforms inside the cavern on the left of 
town opens a path to a chest with the Hypnos' Sword. That's all for this 
chapter. Go back to the western entrance of the Yampi Desert (in order to 
complete 4A and 4B), or if Piers is already set free continue at Chapter 6.



---------------------------------------------------------------------------
6. The Witch-doctor's Consecration
---------------------------------------------------------------------------

--Gondowan Cliffs--
Hidden Items: 3 (81)
 Sleep Bomb, Laughing Fungus, Healing Fungus
Djinn:
 Mars - Kindle
Monsters:
 Wild Gorilla, Wolfkin Cub, Wyvern Chick

 Optionally go from the start to the left, "Whirlwind" the foliage and 
enter the cave to find some Kibombo Warriors. Something is definitely going 
here. Back at the entrance again "Mind read" the dog to get a free hint! 
Use "Scoop" on the yellow sand to make a small geyser appear. Use it to 
reach the left of the field. There are some mushrooms growing around here, 
but we can't collect them at this moment so leave them be.

 Continue on to the left (there is only one path) until you reach three 
slides from which you can fall down. The Left and Right slides lead you 
back to the where you started, hence take the Center slide. Jump over the 
gap, use "Move" on the small pillar to the left and push it into the water. 
This creates the extra step we need to get past this screen. Walk back, 
fall down the slide here too, climb down another vine, jump over the rocks 
and climb up the next vine. The jumping field you come across here may be a 
bit difficult to navigate through for some people so here's a short list of 
movements starting from the tile you start on:

               LLLLU ULuUl LuLlD DLuUU URRdR RUUULL 

        L = Jump Left
        U = Jump Up
        R = Jump Right
        D = Jump Down
  l,u,r,d = move one tile left, up, right or down

 After climbing back onto the main land, head up, climb a vine, jump over 
the gap you just walked underneath, climb a third vine and collect the 
Smoke bomb from the chest. Go back, climb down the lower left vine and 
continue on to the north. Here you will pass by a tightrope to the west. 
Take it if you want to exit now, or go right and eventually you'll reach an 
aggressive Mars Djinni. Time to do some battle:
-----------
Mars Djinni
-----------
 HP:  403     ATK: 114     AGL:  90      Weak:    Water
 PP:   37     DEF:  29     LCK:  11      Strong:  Fire
 Special: Beam, Blast, Flare Wall, Fume, Mad Blast, Escape
 Exp:    228 
 Coins:  273 
 Item: -

 Stun / Sleep him so he won't be able to run away or attack you, other than 
that it should not be too difficult all the same. After he had enough 
Kindle will most certainly aid you in your quest.

 If you like Felix can collect the red mushroom called 'Laughing Fungus' 
over to the right. It is a useless item actually, but for the collectors it 
may be interesting as well. Anyway, head back to the far west and use the 
tightrope to get you back to Gondowan; the same continent where we started 
in the Venus Lighthouse.


--Naribwe far south - World map--
 Djinn: Chill

 Near the beach in the southern center part there is a Djinni in the field 
that will attack you as soon as you get close. Fight it to prove your 
worthiness of Chill's abilities.
--------------
Mercury Djinni
--------------
 HP:  414     ATK: 124     AGL:  96      Weak:    Fire
 PP:   37     DEF:  31     LCK:  12      Strong:  Water
 Special: Cool, Drench, Ice, Prism, Tundra, Escape
 Exp:    234
 Coins:  282 
 Item: -


--Naribwe--
Inn:
 30 Coins
Hidden Items: 4 (85)
 Elixir       - Jar on the far left side (near Weapons & Armor Shop)
 Sleep Bomb   - Rightmost blue jar inside the inn
 18 Coins     - Left jar inside upper left home
 Unicorn Ring - See description below
Chests: 1 (85)
 Thorn Crown  - Use "Lash" on rope on the right of the screen

 For the Unicorn Ring do the following: Go to the upper left corner using 
the house there to reach the backyard. Use "Whirlwind" to make the ivy 
overgrowth disappear, climb the ladder appearing underneath and use 
"Reveal" on the stone to get a Unicorn Ring.

 This small desert town is populated by a few native people. One of them 
tells you that back when Oeia (that an original name!) was the Kibombo 
Witch-doctor their tribe was much more peaceful, but after Akafubu took 
over things went different. It sounds like there is definitely something 
going on to the north. A Witch-doctor in a hut can tell your fortune for 20 
coins. Most of the items you can show him give a default answer, but the 
Shaman's Rod seems to be different from the pack. Head to the north towards 
the Kibombo Mountain range.


--Kibombo Mountains--
Hidden Items: 2 (88)
 Smoke Bomb - Check right wooden box in cavern on the second screen
 Bone       - Use "Tremor" on the chest it is lying (DON'T pick it up;
              you can't get rid of it!)
Chests: 3 (91)
 Power Bread, Tear Stone, Disk Axe
Djinni:
 Jupiter - Waft
Monsters:
 Assassin, Dirge, Pixie, Wild Gorilla

 If you get close to the actual entrance some Kibombo warriors show up. 
Start working very carefully, because if a Kibombo warrior sees Felix you 
will have to start all over again. Go right and place the big crates in 
such a way you can jump over them after climbing up the vine. Once you're 
past this climb another vine, walk over to the left, push the pillar in the 
gap (creates a shortcut) and continue on. 

 Walk up behind the crate here, and make sure the Kibombo bloke doesn't see 
you. Push the crate to the right (your enemy doesn't notice a moving 
crate..?). Don't climb down on the other side or he will see you. You can 
get the Disk Axe by falling down the slide a little further on to the right 
from the chest. Use "Move" to get the crate here to the very left so you 
can climb the vine without being caught. Once you are back up again