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Walkthrough Part2
The walkthrough has been split into parts for easier navigation.
This walkthrough was made by
ikillkenny.
Page 1/2
------
To Altimer Caves
------

From Tolbi, start heading northwest along the dirt path.  Eventually you'll
start heading in more of a due north direction, and there will be a bridge
going west.  Take this bridge and run around in this location trying to draw
random battles.  In this forresty area should be a Mercury Djinn.  He's really
not very hard to beat, especially if you've defeated Kraken on the ship.
Simply use fire attacks with Garet and do what you always do with the other
characters to beat him and get the Mercury Jinn, Hail.  Head back northeast
from this area and across the bridge.  Continue heading east for quite a while
until you see a bridge to the north of you.  Don't go up this bridge quite yet,
because there's another Djinn to get.  Keep going east hugging the coast line
until you get to the Northern Parts of Kalay Docks.  Simply walk down to get
the Venus Djinn Ground without a fight.  Now, head back north to that bridge
and cross it.  Keep heading north until you enter...

------
Altimer Cave
------

Head north along the hallway and notice how the cave starts to get darker.
This can be a hassle later on when you have to solve moving around rock puzzles
with only a small amount of light.  One way to combat this problem is to use
Reveal which will expose a large area of ground being lit.  any ways, keep
heading along the hallway as it does a U-Turn.  Go through the door when you
get to it to reach a room with several rocks blocking your path.  Use reveal to
get a better view, or simply go left, then up a square, then go to the right,
then up to the stairs.  The next room you enter will have a few lighted spots,
which can be helpful.  Head west in this room and head along the hallway.  At
the fork head left to find an outline of a man.  Talk to him and get very angry
at your stupid party members for not realizing that this invisible man is
actually Babi.  The invisible man talks about how he can't move because he's
out of Draught and it's up to you to go find him some.  He'll go into a really
confusing explanation on how to get the draught from the puzzle below.  Just
disregard it because I'll reveal the information later on ;-].  Once you get
back in command head past the invisible man and go down the staircase there.

Head west and then south along the hallway.  Keep heading along the wall even
though there appears to be a path going north that you can take.  When you get
to a fork head right and when you get to the top wall start heading west.  Go
down the door when you get to it.  Someone let there be light in the next room,
which is quite helpful.  Head down the steps and then up the stairs to the
north to get another Djinn.  Before you get that Djinn, however, you'll have to
solve a log rolling puzzle.  Push the vertical log in your way right, then push
the horizontal log at the bottom north.  Now, freeze that puzzle in the middle
and head around the rocks on the bottom.  Push the vertical log back left.
Now, you have to push the lower of the two horizontal logs down by going behind
the log that's sticking up on the western part of the screen.  After pushing
this down, push down the top horizontal log and continue on to the Djinn.
Warning: You will have to battle this Djinn, although it won't be too hard.
Once you defeat him you'll get the Jupiter Djinn Squall.  Now, head back east.
Push the logs out of your way so that you can get east and push the wooden
stump into the gap in order to jump across to the ledge and the door.
Unfortunately, the light that was once there is now gone, and you'll have to
operate in the dark again.  Head south along the hallway and then start heading
west.  Keep heading west until you reach a large wall of rocks.  You can get
through this rock maze by heading south, then head north when you see a rock
break (try using reveal for a better view.)  Head east, and then north when you
get back into the hallway.  Start heading west until you get to a staircase and
go down it.  This next room will be lighted, which is nice, but you do have a
log maze to solve.  Push the first vertical log left, then go southwest until
you find a staircase.  Go up the stairs and head counterclockwise all around
the wall and slide down the cliff.  Push the vertical log to the left and enter
the door.

You'll enter a room with 5 rocks.  Use reveal to find out the colors of them.
The correct rock that you want is the rock that makes a chime sound when you
press it.  So, press the left most rock, then the right most rock to reveal a
color wheel.  Press the rock that's color is on top of the color wheel three
different times until you solve the puzzle.  The color wheel will pseudo  and
reveal a door.  Enter it and open the treasure chest in it.  Inside of the
treasure chest is, you guessed it, the draught that the invisible man wanted
you to retrieve.  Now, use your Reveal psynergy then go back to the invisible
man.  Talk to him and give him the draught.  He will eagerly drink it and
reveal himself as Babi (didn't guess that one a lot earlier.)  Lots of talk
will ensue about Babi using Lamarkian powers to keep himself alive, and
eventually the guards will come and inform Babi that the finals have begun.  As
he starts to walk off, he'll invite you (as in Isaac alone) to enter in the
finals of Collosso.  Once you finally get command of your character again,
retreat out of the cave and start heading back southwest to Tolbi.
------
Collosso
------

Before I start discussing Collosso, here is how to get the general Psynergies
listed below:
Growth - Equip an Earth Djinn on Garet
Frost - Have only Water Djinn active on Mia.  Also try equipping the Frost Gem.

When you get back to Tolbi, head to the castle which you can get to by going up
the stairs in the northwestern part of the town.  Head into the room with the
beds that, if you remember, you can get to by entering the small door on the
left.  Once you're all rested, head out of the castle and go north up the main
path in the middle of the town.  Here you will reach the stadium.  Head up the
stairs on the right to have the guards recognize you and take you to the
briefing room.  Here you'll be told that only Isaac is entering the finals, and
the rest of your party members can only cheer Isaac on.  However, the other
party members will have important roles.  Before each round begins, there is an
obstacle course that you have to get through quickly in order to get the best
weapon in the center rink.  There are also nuts and oil drops in treasure
chests that you can get that will help you a little in battle.  So, the
characters get to use 1 Psynergy before the match begins and can do useful
things such as grow vines to find shortcuts and freeze ice to hop over easily.
Once all the guards stop talking in the preparation room you'll be taken to the
stands of Collosso.  He'll explain the rules of the obstacle course.  Now, go
up to the first guard and get him to explain what the first event is like.
He'll show you a snippet of what the first leg is like, then ask if you want a
friend to cheer you on.  Select Garet for this task.  The next stage you'll
want Mia to go cheer.  The following one you'll want Ivan, but make sure that
he has a growth spell on him.  Take a look at the 4th and final leg of the
course, although you won't need anyone to cheer for you there.  Now, go all the
way back to the guard who's along the south wall.  Talk to him to go back to
the Preparation room.

In this room go over to the circle that's all the way to the right.  Step on it
and watch as the contestants are told that the matches are about to begin.
Once you leave the preparation room, you'll take command of Garet in the
stands.  Use his Move Psynergy to move the stump to the left.  Have Ivan use
grow on the vine, and have Mia just talk to the guard to say that she's ready
for the match to begin.  Now you will take command of Isaac.  As soon as you
can save your game in case you lose against the competitor you're facing.  In
this first round simply jump over the gap thanks to the stump that Garet moved.
Right after there you'll see a stump that's in the way of a path.  Move that
to the right and go up to get the treasure chest.  The next leg has a pipe that
you need to push west to make the water flow.  Once you do that, jump across
the gap thanks to the now elevated platform.  Now, go further right and climb
up the vine that Ivan grew.  When you get up here you'll see a path going north
that gets to a treasure chest that you'll want to get.  The next screen has two
logs.  If you just want to get across and don't want to get the nut this is
very simple.  However, if you want to get the nut (I recommend it because the
other guy is slow getting there) take the vertical log right, then go up and
take the horizontal log down.  Get off that and take the vertical log back
left.  Now, climb back up the ladder, take the vertical log right and hopefully
you'll get there before the other player.  If you get there first you'll get
the iron shield which will help in your defense.

Your first enemy will be Azart.  The first thing you'll want to do, like
always, is cast your one and only summon against him.  Judgment will do about
315 damage to him.  Now you'll want to use Ragnarok against him for the next
round.  You'll now be down to about 50 or less HP, so you'll want to use Cure
Well on yourself.  Continue using Ragnarok and Cure Well on him, with the
occasional helpful Djinn if you need it.  After he wastes both his nuts just
keep pounding him until he goes down.  He really shouldn't be overly tough, and
you should get an easy first round victory.

Once you win you'll be taken to the next set of stages where once again you can
get your characters to lend a helping hand.  Take this time to put all of your
Djinn on standby.  Take a look at all of the stages first to get an idea of
what they're like.  In the first stage you can get Garet to cheer for you, but
moving the statues around isn't going to help you one way or another.  The
second stage doesn't require anyone in it either.  Put Mia in the 3rd stage.
No one can help in the 4th stage, so don't worry about it.  Stick Ivan at the
5th place simply because you need to put him somewhere and head back to the
guard at the entrance to the stands.  In Lend A Hand mode have both Ivan and
Garet talk to the guard to say they're finished.  Have Mia freeze the western
puddle and then get ready for the match to begin.

As always save right at the beginning of the Obstacle Course.  The first screen
is very easy to solve, just head around the blocks.  On the next screen, make
sure you jump twice when the blocks are in the center.  When you get the
western most block, head up and get the treasure chest which is a nut.  Head
back down onto the block and continue left.  On the next screen take the bottom
log left.  Head down the stump to the ledge and hop over the ice pillar to the
other side.  On the next level climb the wall.  When you get to the top head
left and slide down the MIDDLE crevice.  Hop over to the next screen which is a
simple log puzzle.  Basically you just have to move each log twice, once to the
left then once to the right.  You shouldn't have that much trouble getting to
the rink first.

It's now time to fight Satrage.  This guy has a little more HP than his
predecessor and does a little more damage.  Get him with Judgment right away,
then use the Ragnarok/Cure Well strategy that you used before.  Once again he
shouldn't pose that much of a threat to you.  Once you beat him you'll once
again be taken the next set of stages.  This one is pretty dang hard, so make
sure to study all of the stages before you start.

As usual, inactivate all of your Djinn before you start placing your friends.
In the first stage you'll want to put Mia who has freeze.  In the next stage
put Garet who has move.  Don't place anyone in stage three, nor stage four, nor
stage five, and just stick Ivan at stage 6.  However, if you have the Halt Gem
(found in Vale) stick it on Ivan and stick him in Stage 3 with the moving wedge
blocks.  Head all the way back west to go the guard to start the next match.
When you start to Lend a Hand have Garet move the stump one to the right.  Have
Ivan use Halt on the man pressing the lever, and have Mia freeze the puddle
that's under the moving lever.

It's now time for the Final Round obstacle course.  This one is the toughest
yet.  On the first screen just run past that log and hop over the two gaps.  On
the next screen hop to the first stump, then head down to the stump that Garet
moved for you.  Keep going right until you get to the next screen.  This next
stage is pretty tricky if you didn't have Halt to freeze the man controlling
the pillars.  Take you time going past the moving traps that will push you off.
If you get really good you can get past two at a time, but don't push your
luck.  Ignore the easy to get treasure chest because you'll need all the time
that you can get.  The next stage, the wall, is pretty straightforward.  Just
climb primarily sideways until you get to the top.  Go down the stairs and run
across the conveyer belt.  The final stage is another log maze.  On this
screen, DON'T PUSH THE LOG WHEN YOU GET THERE.  You'll lose a lot of time if
you do this.  Instead, run past and push all three logs to the top, out of the
way of the log.  Then push the vertical log into the water and hop across to
the rink.  Hopefully you'll beat your competitor and get ready for a battle.

It's now time to battle Navampa, the final Collosso competitor.  He'll have
much more health than the others and do more damage.  Use the same strategy
that you've used for the previous two, summoning firs then using Cure
Well/Ragnarok.  Even though he has more HP and does a little more damage, he's
really not too hard to beat as long as you remembered to inactivate your Djinn
so that you had a 4 Level summon available.  Once you beat him you'll collapse
from exhaustion and eventually end up in your bed in the Castle.  The
characters will be annoying as ever and start talking about how you collapsed
after Collosso.  Once you're finally done and you're back in command, head out
the door to that room and go up the stairs.  Go up the hallway and through the
big door to meet Babi once more.  He'll start talking about how he needs more
draught and that the only place to get them is an island long disappeared.
Then he asks you to go to Babi lighthouse to find the island.  He'll also give
you the Lure Cap which you can use to encounter more monsters than you usually
do, which is useful in leveling up for bosses.

Once you finally get command back of your character, follow Babi off to the
west and down the stairs.  Go through the door and take the item on Babi's
desk.  This is Babi's sacred Cloak Ball and he says that he will lend it to
you.  It's now to time go rescue Lord Hammet from Lupna.

------
To Lupna
------

Head out of the palace and continue south out of town.  Head south along the
dirt path until the path starts going east.  Follow it east for a while until
you reach a cave.  Once you enter you'll be inside of Gonodown Cave.  At the
first fork head west and continue north through the door and into the next
room.  In here you'll find a large rock that you'll have to use the Lift
Psynergy to get past.  Keep going along this hallway and into the next room.
In this room there will be a small amount of water in the middle with a few
stepping stones to a ledge with a treasure chest.  This chest contains a Lucky
Medal that can be useful in obtaining items back in Tolbi.  Head across the
stepping stones the north and go back west a little until you find a treasure
chest.  In here you'll get an Apple that will boost your attack.  Once you've
done that head east along the wall until you reach the next door.  Head up the
staircase and then head south to arrive a log that's in your way.  Use your
Move Psynergy to move this log to the west and get it out of your path.  Keep
heading east until you come to a tree that you have to Move into a gap so that
you can cross the path.  Hop the gap, head south and go through the door to get
out of the cave.

Head around the cliff and then start heading north to reach Kalay.  You have no
business in Kalay at the current time, so head right past it and start heading
north.  When you cross the bridge head northeast and cross another bridge to
find yourself outside of Vault.  As with Kalay, you have no business in Vault
at the present time, so keep heading past it to the north.  After going north
for about 15 seconds you'll see the town of Lupna and an entrance to a cave a
little to the west of it.  You'll want to enter the cave entrance because the
guards won't let you through the gates.  In this cave head north along the
hallway until you reach a gate.  Under this gate you should see a small puddle
of water that needs freezing.  Do so to have the gate open up allowing you to
pass through.  Keep heading along the hallway and out the door to find yourself
inside the town of Lupna.
------
Lupna
------

Note: To beat Lupna's fortress you'll need the Cloak Ball that you get on the
desk of Babi and also Catch which you get by equipping Catch Beads (you have
this even if you don't think you have this.)

Things in Lupna look pretty cheerful, and the villagers of the town won't have
any problem with you roaming around the town.  However, if you try to buy the
latest weapons and armor you'll find that they dealers have nothing to sell
because no one can get in and out of Lupna (well, except for you ;-].)  The inn
won't be much help either, because for some reason the owner of the Inn has an
attitude and won't let anyone stay rest in his beds.  There are a few items to
get in Lupna, though.  Head to the north part of town to find the northern
gate.  Here there will be a small rock in the middle that you will want to
reveal.  On revealing, you will find a puddle that you should freeze.  Then,
head up the ladder a little to the west and hop over the ice pillar.  Make sure
that you don't step out of the reveal area or the ice pillar will disappear and
you'll have to do it again.  Once you're to the other side, keep heading
clockwise until you reach an apparent dead end.  Use reveal on the cliff to
find a small sparkle that you should press A against to reveal a hidden
entrance.  Go through here to find a room with a ton of treasure chests in it.
Here's what they have:
Water of Life  Smoke Bomb Lucky Medal  Antidote
     44 Coins  Elixir
When you get all of the items you want in this room, head back counterclockwise
and slip down the crevice in the side of the cliff that's next to the Potion
shop.  Head to the southwest part of the town to find a small rock circle that
has a Psynergy stone in it.

Once you're done with everything, head to the north pat of the town to find
yourself at the Lupna Fortress Gate.  You'll notice some guards here, and the
only way to get past them is to use cloak.  So, equip the Cloak Ball that you
got from the desk of Lord Babi on one of your characters, get in the shadows
and use the Cloak Psynergy.  Why do you have to be in the shadows to use Cloak?
Well, if you go out of the shadows it won't work, which can get quite annoying
later in this cave.  any ways, sneak around in the shadows and go into the
Fortress.  At this time you'll want to set Cloak as one of your Hot keys (the L
or R button) for quick going to in the future.

"I have some information on the first group of three guards you encounter in
Lunpa Fortress: Guard #1 has anywhere from 248-492 HP; Guard #2 has anywhere
from 353-704 HP; Guard #3 has anywhere from 247-493 HP. Guard #2 has a smoke
bomb. Guard #3 does approx. 81 damage with his regular attack. Guard #1 has
some weird attack called "Slice". By beating them, you get 570 coins and some
"Crystal Powder".

Also, I have info on the second battle with the other guard. Here, he has
anywhere from 402-446 HP, most likely 446 HP. He has a smoke bomb. If you beat
him, you get 190 coins and approximately 160 experience points."

Head through the first door and go off to the right.  There will be two guards
here that you have to sneak past in the shadows, so use cloak to get by them.
Go down the stairs and as soon as you get into the next room use Cloak.  Go all
around the center rock counterclockwise to sneak past the guard.  When you get
to the top your cloak will go away, so make sure to re-Cloak or risk getting
thrown out and having to start over.  Head through the door and then stop.  Put
on cloak and wait a few seconds for the moving guard to come up.  When he
branches off to the left sneak past him south and go through the door.  In the
next room use Cloak right away and start heading south along the shadows.  Head
up the stairs here and once again turn cloak on.  Here there will be two guards
going back and forth quickly in two separate hallways.  Between the two guard's
light will be a crevice where you can hide until the top guard goes back and
you can sneak past him too.  So, when the first guard starts going west sneak
past him and into the crevice.  When the next guard goes past sneak past him as
well and go into the next room.  In this room don't go up the stairs but
instead go along the hallway until you get to a door going south.  In here
there will be three guards in red that want to battle you as opposed to the
others who would kick you out.  These guys aren't the least bit tough, and 1
4-Level summon should knock these guys out.  Once they're defeated run past
them and go the next room.  Go along the hallway in this room to come to a
guard who will, like the three before him, want to fight.  He's just as hard as
any one of the three previous guards, so you shouldn't have any problem with
him.  Once you're done with him there will be two doors, one going north and
one going south.  Head through the door going north first to reach Donpa, who's
sick in bed, and his wife by his side.  There's a door behind her that she
blocks you from entering, so simply talk to her and see what she has to say
then leave.  Go through the door to the south to find a rather tricky guard
(you may want to save prior to going in this room.)  Right as you enter this
room use Cloak and stay where you are.  When the guard reaches his highest
point on the left, wait for him to go down a little then start heading south.
You should be able to sneak past him and get to the next room.

The next room pits you behind some jail bars with a large key on the desk in
front of you.  To get this you'll have to use the Catch Psynergy that you got
in the beginning of the game when you left Vale for the first time.  Look
around for the Catch Beads item and equip it.  Go up to the bars and press
Select to bring up the in-game menu.  Go to Psynergy and use Catch to bring
yourself the key.  As soon as you go through the gate a guard will challenge
you to a fight.  He's as easy as ever, and you shouldn't have any problem
defeating him rather handily.  Continue down the stairs to find another room
with bars in it.  You need not go through the bars as the door in there leads
you to the start of the Fortress.  Go down the stairs and find yourself in a
room with a locked door an some leaves to the west of it.  Use Ivan's Whirlwind
Psynergy to clear the leaves.  Next, use Reveal to find the hidden switch that
you have to hit which opens the door.  In the next room hop across the small
river gap and go northeast.  Here you will find a door concealed by some
shrubs, so whirlwind then reveal the door to go through it.  In this room head
through the path in the middle to find a treasure chest with some Power Bread
in it that boosts a party member's attack.  Head down the hallway to the south
and go through the door.  Go up through the jail cell and start pushing the
large box south.  This is going to be a *long* push so go grab a snack while
you hit the down button.  Once the box is finally pushed down the ledge jump to
the left and go through the jail cell.  Do the whirlwind/ reveal thing again to
open the door.  In this next room save, because you're about to fight a boss.
Put all of your Djinn (save Mia's so that she has Wish) on Standby and head
through the jail door.  In this room you'll find Lord Hammet (finally), and
after a little bit of conversation Dodonpa will come in.  He'll pull a lever
and reveal a giant monster that you'll have to fight.  Man, what a wuss... not
even fighting his own battles.  any ways, you're about to fight another boss,
this one being Toadonpa.

As always cast all of your summons on him to have him take a huge amount of
damage.  However, he's got a lot of HP so summons alone aren't going to do it.
Watch out for his individual attacks that really pack a whollop, so have Mia
use her Wish on everyone each turn.  Have Isaac use his Ragnarok attack, have
Garet use his Heat Wave or Nova attack and have Ivan use his most powerful
Tornado attack each turn.  As long as the characters stay alive, and you use a
few Djinn each turn to get your Summons back, this guy shouldn't be too
difficult.  When you beat him you'll get a Psy Crystal which will be helpful
later in the game.

Once the battle is over you'll find Dodonpa trapped underneath the monster you
just fought.  Hammet will make you get it off of him and then talk for a while.
This is one of the weakest moments of the plot that makes no sense ("Dodonpa
kidnapped you, remember?" "Oh yeah") and has you do nothing to Dodonpa because
he "learned his lesson."  Donpa will eventually come in and tell you that
you'll have to sneak out of town or some of Dodonpa's loyal henchmen will hunt
you down (oh not the tough guards that you fought before, anything but them).
You'll automatically escape to outside of the Fortress, and from there go back
into the town and back into the cave from whence you came (10).  In the cave go
back along the hallway and flip the switch that's a little north of the gate.
Keep heading south towards the cave exit to find one of Hammet's servants
(Bunza) sneaking around.  He'll offer you a ride in his wagon which you will
want to decline (if you did take it you will eventually leave you back in
Kalay).

The reason for declining the wagon ride is to get a Djinn in Lupna Fortress.
To do this, you'll have to revisit Lupna after the whole conversation below
finishes.  Head back into and through the cave.  Head north in Lupna to the
fortress and sneak in.  This time there will be a nice little shortcut to get
where you want to go.  Head to the door to the southeast once you get into the
first large room to find a jail door that you can go through now that you have
the Cell Key.  Go through the jail door and up the stairs to the northeast.
Fight the guard in here and then head through the jail cell and up north
through the door.  In the next room act quick, equip cloak and then run as
quickly as you can north to evade the guard.  Go through the door and fight the
guard blocking the entrance to Donpa's room.  Once you've defeaten him, head
into Donpa's room and talk to him.  He'll get up and he'll make his wife move
from blocking the door.  In here will be the Mercury Djinni Tonic that you will
get without a fight.  You're now free to leave Lupna, so retreat out, exit, and
continue on with your quests (see below.)
------
Kalay...Again
------

Head to the Inn in Kalay to heal all of your wounds that you got in Lupna.
Once you're all rested, head out the inn and to the castle in the north part of
the town.  In the main hallway of the castle you'll see that servant Bunza
who's wagon helped Lord Hammet and your party flee from Lupna.  He'll tell you
that he left the Secret Entrance to the castle open.  Before you go to the
secret entrance, head to Lord Hammet's room to find a *really* ungrateful and
bitter Lady Layana who says that she didn't want you to go and that Kalay
should have handled it.  Once she's done being ungrateful, head out of the
room.  Before you go to the tunnel, you may want to get the water jacket
located in a treasure chest in a room in the west-going hallway in the castle.
Once you're done doing that, head through the door on the east and go down the
stairs.  Go through the now open gate in this room and down the stairs.  In
this room keep going south to get 4 treasure chests with a few minor items in
there.  Now, it's once again time to push a statue a long distance.  Push the
statue next the treasure chests all the way to the north and then to the west.
The objective here is to have the statue block the water fall to empty the
water in the room.  Once you've stopped the water flow, climb down the ladder
on the east and freeze the lone drop of water still left.  Now, climb up the
ladder and hop across the ice pillar to get some handy Spirit Gloves.  Head
back up the ladder on the right and go up the long tunnel to the north.  Head
up the stairs here, and in the next room proceed south then east.  When you get
to the east wall head north and down the stairs.  In this room head south along
the hallway to find another waterfall and a Djinn.  Like the previous
waterfall, push the statue into it to block its flow and drain the water.
Simply head down the ladder and up the other ladder to get the Mars Djinn
Scorch without a battle.  Head back up the ladder and go to the east to find a
door that will take you on top of a cliff to the east part of Kalay.

Head out of Kalay and go southeast to get to reach Gondowan Cave again.  Back
track through this cave hopping over the river via the stumps you pushed in
earlier to backtrack more quickly (you could also use Retreat.)  Once you're
outside of the cave head northwest back towards Tolbi.  Head to the castle in
Tolbi to rest and then exit Tolbi once more.

------
To the Suhulla/Desert
------

Once you've exited Tolbi, head south over the bridge to meet up with Iodem, the
servant who was going to help you get to Babi Lighthouse after Collosso.  Once
you're across the bridge, keep heading southeast until you reach Suhulla.  The
first thing you want to do in Suhulla is to head to the house with a red carpet
on the roof which is located in the southwestern part of town.  In here Iodem
will find two downed warriors who were unable to get past the monsters in
Suhulla Desert.  They'll also reveal that they lost Sheba, a girl who has some
importance to Iodem.  They also reveal an important detail for getting past the
sandstorms, which is that you can get past the sandstorms with water.  Finally,
they also reveal that Saturous, etc. got through and are at this very moment on
their way to Babi Lighthouse (dramatic music plays.)  Once Iodem's done talking
in there, you can now head out of the town and south into the Suhulla Desert.

------
Suhulla Desert
------

When you first enter the desert, you may be surprised to see that there isn't a
heat bar on the side this time like there was in the Lamarkan Desert.  Instead,
the main obstacle of this desert is small tornados that will sweep you up and
land you back in the village of Suhulla.  In order to get past these Tornados
you'll need to drench them with Douse that you get by equipping Douse Drop (you
should have this item from beating Manticore in the previous Desert.)  Set
Douse as one of your Hot keys (such as the L or R button ) and get ready to go
through the Suhulla Desert.  Besides the tornados, the random battle monsters
that you fight in this level are going to be much more difficult than what you
had experienced in the past.  Make sure to not go into random battles without
full health.  Here's a neat little thing about Suhulla Desert: If you use
reveal you can sometimes find footsteps of hints on where to go (of course, you
can also just use this walkthrough ;-] ).


The Tornado Lizards that dwell in the Suhalla Dessert have approximately 642
HP. After beating them, you get 477 coins and 620 experience points (may vary
from lizard to lizard). The Storm Lizard has 3123 HP. His attacks include Wing
Stroke, Impact, Tempest, Storm Ray, and Resistance. His normal attack has done
an average of 95 HP damage.  He gives you 6100 coins when you beat him.

When you enter the desert you'll want to head West until you get to a wall
where you'll want to head south.  When the path becomes very narrow it will be
time for the first sand storm to appear.  When it does, Iodem will pop out and
mention how there are so many of these in the desert and that it's unusual.
Now, head into the sand storm and use Douse.  After the rain stops, you'll fall
down to the bottom of the Cyclone and face the large monster, Tornado Lizard.
Tornado Lizards are much harder than regular Random Battle enemies, but they're
not quite boss like.  1 or 2 4-Level summons should be able to whipe these guys
clean off of the face of the earth.  So, before going into any tornado put all
of your Djinn on Standby (except Mia's, of course, so that you get Wish) and
get ready for a battle.  Tornado Lizard really doesn't have a devastating
attack, so you can afford to not use Wish every turn.  If you don't want to use
your Summons on him, do the simple Ragnarok/Attack/Plasma/Attack strategy
(going from Isaac to Mia) strategy with the occasional Wish and Djinn to beat
him pretty easily.

When you beat the Tornado Lizard the sand storm will disappear and you'll be
able to continue southeast.  Keep going until you get to three sandstorm paths
that you can go through.  You'll want to hit the path that's most the east and
fight another Tornado Monster.  Use the same strategy mentioned before.  Once
you defeat him, keep going along the path as it progresses to due west and end
up on the next screen.

As soon as you get to the next screen there will be another 3-Path choice each
with its own sandstorm.  The path that you want to take is the middle path.
So, go up in the sandstorm and use Douse on it to fight another Tornado Lizard.
Once again use the same strategy that you used before to defeat him easily.
When you've defeated the Tornado Lizard, continue advancing north along the
hallway.  The hallway will head very linearly for quite a while.  Eventually
you'll see a pink sand storm on your right.  This pink sand storm will take you
to Crossbone Island, which I'll cover a little later in the game.  However, you
will want to head that way to get another Djinn.  In order to find the Djinn,
use Reveal to find a hidden stump to jump over to a ledge to the west.  This
ledge is a little north of the ladder leading down from the ledge.  Once you've
revealed the stump, jump across it and head down the ladder.  Here you'll find
a Mars Djinn that you will have to battle.  He'll have some reasonably powerful
fire attacks, so make sure to heal with Mia and don't be arrogant.  Once you
beat him you'll get the Mars Djinn Flash.  Flash is a *very* useful Djinn
especially later on in the game because he has the ability to block a lot of
damage taken to the whole party.

Now, head back up the ladder and go east (going through that cave will take you
to the pink sand storm which we don't want to go to yet.)  Before you head down
the ladder, you'll want to save and inactivate all of your Djinn (of course,
keep 4 of Mia's active.)  However, if you have much more than 4 Djinn for some
the characters, you may want to activate Djinn like Flint, Quartz, Scorch,
Flash and Squall.  Now, head down the ladder and go south a little.  Suddenly a
giant sand storm will come after you.  My advice is to just stay where you are
and let it get you to avoid random attacks.  Once you're in it, use Douse like
usual to drop down and fight the monster.

This monster isn't just another Tornado Lizard.  The monster that you now face
is a Storm Lizard and he's a mean mama-jama (a la Shaft.)  Storm Lizard has a
Sonic Slash attack that's simply devastating.  It will attack all of your Party
Members and do at least 150 damage to all of them.  First things first, cast
all of your Summons.  For each round use Wish with Mia.  With Isaac, use
Ragnarok and occasionally Flint.  Also, if a player goes down use Quartz that
you should have active by now to restore that player.  With Garet you'll want
to use Heat Wave unless the party is hurting when you'll want to use the Djinn
Flash who will reduce damage taken to each character in that round to about 8.
With Ivan you should use primarily Djinn that attack or do some sort of status
change to Storm Lizard in hopes to stunning him.  Another good Djinn to use
with Ivan is Zephyr which will boost party agility.  If you use a lot of Djinn,
it's possible to cast another high level summon on the Storm Lizard which will
really help you out.  Generally by the time you cast another Summon, Storm
Lizard will be under 500 HP and you should be able to kill him with it.  When
you kill him you'll get 1300 experience and 6100 coins in addition to a handy
Psy Crystal (keep saving these.)  If you are unable to beat Tornado Lizard,
here a few tips to help you out:  Try running south to a rock circle similar to
that in the Lamarkan desert with a Psy Crystal in it.  You can also outrun the
tornado all together if you're quick, because you really don't need to fight it
(although I recommend doing it for the experience and Psy Crystal.)

any ways, once you've defeated the Storm Lizard, head south and grad the
Psynergy Stone in the rock circle.  Keep going along the sole path to finally
spot an exit going east.  Iodem will jump out and mention how they didn't find
Sheba.  Don't worry about her, you'll meet up with her later.  Instead, keep
going out the desert and head east to enter Suhulla Gate.
------
Suhulla Gate
------

Head up all of the stairs at Suhulla Gate to find two guards injured on the
ground.  They'll tell of a strange group of people who came through without any
papers (wonder who they could be?)  Once Iodem is done talking , head north
through the gate to find a small door that contains a minister that will revive
downed characters.  Once you're done with him, head east to get to the next
screen.  On this screen you'll see an area where you can slide down the side of
the mountain almost immediately.  Slide down to find a treasure chest with a
mint in it.  Climb back up all of the vines and advance to the next screen.  On
this screen you'll see several areas that you an slide down the mountain in a
row.  The one that you want to slide down is the third from the left.  This
will land you right next to a Mercury Djinn who you'll have to battle.  Use the
typical Ragnarok/Attack/Plasma/Wish strategy with optional summons in the
beginning of the battle.  Defeat him to get the Mercury Djinn Dew.  Now, slide
down the cliff you're on and head east.  Head up one vine to find a cave that
you need not enter at this point in time (this leads to a ship that you'll use
much later in the game.)  Keep heading up the vines until you get to the top of
the cliff once more and head east.  Keep going east past the downed guard and
down the stairs.  Eventually you'll find yourself back on the world map.  Start
heading northeast towards the Venus Lighthouse.

------
Venus Lighthouse Part 1
------

When you get close to Venus lighthouse you will get out of the world map and
into the Venus Lighthouse entrance.  Head past all of the downed guards (you
don't need to read what they say) and keep going along the path until you get
to Venus Lighthouse.  Enter the lighthouse and go through the first room which
is just a hallway.  In this next room you'll see a large tree on the ground.
Use reveal when standing on this tree to expose a hidden door in the wall just
above you.  Head down this door and open the treasure chest to get the Carry
Stone which gives you the Carry psynergy.  The Carry psynergy allows you to
pick up small blocks and place them in different positions.  Head out of this
room and back into the room with the tree on the floor.  Go through the door to
the north.  Here there will be two paths.  The first one you should take is the
path to the east.  Head down the stairs and into a room with several stepping
stones.  Head west, then southeast to reach the south part of the room.  Head
up the stairs here to find the Lucky Cap.  Now, head back and you'll want to
take the path on the west in the room past the tree room.  Go through the door
and into the next room.  In this room there will be stairs leading up that you
need not take.  Instead, head through the door in the northeast part of the
room.  In the next room you will find a small block preventing you from
entering the other staircase in this room.  So, use your new Carry Psynergy on
it and carry it south to drop the block out of the way.  Now, go up the stairs
and into the next room.  In here you will see several bands of electricity that
you can not pass.  So, use the Reveal Psynergy to find a new, secret staircase
right next to the one you just came from.  Proceed up the staircase and in the
next room go north along that long, narrow passage way.  Here you will come to
a room with a miniature lighthouse and a statue of a women at the northern part
of the room.  Go talk with the statue to have her speak to your soul and reveal
a path on the ground.  This path should have one light in the center with a
different color from all the rest.  Once you've done this, use retreat and head
out of the lighthouse.

Head out the Venus Lighthouse entrance area to the east to arrive back at the
World Map.  Head north and then west along the dirt path to arrive at the next
town which is...

------
Lalivero
------

As soon as you enter Lalivero, you'll find two guards to the city lying on the
ground injured.  Iodem will talk to them and discover that Sheba was with
Saturous and the rest and that they went through town destroying whoever was in
their path.  Once that's over with, head to the Inn in the northwestern part of
town to heal all of your party members.  Once you're done, head out the inn and
locate the weapons and armor shop in the southeastern part of town.  Buy the
latest upgrades for all of your characters, but don't exit the shop.  See that
ladder in the back?  Head up that to arrive on the roof.  When you arrive on
the roof, hop over the gate on the right.  From here start to head north until
you reach the northeastern corner.  Jump the building a little south of that
and across the next building.  Go up the vine and check the jar on the left to
get some Water of Life.  Now head back down the vine and back across the gap
and onto the gate again.  Go around the northeast corner and start heading
west. You'll see the Djinn on top of the roof, but go a little past that to the
next building where you can hop onto.  Do so and then hop across to the
building with the Djinn and then up the vine.  Go up the Djinn to get the Mars
Djinn Torch without a battle.  Now, head back from whence you came (11) all the
way around the city gate and back down the ladder in the weapons shop.  Now,
head to the building in the southwestern part of town that also has a ladder on
top of it.  Go in the building and climb up the ladder to arrive on the roof.
Hop onto the gate and start moving counterclockwise.  After going over the gate
the city you should see a vine going down leading to a treasure chest.  Open
this treasure chest to get a Warrior's Helm.  Head back to the building and go
down the ladder and out of the building.  Now, head out of Lavlivero via the
path to the north.  Right above Lalivero is Babi's Lighthouse.
Note: If you ever need it there is a Psy Crystal hidden in the Pointed Statue
on a small island in the middle of the town.  You shouldn't need it, however,
since there is an inn in this town.  Thanks to Alan Quirino
[[email protected]] for that information.

------
Babi Lighthouse
------

Note: If you have not yet visited Venus Lighthouse, please go back and do so
(see Venus Lighthouse Part 1 topic above.)  You will need to talk to the statue
in there to avoid a dead end in Babi's Lighthouse.

Babi's Lighthouse is under construction, and you don't actually enter the tower
in this game.  Instead, you're going to want to find the hidden entrance to
Venus Lighthouse through the ruins that Babi Lighthouse were built on.  Head
north along the west part of the screen along the orange logs until you reach
the next screen.  UPDATED: Keep going north and go down the ladder next to the
statue.  In the dungeon down here you'll see two large pillars.  Move the left
most pillar to the left, then go back from whence you came (12).  Go east to
find another statue.  Move this to expose another ladder which you want to go
down.  Move the pillar on the right to the left and now hop across the gap to
the other side.  Keep going north and head up the ladder here.  You'll arrive
outside of Babi's Lighthouse on top of a ledge.  Use Grow on the vine near you,
and climb up it.  Head down the Crevice hear and go through the door.  Now,
head down the crevice here to land right next to a Jupiter Djinn who you'll
have to battle.  Once you defeat him you'll get the Jupiter Djinn, Luff.  Head
down the crevice.  In this room head around the gap clockwise and go through
the door to the north.  Go up the stairs once more to arrive in a room with
three crevices to drop down.  You want to drop down the first crevice that you
can get to, heading just south.  You'll fall *all* the way down past the first
floor that you entered to a dirt cave with a door blocking the path.  There
will also be several archeologists who mention that Saturos and company went
through this door that they had not been able to open prior to Saturos and
company coming through.  Once they're all done talking, go up the door and use
Reveal.  A switch will appear where the sign once was.  Flip this to open up
the door.  The others in the room will be amazed that you solved such a
"complex" puzzle and try to run through on their own.  The door will close shut
because non-adepts are not allowed through the door.  So, Iodem will now leave
your party (he didn't do too much any ways) while you continue through the
door.  Head down the stairs to find yourself in the Temple Ruins.

In this room you'll see another statue exactly like the one that you saw in
Venus Lighthouse.  You don't need to touch this one, because it will just throw
you off saying it's not going to open your path.  any ways, go through the door
going south to arrive in the next room.  In this room you'll see two large
pillars that you'll have to move to jump from the main ledge to the next ledge.
Move the pillars in such a fashion so that the first pillar is all the way
against the right wall and 1 square from the top.  The next pillar should be 2
squares under if so that you can jump from the gap to the two pillars and to
the ledge.  Do so and continue to the next room.  This next room is the
crossing into Venus lighthouse, and the formation of the stepping stones you
hop depends on which pattern the statue in Venus Lighthouse part 1 showed.
------
Venus Lighthouse Part 2
------

This walkthrough is now going to fork depending on the path that you take (your
path is determined by the tiles on the floor that you can change by talking
with the statue in Venus Lighthouse.)  This first part is the guide for going
West:

In this next room there will be another similar pillar puzzle.  Move one of the
pillars one down and directly left and another pillar 2 squares below it to
allow you to hop from the top ledge to the ledge to the west.  Head down this
ledge and into the next door.  Yet another pillar moving puzzle awaits you in
the next room where you should push 1 of the pillars all the way to the left,
and another two squares to the east of it.  Cast Ivan's Whirlwind against the
large plant and then do it again to the other side to reveal another pillar.
Now, push one of the original pillars all the way back to the east and push the
next pillar 2 squares directly south of it.  Now, head back up the stairs and
hop over the pillars onto the ledge.  Whirlwind the brush there and head
through the door.  Head all of the way south through the narrow hallway in the
room to arrive at a door.  Head through to find a room with three small
pillars.  Push one of them directly above the little white ledge and use Carry
to put the statue down there.  Repeat the process to bring the ledge on the
left all of the way up allowing you to jump the large ledge to the left.  Head
through the hallway and through the door.  In this room you'll have two paths
to take.  Take the path to the left to find a large statue on an elevated
platform.  Head up the stairs south of the platform and use reveal to expose a
treasure chest with an Oracle's Robe in it.  Head out of the room and hop
across to the ledge on the right now.  Go south to enter a room with 5
different color statues.  This is where this path meets the Southern past, so
skip past the following section to continue with this guide.

Here is the guide for going South:

Once you get into the room after the stepping stones you will see a pillar with
water in it and a path leading to a water drop.  Push the pillar onto the water
drop to make another pillar come up.  Hop across this pillar to the ledge on
the west.  Head south and do the same pushing to water drop thing you just did
with the pillar down there.  However, this time you're going to have to use
Douse (equip Douse Drop on a character) to cause this pillar to be heavy enough
to bring the pillar up.  Then, head across the pillar and into the next room.
This next room contains more stepping stones, with a fork in the path.  Head
west to find a room with a statue and apparently a dead end.  Use Reveal to
expose a treasure chest with Asura's Armor in it.  Once you get the armor, head
back out of the room and head to the ledge in the southwest part of the room.
This room is a little tricky, so pay attention.  Head down the southern most
part that you can get to.  Get as close are you can to a 1 square gap between
you and the pillar.  Move the pillar south and then start pushing it to the
northeastern most point.  Now, use Douse on this pillar and head up the stairs.
Stand facing the pillar and use Frost on it.  Now, go up the final set of
stairs and head from the top ledge to the ice pillar to the ledge to the east.
Head south and out of the room.  In the next room, head left across the
stepping stone and continue south into a room with 5 colored statues.

In order to open the door in this room with 5 colored statues, you'll have to
mind read the statues, or you can just put them in this order:
Red Blue
   Gold
Green Violet
Once all of the statues are on their squares head through the now open door to
find a room with a tree in it.  No secret rooms this time, just head up the
stairs.  In this room there will be a Psynergy stone, so heal and use any other
spells you want to use before getting the stone.

Head into the room to the north and go to the first door on your left.  Here
you have to use carry on the small block to put it into the gap.  Now, hop over
it and go through the door.  Head up the narrow hallway and then cross the sand
going east.  Head up the stairs to find a room with several small sand
waterfalls.  Head through the sand waterfall to the far right to find yourself
in the next room.  Head west to get to a stepping stone path where you'll want
to head along the right wall.  Head all the way down to the door there to find
a room with a statue and an elevated piece that looks like this: [ | ].  That
solid line in the middle is for flowing electricity, so put that in the empty
hole in the room to have electricity come from the statue and open the door.
Head through it and step on the small purple switch in the next room to change
around the sand waterfalls.  Continue counterclockwise around this room until
you get to the next door going south.  This will get you back to a room you
were in earlier.  Here you'll want to head down the ladder and up the ladder to
the north of it.  Head across the sand waterfall and go through the door.  Head
to the southeast part of the room and go down the ladder.  Move the two pillars
there to expose a doorway leading to the other pillar to the north.  Push that
pillar all the way to the west and then head back and up the ladder.  Hop from
the ledge to the west onto the pillar and then onto the ledge to the north and
up the stairs.  Go down the ladder and under the bridge in the next room then
up the other ladder.  Go up the stairs here and through the door to get to the
next room.

It's now time for another one of those electric current puzzles.  Push the
right most block into the southwestern hole, push the left most block into the
northwestern hole and push the north most block into the northeastern hole.
Leave the southeastern hole without a block in it.  If you did this correctly
there should be a solid line for the electric current to go through and it will
open the door.  Proceed through the door to reach another room with a sand
waterfall in it.  Hop over the pillar here and go up when you get to the ledge
directly east of the sand waterfall, then cross the sand waterfall and hop over
the gap to the northwestern ledge via a pillar.  Head through the south door to
find another room with many sand waterfalls.  Head through the eastern most
sand waterfall to find the Dragon Scales.  Head through the sand waterfall on
the left and up the stairs.  In this room you'll have to use Carry to drop 2
small blocks on the western white ledge.  Doing so will allow you to hop across
the eastern white block and to the ledge to the east.  Go through the door and
step on the purple switch to change around sand waterfall locations again.
Head directly north from the switch across a gap and go down the stairs to
arrive in the room with the large sand waterfalls.  Now that the waterfall on
the left is flowing, go down it and to the ledge in the southwestern part of
the room.  Head up the staircase on this ledge to get to the next room.

In this next room head south through a door to find a new room with moving sand
currents.  The objective of this room is to get to the ledge to the east and to
get the treasure chest in the south which contains the best weapon in the game,
the Gaia Blade, so you're going to have to time your movements well.  There
really isn't too much to right about, it's more about execution in this room.
One thing to try, however, is running to get a little more control (you need to
know where you're going, though)  Head to the door to your right to find
yourself in yet another electric current puzzle.  This is the toughest puzzle
yet, and it took me a few trial and errors to figure out the correct way.
Rather than describing this I drew a picture.  Go to
http://comicsoft.hypermart.net/gsa/w_001.gif for the solution to the puzzle.
It's not great, but you should be able to figure it out.  The tan squares with
lines drawn through them correspond to what shape you want to put where.  Once
you've done that the door will open and you should head through it.  In the
next room, head west a little bit to expose a purple switch that you'll have to
press to once again mix up and create new sand waterfalls.  Hop directly north
from the switch and continue along the path.  In the middle of some empty space
will be a blue and white colored pad hovering in mid air.  This will be the pad
that you'll fall down to just a little bit later.  For now, head north across
the gap and down the stairs.  Head south through the next door to find yourself
slipping down the middle waterfall.  Head to the ledge to the right, then move
all the way north and head east across the sand.  If you're having trouble
getting across the sand waterfall, remember to hold B to run, the direction
you're going and up at the same time so that you won't fall.  Head up the
stairs on this ledge and then up the stairs again.  ABSOLUTELY FOR THE LOVE OF
GOD SAVE YOUR GAME IN A DIFFERENT PLACE THAN YOUR NORMAL GAME.  TRUST ME, IT
WILL BE HELPFUL TO YOU LATER ON.

On this floor you will find a Psynergy stone (don't take this yet) and a
crevice leading down to that blue and white floating elevator that you saw
earlier.  Do not head down the ledge until you are ready to go to the top of
the lighthouse and fight the boss of the game.  At this point, I would equip my
Lure Cap and start leveling up if you're under about Level 24 or so.  This
probably won't take a lot of leveling up, but do make sure to conserve your
Psynergy.  Try to use only your Djinn and normal attacks reserving Psynergy for
only healing attacks.  You may also want to use Herbs and Nuts at this time to
save yourself from wasting Psynergy (you won't be needing these against the
boss.)  Save frequently here, as the monsters are very tough and occasionally
they can get one or more of your character's down.  Alternatively, another way
to level up is to use Retreat and backtrack to Crossbone Island.

------
What!?  We're Backtracking!?
------

Yes, it's time to go *back* to Suhulla Desert to get to Crossbone Island.  Why
didn't we just go earlier, when we were in Suhulla Desert?  This is because you
needed to get Carry to solve a few of the puzzles in Crossbone Island and it
would be trivial to go earlier because you'd just have to go back from
Crossbone Island when you got stuck.  Nevertheless, head out Venus Tower via
Retreat and make your way out of Lalivero and start heading southwest.  If
you're trying to level up, stop at the inn, put on the Lure Cap and start
fighting enemies in the base of Babi tower.  Go west through Venus Lighthouse
entrance and keep going west until you reach Suhulla Gate again.  Backtrack
from there all the way until you get outside of the gate and back into the over
world map.  Keep going west until you reach the Suhulla Desert.  At this point
you'll want to make a separate save game different from the save game that you
have at Lalivero.  When you get into Suhulla Desert, head west around the
hallway and up the steps.  Remember the hidden pillar that you had to reveal to
get the Djinn a little earlier?  Well, reveal this again and hop across.  Head
down the ladder here and this time go through the cave.

Head east along the long passage way and up the stairs when you get to them.
Head south out of the next room to find yourself right next to a pink sand
storm (I wonder if Isaac sees pink sand storms when he's drunk as opposed to
pink elephants ;-] ).  Go into the sand storm, but DO NOT DOUSE THIS TORNADO or
you'll have to go out of Suhulla Desert and then back in.  Instead, let it
sweep you up and take you to...
------
Crossbone Island
------

When you get to Crossbone Island, head to the southern part of it.  You'll see
an indentation in the mountains when you get to the southern part of the
island, so head north to it to find the entrance to Crossbone Island.  When the
world map disappears, go to the west to find a vine that you have to use growth
on.  Repeat this process two times until you're at the top of the cliff.  There
will be three crevices to fall down here.  The crevice on the left will take
you to the north of those tree stumps and next to a shrub that you should
whirlwind to expose the entrance to Crossbone Island Cave.  The middle crevice
leads to a chest with 1 coin, and the right crevice leads to a chest with a
mint in it.  When you go down the crevice on the left and whirlwind the door,
enter it to enter the cave.  Head north along the hallway until you get to a
large staircase to go down.  Do so and arrive at the first floor of Crossbone
Island Cave.

On each floor in Crossbone Island there are several treasure chests.  In this
guide I will mention how to beat the boss in the first paragraph, how to get
the treasure chests in the second paragraph, and in the third paragraph I will
mention how to actually solve the room and get to the next one.

One thing to note about Crossbone Island is that there aren't random battle
encounters, which is quite nice.  Instead, there are "Door Enemies" that you'll
have to fight before you can enter in a door.

Also, whenever you come out of a door in Crossbone Island make sure that you
push the stump down so that you'll have easy access past rooms you've already
gone through if you need to head out of the cave and then back in for any
reason.

-Floor 1-

The first of these Door Enemies is a Hobgoblin and a Virago.  These guys aren't
all too tough, because you'll be free to cast all of your summons right off the
bat (remember, there aren't any random battle encounters in Crossbone Island.)
3 Level-4 Summons should wipe these guys out of the cave, giving you a Lucky
Medal and access to the first floor.

CHEST 1:
Location: Southwest corner of the room.
Item: 111 Coins.
Directions: Hop onto the ledge right below the stump and push it to the left.
Head counterclockwise across the gaps to get to the treasure chest.
Notes Before Obtaining the Next One: Head out of the room.
CHEST 2:
Location: Southeast corner of the room.
Item: Nut.
Directions: Hop onto the ledge below the stump and move it to the left.  Jump
onto the platform with the stump and head right.  The chest is directly east of
the platform.
Notes.....: Head out of the room.
CHEST 3:
Location: Northwest corner of the room.
Item: Hard Nut
Directions: Hop onto the ledge below the stump and move it to the right.  From
the ledge head to the left and move the stump to the north and move the log
there to the right.  Head north along the stepping stone path on the left.
Notes: Head off of the platform but you need not go out of the room.
CHEST 4:
Location: North-center part of the room, not on a stepping stone.
Item: Antidote
Direction: Head counterclockwise all of the way around the outer ledge.

To get out of the room you'll need to make sure that you haven't moved any
stumps yet (head out of the room if you have.)  Hop onto the small stepping
stone below the only log visible.  Move the log to the right and head northwest
to the next stump on a ledge.  Move this log to the left and start making your
way east until you can't go east any further.  Once you're there, head north
until you reach the northeast corner.  Start heading west until you come to a
ledge with a stump to the left.  Move this stump east one square, then start
heading back from whence you came (13?)  Make your way to the stump in the
middle that you haven't moved yet.  Move this to the right and jump onto it.
Now you'll want to make your way to the log you moved earlier northwest of the
log you just moved.  Move this log to the east, hop on to the platform and make
your way to the long outer ledge.  Head all the way down this ledge and out the
door.  When you exit the room there will be a treasure chest here that's
actually a Mimic.  You probably will want to fight him at this point for his
experience points.

-Floor 2-

The next enemies that you'll have to face are two Grislys and a Sucubus
(reminds me of a South Park episode.)  As always, put all the Djinn on standby
(even Mia's at this point) and just let the Summons Rip.  These guys will die
to approximately three Level-4 summons, so you really don't have anything to
worry about.

CHEST 1:
Location: Just north of you when you enter the room.
Item: Elixir
Directions: Just head north, this isn't head to get.
Notes: None.
CHEST 2:
Location: Northeast of Chest 1.
Item: 222 Coins.
Directions: Simply head around the blocks counterclockwise from Chest 1 to find
Chest 2 without having to roll and logs.
Notes: None.
CHEST 3:
Location: Northeast corner of the screen.
Item: Lucky Pepper
Directions: From Chest 2, head around the block and head to the east most point
then go up.  No rolling required.
Notes: None.
CHEST 4:
Location: Northwest from Chest 1.
Item: Mystery Blade
Directions: Push the log above Chest 1 up, then head to near Chest 3 in the
northeast part of the screen and push the vertical log to the left.  Head down
and around the broken pillar and go next to Chest 2.  Push the horizontal log
there up, and then push the horizontal log that was right below it up as well.
Now, head northwest of Chest 1 and push the vertical log to the right and the
horizontal log up.
Notes: None.

To get out of Room 2, simply follow the directions for Chest 4 and just head
south along the west corner of the screen to find the exit.

-Floor 3-

The next door enemies that you'll have to face are a Lich and two Fiendish
Ghouls.  These guys still aren't very tough and three Level-4 summons should
get them.  When they're defeated you'll get a handy Psy Crystal for use in
battles later in the game.

CHEST 1: (Left Most)
Gem Location: Just a little northeast of the door.
Item: 333 Coins.
Directions: Equip Catch Beads and use Catch when facing the blue gem on the
part of the original platform that you were on when you entered the room that's
the most northeast.
Notes: To get to the Blue Door where you need to use this game, simply go back
to the main platform and then head along the northwest stepping stone path to
get to the top ledge (the same applies for getting to all of the blue doors.)
CHEST 2: (2nd to the Left)
Gem Location: Due east of Gem 1.
Item: Fairy Ring
Directions: From the northwest corner of the original platform start hopping
southeast.  Eventually when you get to the eastern wall the stepping stones
will allow you to make a U-Turn and arrive directly east of the gem.  Use Catch
on it to get the second Gem.
Notes: See Chest 1's Notes.
CHEST 3: (2nd from the Right)
Gem Location: Northeast of Gem 1.
Item: Cookie.
Directions: Head along the western stepping stones as if you were going to the
blue doors, but head one square to the east when you can.  Start moving north
until you arrive at a row with two long platforms with a small platform in
between them.  Face south towards the gem and use Catch to obtain it.
Notes: See Chest 1's Notes.
CHEST 4: (Right Most)
Gem Location: North-northeast of Gem 3.
Item: Smoke Bomb
Directions: From the main platform head northeast, then due north when it
starts to straighten out.  You'll find yourself right underneath Gem 4 which
you should use Catch to get.
Notes: See Chest 1's Notes.

From Chest 4 (not Gem 4) Head directly south to land on the northern most
square of a circle.  Use reveal to expose a hidden Red Gem in the middle which
you should use Catch on.  Once you get the gem start heading west along the
north ledge when there blue doors were and head down the stepping stones on the
western side of the screen.  About three from the south you'll be able to jump
west to the ledge with the red door.  Do so and continue through it, then head
south and out of Floor 3.
-Floor 4-

The door enemies for Floor 4 are two Gryphon birds.  As always, use all of your
Summons against them.  This may or may not kill all of them, and if there's one
remaining just use Ragnarok with Isaac, attack with Garet, defend with Ivan and
Wish with Mia.  The Grpyhons shouldn't have too much HP after getting hit by
four Level-4 Summons, so don't worry about dieing too much.

CHEST 1:
Location: North and a little east of the center of the screen.
Item: 444 Coins
Directions: Go up to the second statue that you reach when going east from the
door.  Use Halt on this statue when you have it up against a wall to sneak by
it.  Once you get into the shadows use cloak to sneak by another concealed
statue and use reveal to figure out where you're going.  This statue can be
obtained by heading to the north wall and going west a little.
Notes: Head back outside the statue.
CHEST 2:
Location: Due north of the first statue that you get to going east from the
door.
Item: Sleep Bomb
Directions: Go up to the first statue that you get to when going east from the
door.  Move to the right on it and halt it, then sneak past and use reveal to
find a treasure chest at the northern most part of this hallway.
Notes: Go back south once you're done.
CHEST 3:
Location: Northeast corner of the screen.
Item: Storm Gear
Directions: Go up the second statue that you reach when going east from the
door and halt it.  Go north and put on cloak to sneak past the first statue.
Use reveal to find out where you're going.  A little past the statue in the
dark take a right to arrive near a statue in pure daylight.  Sneak past this
statue by staying in the shadows and head clockwise past the statue to get to
the treasure chest.
Notes: Head back out to near the entrance door when you're done.
CHEST 4:
Location: Near the exit door.
Item: Psy Crystal.
Directions: See exiting the room in the next paragraph.
Notes: None.

To exit the room, head west from the entrance door and go up the narrow passage
way.  Put on cloak when you get to the shadows, and stay in the shadows for as
long as possible to get past the statue here.

-Floor 5-

The next door enemies are a Lizard King, a Harridan and two stone soldiers.  As
always summon the hell out of 'em (make sure the big arrow falls on the
Lizard.)  After one or two summons everything but the Lizard King will be gone,
but he'll stay alive through four summons.  The Lizard King also deals a pretty
good blow, and if you're not careful Ivan might get hurt (you may actually want
to defend him in the first round and do a 4-Summon in the next round if you're
afraid of him dieing.)

CHEST 1:
Location: Northeast corner of the screen, near the stairs.
Item: 555 Coins
Directions: Just head around the ledge counterclockwise to find this Chest.
It's near the stairs.
Notes: None.
CHEST 2:
Location: North-center part of the screen
Item: Lucky Medal
Directions: Head down the stairs located at the northeast part of the screen.
Move the first vertical log that you seen to the left and move the horizontal
log directly southeast of that up.  Move the vertical log back to the right,
and head out of the lower area and flip the switch to bring water in.  Hop
across the log pattern you just set up to reach the chest.
Notes: Head out of the room when you've completed this.
CHEST 3:
Location: Southwest part of the screen.
Item: Ninja Garb
Directions: Head down the stairs into the lower area of the screen.  Head west
until you see two vertical logs with the edge of a horizontal log in between
them.  Push the lower vertical log to the east, then push the horizontal log
south.  Push the lower vertical log west, then push the horizontal log to the
right of the upper vertical log south.  Now, push the lower vertical log that's
to the west back east, then push the horizontal log you just pushed back up.
Now, go back to the switch to fill the area up with water, and hop across the
path you made to get the chest.
Notes: Go out of the room when you've completed this.
CHEST 4:
Location: Northwest part of the screen
Item: Potion
Directions: See exiting the room in the next paragraph, it will be directly
west of when you hop off the logs in the pattern below.
Notes: None.

To get out of the room, head down the stairs in the northeast part of the
screen.  Push the 2nd east most horizontal log south, then move the
northeastern most vertical log east.  Move the horizontal log one square
southwest of it north.  Push the northern most vertical log west, then push the
horizontal log you moved south earlier back north.  Push the vertical log
that's now up against the west wall back east, then push the horizontal log
directly north of it south.  Now, flood the area by hitting the switch, and
head across the path you've created.  Hop to the ledge and head all of the way
south and out of the door.

-Floor 6-

The door enemies for this floor are two Chimeras, which are three-headed lion
type creatures.  As always, unleash all of the summons on them in the first
round.  One of them will probably die to four Level-4 summons, with the other
being badly damaged.  Ragnarok with Isaac, Attack with Garet, Defend with Ivan
and use Ply Well with Mia to get this guy.  If you have a Level-3 Summon
available at this point (by having 7 Djinn) use it and you'll almost certainly
wipe out the last Chimera.  When you defeat him you'll get a potion and advance
through the next door.

CHEST 1:
Location: North-northeast of the door.
Item: Elixir
Directions: Move stumps that you see when you enter the door so that 1 is all
the way to the left and another is one from the right.  Hop across the stumps
to get the treasure chest to the north.
Notes: None.
DJINN:
Location: Northwest corner of the screen (initially)
Directions: From Chest 1, head north until you get to the north wall.  Head
down the ladder and then up the ladder to the west.  Keep going west along the
northern ledge until you get near the Djinn.  He'll run away, and you'll have
to keep going around the corner until you get to a movable stump with a crevice
on the side of the ledge.  Push the stump down the crevice, then go down the
crevice yourself.  Head down the ladder and freeze the puddle a little east of
the ladder.  Head back up the ladder and jump across the pillars and go north
along this ledge.  Here you will find Chest 2.  Keep going north and the Djinn
will flee.  Push the stump to the right and go up the ladder.  Go east to find
the Djinn in the northeast corner.  He'll flee once more, and you should go
down the large ladder and up the smaller one.  Head south, then jump across the
two stumps you had moved earlier and go up the ladder.  Go directly south of
the Djinn (there will be a block in your way) and use Halt on it.  You can now
go up to it and get the Venus Djinn Bane!  Jeez, that was pretty complicated.
CHEST 2:
Location: Go up the northern ledge towards the second location of the Djinn
(see Djinn step.)
Item: 666 coins (how evil)
Directions: See Djinn Directions.
CHEST 3: (Get the Djinn before doing this, but don't go out of the door)
Location: The middle of the screen on top of a stump.
Item: Demon Axe
Directions: Go to the middle of the screen without climbing up any ladders and
push the stump with the chest on top of it as far north as it will go (make
sure it's still in the center.)  Now, head back south and go up the ladder on
the east.  Hop across the two stumps you had moved earlier and start heading
north.  When you get to a small ladder, head down it and go up the large ladder
to the west of it.  Go west past the large ladder until you get to a small
ladder.  Go down this ladder and push the stump to the east.  Climb down the
ladder and Move the log all of the way to the east.  Go back up the two smaller
ladders and then go down the large ladder.  Hop from the stump onto the ledge
in the middle and get the Chest.
Notes: None.
CHEST 4:
Location: Middle-southern part of the screen.
Item: Water of Life
Directions: From Chest 3, head back to the stump and up the large ladder.
Then, go down one small ladder but not the other and start heading south.  Keep
going until you reach the Ice Pillar that you freezed, and hop across that to
the stump and then down the ladder.  Now, move the stump all of the way to the
east.  However, before moving it into its final position north, you'll have to
get north of it and use Move Psynergy so that you don't get trapped behind it.
Head back up north and go up the small ladder.  Then, head south and jump from
the ice pillar to the stump to the next platform.  The treasure chest is right
on top of here.
Notes: None.

To get out to the level (these directions are from after getting Chest 4) head
back across the two pillars and start going north.  Head down the small ladder
when you get to it and go south until you reach the stump that you had moved to
get Chest 4.  Use Move Psynergy to move this south and then west.  Keep heading
south to find your way out of the door.
-Floor 7-

At the door this time will be two Earth Lizards.  This time, for a change, try
activating all of your Djinn to have your stats boosted up a *ton*.  Use
Ragnarok with Isaac, Attack and Impair with Garet, Plasma and High Impact with
Garet and Wish Well with Mia.  It will take a lot longer but there's less risk
of a character going down thanks to more health and more defense.  When you
eventually defeat them you'll get some Water of Life and access to the next
room.

CHEST 1:
Location: Northeast part of the screen.
Item: Lucky Medal.
Directions: Head northeast along the hallway and across the gap to the west
when you get to it.  Keep going west until you reach a small block that you'll
have to move all the way to the right and then all of the way north.  Now, use
the Carry Psynergy that you got in Venus Lighthouse to place to block 1 square
north on the ledge.  Now, climb up the ladder and keep going east until you
reach the chest.
Notes: Head out of the room before attempting Chest 2.
CHEST 2:
Location: North-center part of the screen up on a large single platform.
Item: Psy Crystal
Directions: Head back to where that small block was when obtaining Chest 1.
This time, move the block all of the way to the left without changing its
vertical position, and use Carry on it to bring it up the ledge to the left.
Now, jump the gap and head up the ladder and down the one to the east of it.
Move the block one square to the north and use Carry on it to move it up to the
ledge above.  Head back up the ladder and jump to the pillar you just made to
get the chest.
Notes: Head out of the room before attempting Chest 3.
CHEST 3:
Location: Almost dead center portion of the screen.
Item: Wicked Mace
Directions: Head back to where that small block was
in getting the previous chests.  Move it west just like you did in getting
Chest 2 and Carry it onto the ledge.  Hop the gap and go up the large ladder
and then down the small one.  Move the block all of the way to the left of the
platform and push it off.  Now, move the block so that it is 2 squares to the
left of the bottom most square of the ledge.  Now, go up the large ladder and
down the small one and jump across the small pillar to the platform against the
west wall.  Head southeast on this platform to get the chest.
Notes: None.
CHEST 4:
Location: East of the exit door.
Item: 777 Coins
Directions: Thanks to Peter Mentink for this information: It's real easy, you
can just jump on the ledge where the chest is (jump below the chest).The square
you jump to is only not visible because off the walls!
Notes: None.

From Chest 3 head back across the gap and up and then down the large ladder.
Jump across the gap and start heading south at the narrow passageway.  Hop to
the west when you come to the end of this platform to find another small block.
Move this down as far as it will go and then all of the way to the left.  Use
Carry to place this block on the ledge to the north of it, then climb up the
ladder and hop across the gap.  Head down the ladder to the west and go south
to go out of the door.

-Floor 8-

The next group of enemies are a Poison Toad, and two Thunder Lizards.  These
guys are pretty tough because they have the ability to stun your entire party
which wont' allow them to attack.  I'd go into this with 4 of each type of
Djinn on standby with the rest of the active.  This is a compromise between
stats and having Summons (although you may want to keep all of Mia's Djinn
active for Wish Well).  Three Level-4 summons will take care of the Thunder
Lizards, leaving only the Poison Toad.  Here you will probably want to use
status changing Djinn that will paralyze or put Poison Toad to sleep.  Once
he's injured, blast the hell out of it with regular attacks to defat it.  On
defeating the group you'll earn some Water of Life.  If you're running low on
PP, instead of wasting Psy Crystals, just run around for a while to restore PP
(you don't have to worry about random battles.)

CHEST 1:
Location: Northeast part of the screen.
Item: Smoke Bomb.
Directions: Head north along the hallway until you reach a white platform with
a puddle of water underneath it.  Freeze this puddle and head north up the
ladder.  Once you're up on the cliff, head south to get the chest.
Notes: None.
CHEST 2:
Location: North-Center part of the screen.  This chest is the top one.
Item: 888 coins.
Directions: From Chest 1 head down the ladder and freeze the puddle in your
way.  Now, head back north and up the ladder.  Cross the gap to be right next
to this chest.
Notes: Head out of the room before attempting Chest 3.
CHEST 3:
Location: Directly below Chest 2.
Item: Cleric's Ring
Directions: Make your way to Chest 2, freezing the puddle south of the ladder
leading up to the cliff on the east.  Do *not* freeze the puddle under the
platform or you'll have to start over.  From Chest 2, slide down the crevice on
the side of the mountain and make your way around the logs so that you can now
push the small black rock east.  Do so, then head up the ladder northwest of it
and back across the gap towards the dragon.  Head down the crevice, push the
horizontal log down, and freeze the puddle under the white platform.  This will
now have the dragon burn down the ice pillar in your way to the ladder to the
north, so hop across the puddle and refreeze it when you're north of it.  Head
up the ladder and across the gap.  Head down the crevice on this cliff and push
the horizontal log down.  You can now get up the ladder and get the chest.
Notes: None.
CHEST 4:
Location: Along the northwest wall.
Item: Potion.
Directions: From Chest 3, head down the ladder and head northwest.  Hop over
the puddle, then freeze it and go up the ladder.  Jump across the ice pillar to
the cliff to get the item.
Notes: None.

After you get the 4th Chest, head down the crevice and go out of the room via
the door to the south.

-Floor 9-

The door enemies for this floor are two Cerebuses.  Go into the battle with 4
inactive Djinn for Isaac, Garet and Ivan and all of the Djinn active for Mia.
Cast all of the summons for Isaac, Garet and Ivan in the first round.  Have Mia
use Wish or Wish Well throughout the battle.  Once the summons have been cast,
have Isaac start to use Ragnarok, have Garet use the Djinni Flash or re-summon
Flash, and have Ivan use High-Impact then Plasma in the following rounds.
Defeat them to get a handy Psy Crystal.

CHEST 1:
Location: East-center part of the screen in the middle of the lake.
Item: 999 Coins
Directions: Head north to get to the lake with many logs to cross.  Take the
horizontal log to the west of the lake up north.  Now, take the vertical log
right above it to the east.  Head off onto the eastern ledge and head south.
Take the horizontal log here up north, then hop east to the double vertical
logs.  Head down to the south and take the vertical log in the southeastern
corner of the lake west to reach the island in the center.
Notes: Head out of the room before attempting to get the next Chest.
CHEST 2:
Location: Northwestern part of the lake.
Item: Sleep bomb.
Directions: Head up the eastern ledge of the lake and take the northern most
vertical log west.  Hop north to get the treasure chest.
Notes: Head out the room before attempting to get the next chest.
CHEST 3:
Location: Middle of the room in between the two lakes.
Item: Water of Life
Directions: Take the western most horizontal log in the first lake you come to
north, then take the vertical log above it east.  Head onto the cliff on the
east and head south.  Bring the horizontal log here north, then hop east to the
vertical log.  Move that west, then hop south to the vertical log below it.
Head all of the way to the west to reach the platform with this treasure chest
on it.
Notes: None.
CHEST 4:
Location: Northwest past of the screen.
Item: Muramasa (a sword)
Directions: From Chest 3, head southwest.  Take all of the horizontal logs
north.  Now, go and take the lowest vertical log west, and then take the
horizontal log above it south.  Go back and take the middle Vertical log west,
then take the horizontal log above that south.  Go all the way back from whence
you came (13) and take the final vertical log at the northern part of the
screen west.  Jump up north to get the item.

From Chest 4, simply take the vertical log back east and head south down the
ledge to find the exit door.

-Floor 10-

When you get to floor ten, you'll be thrilled to know that there are no longer
anymore puzzles to solve.  However, you're about to face one mother of a boss.
Save your game, inactivate 4 Djinn for everyone but Mia, and make sure
everyone's healed.  It's time for the battle of your life (you meaning Isaac
and company.)  Head west up the dock to find a treasure chest.  This chest is
actually a mimic that you may want to fight for the experience.  Now, head up
the deck the ship (to the north) to encounter Deathbeard in a random battle.

If you're around level 25-26 and have at least 6 Djinn for each character (If
you've been following this walkthrough you should by now), then Deathbeard
shouldn't be that difficult of an enemy.  In the first round, Cast your three
Level-4 summons on him, and have Mia use Wish Well on the whole party.  Once
the first round is done, start using Ragnarok with Isaac.  With Garet you'll
want to use the Djinn Flash *each* turn whether you're casting him or setting
him to be active again.  This will provide a heat barrier that frees your party
from almost all damage that Deathbeard dishes out.  With Ivan, use his Impact
spell on Isaac (you'll pretty much use this throughout the whole match because
Deathbeard will occasionally use Break which will decrease all of your party
member's stats down to normal.)  With Mia use Ply Well throughout the battle to
keep healing stats.  Whenever someone's PP starts to get down, use a Psy
Crystal on him or her (you'll only had to use about 2 or 3 throughout the whole
match...when Ivan's PP starts to get low don't worry about it, just have him
defend or use his Djinn.)  Try to time using Psy Crystals to when you're being
defended by a Flash heat barrier.  Also, whenever a character goes down, wait
until you're under a Flash heat barrier to revive that character with Isaac's
revive.  While this strategy is pretty boring, you should be able to defeat
Deathbeard in about 10 minutes.  This strategy works because you'll have a lot
of HP, PP and defense thanks to having lots of Djinn active.  When you finally
defeat Deathbeard you will get 8,000 experience points, 9,000 coins and some
Water of Life.  You'll also be able to get the treasure chest at the very north
part of the ship.  This box contains the Demon Mail that's unfortunately
cursed.

Congratulations!  You're now done Crossbone Island!  Save your game and use
Retreat to head out of the cave.  Head back northwest towards the pink tornado
to arrive back at Suhulla.  Head all of the way back to Babi's tower where you
want to go through the entrance there.  Also, you will probably want to take a
rest in the inn at Lalivero before you enter the tower.

------
Venus Lighthouse Part 3
------

Go through the Babi Lighthouse entrance to the tower.  Now, keep making your
way through the tower using the guide earlier in this game.  For the most part,
you're going to have to re-do all of the puzzles in the tower.  When you
*finally* make your way to the top room, save your game, heal all of your
characters and grab the Psy Crystal.  Put 4 Djinn on standby for everyone but
Mia just like you did with Deathbeard, and slide down the crevice.

You'll now get an elevator ride up to the top of the lighthouse where you'll
find Menardi and Saturos talking about lighting the beacon.  Suddenly, Felix
will come up and get in a fight with Saturous and Menardi.  He talks about how
he doesn't trust them with Sheba (remember her?)  When you finally get your
command back, SAVE YOUR GAME BUT WITH A DIFFERENT SAVE FILE THAN THE ONE YOU
SAVED BEFORE GOING DOWN THE CREVICE!  You will not be able to return to the
rest of the game without losing to Saturos and Menardi after this point.  Make
any final adjustments and head over the blue and white gaps, up the stairs and
get ready to find Saturos and Menardi!  Well, after 3 minutes of conversation
at least ;-]

In this battle, don't be afraid to use any valuable items that you may be
saving, as this is the final battle.  Cast all of your summons at the beginning
and have Mia use Wish Well throughout the battle.  You're the most vulnerable
at the beginning of this battle because characters such as Ivan will have very
little HP until he regains some of his HP.  If he goes down at any point, use
Water of Life or Revive with Isaac to bring him back to life.  Otherwise, use
Ragnarok with Ivan, Flash each turn with Garet (be it summoning or using), and
High Impact and Ivan's most expensive attack PP wise for each round.  Saturos
and Menardi will start to become less and less effective against you, and
eventually you'll destroy them.

Once Saturos and Menardi go down, Felix will mysteriously not let Sheba go and
mention that he himself wants to light all of the towers.  Then, out of
nowhere, Saturos and Menardi will get up and throw an elemental stone into the
tower.  Felix will leave and Saturos and Menardi will merge into one GIANT
Fusion Dragon.  This Fusion Dragon really isn't as difficult as it seems, and
the same strategy that you used against Saturos and Menardi will work very well
against this boss.  The only problem is that you don't have any Summons this
time, so it will take much longer to kill this guy.  After about 20 minutes of
fighting you'll finally be able to defeat the dragon if you've stuck to the
strategy.  Saturos and Menardi will fall into the Lighthouse (not much of a
death, I bet they'll be back.)  You'll talk with Felix again and suddenly the
Lighthouse will break in half.  Sheba will fall to here death and Felix will
jump after her.

------
Ending
------

You'll find yourself somewhere in Lalivero talking with Iodem.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!Absolutey Do Not Save Over Your Pre-Boss Battle File While In Lalivero!
!It is not possible to get out of Lalivero at this point.              !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
In here you'll learn that Sheba and Jenna have not been found, and that Idejema
has been washed out to see along with Sheba and the rest (apparently Sheba
didn't die.)  You'll all say your farewells, although Iodem will want to talk
to you a little more.  Head out of the house to have Iodem come and talk to you
about how you saw Iodem.  He'll give you the Black Orb that has the power to
raise the sunken ship from the sea.  Once you get command back, head to the
northwest part of the town to the building where the soldier is guarding.  Talk
to him and he'll let you through.  Head west along the bottom ledge and north
along the dock.  Use the Black Orb when you get to the northern most part of
the dock to raise the Ship from the sea.  Your friends will start talking about
how this is the Lemurian Ship and that the quests are just beginning.  The ship
will set sail and the credits will start to roll.  Once they're all done a To
Be Continued message will appear.  What does this mean?  It means that another
Golden Sun is on the way for GameBoy Advance and it's coming out by Christmas
2002.

But it doesn't end quite there.  After this you will see a short cinematic
scene which explains what happened to Sheba, Felix, Kraden, Jenna and Alex.
Makes you thristy for a sequel, doesn't it?
=============
Chapter 7: Boss Strategies
=============

This section features alternate strategies than are listed in the walkthrough,
and also features Boss HP, how many coins they give, and how much experience
points they give.  If you've got a very well described Boss Strategy, please
send it to me at [email protected] or post them at my forums at
http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi.  Also, if
you have stats on bosses, please also send them to me ASAP.  Those who
contribute will be credited.

Here's a general strategy from Tim Stankiss [[email protected]]:
"I found that a really easy way to beat the most bosses *excluding* saturos,
menardi, and the fusion dragon is to equip all venus djinn on Issac (or
whatever you named him).  You get a power called curse that makes the spirit of
death embrace somebody.  After the spirit of death embraces somebody, they have
4 turns to live.  Keep your party alive for four turns, and you win.  Works on
Hydros Statue, Manticore, Kraken, the Gladiators, Toadonpa, the Storm Lizard,
and all the smaller creatures too."

------
Bandits
------

From MysticDragon2100: These guys give 66 EXP and 127 Gold.

------
Tret Tree
------

From Ben Rechter [[email protected]]:
"This guy isn't that tough, so it doesn't really matter if you do him before or
after the Mercury Lighthouse.
Tret will just do a normal hit attack, while you can use your Psynergy. If
you're going well around this time, Isaac should have Ragnarok, which will be
useful. If Mia has enough Water Djinn, then she should be able to use Wish.
Ivan's best attack at this stage would be Plasma, so use that and with Garet
use Heat Wave."

------
Saturos on Top of Mercury Lighthouse
------

Here is Saturos' breakdown of stats:


From lotaion on the GameFAQ's message boards:
"Make sure that you have all of the Djinn up to this point, and that you're
around Level 10.  Keep all of your characters healed by distributing herbs and
nuts evenly to all characters.  Take in mind that Mia has slow agility and let
Isaac do some healing work.  Put all of your Djinni on standby and unleash the
summons.  Then use attacking Djinn like Gust, Flint and Fever.
As for attacks don't use any Psynergy with Garet, and with Ivan use Plasma."
From Flumens on the GameFAQs message boards:
"Saturos is easy this fight. Have all your Mars Djinn on Isaac (stand-by), all
your Jupiter Djinn on Garet (set), all your Venus Djinn on Ivan, and all your
Mercury Djinn on Mia. This way, Isaac and Ivan both have Cure and Mia has her
ply, making recovering from Saturos' Fireball easier. Attack with everybody
each turn with Garet using his Djinn and summoning them when they are all on
stand-by. When HP is low, cure, but be careful not to let anybody's HP drop too
low as a Fireball will finish them off. The best bet is to use Mia's Ply every
single turn. As she recovers 4 PP every turn anyway, she will never run out. If
no one was hurt, I generally healed Ivan as he is always hit by the Fireball,
and since Mia was slower than Saturos (can't remember agility or level), she
would heal after the fireball, reducing the number of people I had to heal next
turn. Healing all the time is a bit slow, but it encourages survival. Garet
should attack every turn regardless."
From Aethereal on the GameFAQs message boards:
"I beat him rather easily by equipping (and setting) the Djinni that match the
characters (i.e. Flint and Granite on Isaac, Forge and Fever on Garet, etc.). I
started by having Isaac, Garet, and Ivan cast their Assist Djinni (Granite for
defense, Forge for attack, and Breeze for resistance) and Mia used Sleet,
dealing the first dose of damage. Then I used the attacking Djinni and used
Fizz on Ivan, and always Ivan (because Saturos always does Heat Flash and then
Fireball on the first two turns). After that, unless someone was *really* about
to die (i.e. had less than 35 HP), I had everyone summon. Then I focused on
healing and casting spells such as Spire (I had yet to acquire Ragnarok by this
battle), Tundra, Plasma, and having Garet attack and use items...Mia and Isaac
assisted with the healing as well. I found the fight pretty easy as long as
Saturos didn't attack Ivan practically every round :)"

------
Hydros Statue
------

From Ben Rechter [[email protected]]:
"By now, you should have at least two of Each Djinni, so use your summons-
Neried, Ramses, Tiamat and Atlanta. If that doesn't work, then keep using
Ragnarok, Heat wave, impact and taundra. After a while he should die so that
you can get the Lift Stone."

------
Manticore
------

From Ben Rechter [[email protected]]:
"This guy shouldn't be too hard if you have done enough training up to here. In
the Lamakan Desert, use Reveal on the big Sand Fall and the Manticore
will be blocking a cave. Press A on it to get started.
With Ivan use Storm Ray, Ragnarok with Isaac, Ice Horn with Mia and Heat
Wave with Garet. If you want, using Summons could also be useful."

------
Kraken
------

"I have some info on the HP power of Kraken, the water demon you encounter on
your way to Tolbi on the ship. Kraken is the fourth monster/ beast you
encounter while sailing.
-He knows Ply Well, so be carefully.
-He has approx. 2447 HP. It would be best if you used all the appropriate
summons with the respective elemental adept (Thor with Ivan, Judgment with
Isaac, etc.). I works better that way (duh)."

------
Toadonpa
------

From Dumont [[email protected]]:
Toadonpa has approx. 3500 HP.

------
Storm Lizard
------

Jarrod M: "If you want to get rid of the storm lizard quickly all you need to
do is go to Tolbi and use your lucky medals and aim for the center you'll
usually get a weapon called the "Assassin Blade" it's special abilities can
kill enemy even at full HP then get 3 of these and just go and fight him if
your lucky you can kill him in one hit with one of the blades although it may
be a glitch i couldn't tell you for sure."

------
Deathbeard
------

Here is information from Ben Rechter [[email protected]]:
"When you find the pirate ship, go to the front of the ship and Deadbeard
will appear.
The best attacks to use are Destruct Ray with Ivan (though if you don't have
it use Tornado or Shine Plasma). With Isaac use your Ragnarok. Every turn with
Mia it would be safe to use Wish or Wish Well. With Garet
use Heat Wave.
Deadbeard will attack you will fire attacks like Fireball and Inferno.
Although if you use High Impact with Ivan about 3 times, he will use Break.
Deadbeard is and extremely tough boss, so i suggest you take a few nuts, Psy
Crystals, Water of Hermes and always try to keep Mia and Isaac alive- Isaac
to attack and Mia to heal. It could be an extremely long fight, so be
prepared."
Here's some information from [email protected]:
"i have some info on deadbeard on Crossbone Island. When i fough him, my
characters were at level 28 (Ivan was 27). He had approxamately 6023 HP and he
liked to use Impact and Break. All my characters fell except for Mia, and i
killed him when she had 27 HP left. I just summoned the hell out of him and
then used Ragnorak with Isaac, Heat Wave and Djinni with Garet, Djinni with
Ivan, and Wish Well with Mia. Watch out, because, like most bosses, Deadbeard
attacks twice per round."

From "Chris Pestak" <[email protected]>:
"When I fought deathbeard I used wishwell almost every turn with either my
dragoon Garet at lv 30 or White Mage Ivan. Issac's Samurai attacks are good and
don't be afraid to use his status-changing Psyenergy. The ultimate weapon,
however, against Deathbeard is by far and away Earth Summons. Regular old
'VENUS' will do between 200-300 damage. I did over 1000 damage with Judgement.
I had Mia doing the summoning just because the other characters were busy
attacking or wishing in the well. Good Luck!"
------
Saturos, Menardi, Fusion Dragon
------

According to [email protected], The Fusion Dragon has between 5200-5300 HP.

From Paratroopa1 on the GameFAQ's message boards:
"With Ivan, do whatever you want. Some people like to use Impact on Isaac.
Myself, I prefer to use a lot of Djinni and then summon Thor to get a lot of
damage done.
Isaac should attack with the Gaia Blade, use Ragnarok, or use Djinni and then
Summon. Don't use Djinni too often or his stats will fall. Be careful."

From [email protected]:
"Start out with all the earth Djinni on Isaac, all the Fire Djinni on Garet,
etc. Go into battle and use all the defensive djinni first. The main thing in
this fight is to get rid of Saturos. His attacks will do at least 100 to all
your people, while Menardi just heals and does 40 damage (if your level 25). So
keep on using your Djinni's special abilities until you finally have enough on
standby to use four level 4 summons. Remember to concentrate the attack on
Saturos. A few more attacks after that and he should go down. Now you just have
to deal with Menardi. She won't have that much HP(because of the summons you
used) so just do regular attacks and remember to heal. After that you get
really happy and say " Yay I finally beat the game!"........ NO. just NO. Your
characters will get happy to until suddenly Saturos lights the light house(
c'mon you knew it was gonna happen) Then somehow him and Mernardi fuse into a
big ugly rabid Dragon. Just use the same tactics and you should beat him."

From [email protected]:
"This may vary from other people's strategies, but when I used this one, I beat
it easily:
First off, put all the djinn on standby, except for Granite, Flash, and any
other djinn you would like to use in battle. (only set up to 3 djinn for each
person, because the summon would be weakened, if you have all of them--28 djinn
total). Then, in the first round of attacks, use Granite and Flash. Then, tell
Ivan to use djinn or summon Thor. Definitely, and I mean DEFINITELY, summon
Boreas.
Second round of attacks
Tell Isaac to heal whoever needs healing, (Probably Ivan.) Garet--Summon
Meteor. Ivan--summon Thor or cast most powerful spells. Mia--aid in healing.
Third round of attacks
Tell Isaac to continue healing, but if everyone has enough HP, summon Judgment.
(And no, judgment is not spelled wrong!!) Garet--Same as b4. Ivan--Cast most
powerful spell. Mia--if has enough djinn, use Wish or Wish Well on party often.
Fourth round of attacks, and so on (press A and watch the pretty colors)
OK, now you have it sort of easy, unless the dragon keeps using Outer Space.
Isaac--Use djinn often to put in Standby, and cast most powerful spells.
Garet--Same as Isaac.
Ivan--Same as Isaac.
Mia--Use Wish Well often, cast most powerful spells.
Last few attacks
Now, you should be low on PP. Use the items to regain PP. Everyone should do
the same things as before, and if a lot of the djinn are on Standby, SUMMON!!
The Fusion Dragon should collapse soon, and watch the close-to-ending
cinematics...
"

From Ben Rechter [[email protected]]:
"Use Level 4 summons first of all. With Mia use a level 3 so that she can
still do Wish Well. After Summons have been done, use your Djinni to hold
Saturos because he is the stronger fighter although Menardi has more health.
Use your strongest attacks (like Destruct Ray, Galcier, Inferno, Mother
Gaia) until they die.
Now the fusion dragon isnt much stronger than Menardi and Saturos, but this
time it should be easier because u can use stron ger attacks like Ragnarok
and Heat Wave. Don't worry if Isaac and Garet are on low pp after fighting
Saturos and Menardi, their pp will get restored. Keep fighting, using High
Impact with Ivan and Wish Well with Mia. After dieing, Saturos and Menardi
will fall into the lighthouse, which probably means that they will come
back, Felix and Sheba will fall into the sea and the lighthouse will split."

From [email protected]:
"1st, before entereing the battle make sure everyone is at full HP and PP. The
set all of your Djinn except Ground(On Isaac) and Flash(On Garet). When you
start off send all damage to Menardi with this combo: summon Judgement with
Isaac, use the Flash Djinn with Garet, then Thor with Ivan, and Boreas with
Mia. On the second go round, use the Ground Djinn with Isaac on Saturos, then
Meteor with Garet but with it directed at Saturos, summon Procne with Ivan
directed at Menardi, and Neptune with Mia directed at Menardi. This second
round combo should fell Menardi if you're on a high enough level, and/or have
all Djinn set to the users by type. On the third round, use Ragnarok w/ Isaac,
then Inferno or set Flash w/ Garet, then Destruct Ray w/ Ivan, and anything you
want with Mia. With that, they should have beaten and you hadn't taken any real
damage. "

From "Bonnizzio" <[email protected]>:
"I found an easy (but long) way to defeat the 3 final bosses. Just equip all
the Djinn the characters are good at. Isaac= 7 Venus, Garet= 7 Mars, Ivan= 7
Jupiter, Mia= 7 Mercury. Put them all on stanby except Granite, Corona, Flash,
Kite, Zephyr, Fizz, and Spritz. As soon as you start battling the duo, have
Isaac unleash Granite, Garet summon Meteor, Ivan summon Thor, and Mia summon
Boreas. Make surem the larger arrow is on Menardi. After the duo attacks, have
Isaac summon Judgment, Garet unleash Flash, Ivan unleash Kite*, and Mia unleash
Spritz. After the duo attacks, have Isaac cast Ragnarok or Clay Spire, then the
other I just mentioned. After this, just unleash any Djiini that are
status-changing or attacking. Have Mia summon Mercury, Neried, Neptune, or
Boreas whenever possible. This should also get Fusion Dragon after about 5-10
minutes of battling."

=============
Chapter 8: The Arena
=============

The Arena in Golden Sun has a handful of uses.  To get to it, choose Battle
instead of the usual Load Saved Game when you press A from the Main Menu
screen.  In this mode you'll notice that you can use your "Clear Data" file
that contains the save you made once you beat the game if you have one (this
leads me to believe that you will be transferring your data via a link cable as
opposed to another method.)

When you select a file to load you'll find yourself in the lobby area.  You'll
notice that in this lobby none of your Psynergy works, but this doesn't matter
because there won't be any monsters or puzzles to fight in the lobby.  You also
won't take home any experience points, items or health that you may get as a
result of fighting in the Lobby.  The Lobby is more of just a practice area
where you can battle other monsters or a friend.  So, you want to head to the
girl at the counter north-northwest of the door to set up either a Monster
Battle (single player) or a Linked Battle against another player.

------
Monster Battles
------

Talk with the lady at the counter and step onto the circle in the middle of the
two desks.  In here the bars to the stairs will open and you'll start to head
up it.  These monster battles won't give you any experience points, but they
can be reasonably fun.  In here you'll find any monster or monster-type boss
that you've already faced in the save file you have loaded.  When you defeat a
monster you'll arrive back in the circle in the Lobby and you'll be asked if
you want to fight another battle.  You won't have time to change around Djinn,
so make sure that you stick with a solid plan before staring your first monster
battle.  Take note, however, that if you quit your consecutive monster battle
tally will be stopped and you'll have to start over again.

If you've beaten the game expect to see several odd monsters that you usually
aren't used to seeing in regular random encounters.  Some of these monsters
include Bosses, Mimics and tough monsters from Crossbone Island.  If you're
struggling to defeat some of these monsters, try leveling up in one of your
games, saving it, and then playing again.  This should make monster battles a
lot easier.

The Monster Battle Consecutive Win Record doesn't seem to affect anything in
the game, although I could be mistaken.  Has anyone gotten anything special by
winning a *lot* of monster battles in a row?  If so, e-mail me at
[email protected]

------
Linked Battles
------

Linked Battles are probably the best part of Golden Sun once you've beaten the
game.  They offer a great deal of challenge (pending that you can actually find
a friend with another Game Boy Advance and who has this game) and are generally
very exciting.  Before I go into strategies, here is some general information
on Linked Battles
�The 3 left-most characters will participate in the battle.  To change the
order of the characters, go to Status, and press L and R to swap around
character order.
�Talk with the lady at the counter when linked to propose a linked battle, then
talk with her again once your friend accepts your offer.  Next, head into the
white circle to enter the arena.
�In the battle you will have as long as your rival takes to make his or her
move and 15 seconds afterwards.  If you fail to choose a command for any
character before the clock runs out, those characters will be assigned to
defend.
�Feel free to use any items in the battle as these won't transfer over to your
normal game (read: you won't lose your items that you consumed in the battle.)
�Agree with your friend to OUTLAW PSY CRYSTALS.  This is for the best because
if both you and your friend are at high levels and have many Psy Crystals the
battles will go on for a *long* time.

Now, here are a few strategies for Linked Battles:
�Turn your sound all of the way down, even before the battle.  This will
prevent your friend from listening in on what you're doing and planning a
counter strike against you.  Alternatively, if you hear your friend
inactivating all of his or her Djinn, be prepared for an onslaught of summons
at the beginning of the battle.
�In your first battle, put enough Djinn on standby so that you have 3 Level-4
Summons.  Unleash these your first time to catch your friend off guard.
�In the remaining battles, don't try the same Summon-First strategy for a
while.  Instead, try faking your friend out by turning up your volume before
the battle and having him listen to your putting all of your Djinn on standby.
Then, as soon as the battle begins, simply do stat boosting spells while your
friend uses his defensive Djinn, etc.  If it works you should be able to catch
him or her off guard in the next round and blast him with summons.
�Even if you're going for a normal battle, you will probably want to have at
least 1 Level-4 summon handy.  These will do 200-350 damage against your
opponent which is a sure-fire way to hurt him when he's down.  Since the
battles are usually long, you should be able to get back the stats by regaining
Djinn after casting the summon any ways.
�Djinn like Kite and Flash are your friends during this battle.  Make sure that
you have these Djinn active at all times.
�I like Mia over Ivan, but you may have your own preference.
�The Spell "Break" is one of the best spells in this battle.  If your friend
spends all of his time boosting his stats, simply cast 1 Break spell on him to
return his stats back to normal.
=============
Chapter 10: Weaknesses and the 'Dark Panther' Mehtod
=============

Before I get into the details, here is a breakdown of this section:  It has
been recently discovered by 'Dark Panther' on the GameFAQs.com Message Boards
that attacking enemies with the opposing Djinn types will generate at the very
least a special "flashing death" and more experience points.  Other players,
while not all, have found it also greatly increases the chance of recieving an
item dropped.

Now, the first section of this Chapter deals with how to execute the 'Dark
Panther' Method.  The next section lists a great deal of enemy weaknesses and
was created by Alex on the message boards at my site, Golden Sun Anonymous
(http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi).

Now, here are the instructions for executing the 'Dark Panther' Method:
�If you're trying to get rare item drops on the top floors of Venus Lighthouse,
here's a method on how to have a greater chance on getting rares (note: This
method is not guaranteed to work):
�Get into a random battle, making sure that you have all of your Djinn set.
Instead of attacking like usual, simply use Attacking Djinni of the opposite
type of your enemy.  For example, if you're against a Fire (Mars) type enemy,
use Venus (Earth) type Djinn like Flint on the enemy.  Do not attack or use
Psynergy that will hurt the enemy (note: you can still use defensive Psynergy
and Djinn).  Once you've defeated the enemy, you should notice a series of
flashing colors (as seen at
http://www.nin-gaming.com/~comicsoft/gsa/FenrirColors.gif).  This means that
you did it correctly.
�Once you've defeated all of the enemies, you should notice that you've
obtained more experience points (this is guaranteed to happen.)
�If you're lucky, you will also have a good chance of recieving an item dropped
by the enemy.  However, this is not guaranteed to work.  For some unknown
reason, certain people get item after item after item, whilst (I said whilst)
others only recieve items very rarely, or not at all.

Here is a Weakness Guide by Alex from the message boards at my site, Golden Sun
Anonymous (http://goldensuna.tk).
Manticore King- Water
Nightmare- Earth
Brutal Troll- Fire
Vile Dirge- Wind
Kobold- Wind
Warrior Bee- Wind
Dirty Ape- Fire
Orc Captain- Wind
Orc Lord- Wind
Gnome Wizard- Wind
Plated Rat- Fire
Rat Warrior- Fire
Earth Golem- Wind
Horned Ghost- Wind
Mole Mage- Fire
Cannibal Ghoul- Fire
Stone Soldier- Water
Magicore- Water
Harridan- Wind
Acid Maggot- Fire
Tempest Lizard- Earth
Tornado Lizard- Earth
Storm Lizard- Earth
Roach- Water
Rabid Bat- Wind
Armored Rat- Fire
Mad Mole- Fire
Gnome Mage- Earth
Foul Dige- Wind
Death Cap- Fire
Fighter Bee- Wind
Undead- Fire
Mad Vermin- Fire
Ant Lion- Water
Rat Fighter- Fire
Orc- Wind
Death Head- Earth
Will Head- Earth
Bone Fighter- Earth
Dirge- Wind
Ape- Fire
Mole- Fire
Spirit- Wind
Amaze- Wind
Calamar- Fire
Cuttle- Fire
Salamander- Water
Bat- Wind
Vermin- Fire
Zombie- Fire
Wild Mushroom- Fire
Slime- Fire
Ooze- Fire
Boulder Beast- Water
Chimera Mage- Water
Ice Gargoyle-Earth
Thunder Lizard- Earth
Willowisp- Earth
Skull Warrior- Earth
Recluse- Fire
Fenrir- Fire
Grand Golem- Wind
Wild Gryphon- Wind
Grub- Fire
Also, he has created a list of the weaknesses for all of the door bosses at
Crossbone Island.  Here goes:
Floor 1:

Virago- Wind
Hobgoblin- Wind
Mimic- Fire

Floor 2:

Grisly- Fire
Succubus- Fire

Floor 3:

Lich- Wind
Fiendish Ghoul- Fire

Floor 4:

Gryphon- Wind

Floor 5:

Stone Soldier- Water
Harridan- Wind
Lizard King- Fire

Floor 6:

Chimera- Water

Floor 7:

Earth Lizard- Wind

Floor 8:

Thunder Lizard- Earth
Poison Toad- Fire

Floor 9:

Cerebus- Fire

Pirate Ship:

Mimic- Fire
Deadbeard- Earth (Note: Gives 10400 exp and 11700 coins if beaten with an Earth
Djinn)


=============
Chapter 11: Golden Sun 2: The Lost Age
=============

------
Information
------

It's impractical to update the whole guide every time new information from the
new Golden Sun game, the Lost Age, comes out.  So, I have put all of the
information, screenshots, movies and speculation on my site Golden Sun
Anonymous (http://goldensuna.tk).

------
Sending Data To the Lost Age
------

Here is how to send your data to the Lost Age.  Note: You will need a Clear
Data file that you get when you beat the game.  This DOES NOT mean an empty
slot for saving.

�Turn on your GameBoy Advance with Golden Sun in it.
�Proceed to the menu where you choose to make a New
File/Save/Battle/Copy/Erase.
�Hold the Shoulder Buttons (L and R), Hold Left, press B once.  Note: You
should still be holding L, R and Left after pressing B.
�The menu will disapear for about a second.  When it reapears you can release
L, R, and Left.  You should now see an option to Send data if you were
successful.

In the Send option you will have the option of sending your Clear Data via a
link cable to another GameBoy Advance with the Lost Age in it or you can write
down a password.  The passwords go from Gold to Bronze, with Gold being the
longest and Bronze being the shortest.

=============
Chapter 12: Codes, Secrets and Tips
=============

Welcome to the Codes, Secrets and Tips section.  In this section are all of the
known codes, secrets and tips that I have for Golden Sun (hence the title of
this chapter.)

Name Other Party Members:
When you are naming your characters at the start of the game, press select
three times to name your other characters.

Name Enemies:
Source: midgetjackietran.
After pushing select three times, push up, down, up, down, left, right, left,
right, up, right, down, left, up, and select to name Felix, Jenna, and Sheba.

Restore HP Without Using Psynergy:
Thanks to Michael Sutton [[email protected]] for this information:
"I have a good tip for when healing party members. For example, if Garet has
500/700 hp, you do not have to spend pp on curing 200 hp for him. Instead, you
just have to put all of his djinn on standby first and then his hp will be at a
lower number but with less damage. The percent of damage according to his hp
stays the same but it is a smaller number than the original number of hp
missing. This means that now instead of having to heal 200 hp you will only
have to heal about 100 hp. After he is healed, set back all of his djinn and he
will be at full health. So, you saved pp by only having to cure 100 hp instead
of 200 hp. You can do this for all party members. It is a way to save pp with
Mia or Isaac, but it does take a few minutes."

See Chapter 10, Weaknesses and the 'Dark Panther' Method, for a description of
a possible way to have better chances of getting rare item drops.

See Chapter 11, Golden Sun: The Lost Age, to see how to access the secret Send
Data mode.
=============
Chapter 10: Weaknesses and the 'Dark Panther' Mehtod
=============

Before I get into the details, here is a breakdown of this section:  It has
been recently discovered by 'Dark Panther' on the GameFAQs.com Message Boards
that attacking enemies with the opposing Djinn types will generate at the very
least a special "flashing death" and more experience points.  Other players,
while not all, have found it also greatly increases the chance of recieving an
item dropped.

Now, the first section of this Chapter deals with how to execute the 'Dark
Panther' Method.  The next section lists a great deal of enemy weaknesses and
was created by Alex on the message boards at my site, Golden Sun Anonymous
(http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi).

Now, here are the instructions for executing the 'Dark Panther' Method:
�If you're trying to get rare item drops on the top floors of Venus Lighthouse,
here's a method on how to have a greater chance on getting rares (note: This
method is not guaranteed to work):
�Get into a random battle, making sure that you have all of your Djinn set.
Instead of attacking like usual, simply use Attacking Djinni of the opposite
type of your enemy.  For example, if you're against a Fire (Mars) type enemy,
use Venus (Earth) type Djinn like Flint on the enemy.  Do not attack or use
Psynergy that will hurt the enemy (note: you can still use defensive Psynergy
and Djinn).  Once you've defeated the enemy, you should notice a series of
flashing colors (as seen at
http://www.nin-gaming.com/~comicsoft/gsa/FenrirColors.gif).  This means that
you did it correctly.
�Once you've defeated all of the enemies, you should notice that you've
obtained more experience points (this is guaranteed to happen.)
�If you're lucky, you will also have a good chance of recieving an item dropped
by the enemy.  However, this is not guaranteed to work.  For some unknown
reason, certain people get item after item after item, whilst (I said whilst)
others only recieve items very rarely, or not at all.

Here is a Weakness Guide by Alex from the message boards at my site, Golden Sun
Anonymous (http://goldensuna.tk).
Manticore King- Water
Nightmare- Earth
Brutal Troll- Fire
Vile Dirge- Wind
Kobold- Wind
Warrior Bee- Wind
Dirty Ape- Fire
Orc Captain- Wind
Orc Lord- Wind
Gnome Wizard- Wind
Plated Rat- Fire
Rat Warrior- Fire
Earth Golem- Wind
Horned Ghost- Wind
Mole Mage- Fire
Cannibal Ghoul- Fire
Stone Soldier- Water
Magicore- Water
Harridan- Wind
Acid Maggot- Fire
Tempest Lizard- Earth
Tornado Lizard- Earth
Storm Lizard- Earth
Roach- Water
Rabid Bat- Wind
Armored Rat- Fire
Mad Mole- Fire
Gnome Mage- Earth
Foul Dige- Wind
Death Cap- Fire
Fighter Bee- Wind
Undead- Fire
Mad Vermin- Fire
Ant Lion- Water
Rat Fighter- Fire
Orc- Wind
Death Head- Earth
Will Head- Earth
Bone Fighter- Earth
Dirge- Wind
Ape- Fire
Mole- Fire
Spirit- Wind
Amaze- Wind
Calamar- Fire
Cuttle- Fire
Salamander- Water
Bat- Wind
Vermin- Fire
Zombie- Fire
Wild Mushroom- Fire
Slime- Fire
Ooze- Fire
Boulder Beast- Water
Chimera Mage- Water
Ice Gargoyle-Earth
Thunder Lizard- Earth
Willowisp- Earth
Skull Warrior- Earth
Recluse- Fire
Fenrir- Fire
Grand Golem- Wind
Wild Gryphon- Wind
Grub- Fire
Also, he has created a list of the weaknesses for all of the door bosses at
Crossbone Island.  Here goes:
Floor 1:

Virago- Wind
Hobgoblin- Wind
Mimic- Fire

Floor 2:

Grisly- Fire
Succubus- Fire

Floor 3:

Lich- Wind
Fiendish Ghoul- Fire

Floor 4:

Gryphon- Wind

Floor 5:

Stone Soldier- Water
Harridan- Wind
Lizard King- Fire

Floor 6:

Chimera- Water

Floor 7:

Earth Lizard- Wind

Floor 8:

Thunder Lizard- Earth
Poison Toad- Fire

Floor 9:

Cerebus- Fire

Pirate Ship:

Mimic- Fire
Deadbeard- Earth (Note: Gives 10400 exp and 11700 coins if beaten with an Earth
Djinn)


=============
Chapter 11: Golden Sun 2: The Lost Age
=============

------
Information
------

It's impractical to update the whole guide every time new information from the
new Golden Sun game, the Lost Age, comes out.  So, I have put all of the
information, screenshots, movies and speculation on my site Golden Sun
Anonymous (http://goldensuna.tk).

------
Sending Data To the Lost Age
------

Here is how to send your data to the Lost Age.  Note: You will need a Clear
Data file that you get when you beat the game.  This DOES NOT mean an empty
slot for saving.

�Turn on your GameBoy Advance with Golden Sun in it.
�Proceed to the menu where you choose to make a New
File/Save/Battle/Copy/Erase.
�Hold the Shoulder Buttons (L and R), Hold Left, press B once.  Note: You
should still be holding L, R and Left after pressing B.
�The menu will disapear for about a second.  When it reapears you can release
L, R, and Left.  You should now see an option to Send data if you were
successful.

In the Send option you will have the option of sending your Clear Data via a
link cable to another GameBoy Advance with the Lost Age in it or you can write
down a password.  The passwords go from Gold to Bronze, with Gold being the
longest and Bronze being the shortest.

=============
Chapter 12: Codes, Secrets and Tips
=============

Welcome to the Codes, Secrets and Tips section.  In this section are all of the
known codes, secrets and tips that I have for Golden Sun (hence the title of
this chapter.)

Name Other Party Members:
When you are naming your characters at the start of the game, press select
three times to name your other characters.

Name Enemies:
Source: midgetjackietran.
After pushing select three times, push up, down, up, down, left, right, left,
right, up, right, down, left, up, and select to name Felix, Jenna, and Sheba.

Restore HP Without Using Psynergy:
Thanks to Michael Sutton [[email protected]] for this information:
"I have a good tip for when healing party members. For example, if Garet has
500/700 hp, you do not have to spend pp on curing 200 hp for him. Instead, you
just have to put all of his djinn on standby first and then his hp will be at a
lower number but with less damage. The percent of damage according to his hp
stays the same but it is a smaller number than the original number of hp
missing. This means that now instead of having to heal 200 hp you will only
have to heal about 100 hp. After he is healed, set back all of his djinn and he
will be at full health. So, you saved pp by only having to cure 100 hp instead
of 200 hp. You can do this for all party members. It is a way to save pp with
Mia or Isaac, but it does take a few minutes."

See Chapter 10, Weaknesses and the 'Dark Panther' Method, for a description of
a possible way to have better chances of getting rare item drops.

See Chapter 11, Golden Sun: The Lost Age, to see how to access the secret Send
Data mode.

============
Chapter 13: Where To Get Further Information
============

In-depth FAQs on Djinn, Class Changing, and Items:
http://www.gamefaqs.com

Gameshark Codes:
http://www.gameshark.com/gameboyadvance/objects/379896_106.html

Codebreaker Codes:
http://www.cmgsccc.com/gba/index.php?multi=3

Golden Sun Anonymous (my site):
http://www.nin-gaming.com/~comicsoft/gsa

Golden Sun Network:
http://www.goldnsun.net

Golden Sun Hacking Information:
http://www.reonis.d2g.com/GS/index.htm

Golden Sun Anonymous Forums:
http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi

Me:
[email protected]

=============
Chapter 14: Credits/Copyright Information
=============
=Walkthrough Written By......Mike Bentley=
=Djinn Section By...Baby M=
=Item List By...LJUMP12=
=Psynergy Learned Section By...Levatation 0 and Koop=
=Enemy Weaknesses Section By...Alex=
=ASCII Art...casa "[email protected]"=
=Various Contributions Mentioned As They Show Up=
=Other People Who Contributed Are Mentioned As Their Information Appears In
This Guide=
---
=My E-Mail [email protected]=
=My Web site......Golden Sun Anonymous=
=(http://www.nin-gaming.com/~comicsoft/gsa/index.php)=
=I am sorry, I am no longer allowing anyone to Instant Message me.  However,
you can still get a very quick response by posting on my forums at
http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi.  Your
post will be answered quickly after posting.=
=Your Name Here!  Contribute!=

For the most up to date versions of this FAQ please visit either
www.gamefaqs.com or
http://www.nin-gaming.com/~comicsoft/gsa/walkthrough.php.
If you're not on those sites and have a question that's not answered in this
FAQ, please look at these sites and make sure that you have the leatest version
of the guide before asking a question.

Copyright � 2001 - 2002 Mike Bentley
Feel free to use this FAQ on your web site without getting my permission as
long as it isn't altered significantly.  Although it would be great if you
could e-mail me and give me the URL.  It boosts my ego when sites want my work
;-].
Hosted by www.Geocities.ws

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