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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter G » Golden Sun - Strategy Guide (Page 02)

Golden Sun - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Golden Sun - Strategy Guide (Page 02).

More coming soon!

============
CHAPTER 4: MONSTER LIST
============
Here is a very small, but growing monster list by Nova Mage written for this
FAQ.  This will be the next section that I myself will work on, so it will get
much large pretty quickly.  Note: Nova Mage has discontinued working on this
section and if you have experience writing FAQs please e-mail me your resume if
you'd like to help.  My e-mail is i.kill.kenny@home.com.

Enemy		Exp.	    Gold	Item			Found

Vermin		2	2	Herb			Vale
Bat			1	1	Herb			Vale
Wild Mushroom	1	2	none			Vale
Slime			2	2	none			Sol Sanctum
Amaze			3	3	Oil Drop		Sol Sanctum
Zombie		7	8	none			World Map: Vale
Thieves		66	110	Bandits Sword	Vault
Skeleton		10	11	none			Goma Cave
Will Head		9	10	none			Goma Cave
Ghost			9	9	Oil Drop		Goma Cave
Rat Soldier		15	14	none			World Map: Bilibin
Rat			14	17	none			World Map: Bilibin
Ooze			26	40	none			Bilibin Cave
Troll			37	42	none			Bilibin Cave
Ghoul			34	42	none			Bilibin Cave
Gnome			34	40	none			Bilibin Cave
Drone Bee		19	25	none			Bilibin Cave
Mauler		37	45	none			World Map: Imil
Lizard Man		54	67	none			Mercury Lighthouse

============
CHAPTER 5: ITEM LIST
============

The item list is a currently incomplete list of all of the items in the game. 
Please the top of this FAQ for how to contribute items that I have missed on
this Item List.

Format:
ITEM: Type: Details: Location
Key: (C) = Cursed; _ = Blank; (R) = Random Battle;

------
Weapons/Armor
------

Note: My Weapons/Armor section was removed due to the fact that there are
several existing (and better) guides.

Here's some further information on item drops in Venus Lighthouse and a few
surrounding areas from BlackMaurader from the GameFAQs.com message board

-The Prophet's Hat is dropped by Dread Hounds in Altmiller Cave (This one is
outdated by the time you get to the Venus Lighthouse though).
-The Feathered Robe is dropped by Wild Gryphons in the Venus Lighthouse, this
one is GOOD. Get two, one for Ivan and the other for Mia, if you can.
-The Blessed Mace is dropped in Venus Lighthouse, I don't know who drops it
though... it's by an enemy on the top floors (where the music changes) though.
-The Aura Gloves are dropped by Magicores in the Suhalla Desert... I have no
clue if these are good or not, since I'm looking for them now.
-The Giant Axe is dropped by Earth Golems (this is only what I heard from one
source, I do not vouch for it's accuracy), and it's special is supposed to be
good.
-The Kukuichimonji Sword is dropped by Fenrirs on the top floors of the Venus
Lighthouse.
-Spiked Armors are dropped by Boulder Beasts at the top floors of the Venus
Lighthouse, they're not all that good since, although they do increase attack,
it's usually not enough to make up for the defense loss compared to other
items.
-Finally, Grand Golems in the Venus Lighthouse top floors drop Zodiac Wands. I
don't have these either.

And finally here's a much more complete item guide:
LJUMP12'S GOLDEN SUN ITEM GUIDE
VERSION 1.5.1

---------------------------------------------------------------------------------------------------------
--------------------------------------*******--WEAPONS--*******------------------------------------------
---------------------------------------------------------------------------------------------------------
Name                                     Effects of Equping              
Details
---------------------------------------------------------------------------------------------------------
			--Axes--
Battle Axe		ATK  +24		Axe
Great Axe		ATK  +80		Axe

			--Light Blades--
Short Sword		ATK  +08		Light Blade
Hunter's Sword		ATK  +28		Light Blade
Battle Rapier		ATK  +58		Light Blade
Mater Rapier		ATK  +86		Light Blade
Swift Sword		ATK  +104		Light Blade: Unleashes Sonic Smash

			--Mace's--
Mace			ATK  +06		Mace
Battle Mace		ATK  +56		Mace

			--Long Swords--
Long sword		ATK  +14		Long Sword
Broad Sword		ATK  +40		Long Sword
Claymore		ATK  +70		Long Sword
Great Sword		ATK  +90		Long Sword

			--Staves--
Wooden Stick		ATK  +04		Staff
Shaman's Rod		ATK  +10		Staff
Witch's Wand		ATK  +32		Staff: Unleashes Stun Voltage
*Zodiac Wand		ATK  +102		Staff: Unleases Shining Star
Frost Wand		ATK  +76		Staff: Unleashes Frost Bite

			--Unleashes...--
Bandit Sword		ATK  +12		Unleashes: Rapid Smash
Magic Rod		ATK  +16		Unleashes: Murk
Eleven Rapier		ATK  +44		Unleashes: Vorpial Slash
Blessed Ankh		ATK  +46		Unleashes: Psyphon Seal
Arctic Blade		ATK  +55		Unleashes: Blizzard
PsyEnergy Rod		ATK  +64		Unleashes: Psyenergy Leach
Angelic Ankh		ATK  +83		Unleashes: Lifeleach
Mystery Blade		ATK  +84		Unleashes: Life Noursish
Burning Axe		ATK  +84		Unleashes: Broil
Assasin Blade		ATK  +90		Unleashes: Mortal Danger
Ninja Blade		ATK  +94		Unleashes: Cyclone Attack
ShamShir		ATK  +99		Unleashes: Acid Bath
Burning Axe		ATK  +100		Unleashes: Heat Mirage
Crystal Rod		ATK  +106		Unleashes: Drown

			--Extra Abilities--
*Blessed Mace		ATK  +126		Mace: Unleases shining Star
			HP Rec. +2
Demonic Staff		ATK  +92		Unleashes: Bad Omen
			*CURSED*
Silver Blade		ATK  +108		Unleashes: Aqua Sock
			- Wind Power +10
Righteous Mace		ATK  +112		Mace: Unleashes Binding Stone
			HP Recovery +3
Muramasa		ATK  +126		Unleashes: Demon Fire
			*CURSED*
Demon Axe		ATK  +132		Unleashes: Poison Cloud
			*CURSED*
Wicked Mace		ATK  +132		Unleashes: Poison Death
			*CURSED*
Gaia Blade		ATK  +135		Unleashes: Titan Blade
			- Earth Pow/Res +20

------------------------------------------------------------------------------------------------------------
----------------------------------------*******--ARMOR--*******---------------------------------------------
------------------------------------------------------------------------------------------------------------
Name                                     Effects of Equipping             
Details
------------------------------------------------------------------------------------------------------------

			--Robes--
One Piece Dress		DEF  +04		Robe
Jerkin			DEF  +26		Robe

			--Gloves--
Padded Gloves		DEF  +02		Gloves
Gauntlets		DEF  +23		Gloves

			--Circlets--
Circlet			DEF  +06		Circlet
Silver Circlet		DEF  +16		Circlet
Gaurdian Circlet	DEF  +25		Circlet
Platinum Circlet	DEF  +29		Circlet

			--Hats--
Wooden Cap		DEF  +10		Hat
Leather Cap		DEF  +03		Hat
Mail cap			DEF  +23		Hat

			--Helms--
Open Helm		DEF  +09		Helm
Iron Helm		DEF  +20		Helm
Steel Helm		DEF  +27		Helm
Knights Helm		DEF  +33		Helm

			--Clothing--
Cotton Shirt		DEF  +03		Clothing
Travel Vest		DEF  +07		Clothing
Silver Vest		DEF  +28		Clothing

			--Armor--
Leather Armor		DEF  +12		Armor
Chain Mail		DEF  +25		Armor
Armored Shell		DEF  +30		Armor
Steel Armor		DEF  +36		Armor

			--Shields--
Wooden Shield		DEF  +06		Shield
Bronze Shield		DEF  +14		Shield
Iron Shield		DEF  +20		Shield
Knight's Shield		DEF  +28		Shield

			--Braclets--
Leather Armlet		DEF  +07		Braclet
Heavy Armlet		DEF  +25		Braclet

			--Extra Abilities--
Mythril Shirt		DEF  +10		Shirt: Boosts HP
			Max HP +05
Running Shirt		DEF  +01		Shirt: Boosts Agility
			AGL  +15
Silk Shirt.		DEF  +06		Shirt: Boosts Luck
			LCK  +01
Dragon Shield		DEF  +26		Shield: Resists Fire
			- Fire Resist +30
Earth Shield		DEF  +31		Shield: Resists Earth; Restores HP
			- Earth Resist  +20				
			- Number of Uses
			- It might Brake
			- If used in Battle
Hyper Boots		DEF  +04		Boots: Critical Hits Increase
Quick Boots		DEF  +03		Boots: Boosts Agility
			AGL  +20
Fur Boots		DEF  +02		Boots: Increases Resistance to Water
			- Water Resist +15
Turtle boots		DEF  +03		Boots: Decreases Agility
			Agility X .5 (1/2)
War Gloves		DEF  +32		Gloves: Boosts ATK
			ATK  +10
Spirit Gloves		DEF  +34		Gloves: All elemental power +5
			- Fire power +05
			- Earth power  +05
			- Wind Power +05
			- Water Power +05
Aura Gloves		DEF  +36		Gloves: Use to resist all elements.
			- Number of Uses
			- It might Brake
			- If used in Battle
Gaurdisn Armlet		DEF  +27		Braclet: Boosts Defense
			- Number of Uses
			- It might Brake
			- If used in Battle
Spirit Armor		DEF  +32		Armor:Resists all Elements
			- Earth Resist +15
			- Water Resist +15
			- Fire Resist +15
			- Wind Resist +15
Spiked Armor		DEF  +34		Armor: Boosts Attack; Crit. Hits Increase
			ATK  +10
Dragon Scales		DEF  +44		Armor: Boosts Water and Fire Resist
			- Water Resist  +30
			- Fire Resist  +30
Elevin Shirt		DEF  +22		Armor: Boosts Agility
			AGL X 1.5 (1-1/2)
Storm Gear		DEF  +42		Armor: Boosts Water,Wind, And Fire Resist
			- Water Resist  +30
			- Fire Resist  +30
			- Wind Resist  +30
Ninja Garb		DEF  +36		Armor: Boosts Agility; Boosts Wind Resist
			AGL  +30
			- Wind Resist  +10
Demon Mail		DEF  +50		Armor: Decreases Wind Resistance
			- Wind Resist  -10
			*CURSED*
Asura's Armor		DEF  +42		Armor:Boosts Attack;Replenishes HP
			ATK  +05
			HP Recovery  +8
Water Jacket		DEF  +30		Clothing:Resists Water & Fire.
			- Water Resist +30
			- Fire Resist +20
Blessed Robe		DEF  +36		Robe: Recovers HP
			HP rec. +05
Featherd Robe		DEF  +45		Robe: Increses Wind Power Water Resist; Agility
			AGL  +30
			- Wind Power +20
			- Water Resist  +30
Kimono			DEF  +25		Robe: Resists Fire; Boosts Agility
			AGL  +10
			- Fire Resist  +10
Oracle's Robe		DEF  +43		Robe: Resists Water; boosts HP recovery
			- Water Resist +43
			HP recovery  +10
China Dress		DEF  +19		Robe: Drops Enemy's Attack
			- Number of Uses
			- It might Brake
			- If used in Battle
Magical Cassock		DEF  +39		Robe: Replenishes PP
			PP Recovery +2
Mirrored Shield		DEF  +39		Shield: Deludes Enemies
			- Number of Uses
			- It might Brake
			- If used in Battle
Vambrace		ATK  +5			Gloves: Boosts Attack
			DEF +27
Battle Gloves		ATK  +8			Gloves: Boosts Attack
			DEF  +26
Spirit Armlet		DEF  +38		Braclet: Used to cure Ailments
			-Earth Power +10
			-Water Power +10		
			- Number of Uses
			- It might Brake
			- If used in Battle
Virtuous Armlet 	DEF +35			Braclet: Used to restore 100 HP
			- Fire Power +10
			- Wind Power +10
			- Number of Uses
			- It might Brake
			- If used in Battle
Lucky Cap		DEF +33			Crown: Boosts Critical Hits; Restores PP
			Critical Hits Increase
			PP Recovery +2
Thunder Crown		DEF  +40		Crown: Restores PP
			PP Recovery  +4
			*CURSED*
Jeweled Crown		DEF  +35		Crown: Boosts Luck
			Luck  +05
Prophet's Hat		DEF  +30		Cap: casts Cure
			- Number of Uses
			- It might Brake
			- If used in Battle		
Ninja Hood		DEF  +28		Cap: Boosts Agility
			AGL  +20
Warriors Helm		DEF  +35		Helm: Critical Hits Increase
			- Earth Power +10
Lure Cap		DEF  +20		Cap: Increase battles when equipped.		
			Boosts monstor encounters


-------------------------------------------------------------------------------------------------------------
-----------------------------------------*******--ITEMS--*******---------------------------------------------
-------------------------------------------------------------------------------------------------------------
Name                                     Effects of Equping              
Details
-------------------------------------------------------------------------------------------------------------
				--Psyenergy Items--
Catch Beads		Bestows Psyenergy	Bestows Catch When Equipped
Orb Of Forcce		Bestows Psyenergy	Bestows Force When Equipped
Frost Jewel		Bestows Psyenergy	Bestows Frost When Equipped
Douse Drop		Bestows Psyenergy	Bestows Douse When Equipped
Lifting Gem		Bestows Psyenergy	Bestows Lift When Equipped
Halt Gem		Bestows Psyenergy	Bestows Halt When Equipped

				--Rings--
Healing Ring			-		Ring: Used to restore 70 HP

				--Healing Items--
Herb			Single-Use		Replenishes 50 HP
Nut			Single-Use		Replenishes 200 HP
Vial			Single-Use		Replenishes 500 HP
Potion			Single-Use		Replenishes all HP
Antidote		Single-Use		Cures Poison
Psy Crystal		Single-Use		Replenishes all PP
Water Of Life		Single-Use		Revives Downed Characters

				--Attack Items--
Crystal Powder		Single-Use		Causes Damage with Ice
Weasles Claw		Single-Use		Causes Damage with Claws


-----------------------------------------------------------------------------------------------------------------------------
VERSION 1.5.1
CREATED 12/2/01
MY E-MAIL IS: ljump12@msn.com
MY AIM S/N IS "ljump12" (NO QUOTES)
Note: a * Before name of Item = very rare
-----------------------------------------------------------------------------------------------------------------------------
************************************************************************
Special thx to lilb0706 for all the help getting back to the earlier cities,
(and making me feel stupid for not knowing how to do it.)
 I would also like to thank him for giving me all the higher level weapons,
 and Armor. You've been a great help
************************************************************************
-----------------------------------------------------------------------------------------------------------------------------
COPYRIGHT 2001 BRIAN GIARROCCO
PLEASE DO NOT STEAL MY WORK BLAH BLAH BLAH. YOU MAY REPRINT THIS AS LONG AS IT
IS REPRINTED IN
ITS ENTIRETY, AND I AM GIVEN FULL CREDIT. CREATED BY LJUMP12.
-----------------------------------------------------------------------------------------------------------------------------
UPDATE GUIDE.

12/6/01 Version 1.1
Added more weapons from earlier stages.

12/6/01 Version 1.1.5
Put in order.

12/7/01 Version 1.2
Added more lower level items
Fixed Formatting problems... i think... i hope.

12/8/01 Version 1.3
Adeed Categories
Added Many Higher Level Weapons

12/17/01 Version 1.4
Finally Finished adding in all of the things that Lib0706 has given to me.
As i find new items in the game i will update it. This is close to the final,
if not the final version.
If you would like to make any corrections, Or add any any Items, put them in
the format of this FAQ and
send it to me. ljump12@msn.com.

12/18/01 Version 1.5
I added a New Items Section, There will be another Update containg more items

12/19/01 Version 1.5.1
I added 3 new Rare Items( they were found off of monsters.)


============
CHAPTER 6: WALKTHROUGH
============
------
Introduction
------
The first thing to do in Golden Sun is to name yourself.  The default name is
Isaac, but you may want to change this because it will be the only name you can
change (unless you press select three times to change the names of other party
members.  NEW: (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, his sister, and the girl that King Babi kidnaps.)

Golden Sun starts off in a small village in Vale.  Dora, your mother, tells you
to get up and that a storm is brewing and a giant boulder will crush you if you
don't make it to the town plaza.  Well, after lots of conversation and cut away
shots, you finally get to command your character.  You're told to get down to
the town plaza in order to escape danger from falling boulders.  Ordinarily,
you would be able to get to the town plaza by just going down the various steps
in Vale.  However, small boulders fall in all of these staircases (jee, what
are the odds?) due to the storm, and prevent you from walking down.  So, head
north a little bit to find your first party member, Garret.  After instructing
him to leave his bags where he's standing so that he won't die, Garret joins
your party and you two are off westward.  Climb the ladder and cross the bridge
westward.  Eventually you'll arrive at the western most part of the town, and
at this point you'll want to pull a U-Turn and start heading southeast.  Before
doing this you'll meet up with a guy who's faking an injury worse than a
Brazilian soccer player (although if you say that he is going to die he will
disappear and actually die.)  He tells you to watch out for some monsters on
the way.

Heading back east you probably will encounter a few monsters, but they're
nothing to worry about at all.  Climbing down a long staircase you'll see a
tragic incident in which a young boy, Felix, is hanging on for dear life to a
small tree stump in a raging river.  The tragic thing about it is that his
relatives are all out of Psynergy and can't help him.  Two sisters will be
deployed for help after everyone is done talking, and, surprise, it's up to you
to go to the town plaza to find someone with enough Psynergy remaining to save
Fenix.  Travel south under the bridge, then take a ladder back up and cross the
same bridge.  Shortly there after you'll arrive in the Town Plaza.  Walk to
some of the men in the southern part of the plaza and one of them will
volunteer to help Felix (the other two will go to help save the town against
the boulder).  Jenna and a muscular dude with some Psynergy left will join you.
 After returning to the house where Felix is drowning, Jenna and her relatives
engage in a conversation.  Right as the muscular guy who's with you goes down
to save Felix, the giant boulder breaks lose and tragically drowns the people
on the dock and Felix.  It's now up to you to go find someone to save everyone
from drowning.  Head back towards the town plaza to discover a man and a woman
talking about the awesome power of Alchemy and how it unleashed the boulder on
the town.  They then battle you.  Don't worry about this one, because you're
meant to lose it (there is no way to win.)  NEW: If you use a Game Shark and
cheat to win the battle, you still will have the same result as if you lose the
battle (like you're supposed to.)  Left for dead, so begins the first part of
Golden Sun (as you'll see by the intro screen appearing.)

Three years later the town is still rebuilding.  In fact, you're patching up
the roof for Dora which results in a really LONG conversation.  Jenna and
Garret arrive and dish their deal about how you've now started to master
Psynergy.  After Garret breaks your roof, you're off to see Kraden in the
Western most part of the town.  On the way you'll meet up with the evil duo you
met earlier.  This time they won't want to fight, but instead will just run off
to the mountains.  Keep going a little further west, and head up the stairs to
meet with Kraden.  He'll ramble for a while about Alchemy and how Saturos and
Menardi seemed to have actually been in the Sanctum before, and eventually give
you a mission: take him the Sol Sanctum up in the mountains.  Once the
conversation is done, head back east back towards the direction of your house. 
Once you get across the bridge, head to the left of the brown sanctum.  A guard
will stop you and tell you that no one is allowed up there.  Simply walk back
that way again and you're on your way to the first dungeon, Sol Sanctum.

------
Sol Sanctum
------

Once you arrive in the Sol Sanctum, head forward until you get to a stepping
stone area over water.  Use the right most path, and once you get near the top,
turn left and then do a U-turn.  Head through the unusually long tunnel and
fend off the easy monsters that will attack you.  Eventually you'll arrive in
another room with stepping stones on it, and head up the middle, arriving on
the other side in the middle path.  Open the treasure chest at the end of the
path and head back.  When you're on the stones again head right, advance in the
pathway.  Use the gem you got from the chest on the statue there to open up a
new path accessible by traveling on the far left stepping stones.  In the next
room you'll find a "dead end" with lots of statues that Kraden doesn't think is
the actual Sol Sanctum.  Obviously this isn't a dead end, so go up to the
statue in the right hallway that has a white dash around it.  Push that statue
to the side and go through the door.  You'll end up in a large chamber with
many different paths.  Head left, then up, then right to the wall, then up to
the wall, then left to the wall, then down to the second narrow path on the
left where you'll want to enter and find a treasure chest with a small gem in
it.  Head back from whence you came (I love saying that) and go up to the
narrow hallway to the left that you skipped earlier.  At the end of the hallway
go through the door to find Kraden talking about using your Psynergy to move
statues across the river.

Go up to a ledge and press A to activate your in-game menu.  Choose the
Psynergy option and then choose Move under Isaac or Garret.  The ledge you want
to go to first is the one on the farthest left.  Move this to reveal a figure
that you will put a gem into.  This opens a path in the door all the way to the
right of the room.  Head to the right to enter the real Sol Sanctum room.  Here
you learn that Saturos and company were here to rob the Sol Sanctum (oh no!) 
Head right to enter the Luna room where Kraden will hang out until you find a
secret passage.  To activate this secret passage, head to the bottom of the
Luna room and up the stairs.  In the first room with the four statues, don't
touch anything because it's a trap.  Instead, go to the left to the sun room. 
Push the two statues at the top corners onto the white squares, then hop into
the center and use your move psynergy to move the big statue into the lighted
area.  Move back to the room on the right and start pushing the statues into
the gray squares.  Once all of the statues are in place, head back down to the
bottom staircase if you want a Psynergy stone that will restore all of your PP
(you may not need this though.)  Then head back from whence you came (how many
times will I say that in this FAQ?) and go back to where Kraden is.  He'll get
very excited and tell you that you need to find something that's changed.  Head
left and observe the crack of light coming from the wall.  Once Kraden's done
talking walk up to it, press A and open up a portal that takes you to the inner
Sol Sanctum.

You'll find yourself on a small blue rock in the middle of a large room. 
Kraden will start talking his head off about the Elemental Stones and you and
Garret will have to go retrieve them.  You'll obtain a bag to place the stones
in.  Now, go to the northeast corner of center rock and hop to the ledge.  Make
your way to the right and eventually down once you can go right no longer. 
You'll end up on an island with a white statue.  Press A when facing it to get
the first stone.  Now, head back up north, and you'll notice that it's now
possible to get to the statue in the northeast corner.  After activating this
one, make your way back to the center island.  Now, use the path leading from
the bottom of the island and SAVE BEFORE YOU GET THIS STONE.  Once you get this
stone get ready for one of the longest conversations of the game.  When Kraden
doesn't tell you to go get another stone, you both look back towards the center
island to find Kraden and Jenna being held hostage by Saturos and company. 
They demand the elemental stars and want you to go get them the last one.  Here
an interesting plot twist develops, where it turns out that Felix is still
alive and was in fact saved by the evil duo.  Garret will give your current
elemental stones to Alex who mysteriously appears on one of the stones. 
Finally you will take command of your character again, and you'll want to save.
 Head back right and to the center island.  Go to the northwest ledge again,
and start heading all the way north.  Once you get all the way north, start
heading to the left until about 3 squares from the Northwest corner where
you'll want to head down and the further left.  Get the last stone and get
ready for more conversations.  This time a giant eyeball who is actually the
protector of the Sol Sanctum appears and starts creating a fierce eruption. 
The gang in the center will take off with Jenna and Kraden as their hostages,
and the "giant eyeball thing" as Garret calls it will transport you back into
the Luna room.  Here you'll want to use your "Retreat" psynergy to get
transported back to the start of the dungeon.  Congratulations, the first
dungeon is complete!

------
Going Away...To Vault
------

Head out and back towards town to find many people gathered near the brown
building worrying that you two might be hurt in the eruption.  You go into the
Sanctum and discover that the Great Healer had a vision from the Giant
Eyball/Protector of the Sol Sanctum.  He says that Vale will be protected, but
a terrible power is coming to ruin Vale's future.  Surprise, surprise, it turns
out that the only ones who can save Vale and the rest of the world's future is
you two.  Once that sequence is complete, there's a going away party for you at
the town gate.  Your Mom, Dora, has Garret's sister give you the item Catch
Beads which allows you to grab items that you couldn't normally get (such as
nuts in the tree or keys beyond a jail cell.)

You're now in the world map.  See the "game play" section for some more
information about the World Map.  Start heading south to find your very first
Djinn, Flint a Venus Djinn, flying around.  He'll come up to you and explain
the advantages of collecting Djinn and exactly what they do.  He'll teach you
the basics of using Djinn in battle, so pay attention if it's your first time
playing.  Once that's all finished, make your way along the dirt path, heading
southeast to the town of Vault.  Before you can enter the town, you'll see
Master Hammet, the greatest merchant of all time, leaving the town in his group
of covered wagons.  He'll talk about how Ivan is responsible for his rod
getting stolen, and how he has Psynergy that he'll need to retrieve it. 
Getting scared by a falling rock, he eventually ends up heading north to Lupna.
 Now you'll find yourself in the town of...

------
Vault
------

Note: There is a Djinn in vault in the trees.  It may look like there's a way
to get this Djinn, but there is no way (at this time.)  Keep playing the game
until you finally come to Vault...Again where you will have the skills
necessary to get this Djinn.

The first thing that you want to do in any town is head to the inn.  Here, for
a small fee, you can get all of your characters' health and psynergy points
completely restored.  Next, head to the weapons shop in the northeastern part
of town and buy the best weapons and armor upgrades that are available (you'll
want to do this routine at every town.)  Now it's time to find Ivan, the one
that Master Hammet said lost his rod.  Head to the house on the hill in the
northwest part of the town.  In the northwest corner of the house stands Ivan. 
Talk with him and he'll start to read your mind.  You tell him about psynergy
and the works, and decide that you can use his Mind Read to find who stole the
rod.  Ivan will then join your party, and you're off to the inn in the south
part of town.  If you talk with the people in the downstairs floor of the inn
you'll discover that the two people upstairs were gone during volcanic eruption
at the Sol Sanctum.  So, head upstairs to find the two men with incredibly bad
Beatles-esque haircuts.  They'll be scared of you, and no matter how hard you
try you won't be able to corner one of them to mind read them.  So, leave the
room and Ivan will suggest that you split up to corner them.  You and Ivan will
now easily corner one of them and he'll read the criminal's mind.  You end up
outside of their room and Ivan concludes that the people upstairs are the
criminals.  He also reveals that the stolen goods are somewhere in the inn. 
Head outside the inn and climb up the ladder going up to the roof of the inn. 
Walk over the hole in the roof to fall into the hidden cellar where the
criminals are hiding the stolen goods!   Use your psynergy to move the large
box blocking the door, then jump across the gap and go into the room.  Talk to
the kid tied up to have the three bandits come in and start talking about
Lupna.  To keep you from "ratting" them out, the criminals attack you.  Get
ready for your first boss fight of the game!

These guys are very easy to beat.  Have Ivan and Garret use their Psynergy on
them, while Isaac uses Flint's attack and the Mercury Summon them.  You
shouldn't even have to use any health boosting substances to defeat these easy
evil do-ers.  Now the mayor will come and get back his stolen Precious Urn. 
Ivan also finds Master Hammet's stolen rod in one of the chests.  Climb back
out of the cellar and head back to the house where you found Ivan at (it's in
the Northwestern part of town up on a hill.)  The Mayor will give you some
Water of Life that can revive a downed character.  Before you leave town, stop
back at the inn to get your HP and PP recovered once more.

------
On The Road To Bilibin
------

Note: If you have not yet completed your tasks in Vault, you will not be able
to pass through the cave because Ivan won't follow you up there.  Please see
the section above for more information.

>From Vault you want to head east.  Keep heading east until you cross the
bridge, and from there you want to start heading north.  Keep progressing this
way until you find a cave entrance.  Make your way up the ladders until you get
to a gap with a tree stump covered by leaves.  Your psynergy isn't going to
help you for this one, so try jumping over.  When you try this, Garret comes
out and tells you that your Psynergy isn't going to work.  By totally random
coincidence here comes Ivan who will blow the leaves off of the stump thanks to
his new rod.  He now wants to join your quest, and you're back in command. 
Now, move the stump, jump across and use Ivan's Whirlwind psynergy to clear the
leaves at the gate to get in the cave.

In this cave you'll find a lot of ghosts and skeletons which aren't too tough. 
Primarily, you should use group attacking Psynergy that hits multiple enemies
at once (like Ivan's lightening attack.)  Inside the cave head up until you get
to a stopping point (as in a cave wall.)  Hop over the stepping stone there and
head down.  Next, head up the stairs and through the door.  Head down the
stairs and to the right.  Here you'll see a traveler on the ground a Djinn on a
ledge.  Push the wood tree stump as high as it goes and so that it's in the
middle of the two ledges.  Now, head back from whence you came (3), but instead
of going back up the staircases, head south and hop across a small stream. 
Continue along the path going through the various doorways.  Eventually you'll
get to a stepping stone that you'll want to hop across and to the other side. 
Go up the staircases and start ledge hopping.  When you arrive at a ledge with
a large tree stump, use Move to push it to the right.  Hop onto this ledge then
the ledge to the south, then Move the stump back to the left.  Hop over and
then over and to the right to obtain the treasure chest.  Make your way back
from whence you came (up to 4) and get back to the ledge surrounded by water. 
Go to the stepping stone to the right of the stairs, hop across and go up the
stairs there.  From here jump across the stump that you placed earlier to get a
battle the Mars Djinn on the ledge.  This Djinn is harder than your normal
enemy, but he's not too tough.  Use your existing Djinn on him, and also use
your lone summon plus Psynergy attacks to beat him pretty Handily.  Once he's
defeated you will obtain this Mars Djinn, Forge.  Head back to the ledge with
the staircases and proceed upwards.  You'll see a stump blocking the ledge that
you have to hop to, so use Move to push that into the water.  Hop across, go up
and across the bridge and at the end of the hallway you'll be out of the
tunnel.  3 seconds of moving right later and you'll be in...

------
Bilibin
------

When you first enter this town you'll find a tree that looks like a man and is
spooking everyone in the town out.  Well, the deal about the tree is that it
was cursed by the big, evil, dieing tree in the forest that you'll travel to
later.  Head into the Inn to restore all your stats, then to the weapons shop
not too far from there.  If you were clever you would have noticed that there's
a statue in the center of town that you can move.  This statue leads to an
underground tunnel.  However, you're not going to be able to get the Djinn down
there by this entrance.  Instead, head to the Northeastern part of town and
take a walk on the wooden logs that make up the fence of the town.  Make your
way all the way to the western part of the town and whirlwind a leaf covered
entrance.  Go down the ladder, and move the statue back using Psynergy, then
hop across and press A to the Djinn to get it (no battle required this time.) 
You now have the wind Djinn, Gust.

Come back all the way from whence you came (5) and proceed to the north part of
town.  Go up the large stairs and arrive at the town castle.  Talk to the guard
on the left and he'll let you in.  Keep heading forward to arrive at Lord
McCoy's chambers.  He'll offer you the key to get past the Barricade he set up
to block passengers from going to Kolima forest, but then he decides that he
doesn't want to send warriors so young to their "deaths" so he retracts his
offer.  However, thanks to another guard leaking some information you discover
that the barricade was very hastily built.  Head out of town and you're now on
your way to Kolima forest.

------
To Kolima/Forest
------

Head southeast until you get to the Barricade.  Here, go up to the box on the
far left and use your Move psynergy.  Tada!  The Barricade has been broken, and
you're now off Northeast to Kolima.

At this point you have a few options in the game.  You can go either to the
town of Kolima, to Kolima Forest, or to Imil to the north.  This guide
recommends you go to Kolima first to obtain the Djinn there and then to Kolima
Forest because it will be much easier than Imil.

Kolima, as it turns out, has been completely turned into a log-person town. 
The opening cinematic shows how the people of Kolima were turned into
log-people, and explains the instinctive Psynergy that occurs only when it's
needed and can't be controlled.  After the particularly long and dull
explanation, you can start exploring Kolima.  However, the only way to figure
out what's going on in Kolima is Ivan's handy mind-read function, but it really
isn't too useful.  in fact, the only thing to do in Kolima right now is head to
the eastern part of town where there is a Tree-House with a Djinn surrounded by
a fence.  Go in the non-visible door in the back of the Tree-House and travel
around the especially long basement to end up in fenced-in area.  Here you will
obtain an Earth Djinn, Granite without a battle.  Head back form whence you
came (5) and out of the town completely.

------
Kolima Forest
------

Kolima forest is not a long walk away from Kolima.  Head northwest and you'll
see on the map a forest with a gold entrance to it.  Go up to it and prepare to
enter Kolima forest.  The enemies in Kolima forest will start to become more
plentiful and a little more difficult than usual.  They're still nothing to be
afraid of, but make sure that you don't run out of PP on Isaac and get left
without a heal.

Head due north to get to the first easy puzzle of Kolima forest.  Head
northeast and go across the river using the log path that's already there. 
Head west, push the log that's in your way west and then go around it to the
north.  Keep going west until you get to the next screen.  Here you want to
head south and then west, pushing the log in your way to the left.  Keep
heading north along that trail until the path pulls a U-turn that will take you
to the next stage.  On the next screen, hang to the right and go up.  Push the
vertical log towards the west, then head north around all the stumps.  Push the
horizontal log down, then the vertical log east, then go down to the log on the
bottom and push that one down.  Push the horizontal log above it back up, and
then push the vertical log all the way back to the west.  This will place the
log in the water, so jump across it.  Head up the stairs and to the east to get
to the next stage.  This next screen is a little tricky, but at least there
aren't any monsters on it.  Go east until you see a switch that a sign says do
not touch.  Obviously you have to switch that, so press A when you're next to
it to lower the water level.  Now, head down the stairs and push the topmost
vertical log to the left.  Go back to the switch and hit it again to fill up
the water level, then hop across the logs to get to the ledge on the other
side.

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