Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter G » Golden Sun - Strategy Guide (Page 04)

Golden Sun - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Golden Sun - Strategy Guide (Page 04).

------
Vale...Again
------

Yes, there is a Djinn in your home town as well.  However, before you go get
this Djinn go get a power bread that's located in a cave behind the Shop in
town.  You'll need to use Ivan's Whirlwind Psynergy on this (equip just Wind
Djinn on Ivan to get this Psynergy) bush blocking the entrance.  Thanks to
Michael Sutton (suttmi@selwyn.ca) for this tip.

Now, go west from Vault across the bridge, then go north to find yourself back
in Vale.  The Djinn in Vale is in the far western part of town, behind the
fenced in area next to Kraden's house.  So, climb up the staircases then start
making your way west across the bridge.  When you get to the fence next to
Kraden's house you'll notice a large, brown rock.  Guess what, it's time to use
that Lift Psynergy (!)  Lift up the rock and proceed north to the next screen
and then into the cave.

Head north as soon as you get into the cave and you'll notice a circle of
stepping stones on your left.  At first it appears it's impossible to cross
these stepping stones, but a true RPG gamer knows that rarely are there
complete dead ends in RPGs.  So, use your Reveal Psynergy to reveal a hidden
square in the middle and hop across to the other side.  Climb up the ladder and
go through the door.  In this room jump across the stepping stones and hop onto
the platform to the west.  Face the large box and move it into the water to
create a makeshift stepping stone that you can use to jump to the log above
you.  Roll this log all the way east go through the door here.  In this room
take the western path and head north.  Keep following the path all the way
until it gets to a door.  Go through the door and push down the logs on either
side into the river.  Now, slide down the cliff via the indentation on the
western cliff and push the horizontal log north.  It will slide across the two
logs and allow you to hop to the ledge to the north.  Proceed along the hallway
until you get to the next room.  In here you'll see the Djinn you're after. 
There's also another very important item that you'll need to get another Djinn
*much* later in the game, along with this Djinn, the Halt Gem that's in a
treasure just right after you climb the ladder to the north of the door.  Once
you get the gem, head south towards the Djinn who will slide down the cliff. 
Follow him and he will continue to run away.  So, head down the cliff and use
the Halt Psynergy that you get by equipping the Halt Gem on the Djinn.  This
will freeze him in his place, and simply go up to him to get Kite, a Jupiter
Djinn.  Head through the door and continue south eventually getting out of the
cave.

Before you head back to Kalay, take this time to round up any Djinn that you
may have forgotten to get earlier in the game.  If you have all the Djinn, head
back from whence you came (hrmm, I haven't said that in a while... I think it's
9 now) all the way back to Kalay.  When you get back to Kalay heal in the Inn
and then proceed to Kalay Docks which you can get to by simply going around the
south pole of the caves.

------
Kalay Docks
------

Note: If you have not yet talked with the tourists in Kalay and went through
the cut scene with the missing passenger, please go back to Kalay and read the
topic about the tourists in that section.

Second Note: Before going on the ship, I recommend going back and getting all
of the Djinn that you don't have up until this point.  Not only is it more
convenient to get these Djinn now, but you will definitely need a good bit of
Djinn for the boss battle on the ship.  See the previous sections for more
information.

As soon as you reach Kalay Docks Garret will run out and look at the Sea that's
not really an Ocean.  Someone in town will correct him, and so unfolds another
pointless plot development.  Once Garret is done, head into the building
directly north of you.  Talk to the lady at the counter to buy your ticket for
going to Tolbi for 800 coins.  Once you've bought it, head out of the house and
go west to the docks to board your ship.  When you get onto the ship head over
to the captain to find a crew mate and the captain talking about not setting
sail due to monsters.  The captain will come around and decide that the ship
should sail, but a crewman won't agree with him.  You'll notice that he's up to
something as he runs off into the Captain's Quarters.  Follow him and he'll
uneasily sneak back to the top of the ship.  Jee, could he have done something
wrong?  any ways, head into the room at the northern part of the ship and head
to the northern part of that room.  Several warriors /passengers will start to
get impatient about the ship not setting sail and will rush to the captains
quarters to persuade him.  Follow them down and enter the room in the southern
part of the ship.  Climb up the ladder here and talk with the guy blocking your
path.  In this (like always) pointless and dull conversation the captain will
realize that his Anchor Charm is gone.  Also, there will be discussion about
the sea being a dangerous place due to the monsters, and it's going to take
passengers to help row incase some of the rowers get hurt.  Once you get
command back of your character, head out of the room and go to the observation
deck which you can get to by climbing up a ladder in the middle of the ship. 
Press A when you get up on the plank up here to find the Captain's Anchor
Charm.  Now, go back in the Captain's Quarters and give him the charm.  After
doing that it's time for *another* conversation where you'll be volunteered for
helping to protect the rowers down below decks.  Once you're back in command
head to the crew quarters (the room at the top part of the ship) and head down
the *very* hard to see stairs that are directly behind where the tour guide is
standing.  Once the crewman stops talking down here you will finally set sail.

Sailing, at first, is pretty interesting.  It cuts back between the different
people doing different jobs and the actually try to avoid the monsters. 
However, this sequence is going to repeat 3 times, so it starts to get tedious
after a while.  Each time a monster attacks, 1 of the row men will go down and
you'll want to head upstairs and pick a member of the passengers to replace
him.  It really doesn't matter who you pick, although you can actually get to
Crossbone Island as a detour is you pick the following people in this order
(thanks to dbzman@ptd.net):  The lady with the green skirt, then the lady with
the blonde hair and a brown skirt, the old, bad guy, then finally the Merchant
who is not near the staircase.
According to Camelot's Japanese web site, you need to have a "weakness of
power" on the right side of the ship in order to visit the island early.  So,
stick strong people on the left and weak people like the Chef on the right.

The first enemy that you encounter will be three Man O' War squids.  These guys
are basically just normal enemies and you shouldn't have many problems against
them.  Once those squids are defeated, the crewmen will come down and realize
that a rower is unconscious.  So, go upstairs and talk to someone to make them
a replacement.  Pick someone, head downstairs, and get ready for the process of
setting sail to begin again.  The next group of monsters to attack are the
Lizard Monster and two rabid bats.  If you used any summons in the previous
round, walk back and forth along the top part of the rowing deck to get your
Djinn able to set inactive again.  Then, head down and get ready for a battle. 
These guys are a little tougher than regular monsters because that Lizard Man
has a little more HP than usual.  However, one summon should beat them pretty
handily, or just regular attacking.  Now, go replace another oarsmen and get
ready to set sail.  Before you pick a passenger to row, I'd recommend healing
all of your characters.  Once the ship gets sailing again you'll be attacked by
two Man O' Wars and a flying blue bird called a Virago (sort of sounds like
Viagra).  Once again, these enemies are pretty easy.  One summon or just a few
psynergy attacks will take them down pretty handily.  Go replace *another*
crewman and get ready to set sail again.  Suddenly it will be attacked again,
this time by a monster that actually means business.

Here's some information on Krarken from Aditya Durgam [adurgam777@hotmail.com]:
"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)."

Head up to the deck of the ship to fight Kraken.  However, make sure you're all
healed up and have all of your Djinn inactive for this battle, because you will
probably need them.  Kraken, just like the last boss you faced, will attack
twice each round, so you have to be prepared for taking twice the damage.  Once
you've cast all of your summons, start using Ragnarok with Isaac, Heat Wave
with Garret, Impact on Garret with Ivan, and Ply Well then Wish (get this when
the four water Djinn on her get set after a summon) with Mia.  As long as you
don't let your party members die, you should be able to defeat Kraden without
that much trouble, although he is tough.  When you defeat him you'll be awarded
5200 coins and some Water of Life.  Now, go select another oarsmen and get
ready for the ship to set sail.  This time, though, instead of seeing a
monster, the guy on top of the mast will spot land and you'll arrive at Tolbi.

Once everyone's said thank you and the likes, head off the ship to arrive at
Tolbi Docks.

------
Tolbi Docks
------

There isn't a whole lot to do in Tolbi Docks.  There's a simple puzzle to solve
that involves moving those boxes at the northwestern part of down so that they
allow you to jump from the ledge next to the house to the ledge 4 spaces down. 
When you hop across them and go up you can find a treasure chest that has a
potion.  Now, head out of Tolbi Docks and go into Tolbi.

------
Tolbi
------

Tolbi is a bustling town that's loaded with tourists getting ready for
Collosso, an event sort of like the Roman Gladiator games where warriors battle
one each other in front of crowds of cheering people.  Usually in a town you'd
head for the inn, but because the town is so packed there are no rooms
available for you to sleep!  Instead, head to the weapons and armor shop in the
southwestern part of town to buy the latest upgrades.  Now, remember all of
those game tickets and lucky medals that you go earlier in the game?  It's now
time to cash them in the gambling capital of the world, Tolbi.  Head to the
fountain in the middle of the city and throw in a lucky medal.  If you can get
it to stay in the bulls eye you'll win some handy armor.  Next, head to the
shop with a die on top of it (that's singular for dice) which is located in the
northeastern part of the town.  In here, talk to the man on the left to start
playing craps.  This game is *insanely* easy to win coins at, so you shouldn't
have any problem scoring a good deal of money if you play it for a while.  Once
you're done there, head for the large stairs located at the northwestern part
of the town.  Two guards will stop you and ask if you've seen Babi.  They'll go
on their way and you should keep going up the stairs to arrive at Babi's
palace.  Head to the door along the north wall that's all the way on the left
to enter a room with a lot of beds.  Talk with the lady at the desk and she'll
get you beds to sleep in, which will restore all your health and PP just like
an inn.  Once she's shown you the beds, simply press A when facing one of them
to go to sleep.  Once you're done sleeping, go out the door of the room with
the beds in it, and go up one of the large staircases on the left or right. 
Head north through the hallway to overhear a conversation talking about how
Lord Babi is somewhere in Altimer Cave, but no one can find him.  Naturally, it
will be up to you to find him, but let's save that for just a little later. 
Now, head out of the castle and go to the second floor of the inn which is
located in the northeastern part of town.  Here you'll see a Djinn, but we
won't get that one quite yet.  First, take you shots at the slot machine here. 
Thanks to AlphabetMan of the GameFAQs.com message boards for this information
on the slot machine and odds of winning:
(working from the center outward)
•Center Blue Circle: Assassin Blade, 90%
•Center Blue Circle: Earth Shield, 10%
•First Yellow Circle: Earth Shield, 70%
•First Yellow Circle: Assassin Blade, 30%
•Second Blue Circle: Defense Bracelet, 50%
•Second Blue Circle: Spirit Armor, 50%
•Second Yellow Circle: Spirit Armor, 50%
•Second Yellow Circle: Adepts Helm, 50%
•Clear Circle: Water of Life, 20%
•Clear Circle: Adepts Helm, 80%
•Outer Circle: Water of Life, 70%
•Outer Circle: Adepts Helm, 30%
•FAR Outer Circle: Potion, 70%
•FAR Outer Circle: Water of Life, 30%
Here's some additional information from Rotevni:  You can also get a Ninja
Hood, and a Burning Axe.  The stuff you get varies depending on how many of the
crabs or turtles you bank off of.
Note: there are other items to get but these are the most valuable ones.  Once
you're done in there, head outside and let's go get that Djinn.  Head south and
out of the gate in town, but don't go out of the city so that the world map
would come up.  Instead, stay very close to the outer cliff of the city and
proceed counterclockwise until you come to a vine.  Use Growth on this and
climb up it.  Once you climb up the vine you'll see a pool of water.  Surprise,
surprise, you have to freeze that puddle of water.  Do so, then head down the
vine and go back into town.  Go up two stairs facing east to find that ice
pillar you made.  Hop across it to get the Mars Djinn Ember without a battle. 
It's now time to exit the town and start looking for Babi in Altimer Caves.

------
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 Garret 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 Garret
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 Garret 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 Garret 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 Garret
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 Garret 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
Garret 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 Garret 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 Garret 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 Garret
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.

Here's some information from Aditya Durgam [adurgam777@hotmail.com]:
"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
Garret 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 ;-] ).

Thanks to Aditya Durgam [adurgam777@hotmail.com] for this information on the
enemies in the desert:
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.

« Previous PageNext Page »