goldensunworld.jpg

Golden Sun Walkthrogh

Home
Golden Sun
Golden Sun: The Lost Age
Before These Games
World Maps
psy effected structures
strategies
Screen Savers/Wallpaper
screenshots
pictures
Media
surveys
where do I get these games?
Staff and copywrite info

A forbidden power is unleashed...
                           
                           Nestled away at the foot of Mount Aleph, the most sacred peak on the continent
                           of Angara, rests a quiet village called Vale. For ages, the elders of this
                           remote community have been the caretakers of Sol Sanctum--an ancient temple on
                           the mountain's slope that for eons has guarded the seal on the ancient science
                           of Alchemy.
                           
                           Now, that seal has been broken. A mysterious figure is attempting to release
                           the powers of Alchemy upon the world, a power so great that one who wields its
                           full force can attain any of his hearts desires--countless riches, endless
                           life, even the power to destroy the world. Once the combined power of the four
                           elements--earth, water, wind, and fire, which together make up all matter--is
                           unleashed, the world will fall to its knees before the one who wields it. If
                           this horrible fate is to be averted, a brave soul must now arise!
                           
                           
                           Walkthrough
                           
                           First of all, choose the first option on the title screen, which should be new
                           game. Now you'll get an opportunity to give the hero of the story a name.
                           Choose whatever you want, but keep in mind that I'll always refer to him as his
                           default name: "Isaac". Choose end once you've chosen a suitable name and the
                           game will commence.
                           
                           
                           == TROUBLE IN VALE ============================================================
                           
                           Enemies -> Bat, Mystery Man, Mystery Woman, Vermin, Wild Mushroom
                           Items ---> None
                           Djinni --> None
                           
                           As a pleading voice urges you to wake up, you (that's Isaac) awaken from your
                           slumber, as a terrifying thunder storm rages in the background. The voice,
                           which was your mother's, continues to tell you that the Mt. Aleph Boulder is
                           about to fall and that you need to evacuate ASAP. After you roll out of bed,
                           most likely still half-asleep, your mother will remind you to put on your
                           tunic, and then you'll be off. Once downstairs, your father, Kyle, will show up
                           and tell you to hurry.
                           
                           Kyle orders the two of you to take refuge in the village plaza, but your mom,
                           Dora, goes off with him to help the other villagers. As they head off, Isaac is
                           told that he's a big boy and should be able to get to the plaza himself. Okay,
                           how hard can it be? Once in control, descend the nearby stairs and a stone will
                           crash down from above, impeding your path. Hmm... maybe it'll be harder than we
                           though, eh?
                           
                           Run northward, up a set of stairs, and you'll find Isaac's good buddy Garet. It
                           seems he's so interested in saving his stuff that he has forgotten to save
                           himself. Idiot. Talk to him and Isaac will set him straight, thus allowing him
                           to join your party. Lovely. Head over to the west and cross the bridge
                           suspended above a violently-flowing river. The boulder will begin to crash down
                           from above, and some avid magic-users will try their best to hold it off, if
                           only momentarily. One such magician will turn around and spot the two of you,
                           urging you to hurry ahead, as the plaza seems to be just a little bit further.
                           
                           Descend the stairs to the south and another rock will roll seemingly from out
                           of nowhere to block your path. Oh well, let's just run off-screen to the left.
                           Continue westward and as you make your way around some trees you may notice the
                           man lying in his back, seemingly injured. Talk to him and he'll give you the
                           four-one-one. Apparently the fence surrounded the village has been destroyed,
                           so monsters can come and go as they please. That's not cool. Tell him he
                           probably won't die and he'll realize that he isn't the least bit damaged!
                           Apparently, though, he was serious about the monsters, so you need to be on the
                           lookout.
                           
                           When you regain control, proceed along the path, heading down another set of
                           stairs and fending off any foes that you may run into. On the next screen, run
                           south, down a couple set of stairs. At the bottom, you'll encounter several
                           villagers who are trying save Felix, who's fallen into the river. Because of
                           the severe storm conditions, the water is absurdly turbulent, and no one has a
                           long enough rope to help poor Felix. Your mother Dora and Felix's sister, who
                           goes by the name of Jenna, race off to search for anyone with some Psynergy
                           remaining. When she bumps into you, Dora commands Isaac to go chase after Jenna
                           and give her a hand. Whatever you say, mommy!
                           
                           Continue onwards past the drowning Felix and cross over the bridge above.
                           Taking the stairs here down will do no good, as a boulder precludes the path
                           ahead. Instead, you have to take the roundabout route; head east onto the next
                           screen. If you feel the need to, you can check inside the various cottages and
                           such over here. However, as far as I know there isn't anything worthwhile in
                           any of them, so I suggest simply taking the stairs southward. When you start to
                           see some people congregating, that means you've reached the plaza. Nice.
                           
                           Everyone on the northern side of the plaza is either too old or too stupid to
                           use Psynergy, so head down below and approach the group of people gathered
                           near the lake. Two of the buff men head off to help the elders with the
                           boulder, whilst Isaac and Garet tell Jenna and the old man that they've come to
                           find anyone who can help Felix. Shortly after, the guy who was previously
                           sitting on the stone in the center of the lake will hop towards you and show
                           off vigorous it's made him!
                           
                           Jenna and the man who's all charged up with Psynergy (hereby Psynergy Man) will
                           follow you back to Felix, as they don't know the way. Just retrace your steps
                           and you'll find the way back eventually. When you do, Jenna will call out to
                           her parents, telling them she's back. Dora has also returned, but not as
                           successfully as you and your buds. As Psynergy Man hurries down to aid Felix,
                           the boulder falls from above, smashing into the pier and killing Jenna's
                           parents, as well as Isaac's daddy, Kyle, and Felix. Tragic stuff, I tell ya!
                           
                           Speak with the people around you and they'll express their disbelief in what
                           just happened. No one really has anything interesting to say, so just leave
                           them to wallow in their despair (I didn't mean for that to make me sound like
                           Cervantes from Soul Calibur, by the way) and cross the bridge to the south. As
                           you head to the east, Garet will start to feel bad about letting you go off by
                           yourself, so he follows you.
                           
                           Back to Isaac, he'll overhear two shady characters conversing about the boulder
                           falling. Apparently, they think they're the only survivors and mention
                           something about a switch causing a trap. Just who are these two creeps? As they
                           speak of the powers of Alchemy and a place called the Sol Sanctum, Garet will
                           blow your cover, yelling out like the idiot he is. The mysterious pair will
                           approach and question you, asking if you were listening in on their
                           conversation. Whether you fess up or not, they'll tell Isaac to forget
                           everything he overheard. To seal the deal, the two decide to beat the crap out
                           of you, as well. Y'know, I always thought backwoods villages like this place
                           were devoid of thugs. Guess I was wrong, eh?
                           
                           At any rate, there is absolutely no way that Isaac and Garet can win this
                           battle with what little strength they possess. Just choose whatever actions you
                           want and watch as you get your butts beat mercilessly. Leaving the two of you
                           in broken heaps, the mysterious warriors hop off into the distance and the
                           words "Golden Sun" appear on-screen.
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           b.  Secrets of Sol Sanctum
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           Ahh... the fun continues!
                           
                           
                           == THREE YEARS LATER... =======================================================
                           
                           Enemies -> None
                           Items ---> 5 Coins, Antidote, Elixir, Herb, Smoke Bomb
                           Djinni --> None
                           
                           The village of Vale seems to be quite nicely restored since the incident
                           several years ago. Jenna stops by Isaac's house to observe his mother nagging
                           at him incessantly, ordering him to thatch up the roof. Not wanting to get
                           involved, Jenna continues onwards to find Garet hard at work, diligently
                           practicing his Psynergy. She asks what happened to him and Isaac three years
                           ago, as it seems to be the reason why they've been studying Psynergy. Garet
                           begins to spill his guts, but Jenna interrupts him. After explaining to him
                           just how weird he is, the two return to Isaac's place.
                           
                           They watch as Isaac utilizes his 1337 Psynergy skills to patch up the roof,
                           then Jenna and Garet ascend the ladder to speak with him and his mommy. They
                           explain about their plans to go mountain climbing on Aleph with some old guy
                           named Kraden, then leave, but not before Garet completely negates everything
                           Isaac did to fix the roof. Geez, what an idiot!
                           
                           When you regain control of Isaac, feel free to explore Vale at your leisure.
                           There are plenty of items to locate and the shops carry a bevy of quality
                           equipment, and you can get better acquainted with the controls and whatnot.
                           Also, many of the villagers will provide useful insight to certain subjects,
                           namely Kraden, Mt. Aleph, and Alchemy. Groovy!
                           
                           Anyway, when you want to progress in the story, head just north of Garet's
                           house and cross the bridge to your left. Descend the nearby stairs, then run
                           west onto another screen. Guess who's here? Those two mysterious freaks from
                           three years ago! Since he apparently didn't learn a thing from said incident,
                           Isaac decides to eavesdrop. They'll begin to talk about manipulating Kraden,
                           but before you get to hear anything really juicy, they'll become aware of your
                           presence. Like before, they'll ask if you were listening in on them. Also like
                           before, your answer makes no difference. After some idle chit-chat, they'll
                           decide to let you past to meet with Kraden. By the way, you'll also learn their
                           names: Saturos and Menardi. Ooh... the plot thickens!
                           
                           Just a bit to the left are some stairs that you should head up. Once you do so,
                           you'll see Kraden talking to himself. Apparently Saturos and Menardi had a
                           little conversation with him and they've shown that their knowledge about Sol
                           Sanctum is unsurpassed by even the elders of Vale. Go speak with him when you
                           get the chance and Kraden will decide to drag the three of you up to Mt. Aleph
                           to confirm if what Saturos and Menardi said is true. Why is it that these games
                           always force you to go do something forbidden? Honestly, why can't we just sit
                           around and pick flowers... wait a second, what am I saying!?
                           
                           Of course, ol' Kraden thinks it would be a good idea to make Isaac the leader
                           (probably so he doesn't have to take the blame if you get caught), and he grabs
                           something from inside his cottage. When you're back in control, head east one
                           screen and cross the bridge, then ascend the stairs to the north. As you make
                           your way past the temple, a guard will pop out at you from behind a tree and
                           tell you that no one is allowed to go to Mt. Aleph. Whatever you say. ;)
                           
                           
                           == INTO THE SOL SANCTUM =======================================================
                           
                           Enemies -> Amaze, Bat, Slime, Vermin, Wild Mushroom
                           Items ---> Herb, Psynergy Stone, Small Jewel x2
                           Djinni --> None
                           
                           Wait for him to look around on the eastern side of the temple, then bolt past
                           the tree and up the stairs en route to the Sol Sanctum. Head inside and Kraden
                           will make sure that this is the first time Isaac, Garet, or Jenna has been
                           inside and tells you to get a good look at it. Enter the door ahead and you'll
                           come into a room with many stepping stones leading over a pool of water. To get
                           across, you'll want to first jump over to the easternmost stone and proceed
                           onwards from there. It's pretty straightforward, so you shouldn’t have any
                           problems making it across.
                           
                           Just follow the path through the subsequent hallway and you'll soon enter into
                           another water-filled room. From the get-go, there will be three different
                           stepping stones that you can start from. The westernmost set lead to a dead end
                           and are, thus, completely useless (for now, at least). First take the stones in
                           the center the open the chest at the end of the hall to obtain a Small Jewel.
                           Next, make your way over to the corridor to the east using the stepping stones
                           that branch off from the central ones.
                           
                           But wait just a minute--this hall looks to be another dead end! Ahh, but you
                           are wrong! Notice the skull on the wall with the shining eye? Yeah? Good. Now
                           inspect it you'll learn that there is an empty hole for a second eye. Open up
                           the menu and select that Small Jewel you found just moments ago. Place it in
                           the slot to trigger the rumbling sound of shifting stones. Hmm... Perhaps a
                           door has opened up somewhere, eh?
                           
                           Head back over to the western corridor to find that a brand spankin' new door
                           has appeared. Once inside, Kraden and the other members of your part will
                           disperse. As the old man explains, Saturos and Menardi mentioned something
                           about a hidden passage. Since this is an RPG, that means everything we hear
                           from any miscellaneous punk is automatically true. Thus, we search.
                           
                           If you check the western and eastern wings of this chamber you should be able
                           to spot some statues surrounded by a dotted outline. Either Kraden is blind,
                           stupid, or those dots magically only appear to use, because they are quite
                           conspicuous. Push the easternmost statue aside to reveal a secret doorway,
                           which you should eagerly head through. Run up the stairs ahead and Isaac and
                           co. will emerge in a somewhat labyrinthine-type area. Move northward until you
                           reach the three-way fork. At this point, you'll want to take the left path and
                           grab another Small Jewel from the chest at the end.
                           
                           From there, return to the fork and take the northern road (you could also go
                           east, but it's just a more roundabout version of the path to the north). In the
                           next room, Kraden will mention that you may not be able to reach the statues on
                           the opposite side of the water, but Psynergy might just be the key to solving
                           this puzzle. Use Isaac's "Move" spell on the statue farthest to the left and
                           you'll uncover another minotaur skull hanging on the wall. Hop across and, like
                           before, place the Small Jewel in the empty eye socket. Again, some stones will
                           shift, most probably opening a hidden door some where.
                           
                           Just where is that hidden door, you may wonder? The answer is, quite simply
                           enough, on the opposite side of this chamber. That's right, just cast Move on
                           the easternmost statue and slide it right out of the way, revealing the doorway
                           leading ahead. As you enter the following room, move upward and take the path
                           to the left first, as it'll lead you to a treasure chest containing an Herb.
                           Once you've done that, head back the way you came and continue northward via
                           the path to the east.
                           
                           As you enter a chamber with an emblem of the sun engraved into the floor,
                           Kraden will decide to show up again. He'll say that this room is clearly the
                           heart of Sol Sanctum, and that Saturos and Menardi must've been truthful. While
                           Jenna and Garet want to hurry back to the village and alert everyone about
                           those two tricksters, old man Kraden convinces them that it would be a waste to
                           leave after coming oh-so close to the origin of Alchemy.
                           
                           When you regain control of Isaac, proceed into the next room, which is quite
                           similar to the previous one, only with the moon on the floor in place of the
                           sun. Interesting, wouldn't you say? Kraden decides to hang around here (most
                           likely to avoid pissing his pants upon encountering any creepy monsters) while
                           you and the others explore the area up ahead. Oh joy.
                           
                           Make your way upstairs and you'll have two paths to take. The southern one
                           leads to a room containing a useful Psynergy Stone, whilst the northern path
                           will take you to a chamber with several statues scattered around. Push any one
                           statue and it'll cause lightning bolts to rain into the room below (where
                           Kraden is). Since we don't want the old man to bite the dust, Isaac moves the
                           statue back to its original place. Kraden will come upstairs and yammer on
                           about how the statues must be a trap. He'll go on to say that the key to
                           Alchemy may be hidden close by... Whatever you say, old man!
                           
                           Once you're put back into control, run to the west into the Sol room and push
                           the two uppermost statues up and towards the center of the chamber. If done
                           correctly, two beams of light will appear and create a hole in the floor. Now
                           hop over to the island in the middle and use Isaac's move spell to drag the
                           largest statue into the hole. Something will click, signifying that we did
                           something right.
                           
                           Return to the Luna room and push the closest statue into place. The trap seems
                           to be deactivated, so the old man hurries up to see what Isaac has found. He
                           won't tell you anything you don't already know, so proceed to move the
                           remaining three statues into place once he leaves. Go back downstairs when all
                           four are in place to find that the Luna emblem on the floor has changed to Sol!
                           Kraden seems baffled that nothing else has happened and says that something
                           somewhere else must've changed!
                           
                           Simply head west to see that the Sol room has changed to Luna! There is also a
                           mysterious beam of light shooting into the wall. Inspect said wall and a portal
                           will appear. Kraden urges you to jump through, then he follows suit.
                           
                           
                           == THE ELEMENTAL STARS ========================================================
                           
                           Enemies -> None
                           Items ---> Jupiter Star, Mars Star, Mercury Star, Mythril Bag x4, Venus Star
                           Djinni --> None
                           
                           Isaac and co. will emerge in a strange crystalline world. At first, Kraden
                           thinks they are out in the ocean, but there are no waves so he throws that
                           theory out the window. Garet then shows off his naivety by asking what the
                           ocean is. After explaining it, Kraden notices four statues at each corner of
                           the area. He'll tell the Isaac, Garet, and Jenna about the elements (fire,
                           wind, earth, and water), then say that the four Elemental Stars are in this
                           very room!
                           
                           After a bit more conversing about the origin and powers of Alchemy and the
                           elements and whatnot, Kraden, the feeble old man that he is, sends Isaac and
                           Garet out to grab the Elemental Stars. To do this, he'll fork over some special
                           bags needed to hold the stars. Since three of the four statues are initially
                           inaccessible, we need to head southeast first to grab the Venus Star. It isn't
                           too tricky, so just make your way down there by yourself.
                           
                           Once you've got the first star, some new platforms will rise from the abyss
                           below, giving you access to the northeastern statue. With the Mercury Star in
                           Isaac's grimy little hands, another set of platforms will appear. We still
                           can't get the star due west of here, so return to the central platform (where
                           Jenna and Kraden are idly twiddling their thumbs) and use the set of stepping
                           stones to the south.
                           
                           When they snatch the Jupiter Star, Isaac and Garet decide to sneak a peak back
                           at Jenna and Kraden. What do they see? Saturos and Menardi are here! They'll
                           insult the old man for "stealing" their information, and then another enigmatic
                           figure will show up, saying that Jenna and Kraden will not be hurt. Yeah, ok,
                           like we can really trust someone who looks like that! S & M say that they'd be
                           cool with not hurting anyone, but only so long as they get all four Elemental
                           Stars!
                           
                           Kraden will ask what guarantee S & M have that they will be safe if they cough
                           up the stars. They tell the mysterious man to remove his mask and show his
                           face. As he does so, he reveals himself as Felix, Jenna's brother who
                           supposedly died in the incident three years ago! Just what is going on? He
                           starts to go on about how it was a miracle that he survived and that S & M were
                           the ones who saved him. Some more chit-chat will go down, then you and Garet
                           have to hand over the Elemental Stars.
                           
                           As he heads for the central platform where everyone is, another mysterious man,
                           this one named Alex, shows up to relieve you of the stars. His sprite looks
                           more than just a bit feminine, wouldn't you say? I sure would. He notices that
                           you're missing the Mars Star and sends the two of you off to grab it for them.
                           Is it just me, or does it seem like Alex could just teleport over and take it?
                           Sounds like it'd be much less of a hassle. Whatever.
                           
                           Once you regain control, you'll have to go northeast from the central platform
                           and make your way to the west from there. Take the Mars Star all hell will
                           break loose. The water below will drain away, leaving nothing but fiery cracks.
                           Apparently, this chamber can't hold itself together without the power of the
                           Elemental Stars. Soon enough, a giant floating eyeball will show up, and Kraden
                           will wonder aloud if it's "the Wise One", whoever that is.
                           
                           Saturos figures out that it must be a guardian of some sort, so he, Menardi,
                           Felix, and Alex decide to escape without the Mars Star. However, they take
                           Jenna and Kraden with them, to ensure that Isaac and Garet bring them the final
                           star if they survive. Just before being pushed through the portal, Jenna calls
                           out to Isaac and Garet, telling them not to die. Yeah, like they have any
                           control over that at this point.
                           
                           Emerging from their hiding place behind the Mars statue, Isaac and Garet notice
                           that everyone is gone. Just when they think they're out of the woods, that
                           floating eyeball appears again. Strangely enough, it seems to be quite
                           benevolent--it even tries to hold back the volcano from erupting so you can get
                           out! Before you leave, though, it explains a bit more about the elements and
                           some place called a lighthouse. The volcano begins to erupt before it can
                           divulge any more, so the eyeball simply warps Isaac and Garet out of the
                           collapsing chamber. From here, you just need to retrace the steps you took to
                           get through Sol Sanctum to get back outside.
                           
                           
                           == AFTERMATH ==================================================================
                           
                           Enemies -> None
                           Items ---> None
                           Djinni --> None
                           
                           When you make it outside, you'll see the denizens of Vale looking up at Mt.
                           Aleph in awe. Apparently it was thought to be inactive. The villagers put
                           together the pieces of the puzzle and figure out that Isaac, Garet, Jenna, and
                           Kraden all went up to Sol Sanctum. When you and Garet come down from the
                           mountain, the village bigwigs (aka Garet's granddaddy and your mommy) express
                           how complicated your story is. They force you inside to spill your guts.
                           
                           After retelling everything that went down in Sol Sanctum, you'll get to read
                           plenty of chit-chat. I'm not going over everything that is talked about, so
                           I'll cut right to the chase. Getting back the Elemental Stars and saving the
                           entire world from destruction is up to your mom... Seriously, it is! Okay, so
                           that isn't really what happens. It's Isaac and Garet's duty to do all that fun
                           stuff! Garet can't decide whether to save the world or not, so instead of doing
                           what I'd do and consulting the magic 8-ball, he leaves the choice to Isaac. No
                           matter what you're going, so it choosing no won't make any difference.
                           
                           The Great Healer leaves after you make your decision, and the two monks (or
                           whatever the heck they are) get all excited and passionate about meditating, so
                           they get out of there, as well. Isaac's mommy then tells you to leave tomorrow.
                           The scene skips immediately to the following morning, where the entire village
                           has congregated to see the two of you off. They make sure you know not to drink
                           water if it smells funny, and Garet's sister forks over a Herb. You'll also
                           receive some Catch Beads, which are from Isaac's mother. When everything is
                           said and done, it's go time!
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           c.  The Quest Begins!
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           Enjoy the world map!
                           
                           
                           == THE JOURNEY BEGINS =========================================================
                           
                           Enemies -> Amaze, Bat, Slime, Vermin, Wild Mushroom, Zombie
                           Items ---> None
                           Djinni --> Flint
                           
                           Welcome to Golden Sun's world map! Off to the southwest, you should be able to
                           spot a fiery creature flying around in circles. Approach it and it'll take note
                           that you are an Adept and ask to tag along with you. He'll tell you a bit about
                           the usefulness of Djinn such as himself, so after hearing what he can do I'm
                           sure you'll want to let him join your ranks. Congratulations, you just got your
                           first Djinni!
                           
                           After a short explanation about how Djinni work, you'll be put back into
                           control. At this point, run south a bit, then turn and head in an easterly
                           direction across a bridge over a river. To the south is a village which should
                           be your current itinerary. As you get near it, a caravan of covered wagons will
                           leave, saying that the place is far too dangerous. Unfortunately for them, the
                           bridge to the south is broken. They mention someone named Ivan who has strange
                           powers, and they decide to head north instead of south. After they pass, Isaac
                           and Garet head into the village of Vault.
                           
                           
                           == IVAN, VAULT VILLAGE, AND BAD HAIRCUTS ======================================
                           
                           Enemies -> Bandit [BOSS], Thief
                           Items ---> 4 Coins, 7 Coins, Mint, Nut
                           Djinni --> None (for now)
                           
                           For starters, take some time to explore this new village and look for some of
                           the hidden items. Also, you'll definitely want to hit up the weapon and item
                           shops, as they both carry valuable supplies. When you've finished all of that
                           stuff, it's time to get down to business. Remember what Master Hammet the
                           merchant said about the boy left behind? Yeah? Well, we gotta go find him. Why?
                           Because RPGs are all about helping out miscellaneous people just for the heck
                           of it!
                           
                           At any rate, head up the stairs at the northwestern section of town and enter
                           the house up here. Talk to the boy in the back corner of the cottage and he'll
                           read your mind, then explain that he possesses unique powers. Since Isaac and
                           him are both skilled in Psynergy, the boy feels safe spilling his guts for you.
                           It turns out that he is in fact Ivan, and that Master Hammet's special rod was
                           stolen. Agree to help him get the rod back and Ivan will demonstrate his Mind
                           Read ability for Isaac and Garet. He'll also join your party! Cool beans!
                           
                           With Ivan's mind reading skills, you should now head around town and see what
                           everyone is thinking. It's a pretty cool ability, but there isn't a whole lot
                           of useful information to learn. If you haven't already, just speak with the
                           denizens of Vault and you should hear that some suspicious men are staying at
                           the inn. Make your way over there and head upstairs. Here you'll find two long-
                           haired prettyboys who seem to dislike Ivan. Let's go kick their butts!
                           
                           Unfortunately, no matter how hard you try it's simply impossible to get near
                           enough to the prettyboys to read their most likely homosexual minds. Leave the
                           room and Ivan will comment on their suspicious actions. He comes up with an
                           excellent idea: surround one of them and corner him so he can't get away. It's
                           pretty easy to do (and they provide you with a groovy tune), and once Ivan
                           reads his mind you'll learn that the prettboys are the thieves. It seems
                           they've stashed the loot somewhere in this here inn, but Ivan isn't sure of the
                           exact location. Oh well, the inn's pretty small so we should be able to find
                           it, right?
                           
                           Of course, the solution to our problem isn't actually in the inn. Nope, instead
                           we gotta head southward from the cottage where we first me Ivan. Shake down the
                           prettyboy standing around up here and he'll ask if you're accusing him of
                           stealing Master Hammet's rod. Your answer doesn't change a thing, so read his
                           mind and to learn that they are in fact the thieves we're looking for. Climb
                           the ladder just outside the inn and enter the hole on the roof.
                           
                           Using your move Psynergy spell, push the wooden crate out of the way and hop
                           across the hole in the floor. All the loot is hidden away in this next room,
                           along with some dude who's all tied up. He'll explain how he got here and the
                           prettyboys will show up, unhappy that they've been found out. After a bit of
                           talk about Master Hammet and the thief-filled city of Lunpa, the three thieving
                           girly-men challenge you to a fight.
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Bandit and Thieves
                           EXP: 66   Coins: 110   Items: Bandit's Sword   Weakness: N/A
                           
                           Okay, so this is more of a mini-boss, really, but I decided to classify these
                           punks as a real boss. That cool with you? Good. Anyway, I like to take down
                           the two Thieves first, as they go down easier. Just toast them with your new
                           Djinn and any powerful Psynergy you've got. Heal with Herbs or curative magic
                           if necessary, otherwise this battle should be a breeze.
                           
                           -------------------------------------------------------------------------------
                           
                           When the battle's over, the guy who was previously tied up will go fetch the
                           mayor while Isaac, Garet, and Ivan watch gleefully as the prettyboys writhe in
                           pain. Garet divulges upon just how wrong it is to steal and how "evil never
                           prevails". The cheese is overwhelming. In any event, Ivan says that he's gonna
                           head for Lunpa after he gets the rod and reads your mind to see what's going on
                           with you next.
                           
                           At this point, the mayor comes in and tells the prettyboys what a horrid crime
                           they committed. I say we stone them! Instead, they just get a nice trip to the
                           slammer. Psssh, that's weak! I wanna see a stoning! Anyway, the mayor ties them
                           all up and sends them away, then he takes a look at what they stole. So just
                           what did they take? The mayor's precious urn, a golden statue from the sanctum,
                           and, of course, Master Hammet's Shaman Rod.
                           
                           The mayor goes on to tell Ivan that Hammet has almost certainly been kidnapped,
                           but chances are he's still alive. Why? Because Dodonpa, the evil thief who runs
                           Lunpa, knows he can get a huge ransom from the merchant town of Kalay, which is
                           where Hammet hails from. The mayor and his mindless lackey then leave, telling
                           you to visit him before leaving, as he has something for you. Let's hope he
                           decided to stone the prettyboys after all!
                           
                           Ivan goes to claim his master's rod, then heads off. Make your way back into
                           town and go visit the mayor one last time. To show his gratitude, he'll fork
                           over some Water of Life (think Phoenix Down, my Final Fantasy brothers). Then
                           he asks if you're heading to the Goma Range, so reply yes and he'll inform you
                           of a cave to the northeast that leads to some place called Bilibin. With that
                           done, it's finally time to get outta here!
                           
                           
                           == OFF TO BILIBIN =============================================================
                           
                           Enemies -> Amaze, Bat, Ghost, Mars Djinni, Skeleton, Slime, Vermin,
                           Wild Mushroom, Will Head, Zombie
                           Items ---> Lucky Medal
                           Djinni --> Forge
                           
                           Once you're back on the world map, head northward until you reach a village and
                           an adjacent cavern. The village is the infamous Lunpa that we've been hearing
                           so much about, but the gates are closed so there isn't anything worthwhile to
                           do here. Also ignore the western cave, since we can't do anything in there,
                           either. Instead run to the east and head south around the mountain range. Cross
                           the first bridge and head northeast from there, going over the next bridge. At
                           this point, there should be a cavern directly in front of you, so head on in.
                           
                           Use the stump to cross over the river since the bridge is broken and push the
                           tall log ahead over a bit so that you can climb the ladder. Once you've done
                           so, run east a bit and you'll find a chasm that you can't cross. Cast move and
                           drag the vertical log into the gap, allowing you to cross it. Ascend the ladder
                           ahead and run along the path until you reach another gap. Try to cast move on
                           the stump, but it won't work and Ivan will suddenly show up. He uses some
                           whirlwind magic to free up the stump, then explains that he couldn't get into
                           Lunpa. Since he didn't have anything else to do, he decided to come help out
                           Isaac and Garet with in their quest! As a result, Ivan joins your party again,
                           but this time it's for good!
                           
                           Now that you've regained control of Isaac, cast move again and push the stump
                           over the edge so that it falls into the river. Then cast Ivan's whirlwind spell
                           again to blow away the leaves on the northern wall, revealing the entrance to
                           the cave. Run forward and cross the river using the stepping stone ahead. From
                           there, start heading southward and you'll come across a set of stairs that lead
                           into a new room.
                           
                           Descend the stairs before you and run as far to the east as you can. You should
                           come across a man who mentions seeing something strange. After talking to him,
                           push the vertical log as far to the north as it'll go (it'll lock into place if
                           you've done it right). With that done, go back to the left a bit and run south
                           where towards the river. Hop over it and head down the staircase ahead. Follow
                           the path until it comes to a dead end, then use the stepping stone to reach the
                           adjacent path, where you should head up the stairs.
                           
                           At the top of the screen is a vertical log, which you should push out of the
                           way with Isaac's move spell. Hop across next to it now, and then jump south.
                           Cast move again and push the log back into its original position. At this
                           point, leap back over next to the log and then jump east to the ledge with the
                           treasure chest. Open it up and claim the Lucky Medal inside. Now that you've
                           done that, hop back over to the southern ledge and cast move again, this time
                           to push the stump off the ledge.
                           
                           Return downstairs and use the new stepping stone to access the eastern ledge.
                           Run up the stairs here and use the vertical log we pushed around earlier to
                           reach the ledge where the Djinni is floating. Talk to it and a battle will
                           begin! It isn't really a boss, so I won't categorize it as such. Just nail him
                           with your most powerful Psynergy spells (although just have Garet attack, as
                           this foe is quite resistant to fire) and he'll go down in no time flat. Keep in
                           mind, though, that if you take too long he'll run away and you'll have to retry
                           the battle. Anyway, once he's been felled, he'll join you as the Mars Djinni
                           Forge! Sweet!
                           
                           Now then, head upstairs and run north along the path. When the ledge comes to
                           an end, you know it's time to use move again. Push the stump off the edge and
                           it'll fall into the river, creating a way to return to the entrance of this
                           cavern. At any rate, exit through the northern doorway and head east through
                           the final chamber in this cave. After heading down the stairs, leave via the
                           door at the bottom of the screen.
                           
                           Outside again, simply run just a bit to the right and you'll reach Bilibin.
                           
                           
                           == BILIBIN ====================================================================
                           
                           Enemies -> None
                           Items ---> 5 Coins, Antidote, Elixir, Hard Nut, Herb, Nut, Smoke Bomb
                           Djinni --> Gust
                           
                           The first thing you should notice in this town is the strange-looking tree
                           right near the entrance. Ask around a bit and you'll learn that said tree was
                           formerly a man who was cursed! Speak with some more people and you should hear
                           that some guy named McCoy cut down a buttload of trees and, thus, angered some
                           sacred tree or something. Apparently, the heart of this problem can be found in
                           a place called Kolima. However, McCoy has created a blockade so that no one can
                           get there. Hmm... Let's go have a word with him eh?
                           
                           McCoy's Palace can be found on the northern side of Bilibin, but some guards
                           are blocking the entrance. Luckily, they'll agree to take you to see McCoy,
                           since you seem to be powerful warriors. Although the guard told Isaac to follow
                           him, he's nowhere to be found once inside the manor, so just take some time to
                           look around and find some items. When you're ready to progress, return to the
                           first floor, where you should follow the red carpet.
                           
                           The guard who you were supposed to be following appears and tells McCoy (who
                           talks like a leprechaun or someone Scottish) about Isaac and co.. He seems more
                           than just a bit skeptical about your skills (apparently he's never played The
                           Legend of Zelda and seen how much butt little kids can kick!), but he likes
                           your courage and forks over the key to the eastern barricade. Ivan seems scared
                           at first, but he decides to blindly follow Isaac just for the heck of it!
                           
                           However, McCoy begins to have second thoughts about sending "children" off to
                           do his bidding and takes back the barricade key. The no-good, rotten Indian
                           giver! He then has the guard escort you back outside. Before heading off,
                           though, the guard expresses his condolences for being rejected and mentions
                           that you may not need a key to get past the barricade. He quickly stops himself
                           from spilling any more beans, but we've already heard everything we needed to
                           hear! It's time to move out!
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           d.  Curse of a Tree Spirit
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           
                           == GETTING PAST THE BARRICADE =================================================
                           
                           Enemies -> Bat, Ghost, Rat, Rat Soldier, Skeleton, Zombie
                           Items ---> 7 Coins, Apple, Herb
                           Djinni --> Granite
                           
                           Back on the world map, set your course to the east, staying south of the river,
                           and you'll soon reach the barricade. As expected, the door is tightly locked.
                           However, the tall wooden crate just left of the door can be pulled away using
                           Isaac's move Psynergy. Head through the gap in the barricade and you'll be free
                           to leave!
                           
                           To the east is Kolima, and Kolima Forest is off to the north. If you want, head
                           to Kolima first, as there are some items and a new Djinni over there. You can
                           find the items by yourself, but the Djinni can be trickier to get. Find him
                           enclosed in a fence to the southeast and go into the invisible door on the
                           northern side of the house. Make your way through the basement and you'll soon
                           emerge back outside, with the Djinni right next to you. His name is Granite,
                           and he's willing to join you without a fight.
                           
                           
                           == SAVING KOLIMA FOREST =======================================================
                           
                           Enemies -> Drone Bee, Rat, Rat Soldier, Skeleton, Troll, Will Head
                           Items ---> Fur Coat, Nut
                           Djinni --> None
                           
                           When you first arrive, Ivan will notice some strange sparkling stuff all over
                           the ground. Before long, some immense beams of energy will appear, as if
                           someone is trying to read your minds. Soon enough, Isaac, Garet, and Ivan all
                           keel over and more sparkly stuff begins to rain down from above. Realizing that
                           the sparkles are probably what turns people into trees, the three try to get
                           away, but find that they cannot move. Fortunately, some mysterious barrier
                           envelopes them, protecting them from the sparkles. When he comes to, Ivan
                           concludes that the barriers must've been their Psynergy.
                           
                           They'll continue to talk for a while, and it starts to rain sparkles again.
                           Like before, the Psynergy barrier provide protection and a mysterious voice
                           wonders why they aren't turning into trees. The voices go on to say that they
                           are dying, and Kolima Forest will follow suit short after. Apparently Tret, one
                           of the voices, has two sides: a kind side that has all but disappeared and a
                           wrathful face, which turned to people of Kolima into trees. In order to save
                           the people who've become trees, we need to reawaken the kind side of Tret.
                           
                           All right, now that we've regained control of Isaac, run north and to the east
                           when you get the chance. Roll the log impeding your progress to the left and
                           it'll plop into the river. From there, proceed northward across the log bridge.
                           Now then, push the log directly in front of you to the left and you'll be able
                           to go up and around it. Make your way westward onto the next screen.
                           
                           Run to the south, ignoring the log right in front of you for now. Proceed to
                           the left and you'll come across two more logs. The top one is laying
                           vertically, so push it to the east. Then, push the southernmost log downwards,
                           which will allow you to roll the vertical log back over to the left. Continue
                           to the next area after that's all over.
                           
                           Okay, this next area is more complex than the previous two, but that's why I'm
                           here--to help you through the puzzles and whatnot! Anyway, run around all the
                           stumps to the east and roll the vertical log to the left. From there, head
                           north around some more stumps and push the horizontal log downwards. After
                           that, roll the first log back over to the east, thus allowing you to push the
                           southernmost log down. Next, push the other horizontal log to the north.
                           Finally, simply roll the log to the east left into the river. Whew, I told you
                           this one was more complicated!
                           
                           Use the log floating in the river to reach the west bank and head north from
                           there, ascending some stairs and following the grassy path to the east. Guess
                           what greets you on the next screen? MORE LOG ROLLING FUN! If you're growing
                           tired of Isaac's log-rolling capades, allow me to clarify that I too do not
                           enjoy it all that much. That said, let's get down to business!
                           
                           To begin with, head south and you should spot a sign reading "Do not touch
                           Floodgate Switch!". Well, you know that means we have to flip the adjacent
                           switch, so go ahead and do so. It'll drain out the lake, so head down into the
                           dried out basin. There is a vertical log to the northwest -- roll it to the
                           left, then go flip the switch again, refilling the lake (at a surprisingly
                           quick speed!).
                           
                           Once the lake is all watery again, hop onto the floating logs and make your way
                           towards the one you moved. From there you can hop back onto solid ground. Head
                           north to meet up with Laurel, the tree chick who was hanging out with Tret
                           before. She'll explain that Isaac and co. are already too late to save him, and
                           she urges you to leave before the forest dies. Seriously, if you actually do
                           what she says and leave, I really don't know why you're playing this game. Run
                           to the east to find Tret himself. Try talking to him and "Evil Tret" will speak
                           up and say that he controls the forest.
                           
                           Climb up the vine hanging off Tret and enter the tree.
                           
                           
                           == INSIDE THE TRET TREE =======================================================
                           
                           Enemies -> Creeper, Drone Bee, Gnome, Rat Soldier, Spider, Tret [BOSS],
                           Troll
                           Items ---> Healing Ring, Nut, Psynergy Stone
                           Djinni --> Breeze
                           
                           Okay, so in order to save Tret and the entire forest, we're gonna go inside the
                           Tret Tree and make everything cool again. In this initial room, make your way
                           to the back and climb up the vine. Now head as far south as you can and hop
                           across the spider webs using the golden leaves. Keep in mind that stepping on
                           one will cause it to break, so stepping back onto it will result in you falling
                           into the room below. Anyway, use the leaves to cross the cobwebs and head onto
                           Tret's branches via the eastern exit.
                           
                           The first two alternate paths don't lead to anything useful, so stay on the
                           main branch until you find a vine to climb up. Once you've done so, run west
                           and head back into Tret. This room's southern exit is simply a dead end, so
                           avoid it and climb the vine to the northeast instead. Before doing that,
                           however, you may be interested in grabbing the Psynergy Stone and Healing Ring
                           items that are in this area. Taking each item will result in you being forced
                           back to earlier rooms, though, so you may wanna just skip ahead without them.
                           Your choice.
                           
                           As you enter the subsequent room, you'll have the choice of exiting either to
                           the south or to the west. Head south, because although both paths inevitably
                           lead to the same room, this one will net you a new Djinni along the way. Once
                           out on a limb (get it? GET IT!?), head east, ignoring the branch leading
                           upward, and climb the vine at the end. Now, you can either go all the way west
                           and return inside, or you can proceed to the north and say hi to a new Djinni.
                           
                           Just like the Mars Djinni you met not too long ago, this guy, a Jupiter Djinni,
                           needs to have his butt kicked before he'll join you. Also like last time, just
                           wail on him with your best Psynergy (especially Isaac's stuff, as this guy is
                           quite weak against earth-related stuff) and he'll give up rather soon. He'll
                           join your ranks as the Jupiter Djinni Breeze. Dandy.
                           
                           Now then, head back into Tret via the doorway to the west. Grab the Nut from
                           inside the treasure chest directly ahead, then head back outside the same way
                           you came in. Why, you ask? Because otherwise you won't be able to hop onto the
                           right leaves. Confused? Just do as I say and you'll understand soon enough.
                           Okay, this next part can be a little difficult to describe, so I made a pretty
                           little map instead. Check it out:
                           
                           
                           [L]  [U]  [L]         Here's the lowdown. [L] denotes a normal leaf, while
                           [U] indicates an unstable leaf that'll break when you
                           [U]  [X]  [L]         stand on it. [X] marks the spot you wanna end up on, so
                           start from the bottom-left corner and hop once to the
                           [L]  [L]  [U]  [L]    right, the up one, right one, and back once to the
                           left. Voila! Problem solved!
                           
                           Once you bust through the correct leaf, Isaac will fall straight through that
                           hole in the center of each room that was previously blocked off. You'll land in
                           a relatively small room, so simply make your way through the mini-maze and say
                           hello the Tret. He doesn't seem happy to see us, so let's kick his butt, shall
                           we?
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Tret
                           EXP: 226   COINS: 700   ITEMS: Potion   WEAKNESS: Fire
                           
                           At this point, all three of your characters should be equipped with a Djinn,
                           so I like to begin this battle by using each one. The following round should
                           see you summoning the elemental deities to dole out some serious damage. In
                           the following rounds, watch out for his Sleep Star attack, as it has the
                           capability to put your characters to sleep (seriously, what did you think a
                           move called "Sleep Star" would do?).  Also, use Garet's move powerful
                           Psynergy as often as possible, since Tret is weak against the fire element.
                           Luckily, though, Tret seems to concentrate more on trying to put Isaac and
                           co. to sleep that he doesn't use any actual attacks very often at all!
                           Continue to wreak havoc with strong Psynergy and physical attacks and Tret
                           will fall before you know it.
                           
                           -------------------------------------------------------------------------------
                           
                           After the battle, Tret will regain his former self and thank Isaac and his
                           buddies for driving out the evil from within him. Tret will ask if you need
                           something before he dies, so tell him yes and he'll happily try restore the
                           tree-people to their former selves. However, his powers have grown too weak,
                           and he can't do a thing to help out the people of Kolima. Ivan and Garet get
                           all gung-ho about saving Kolima, and of course you get dragged into doing
                           everything for them.
                           
                           Return outside using the vine that appeared after you won the battle and go
                           read Laurel's mind. She'll say that the "healing waters of Mercury Lighthouse"
                           might be able to save Tret. Hmm... I guess it's worth a try, right? Cast
                           Retreat to return to the forest's entrance and get outta there.
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           e.  The Mercury Lighthouse
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           
                           == NORTH THROUGH THE WINTER WONDERLAND ========================================
                           
                           Enemies -> Bat, Ghost, Ghoul, Gnome, Mauler, Ooze, Rat, Rat Soldier,
                           Skeleton, Troll, Zombie
                           Items ---> Elven Rapier
                           Djinni --> None
                           
                           For starters, we need to head west back past the Bilibin Barricade. From there,
                           head north past Bilibin. Once you cross a wooden bridge, proceed in a westerly
                           direction towards the next few bridges. Continue this way and you'll soon come
                           across a cavern entrance--head inside.
                           
                           By using the stepping stone to cross the river, you can enter the cavern, but
                           you really don't wanna do that just yet. Instead, give Isaac's Granite Djinni
                           to Garet (don't worry, it's just for a second) and he'll gain the Grow Psynergy
                           spell. Cast said spell on the little shrub against the northern wall and it
                           will, surprisingly enough, grow. Climb the newly-created vine and run to the
                           north, hopping across the chasm to the easternmost ledge. Follow the only path
                           there is and slide down the wall where it looks strange. Enter the cavern from
                           here and follow the path, as it leads to a treasure chest containing an Elven
                           Rapier. Lovely.
                           
                           Slide down the strange part of the wall and follow the path around past the
                           cave's real entrance. As you head north you'll stumble across a fork in the
                           road. Hmm... Which direction to take? Well, north is just a dead end, so take
                           the eastern road and head through the doorway into the next portion of this
                           cavern. Although there are plenty of torches and icy pillars in the following
                           chamber, there isn't anything we can do at the moment, so simply run past all
                           of the said obstacles and exit to the south.
                           
                           Now that you're back on the world map, you should notice that it's all snowy
                           and whatnot. Head north first, then west across a bridge. Continue on westward
                           until the land begins to curve to the north again. When it does so, set your
                           direction to the northeast and you should spot a town off in the distance. Head
                           for it.
                           
                           
                           == THE PLAGUE OF IMIL =========================================================
                           
                           Enemies -> None
                           Items ---> 9 Coins, Empty Bottle, Lucky Medal, Lucky Pepper, Sleep Bomb
                           Djinni --> Fever
                           
                           Just by talking to the inhabitants of Imil, you should learn that there's a
                           nasty cold going around at the moment. Unfortunately, this works as a
                           disadvantage, as the weapon and armor shops are closed. Speak with a few more
                           people are you should hear something about some chick named Mia. It seems that
                           she's done something to help out this perpetually-infected town. Talk to the
                           little girl inside the sanctum and she'll tell you that Mia's chilling (get
                           it?) at the house near the village entrance. Get over there, pronto!
                           
                           Once inside, you'll spot Mia tending to a bed-ridden elderly man. She some a
                           Psynergy spell called Ply on him and the old man immediately begins to feel
                           better. That must be some spell, eh? Anyway, Mia spots the three of you hanging
                           like heroes at the door, but before anyone answers her queries there is a
                           strange light outside. She mentions something about the light house and Alex.
                           Hmm... I wonder if it could be the same guy from Sol Sanctum? All signs point
                           to yes </magic 8-ball>.
                           
                           In any event, it's safe to assume that Mia took off for the Mercury Lighthouse,
                           so get outta Imil and head northeast in pursuit of her.
                           
                           
                           == INTO THE LIGHTHOUSE ========================================================
                           
                           Enemies -> Cuttle, Ghoul, Harpy, Lizard Man, Mauler, Mimic, Saturos [BOSS]
                           Items ---> Nut, Psynergy Armor, Psynergy Stone, Sleep Bomb
                           Djinni --> Sleet
                           
                           First of all, inspect the plaque just ahead to read about something called the
                           "Water of Hermes". Continue ahead and you'll spot Mia at the top of the stairs.
                           She'll tell you that someone else is here, and that she and Alex are the only
                           two people who can gain access to the Mercury Lighthouse. However, she can't
                           get in because there's a statue blocking the entrance. Of course, this is a
                           simple problem for us to solve -- simply cast Move and push it out of the way.
                           Once you've done so, Mia will explain that her Psynergy comes as a result of
                           her being a part of the Mercury Clan. Mia then breaks the seal of the
                           lighthouse and heads inside. Whaddya think you do now? No, you don't go home!
                           Follow her!
                           
                           Inside is a reptilian creature who won't let Mia past. She seems shocked to
                           find a monster inside the Mercury Lighthouse, so beat it down for her. The
                           battle isn't difficult in the least -- just nail him with physical attacks or
                           fire magic if you feel the need. Proceed into the subsequent room and read the
                           plaque. It says:
                           
                           "He who honors the heart
                           of the goddess shall stand
                           at the center of all,
                           like a swan in the
                           center of a rippling
                           pond."
                           
                           Hmm... the key to a puzzle, maybe? Anyway, exit using either door at the back
                           of the room and use the northern doorway in the following room. You'll enter
                           into a water-filled chamber with many stepping stones all over the place. Hop
                           across the only stone you can reach and head on upstairs. Head south down this
                           corridor and you'll meet up with Mia again. Like before, her lack of the Move
                           Psynergy spell has gotten her into a quandary. Help her out by dragging the
                           statue into the gap in the floor. Mia will express her gratitude and ask Isaac
                           if he's got business in the lighthouse. Since she senses something special
                           about Isaac and Mia knows she won't be able to progress by herself, she gladly
                           joins your party. Lovely.
                           
                           Continue down the hall and exit through the door at the end. Make your way
                           eastward through this next room with a waterfall and exit on the other side.
                           Okay, so now we're standing in a room filled with pipes and whatnot. Head into
                           the groove to the left of the pipe right in front of you and roll it to the
                           east. It'll lock into place and cause water to spurt out from another pipe off
                           to the west. Run to the south and step into the water jet, which will push you
                           over towards a set of stairs that you should descend.
                           
                           Head south from where you emerge and step into another water jet. From there,
                           make your way around the mess of pipes and use the only staircase in sight.
                           After reappearing east of where you were previously, run towards the top of the
                           screen and use some more stairs to reach the area just east of where you first
                           began. Push the pipe you moved earlier back to the left, then head as far west
                           as possible. From there, just navigate southwards and enter the doorway at the
                           very bottom of the screen.
                           
                           In this next area, hop over the gap directly south of where you entered and,
                           ignoring the ladder, follow the ledge around until you reach the end. On the
                           west should be a switch that'll open the door ahead. However, said door will
                           slam shut the second you step off of the switch, so we need to move the statue
                           from the east onto it. Simple pushing shouldn't require any more explanation.
                           Once you've opened the doorway, slide down the strange part of the wall and
                           head north through it.
                           
                           The next room seems devoid of anything worthwhile, so just slide down the wall
                           and Isaac will fall straight through the hole in the floor. He lands in that
                           first room, with the plaque that said something about honoring the heart of the
                           goddess. Whatever. Anyway, hop over to the statue and have Mia cast her Ply
                           spell. Doing so creates some magical energy on the stepping stone, so hop back
                           onto it and three golden circles will appear above Isaac's head. These denote
                           the amount of times he can touch the water before having to try again. Nifty.
                           Just go east or west three times in a row and head north through one of the
                           doors on either side of the room.
                           
                           Last time we were in this chamber we couldn't do anything, but now we can! Leap
                           onto the sole stepping stone in the eastern pool of water and you'll gain three
                           golden rings, meaning you can touch the water three different times. Go east
                           with all of your jumps, then hop south once and go through the doorway. A
                           waterfall will spit you out into a room containing a treasure chest. What's
                           inside? Nothing! The chest was an enemy called a Mimic! He's got quite a bit of
                           HP, but his attacks aren't too powerful, so taking him down should be simple
                           enough.
                           
                           Once that battle is over, check out the easternmost waterfall to find some
                           sweet Psynergy Armor, then return to the previous room using the waterfall
                           furthest to the west. Enter the northernmost doorway and get ready for some
                           more stepping stone fun!
                           
                           For starters, hop over to the one stone you can initially reach to gain three
                           rings. From there, jump east twice, south once, then east again to receive some
                           more golden rings. Next, head east all the way to refill your rings again, and
                           use all three jumps to go due north. At this point, hop north twice, then east
                           once to replenish your rings. Then, go east a single time, then north until you
                           reach the ledge at the top. Jump over to the ring-stone before leaping east
                           three times, then south once. Use these few stepping stones to access the ledge
                           to the west, which you should follow until you get to the water again. Now
                           then, charge up three more rings and use them all to head south. If you've done
                           everything correctly, then you should now be standing on a ledge in the
                           southwestern corner of this chamber. Head through the doorway.
                           
                           Know where you are? You should. Use the stepping stone to travel across the
                           pool and head through the southern doorway. Although it may seem like there's
                           nothing in the follow room, you actually can go through the door hidden behind
                           the middle waterfall. The pillars won't help you at the moment, so just run
                           north through the door and prepare yourself for more pipe-pushing fun!
                           
                           First of all, find the horizontal pipe furthest to the north and roll it
                           upwards until it locks in place. Then, push the other horizontal pipe to the
                           north. Finally, roll the remaining pipe to the left and it'll lock right into
                           place, causing the previous chamber to fill up with water. Head back there.
                           
                           All right, jump onto the first stepping stone and you will, of course, gain
                           three rings. Hop west twice, then north a single time, and finally west once
                           more. Run upstairs, then make your way through a small corridor and up another
                           set of stairs. The next room has two more doors, as well as a switch in the
                           center of the floor. Of course, standing on said switch will open the middle
                           door, but stepping off of it will result in the door closing. What to do? Head
                           up the eastern stairs.
                           
                           This room presents the trickiest pipe-rolling puzzle yet, so listen up. First
                           things first, head as far north as you can and duck underneath some pipes by
                           using the stairs. Once on the other side, push the vertical pipe to the west,
                           which will turn on a water jet. This will force the blocked-off statue over to
                           the west a bit, which is just what we want. From there, use the stairs again
                           and roll the same pipe back over to the east, thus causing the statue to be
                           pushed southward. All right, now roll the very same pipe you've been using all
                           along back over to the west. That done, head north and push the horizontal pipe
                           to the south. Now then, use the stairs one final time and roll the vertical
                           pipe that we've been using the whole time to the right. BAM! The water jets
                           push the statue through the hole in the floor. Return downstairs.
                           
                           Before anything else, push that happy-looking statue onto the switch, thus
                           causing the door to open. Go inside and you'll find four statues. Only the
                           third statue has anything behind it, so that should be the only one that you
                           bother to move. Run through the secret doorway you reveal and grab the Nut from
                           inside the chest, then return outside and head south through the hall, then
                           back north, where you'll find a fifth statue. Move that out of the way with the
                           Move spell, then hop over and enter the hidden door.
                           
                           Although it may seem like another obnoxious pipe puzzle is at hand, all you
                           need do is roll the singular horizontal pipe upwards to reveal a new door,
                           which I assume you can head through on your own. One of the waterfalls in the
                           subsequent corridor will lead you to a Mercury Djinni called Sleet, so I
                           suggest taking him on before continuing through the western doorway. Make your
                           way through the next few corridors, as there isn't anything you can't do on
                           your own in them.
                           
                           When you reach the room with several waterfalls, enter the hidden door in the
                           easternmost one. Hop over the small gap to the east, then push the statue out
                           of your way using the Move spell. After entering the door, run down the hall
                           and exit through to the south. In this next room, a message saying the
                           following will appear on-screen:
                           
                           "He who honors the
                           goddess of rainbows shall
                           be guided to the heavens
                           upon wings of fluid grace."
                           
                           I'm guessing it's another hint to a puzzle. Well, since you can't move the
                           statue anywhere, try casting Ply on it. Doing so will cause the waterfall to
                           flow backwards, so Mia leads the way up using this nifty slide. Welcome to the
                           apex of the Mercury Lighthouse. Grab the Psynergy Stone behind you, then cross
                           the magically-floating stones ahead, making your way towards the massive
                           sphere before you.
                           
                           As you approach it, Garet will cry out in woe that the lighthouse has already
                           been lit. Mia says that the beacon cannot be lit without the use of the Mercury
                           Star, but Ivan decides to fill her in on the events at Sol Sanctum. When Garet
                           tells her about Vale and their duty to guard the Elemental Stars, Mia sees the
                           similarity between them and her own Mercury Clan. As she goes on about how she
                           failed to do her job, a familiar voice calls out to Isaac and Garet.
                           
                           Guess who? It's Felix, Menardi, Kraden, and Jenna! After hearing that Isaac and
                           co. have come to stop them, Menardi gets ready to beat you down. However,
                           Saturos shows up and tries to talk you out of fighting. Seeing that such you
                           aren't gonna back down, Saturos willingly agrees to kick your butts by himself.
                           Menardi and the others then head off for the next lighthouse. So Saturos is
                           just here to stall us, eh? Before he can begin to fight, though, the light of
                           Mercury starts to weaken his Psynergy, giving us a better chance to win!
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Saturos
                           EXP: 331   COINS: 800   ITEMS: Psy Crystal   WEAKNESS: Water
                           
                           Right off the bat, use Granite and Breeze to put up a protective barrier on
                           all of your characters. This will reduce the damage Saturos deals out by a
                           LOT, so it's definitely worth doing. After that, have Garet use physical
                           attacks and use items to heal whenever it's needed. Isaac and Ivan should
                           also serve as part-time healers and cast their most powerful spells whenever
                           they've got the chance. Only have Mia use restorative spells or magic if it
                           is REALLY necessary, as you need her to pee on Saturos with her best water-
                           based spells. Additionally, the Nereid and Ramses summons both do over 130
                           points of damage, so I highly recommend using them as soon as possible to end
                           the battle quickly.
                           
                           -------------------------------------------------------------------------------
                           
                           Once he's been defeated, Saturos will be in awe of Mercury Lighthouse's great
                           power. Ivan asks what he meant when Saturos said his Psynergy was weakened, but
                           he refuses to answer. However, Alex appears as if from nowhere and yammers on
                           about the powers of the lighthouse. Ivan reiterates his question to Alex and
                           he explains that Saturos is aligned with the fire elemental. Since water, the
                           element embodied in the Mercury Lighthouse, is opposed to fire, Saturos is
                           naturally weaker in it's presence.
                           
                           Alex goes on to say that he was watching the battle, but didn't intervene
                           because he was certain that Saturos would be able to kick our butts. At this
                           point in time, Saturos regains his strength and Alex reveals that he was simply
                           buying time until his buddy got better again. Before anything can be done, the
                           two warp away and escape.
                           
                           Once they're gone, Mia goes back to doubting herself and rambling on about how
                           she failed her clan. The group agrees that while they may not have been able to
                           prevent them from lighting the Mercury Lighthouse, there's still a chance to
                           stop them in the future. Mia also decides to join your cause, as the lighted
                           beacon will cause healing waters to run and aid those who are sick in Imil.
                           
                           When you're put back into control, head west and use the same elevator that the
                           others used to escape. Back at the base of the lighthouse, the people of Imil
                           have already discovered that the Water of Hermes has returned. This is the same
                           water we need to save Tret back in Kolima Forest, so fill that Empty Bottle you
                           found back in Imil with it before leaving.
                           
                           Also before backtracking to Kolima Forest, you may wanna stop in at Imil and
                           see how everyone is doing. Now that there's a cure for the epidemic, the weapon
                           and armor shops are open for business, so be sure to hit them up as well.
                           
                           
                           == BACK TO KOLIMA FOREST ======================================================
                           
                           Enemies -> Bat, Drone Bee, Ghost, Ghoul, Gnome, Mauler, Ooze, Rat,
                           Rat Soldier, Skeleton, Troll, Will Head, Zombie
                           Items ---> None
                           Djinni --> None
                           
                           After gearing up in Imil, head south through the Bilibin Cave and return to
                           Kolima Forest. Once you're there, make your way towards Tret like you did last
                           time, as none of the puzzles have changed. Use your Hermes' Water on Tret when
                           you get to him and the forest will suddenly become brighter. Life flowing
                           through Tret once again, Laurel comments on how the forest has rejuvenated as
                           well. Using his new energy, Tret uncurses the denizens of Kolima! He goes on to
                           say that some strange gems that fell from the sky are what granted him this
                           mysterious power. Psynergy Stones, perhaps?
                           
                           Utilizing some unique powers of her own, Laurel sees that an evil forest has
                           appeared to the south. Since you're headed that way, Tret urges you to go with
                           haste, as it is growing more dangerous by the second. Now then, let's head over
                           to Kolima and see what's going on there, shall we? There actually isn't much to
                           do, but you can speak with the cured villagers and stuff. Head west to Bilibin
                           when you're ready.
                           
                           
                           == BACK TO BILIBIN ============================================================
                           
                           Enemies -> Bat, Ghost, Rat, Rat Soldier, Skeleton, Zombie
                           Items ---> Potion, Psy Crystal, Vial, Water of Life
                           Djinni --> Gust (if you didn't get him before)
                           
                           As you arrive, immediately head to McCoy's manor. The guards will first ensure
                           that you are the ones who broke the tree's curse, then they'll put Isaac and
                           co. under arrest! What's going on!? The guard leads you to McCoy, who then asks
                           to hear everyone's names. McCoy will thank you for breaking the curse and
                           decides to give you a gift of your own choice. Mr. Guard Soldier takes you into
                           the treasure room, where you must choose one of four chests. The first chest
                           contains a Vial, while the second has a Potion inside. The third and fourth
                           chests contain a Psy Crystal and some Water of Life, respectively. Personally,
                           I like to go for the last chest, but that's just me. Choose whatever you want.
                           
                           
                           == HEADING EAST ===============================================================
                           
                           Enemies -> Bat, Ghost, Ooze, Rat, Rat Soldier, Skeleton, Zombie
                           Items ---> None
                           Djinni --> None
                           
                           Now that we're done with Bilibin and that Irish-wannabe McCoy, it's time to
                           make our way to the east. Start towards Kolima, but pass that up and continue
                           eastward until the path begins to curve southward. At this point, you'll wanna
                           change course and head west whenever you get the chance. You'll soon arrive at
                           Kolima Bridge.
                           
                           The man controlling this drawbridge will eagerly let you across, so do so. Back
                           on the world map, follow the path south a bit, then turn east when there is no
                           other direction to go. Continue onward in this direction and you should soon
                           spot a place nestled between some mountains. Head for it.
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           f.  Fuchin Temple and Beyond
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           
                           == THE TRIALS OF FUCHIN TEMPLE ================================================
                           
                           Enemies -> Bone Fighter, Dirge, Lizard Man, Mimic, Mole, Ooze, Skeleton,
                           Spirit
                           Items ---> Arctic Blade, Dragon's Eye, Psynergy Stone
                           Djinni --> Zephyr
                           
                           When you arrive, dash on up the stairs ahead and, after grabbing the Psynergy
                           Stone to the right of the building, head into the shrine. If you spoke with
                           some of the people outside, you'll know that the monk in here, Nyunpa, is
                           fasting to become enlightened and save the world. Since he won't talk to you,
                           there's only one way to gain information from him--the Mind Read.
                           
                           Use Ivan's Mind Read Psynergy and Nyunpa will hear it in his head. Startled, he
                           hops up and asks if you were the one speaking in his mind. He'll say that you
                           need to go through some place called Mogall Forest (Mogall? Sounds like Moogle!
                           Too bad this isn't Final Fantasy!). However, getting through said forest is
                           quite a difficult task, and Nyunpa refuses to help you if you can't first pass
                           the trials in the waterfall grotto. After revealing that he can also read
                           minds, he sends you off to complete the test.
                           
                           Head down the stairs and use the stepping stones to hop towards the waterfall.
                           Speak with the man and he'll grant you entrance. First of all, read the words
                           engraved on the stone ahead, as they'll provide a helpful clue. What's it say?
                           Something like this:
                           
                           "The dragon's flame
                           illuminates the path of
                           truth in darkness."
                           
                           Whatever that means. Anyway, hop onto the eastern log and roll across to the
                           north towards a treasure chest. Open it and it'll reveal itself to be a Mimic!
                           Beat it down, then ride the log back to where you entered. From there, take a
                           ride on the left log and head north onto the next screen. You'll come into a
                           chamber filled with water, with several stepping stones serving as bridges.
                           There are three stones that you can reach from the get-go, but only the middle
                           one will lead to any others, so take that.
                           
                           From there, simply make your way over the various stones to the north, where
                           you'll find three doorways. The middle door is the one that'll lead to where
                           you really wanna be, although the taking the western path will result in
                           finding a new Djinni. With that done, take the eastern door and ride the log
                           across. Directly to the north should be two logs floating in a pool. Ride the
                           top one up to the north, then get off of it and ride the easternmost log over
                           to the west.
                           
                           At this point, hop onto the log above and return south to the other horizontal
                           log. Ride that to the north, then dismount and head through the western door.
                           Take the Dragon's Eye from the altar, the go back to the previous room and head
                           north through the door at the top of the screen. As you reach the next area,
                           again make your way northward through a doorway. Climb up the ladder ahead,
                           then place that Dragon's Eye into the dragon statue. Doing so will illuminate
                           the room considerably, revealing what seems to be some sort of path.
                           
                           Backtrack to the room filled with stepping stones and head through the central
                           doorway, the one at the top of the screen. As usual, you'll wanna read the
                           plague, as it will impart these words of wisdom:
                           
                           "Rays of light give
                           birth to shadows,
                           revealing the way."
                           
                           Hmm... I'm guessing it has something to do with the Dragon's Eye that we just
                           used. Anyway, enter the room ahead and you'll find... absolutely nothing! The
                           solution to our problem? Simple. Backtrack to the room with the stepping stones
                           and exit via the westernmost doorway. Head north until you come to a ledge
                           overlooking the room with all the spikes and the strange path. Now then, above
                           the path is an invisible bridge, so walk across and enter the door it leads you
                           to.
                           
                           Follow the road northward and slide down the wall when you get the chance.
                           Ignore the ladder for the time being and head through the northern doorway
                           instead. Hop across the pool and read the plaque. It says:
                           
                           "The secret of Ki shall
                           be revealed to the
                           disciples of truth."
                           
                           Who cares what that means, there's a treasure chest right next to it! Open it
                           up and say hi to the Orb of Force, which allows it's wielder to use the Force
                           Psynergy spell. Fabulous. Head back to the previous room and ascend the ladder,
                           then follow the path around and you'll be pooped out into the spike-filled room
                           with the invisible bridge. You've now completed the trials, so return outside
                           and the man will tell you to go speak with Nyunpa in the temple.
                           
                           Nyunpa will congratulate you on mastering the secrets of Fuchin Temple and
                           explain that monks like himself call your new power "Ki". He goes on to say
                           that Ki, or force, will help you through Mogall Forest, as it causes hiding
                           monsters to reveal themselves. Since monsters are cowards, they'll run away if
                           they spot you. Thus, following them will lead you deep into the forest... or at
                           least that's how Nyunpa sees it. For all we know he's just leading us on some
                           wild goose chase. Or not. Whatever.
                           
                           Anyway, head for the world map and, once there, make your way due south across
                           a bridge and into the forest.
                           
                           
                           == MOOGLE... ERM, MY BAD... MOGALL FOREST =====================================
                           
                           Enemies -> Ape, Bone Fighter, Death Head, Dirge, Killer Ape [BOSS], Mole,
                           Spirit
                           Items ---> Nut
                           Djinni --> Quartz
                           
                           First of all, I've forgotten why we need to come here. Aren't we supposed to be
                           going after Saturos and his buddies? What's up with this? Anyway, some monster
                           will spot you entering and piss his pants (he would've if he was wearing pants,
                           at least) and escape. Hmm... In any event, cast Force on the tree trunk in the
                           center of the screen and the monster will emerge, then head to the south.
                           Follow him.
                           
                           Head south one this next screen as well and you'll come into a clearing with a
                           stump to the south. Hitting it with Force will result in a battle with an Ape,
                           so ignore it. Instead, push the first log eastward, then roll the horizontal
                           log down. After that, roll the vertical log back to the left, and finally push
                           the horizontal log north into the river, creating a kind of bridge that you can
                           use to access the area ahead. Once on the other side, punch the tree trunk with
                           Force and a monster will race off to the east. Pursue the bugger.
                           
                           Continue east on the next screen and you should come to an area with two tree
                           trunks to the north. Cast Force on to the one to the left and a monster will
                           escape southward. You know what to do. Proceed south again on the following
                           screen and you'll come to a larger area. Start off by heading east towards the
                           horizontal log. Although said log cannot be moved just yet, you can cast Move
                           on the rock just south of it and push it downwards, thus allowing you to push
                           the log outta the way.
                           
                           Make your way around some stumps and you'll soon find another horizontal log
                           impeding your path. Simply roll it south, then navigate around the stumps to
                           the right and roll the vertical log to the left. If you want, continue south
                           from here and you'll encounter a Venus Djinni that you'll probably wanna get.
                           After that, push the horizontal log to the north, thus allowing the vertical
                           log to be rolled west into the water. Hop over and pop the tree trunk with the
                           Force spell, causing a monster to appear and leap westward into another trunk.
                           
                           With that done, return to where you entered this screen and cross the log
                           bridge to the south. From there, make your way through the various trees and
                           shrubs until you reach the tree trunk that the monster hid inside. Nail it and
                           watch as the monster flees to the west. Follow him and continue to the west on
                           the subsequent screen. Hmm... three different trunks in one area, eh? Which one
                           to hit? Well, the easternmost stump contains a very hostile ape, so steer clear
                           of it. Go with the middle trunk and pursue the monster as he races off to the
                           south.
                           
                           Now then, run to the left until you can cross the log bridge. Do so, then
                           proceed southward. To your right, there should be a log with a rock behind it,
                           preventing it from being pushed. Move the rock into the hole below using
                           Isaac's Move Psynergy spell, then roll the log east into the water. Stand on
                           it, then bust the stump ahead with Force and watch as the monster heads into
                           another trunk, this one to the south.
                           
                           Head back to the west, going around the various stumps, and roll the first
                           vertical log right. Then, run downward and push the horizontal log blocking
                           your path in the same direction. After that, head west around the stumps and
                           push the next vertical log eastward into the water, creating a nifty new bridge
                           for you. Use it to cross to the other side, then punch the trunk using Force
                           and trail the monster southward.
                           
                           First of all, I suggest saving your game right now, as you're about to
                           encounter a boss. Once you've finished with all that, run south towards the
                           bridge, then cross it and approach the trunk on the island. Hitting it with
                           Force apparently has no effect, so instead run across the next bridge. As you
                           attempt to do so, the boss shows himself.
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Killer Ape
                           EXP: 460   COINS: 1500   ITEMS: Douse Drop   WEAKNESS: Fire
                           
                           Before the battle begins, I hope you unequipped all of your Djinni, allowing
                           easy use of your best summons from the get-go. If not, simply begin by
                           unloading with some offensive Djinni, then use the following round to bust
                           out with the summons. Once you've expened those moves, have Isaac and Garet
                           unleash their most powerful Psynergy (probably Ragnarok and Fireball at this
                           point). Since the Killer Ape is rather resistant to wind, have Ivan serve as
                           a healer, while Mia either helps Ivan with the party's restoration or uses
                           her strongest spells to chip away at this behemoth's health. If you find that
                           your characters tend to take a lot of damage from the ape's attacks, try
                           using protective Djinni such as Granite and Breeze. One last thing: be on the
                           lookout for the ape's Bind attack, as it prevents a single character from
                           using Psynergy for a while.
                           
                           -------------------------------------------------------------------------------
                           
                           When the battle is over, proceed south across the bridge. Say buh-bye to Mogall
                           Forest--we're outta here, baby!
                           
                           
                           == THE ROAD TO XIAN ===========================================================
                           
                           Enemies -> Ape, Dirge, Mole
                           Items ---> None
                           Djinni --> None
                           
                           Once you're back on the world map, head west and you'll stumble across a
                           bridge. Cross it and the town of Xian will be directly ahead.
                           
                           
                           == DON'T EVEN ASK HOW TO PRONOUNCE XIAN! ======================================
                           
                           Enemies -> None
                           Items ---> Antidote, Elixir, Lucky Medal
                           Djinni --> Mist
                           
                           As usual, you can do all your item-collecting and exploring by yourself. Take
                           note that there is a new Djinni here that you can get--check chapter 10 for
                           specific details on how to get it. Once you're ready, enter the building on
                           the northeast side of town and speak with the man standing near the tree trunk.
                           Tell him yes when he asks if you want to see Master Feh and he'll tell you to
                           use "Chi" to knock over the tree trunk.
                           
                           Stand right outside of the white line to the south and hit the tree trunk with
                           your Force Psynergy spell. If you do it correctly, the trunk will keel over and
                           the various students will "ooh" and "ahh" at your 1337 Chi. One such student 
                           asks if you know kung fu, then bolts off to inform Master Feh of just how cool
                           you are. However, before said student can open the door, the master's daughter
                           Feizhi storms out, apparently worried about something. As it turns out, Feizhi
                           was hit by the raining crystals after the explosion at Mt. Aleph and gained
                           some sort of psychic powers as a result!
                           
                           After a bit of conversation, Feizhi leaves Xian, en route to help some
                           mysterious friend of hers named Hsu. Master Feh, however, doesn't seem miffed
                           about it. Anyway, Feh soon notices that the tree has been toppled and entreats
                           you to try it again. Do exactly as you did before and Master Feh will command
                           your skills, but inform everyone that your magic is, in fact, not Chi. As he
                           explains, Chi releases energy from the hand while our spiffy spell utilizes
                           magic from the mind. The two appear quite similar, but are actually on opposite
                           ends of the magic spectrum. Or something along those lines.
                           
                           In any event, there isn't anything left to do inside, so head for Xian's exit.
                           Here you'll find Feizhi, Master Feh's daughter. She mentions that she's glad to
                           see some buff warriors such as ourselves and encourages us to head west. Maybe
                           we will... Maybe we won't! Keep reading to find out!
                           
                           
                           == ON THE ROAD ================================================================
                           
                           Enemies -> Ape, Death Head, Dirge, Mole, Spirit
                           Items ---> None
                           Djinni --> Corona
                           
                           Back on the world map, head northwest around a mountain range, then press
                           northward over a bridge. From here, travel due west to enter into a small
                           region known as Alpine Crossing.
                           
                           NOTE: There's a Djinni lurking around this area! Check chapter 10 for a
                           nifty explanation of how to get it.
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           g.  The Altin Flood
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           
                           == ALPINE CROSSING ============================================================
                           
                           Enemies -> None
                           Items ---> Power Bread
                           Djinni --> None
                           
                           The moment you enter, Feizhi from Xian will appear, screaming like some sort of
                           intoxicated banshee. Apparently her vision came true, and the path westward has
                           been blocked off. Well that's a shame, but there really isn't anything we can
                           do for her. Or at least, anything we want to do for her. Haha. Sucker.
                           
                           Before exiting this area via the northern road, mess around with your Djinni
                           until one of your characters has the capability to cast Growth (giving Garet
                           two Mars Djinni and one Venus will do the trick). Use this spell on the small
                           green plant adjacent to the exit and a tall vine will grow, allowing you to
                           climb right on up it. Before doing so, however, have Mia cast Freeze on the
                           puddle to the south, thus creating an icy column. Now then, climb up that vine
                           and slide down the ledge to the left. From there, use the ice pillar to hop
                           onto the eastern plateau. Grab the Power Bread from the chest up here, then
                           return to groundlevel using the slide just south of the icy column and exit to
                           the north.
                           
                           The town of Altin is just ahead in plain sight, so mosey on over in that
                           direction and enter.
                           
                           
                           == ALTIN ======================================================================
                           
                           Enemies -> Ape, Bone Fighter, Calamar, Dirge, Hydros Statue [BOSS],
                           Living Statue, Rat Fighter, Slime Beast, Tarantula
                           Items ---> 9 Coins, Dragon Shield, Frost Jewel, Lifting Gem, Lucky Medal,
                           Nut, Psy Crystal
                           Djinni --> Spritz
                           
                           Welcome to the town of Altin! What's with all the water? As the guy standing by
                           the village's entrance will explain, the entire town has been flooded by some
                           water-spewing monsters. Speak with all the denizens of Altin, especially the
                           two elderly men on the western side of the village. They both inform you that
                           the monsters are creating quite a mess, and that something must be done. Well,
                           any RPG gamer worth his salt will know that we're the ones who have to solve
                           this problem. It doesn't matter that we have no business in Altin and that
                           we've never been here before--everyone's counting on us to get the job done.
                           
                           Although the shops and many of the homes have all been drenched and are
                           completely submerged, the inn is dry as a whistle, luckily. Spend the night if
                           you need to, otherwise use the ladder near the inn and head south towards the
                           water-spewing monstrosity. As soon as you're in sight, the beast ceases it's
                           spewing and flees into Altin Peak. You know what to do--follow it!
                           
                           Follow the curving path ahead to encounter the beast again. As with before,
                           it'll escape, this time demonstrating it's uber Psynergy skills in the process.
                           Whoa, doesn't look like purging these creatures is gonna be an easy task.
                           Nevertheless, taking care of them is our duty, so run ahead, use the ladder,
                           and approach the icy pillar. Again the beast will run off, so pursue it,
                           sliding down the ledge and sneaking up behind it. Well, well ladies and gents,
                           it's time for a fight!
                           
                           Although I wouldn't consider this guy a boss per se, he can still be more than
                           a formidable opponent, so here are some awesome tips:
                           
                           * Isaac's Ragnarok spell can dole out some serious damage here. Use it as
                           often as possible.
                           
                           * The Living Statue is a water-based foe, so reserve Mia's turns for either
                           healing purposes or basic physical attacks.
                           
                           * Garet should be your main man for this fight, as his fire spells are sure
                           to leave some bruises in the morning. That is, if magic leaves bruises. I
                           don't think it does, actually... But I digress, as per usual. Coming into
                           this battle with a Level 3 Mars summon is not a bad idea in the least, so
                           it's highly recommended.
                           
                           * Have Ivan join Mia in with the party's restoration if need be, otherwise he
                           can chip away at this watery behemoth with some Psynergy of his own.
                           
                           After the battle, the pool of water will drain away, revealing a ladder and a
                           small puddle. Have Mia turn said puddle into an icy column with the Frost
                           spell, then ascend the ladder and return to the village. Well, the village is
                           still soaked, but at least now you have access to the item shop and a single
                           cottage.
                           
                           After checking out the shop, follow the train tracks into another dark entrance
                           of Altin Peak. Run ahead on the path and keep going past the first door you
                           see, as nothing worthwhile is inside. Instead, continue along the path and
                           enter the door you find at it's end. On the next screen is a fork in the road.
                           After picking it up, take the eastern path, as the one to the left is simply a
                           dead end. Just ahead is a second fork, at which you should head to the west
                           this time. Continue onward through the door that it'll lead you to.
                           
                           Hear that familiar pouring water sound? Yeah? You know what it means? Well,
                           head over to the west and take a look--it's another Living Statue!
                           Unfortunately, it's a bit out of reach at the moment, so we'll have to find a
                           method to get near it. You may notice a mine cart just to the north. As
                           tempting as it may be, don't hop into it just yet. Before doing so, you have to
                           flip the switch that's over to the east a bit. Once you've done that, climb
                           into the cart and enjoy the ride--it'll take you directly to the Living
                           Statue.
                           
                           Apply the aforementioned tactics (or whatever worked for you before) to cut
                           this water-spewing behemoth down the size, then watch as still more water is
                           drained from the mines. Nice! Ride the mine cart back and exit the caverns for
                           the time being. With the town a bit dryer than it was before, you now have
                           access to a second cottage, as well as the armor shop. Buy whatever you want,
                           then return to the mines.
                           
                           This time, head through the first doorway you come across, as we can actually
                           do something in here now that the water's been drained. Descend the ladder and
                           enter the next chamber, where you'll find a mine cart to the east. Hop into it
                           and take a ride if you feel so inclined, but you'll have to flip the switch to
                           the southwest before it can take you anywhere worthwhile. Once you've hit the
                           switch, return to the cart and hop in. When it stops on the far northern side
                           of the chamber, run ahead into the next area.
                           
                           Follow the semi-winding path until you come to a series of small blocks. Weave
                           through them and avoid the northern treasure chest unless you feel like
                           fighting a Mimic. Yeah, I hate 'em, too. Anyway, head south and continue along
                           the path into the subsequent chamber. Before climbing up the ladder that is
                           before you, run to the left a bit and cast Frost on the puddle to create an icy
                           pillar. After that, ascend the ladder and use your new pillar to cross the gap,
                           then head through the door.
                           
                           You can hear and spot a third Living Statue in the next room, but reaching it
                           is impossible currently. To reach it, climb down the nearby ladder and head to
                           the left, curving northward just before you get to the second ladder. As with
                           before, create a pillar by casting Frost on the puddle. Now then, climb up
                           the nearest ladder and hop across to the eastern ledge, where you'll find
                           another mine cart. Jump in and it'll take you to the south, where a chest
                           containing a Dragon Shield awaits.
                           
                           After grabbing that, hop back into the cart and ride back to it's original
                           position. Now cross over the icy column again and drop down the ladder. Run to
                           the west and climb up the ladder furthest from where you came in. From there,
                           head due north and flip the switch, then return to the mine cart and it'll take
                           you to a ledge on the northernmost section of the chamber. Run towards the 
                           east, where you'll find a ladder to climb down. Curve around the pool and say 
                           hi to Living Statue #3. Oh, and beat him down while you're at it. ;)
                           
                           In case you don't realize, defeating that third statue caused still more water
                           to drain out, so return to town (the icy pillars have melted, so you'll have to
                           slide down the strange-looking parts of each ledge) to see what we've uncovered
                           this time! Guess what? We got the weapon shop! Sweet! Check out the dealer's
                           wares, along with the various houses that are no longer flooded, then enter the
                           newest entrance into Altin Peak.
                           
                           Follow the one and only path until it forks into two paths, at which point you
                           should take the east path. Enter the door said path leads you to, then head
                           north through the door in the subsequent room, as well. The only direction you
                           can move in at this point is south, so head towards the bottom of the screen
                           and you'll soon come to another fork--take either direction, as they both lead
                           to the same place. The southern path has a chest containing a Lucky Medal along
                           the way, though, so you'll probably want to head that way. Anyway, continue
                           eastward along the winding path and enter the doorway that you eventually come
                           to.
                           
                           As you enter the subsequent area, run northward and give a hearty greeting to
                           the Djinni that is just out of your reach. Head over to the east and ascend the
                           ladder that is just ahead and cast the Frost spell on the puddle ahead to
                           create an icy pillar. There is a second puddle towards the west that you should
                           also cast Frost on. Now then, flip the nearby switch and climb up the ladder to
                           the north. Using the icy pillars that you just created as stepping stones, make
                           your way to the west, where you'll find a doorway to head through.
                           
                           Just ahead the road will split up yet again, however the path to the right is
                           nothing more than a dead end, so run west, then south when the path changes
                           direction. In the following chamber you'll want to head northward and navigate
                           through the stones. At the end of the road is a sign that reads:
                           
                           "Watch for falling rocks!
                           Do not strike the wall!
                           Rocks may fall!"
                           
                           Guess what? That rhymes! Guess what else? We have to strike the wall! Why?
                           Because Golden Sun is an RPG, and RPGs are all about doing the exact opposite
                           of what you're told. So anyway, stand behind the rock directly to the left of
                           the sign and cast Force on the log just ahead. It'll fall over and cause an
                           absolutely massive boulder to appear as if from nowhere. Isaac displays some
                           mad skillz as he nimbly makes his way to safety whilst the boulder crashes
                           through the floor, thus creating a gaping hole.
                           
                           Drop down the ladder on the western side of this cavern and slide down the
                           wall. Now approach the top of the hole you just created into the ground and
                           climb the track down. Follow the path and you'll enter a very shrine-esque
                           area. Sitting on the altar at the end of it all is the final statue foe.
                           However, this isn't one of the average Joes you've been fighting...
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Hydros Statue
                           EXP: 496   COINS: 2400   ITEMS: Lucky Medal  WEAKNESS: Fire
                           
                           Since this guy is pretty much just a souped-up Living Statue, it will be in
                           your best interest to pound him in the same way you pounded his weaker
                           bretheren. Coming into the battle with all of your Djinni unequipped is never
                           a bad idea, as it allows you to jump straight into the summoning. Isaac and
                           Ivan's 3-Djinni summons should be able to deal out well over 200 damage,
                           while Garet's 3-Djinner can cause a good 300. After pummeling this fool in
                           the initial round with your elemental summons, have Isaac and Garet go to
                           town on him with their best Psynergy (Ragnarok and Flare Storm respectively,
                           most likely). Ivan can also chip in to cause some damage when the opportunity
                           presents itself, otherwise he and Mia should serve as your healers. Keep your
                           HP high and the Hydros Statue probably won't cause too much trouble.
                           
                           -------------------------------------------------------------------------------
                           
                           When the battle ends, Isaac, Garet, and Ivan will wonder about this strange
                           room. Ever the smart one, Mia steps up and explains that Altin's guardian
                           statues were created long ago. Their purpose? A mystery. Nevertheless, hidden
                           behind the final statue was a treasure chest. Open it up and snatch the Lifting
                           Gem tucked away inside.
                           
                           At this point, you have two choices: you can return to town and see everything
                           all nice and prestine again, or you can use your new Lifting Gem to proceed
                           deeper into the caves. You know what to do for the former, so I shall now
                           explain the latter.
                           
                           
                           == DEEPER INTO THE MINES ======================================================
                           
                           Enemies -> Ape, Bone Fighter, Calamar, Dirge, Rat Fighter, Slime Beast,
                           Tarantula
                           Items ---> Vial
                           Djinni --> None
                           
                           Return to the first area in this portion of the mines and you should see a
                           doorway that was previously inaccessible due to the presence of a circular
                           boulder. By using Lift, we can move that right out of the way, allowing us to
                           proceed onwards. Three paths lay before you in the subsequent grotto. The
                           eastern road, which then curves north leads to nothing more than a dead end.
                           Don't bother with it. The westernmost path will take you to a tree stump, which
                           you should move out of the way and grab the Vial concealed behind it.
                           
                           The final path is, as you may guess, the one that allows you to proceed. As
                           with before, you'll have to cast Lift to remove a round boulder from your path.
                           Once that's no longer an obstruction, follow the path ahead and prepare to be
                           blinded: we're outside again! Run just ahead and enter the community you see
                           directly below the mines.
                           
                           
                           == LAMA TEMPLE ================================================================
                           
                           Enemies -> None
                           Items ---> Psynergy Stone, Water of Life
                           Djinni --> None
                           
                           Another kung fu village, eh? Whatever. Head for the temple to the north and
                           enter. Here you will meet Master Hama, who seems to have expected your arrival.
                           As it turns out, Hama has been anticipating your visit to this temple for quite
                           some time. Also, she knows all about the Elemental Stars, and even reveals that
                           she is a Jupiter Adept, not dissimilar to Ivan. As Hama continues her rambling,
                           she explains to Ivan that the ability to read minds is exclusive to the Jupiter
                           Adepts.
                           
                           Apparently, her foresight ability is also one that belongs to the Jupiter
                           Adepts. Although he doesn't know it, Ivan has already acquired the gift of
                           prediction. Furthermore, it is even possible for him to learn an even greater
                           power--something that Hama calls Reveal. This is something that will be
                           necessary on your quest, or so says Master Hama.
                           
                           Continuing her spiel, Hama explains that the power of Reveal is vital to
                           crossing the Lamakan Desert, which lies just ahead. Due to extreme heat in the
                           desert, crossing it is next to impossible. However, the power of Reveal will
                           allow you to find oasises--that would be invisible to the naked eye--in which
                           you can cool off.
                           
                           So, just how do we get this seemingly invaluable power of Reveal? Well, Hama
                           tells you that passing on the skill to Ivan might not work. As she recounts
                           some past events about a failed attempt to teach a young girl something, Feizhi
                           (the chick who ran away from Xian) shows up. It turns out that Feizhi is the
                           girl Hama was speaking of, and the power has, in fact, finally come to her!
                           Know what that means? Ivan will be able to learn Reveal! Cool beans!
                           
                           Just before setting out with Feizhi to go help some guy named Hsu (whoever that
                           is), Hama successfully passes the power of Reveal on to Ivan. Nice! Although
                           Mia thinks it would be a nice gesture to stay behind and help Hama with Hsu,
                           the remainder of the team decides it would be better to hurry on after Felix,
                           Saturos, and co.. I agree with them!
                           
                           Return to the world map and travel due south into the Lamakan Desert.
                           
                           NOTE: Inside the temple, cast Reveal toward the eastern side of the area
                           to find some Water of Life! Sweet! Thanks to Kristoffer for pointing this
                           out!
                           
                           
                           == LAMAKAN DESERT =============================================================
                           
                           Enemies -> Ant Lion, Fighter Bee, Grub, Manticore [BOSS], Orc, Rat Fighter,
                           Salamander
                           Items ---> 777 Coins, Lucky Pepper, Mint, Potion, Psynergy Stone, Vulcan Axe
                           Djinni --> Smog
                           
                           Okay, chances are the first thing you'll notice is the strange gauge that
                           appears on the left side of your screen. Just what is it? Well, it measures how
                           hot your team is. The higher it the bar goes, the thirstier your characters
                           become, meaning that you need water fast. Also note that the bar only increases
                           while you are standing on sand, so step onto the darker brown terrain to stop
                           it for a while. Finally, if the bar becomes completely full, you're characters
                           will lose some HP. Nothing big, but still its a good idea to use oasises
                           whenever possible.
                           
                           So anyway, back to the walking-through. Run ahead along the path, turning west,
                           and then south as the path does. Cast Reveal in the center of the circle of
                           rocks to locate your first oasis. Take a nice bath in it, then proceed onwards.
                           Head west, ignoring the option to head north that you will come across, and use
                           Reveal a second time in another circle of rocks. No oasis this time, but you
                           will find a useful Psynergy Stone. Continue to the north from here, stopping to
                           use the hidden oasis in the next rock circle.
                           
                           After that, proceed to the west, then run north when the path changes
                           direction. Soon enough you'll have two choices: continuing north or heading
                           east. Well, the former leads to a hidden treasure chest containing a Vulcan Axe
                           whilst the latter will take you to a rock circle, where you can Reveal a hungry
                           Ant Lion if you wish. Head north from the Ant Lion pit to find another hidden
                           oasis, as well as the path to the next portion of the desert.
                           
                           From here, run north onto the sand, then head due west to find a circle of
                           rocks that conceal a Potion. Just west of there is yet another hidden oasis for
                           you to use. Now, run to the north, passing the two rock circles on your sides
                           and cool off in the one directly to the north. Once you've done that, head due
                           west onto the subsequent screen.
                           
                           On this next screen, ignore the various side paths offered to you and simply
                           cross the "sand rivers" to the west. From there, head south between a set of
                           plateaus and follow the only path there is around to a sandy area. Although it
                           seems like a dead end, cast Reveal to make visible an entrance to the cavernous
                           parts of this desert.
                           
                           Head inside and follow the winding path around, exiting the caves to the south.
                           Back outside, you'll have two ways to go: north or south. You can find a Mint
                           hidden to the south, so I suggest grabbing that, then heading back northward.
                           Cross a couple of sand rivers, then climb down the wall and cast Reveal on the
                           sand waterfall to show another entrance to the caves, which just happens to be
                           blocked off by a despicable monster!
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Manticore
                           EXP: 590   COINS: 3400   ITEMS: Psy Crystal   WEAKNESS: Water
                           
                           Since this beast is quite susceptible to water and ice spells, have Mia enter
                           into the battle with all four of her Djinni unequipped. This will allow her
                           to wreak havoc with her best summon at this point in time: Boreas. In
                           successive rounds, Mia should be considered your main artillery, so have her
                           pummel the Manticore with Ice Horn or any other powerful spells of hers.
                           Garet's fire elemental spells won't be very effective in this fight, so have
                           him act as the party's main healer, using items and whatever else he might
                           have at his disposal. Isaac's restorative Psynergy will also be very useful
                           here, so don't hesitate to use him as a healer, as well. However, try to use
                           Isaac's Ragnarok spell as often as possible, since it can dole out some major
                           damage.
                           
                           With a handful of dangerous attacks, you need to be ready to take on some
                           huge damage against this guy. The Manticore's Nova attack is especially
                           deadly, so be sure to heal up after being hit by it. If you seem to be taking
                           on excessive damage from his offensive moves, use a defensive Djinni, such as
                           Granite, Breeze, or Corona. All three of them work quite well in reducing the
                           amount of damage sustained, so they should help to make this battle a great
                           deal easier. One final thing: make sure you have some Antidotes on hand,
                           since this foe can poison your characters.
                           
                           -------------------------------------------------------------------------------
                           
                           After the fight, enter the cavern ahead. The path is pretty straightforward, so
                           simply follow the road and you'll soon come to the exit. Welcome back to the
                           world map!
                           
                           
                           == THE ROAD TO KALAY ==========================================================
                           
                           Enemies -> Death Cap, Fighter Bee, Mad Vermin, Undead
                           Items ---> None
                           Djinni --> Vine
                           
                           From the cave's exit, you'll be able to see two bridges. Take the southern one
                           and head east across another bridge. At that point you should see a town off in
                           the distance--head for it.
                           
                           
                           == KALAY ======================================================================
                           
                           Enemies -> None
                           Items ---> 11 Coins, Elixir, Nut x2, Sleep Bomb, Water Jacket
                           Djinni --> Scorch
                           
                           Well, there's plenty to do in this town when you first arrive: hit up the
                           shops, search for hidden items, and there's even a new Djinni to be found!
                           When you're ready to actually progress, you need to head northward up the set
                           of stairs. This is where you'll find Lord Hammet's Palace. Remember Hammet way
                           back from the beginning of the game? Well, he isn't at home right now, but Ivan
                           will step up and demand to see Hammet's wife, Lady Layana.
                           
                           However, as the guards reveal, Lord Hammet has been taken captive by a terrible
                           group of thieves who hail from Lunpa. At this point, the guards permit you to
                           enter the palace and meet with Lady Layana. After informing her of Hammet's
                           position, the group comes to the conclusion that Dodonpa, the leader of the
                           thieves, likely has no intention of releasing Hammet.
                           
                           Although the soldiers of Kalay are all gung-ho about raiding Lunpa, Layana
                           feels that it would be better to think it over carefully before doing something
                           rash. While Garet volunteers to help out, Layana declines his offer, saying
                           that it would be too dangerous. Besides, we've got our own quests to pursue!
                           
                           As Layana tells Ivan that Hammet wouldn't have wanted him to give up his quest,
                           she realizes that she just spilled the beans. It seems that Hammet once swore
                           an oath to a Jupiter Adept from Vale (!!). After learning of Isaac and Garet's
                           heritage, Layana drops the four-one-one about a prophecy that said Ivan would
                           someday embark on a journey with some warriors from Vale. Looks to me like that
                           prophecy came true, eh?
                           
                           Layana continues her rambling for a good while. Eventually she shuts up and
                           you're put back into control. Take this chance to explore Hammet's palace, as
                           there are couple of items to locate. Talking to the people inside will also
                           yield some interesting information about the whole Hammet-Lunpa dealio. Once
                           you're done, leave the palace and enter the inn back in town.
                           
                           Speak with everyone inside the inn, then try to leave Kalay. You'll overhear
                           the tour group that was staying at the inn. It seems they are all headed for
                           Colosso, which is being held in Tolbi. After a good bit of squabbling about
                           absolutely nothing, they finally head off for Kalay Docks. That should be your
                           itinerary, as well.
                           
                           NOTE: At this point in time, you have the option of revisiting certain areas
                           from earlier in the game (namely Vale and Vault). By doing this you can gain
                           some new Djinni, so it's definitely recommended that you do so, although it
                           isn't required. Anyway, head due north from Kalay to find a bridge. Cross
                           it, then continue northward and cross a second bridge. Vault will lay just
                           ahead. From there, you should be able to remember how to get to Vale and the
                           other locales. Skip down to chapter 10 to learn the exact locations of the
                           new Djinni.
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           h.  Colosso!
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           
                           == HEADED FOR KALAY DOCKS =====================================================
                           
                           Enemies -> Death Cap, Fighter Bee, Mad Vermin, Undead
                           Items ---> None
                           Djinni --> None
                           
                           Travel south near the mountain range, then head westward once the mountains
                           stop. The Kalay Docks are just ahead.
                           
                           
                           == KALAY DOCKS ================================================================
                           
                           Enemies -> None
                           Items ---> Boat Ticket
                           Djinni --> None
                           
                           The moment you arrive, Garet will become all giddy, amazed at the ocean.
                           Someone overhears him, however, and explains that this sea, called the Karagol,
                           isn't a true ocean--it's surrounded by land! Anyway, once you're put back into
                           control, take some time to look around the dock and speak with the various
                           people. You may notice that there is Djinni to the north. Currently, it is
                           impossible to get it, so ignore it for now.
                           
                           When you're done, enter the sole building and speak with the girl behind the
                           counter. Tell her that you've come for boat tickets and she'll say that the
                           cost for all four of us is 600 Coins. Pay up, then head outside and talk to the
                           guy on the dock. Show off your tickets and he'll gladly let you onto the ship.
                           
                           
                           == CROSSING THE KARAGOL SEA ===================================================
                           
                           Enemies -> Kraken [BOSS], Lizard Fighter, Man o' War, Rabid Bat, Virago
                           Items ---> 23 Coins, Anchor Charm, Nut
                           Djinni --> None
                           
                           Onboard the ship, approach the group of people congregating on the western side
                           to learn something interesting. Apparently, the Karagol Sea is quite dangerous,
                           yet the captain refuses to lose the business of every passenger on the boat.
                           One of the three men, named Kaja, comments that the oarsmen are fearless, but
                           he himself won't be able to hold off the monsters that are sure to appear. The
                           captain seems to think that some measly amulet of his will protect the ship
                           from any danger. I think he's gone loony.
                           
                           As the group disperses, the captain says that they'll be sailing in no time.
                           However, one of the other men mumbles something along the lines of "not if I
                           can help it" and heads into the cabin. You need to follow him. A moment later,
                           he emerges, acting very suspiciously, then runs off. Enter the cabin if you
                           want, but the only thing you'll find is a Nut in one of the jars. Back outside,
                           head to the northern section of the ship and speak with the suspicious fellow
                           again. What's he say? "Oh! At the risk of sounding repetitive, I didn't do
                           anything!". Ecks dee, I say!
                           
                           Now then, enter the northernmost cabin to find many of the tourists gathered
                           together. Everyone is quite eager to get a move on so that they can get to
                           Colosso ASAP, but the tour guide doesn't seem to know what to say. Rather
                           angry, Ouranos and his buddy head for the captain's quarters to raise some
                           hell.
                           
                           Return to the captain's quarters (the southernmost cabin) to view the carnage.
                           Ouranos and his buddy are pissed, but the captain explains that the ship will
                           be setting sail any minute now. Just as Oury and co. get ready to leave the
                           cabin, the captain begins to talk about how dangerous the sea is--there are
                           monsters that appear as if from nowhere and attack the crew! Oury and his
                           friend, who's name turns out to be Sean, volunteer to help out with the
                           monsters. Before setting off, some warriors are still needed to protect the
                           oarsmen from harm. I'm sure you can imagine who those warriors are. Just as
                           the cap'n mentions how the ship will soon be invincible, he turns to find that
                           his lucky amulet--an anchor--is gone! Ever the superstitious one, cap'n refuses
                           to set sail without his amulet.
                           
                           Of course, WE know who stole the amulet. The problem is finding where the man
                           with the blue hair hid it. I guess you probably expect me to tell you exactly
                           where it's hidden, don't ya? Lazy bums, why don't you figure it yourselves!?
                           Probably because you can't... Anyway, climb up to the crow's nest and inspect
                           the mast to find the Anchor Charm! Nice! Now bring it back to the cap'n's
                           quarters.
                           
                           Present the Anchor Charm to the cap'n and he'll express his thanks. Granted, we
                           still don't get to set sail. As Sean points out, someone is still needed to
                           guard the oarsmen. Know who that is? Of course you do! It's you! Agree to help
                           out and the cap'n will reveal one last preparation: the ship needs some backup
                           rowers.
                           
                           Enter the northern cabin and descend the semi-hidden stairs on the western side
                           of the room. Here you'll find the rowers, who are being explained the situation
                           by Kaja. Although they seem a bit skeptical about your skills and
                           dependability, Kaja is able to convince them of your worth. If one of the main
                           rowers becomes incapacitated during the journey, it's gonna be our duty to
                           select a replacement for him. Meh, how hard can it be?
                           
                           At this point, it's finally time to set sail for Tolbi! It isn't long before a
                           set of monsters appear off on the horizon, however. This first time it's a
                           pretty simple battle against a mere three Man o' Wars. They don't have a whole
                           lot of HP, so you should be able to take them down in a couple of rounds. After
                           the fight, Kaja will come down and discover that a single oarsman has been
                           knocked unconscious! Looks like we need to head upstairs and find a 
                           replacement!
                           
                           NOTE: Depending upon who you choose, you may end up on Crossbone Island.
                           According to Pablo, choosing the following passengers in this order will
                           take you there: 1) Man with purple vest. 2) Woman with green dress. 3)
                           Warrior with long hair and sword. 4) Woman with blonde hair on the right
                           side, near the window. Thanks again to Pablo for bringing this order to my
                           attention.
                           
                           It really doesn't matter who you chose, so go ahead and pick whomever you want,
                           then return to where the rowers are. The ship will set sail again and, as
                           expected, another set of monsters show up. This time it's a pair of Rabid Bats
                           accompanied by a Lizard Fighter. As with before, the battle is pretty simple--
                           just concentrate on taking down the Rabid Bats first and you'll be fine. When
                           the battle ends, you'll be sent off to find a second replacement rower, as the
                           monsters got another one!
                           
                           Like before, your choice really isn't all that important. Once you've made your
                           selection, head downstairs and the ship will get moving again. Guess what?
                           Before long, more monsters attack! Your foes in this battle are a couple of
                           Man o' Wars and a solo Virago. Use the first round to defeat the Man o' Wars,
                           then take down the remaining enemy during the next round. As usual, you're
                           required to select a new oarsman before the ship can continue onward.
                           
                           Once you've done so, the boat will get moving again. Soon enough the ship will
                           be raided by a huge monster! Kaja calls you onto the deck to help out.
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Kraken
                           EXP: 711   COINS: 5200   ITEMS: Water of Life   WEAKNESS: Fire
                           
                           The Kraken has some totally devastating attacks and can attack multiple times
                           per round, so you need to be defensively prepared. I recommend casting
                           several defensive Djinni, such as Granite, Breeze, and Corona. Using these
                           will set up a nice defensive wall, which will then allow you to focus on the
                           offensive. Since the Kraken is weak against Fire, pummel it with the best
                           Mars summon you have at your disposal. Garet's best Psynergy also works great
                           for wreaking some major havoc. As for your other characters, Isaac's Ragnarok
                           always works well, and Ivan's spells can cause some massive damage, as well.
                           Mia's Psynergy isn't too effective here, however, so allow her to sit back
                           and restore the party's HP. If you get the chance, try to blast this foe with
                           some 4 Djinni summons to really cut down its HP. Another good strategy is to
                           use the Mist Djinni to lull the Kraken into a sleep, buying you a few free
                           rounds.
                           
                           -------------------------------------------------------------------------------
                           
                           After the battle you need to go find another replacement oarsman. When the ship
                           finally gets moving again, the man in the crow's nest spots land off on the
                           horizon! Sweet! We made it! Before you leave, Kaja will express his thanks for
                           your help.
                           
                           
                           == LAND HO! ===================================================================
                           
                           Enemies -> Armored Rat, Foul Dirge, Gnome Mage, Mad Mole
                           Items ---> Potion
                           Djinni --> Ground, Hail
                           
                           There isn't really much to do at the Tolbi Docks, so simply head west onto the
                           world map. From there, Tolbi is just ahead!
                           
                           
                           == WELCOME TO TOLBI ===========================================================
                           
                           Enemies -> None
                           Items ---> 9 Coins, Hard Nut, Lucky Medal x2, Vial
                           Djinni --> Ember
                           
                           When you first arrive in the bustling town of Tolbi, there will be plenty for
                           you to do. By now, you're probably extremely interested in this "Colosso" event
                           that everyone seems to be talking about. Don't worry--we'll get to that in
                           just a bit, but for now you should mill about the town and check out the
                           various shops. There are also a couple of mini-games that you can partake in,
                           namely Dice, Lucky Wheels, and the Tolbi Springs. Since I'm so cool, I've
                           decided to provide you with some nifty explanations for each game.
                           
                           - DICE --------------------------------
                           Find this game in the tent downstairs from the inn. In order to play, you
                           first have to fork over 200 coins to the bookies. Once that's over with, we
                           finally get to try our luck! The game's pretty simple; basically, you hit A
                           and hope that the dice land on something favorable. A great way to earn some
                           cash if you're lucky. A great way to lose some cash if you're not.
                           
                           - LUCKY WHEELS ------------------------
                           Check the place on top of the inn to find this game. This is the place where
                           we finally get to use the game tickets that you've either been hoarding or
                           sold by now. If you fall into the former category, then you are in luck, good
                           sir! The Lucky Wheels are pretty much just your average slot machine, with
                           a myriad of different prizes just waiting to be won. Have fun (omg omg that
                           rhymes)!
                           
                           - TOLBI SPRINGS -----------------------
                           This game is located due north from the town's entrance. The basic gist is
                           that you either toss some coins from your stock or a Lucky Medal that might
                           just be laying around in your inventory into the fountain. Depending on where
                           it ends up (and what it bounces off of), you can win a plethora of spiffy
                           prizes! Good stuff, I say! Of course, it's also possible not to win anything
                           at all, so don't get your hopes up. In any event, here is a list of the
                           various prizes that I've won. From my personal experience, it seems that the
                           good prizes (ie, top-notch equipment) can only be won if you toss in a Lucky
                           Medal. Throwing a coin in tends to yield nothing but more coins.
                           
                           * Adept's Helm
                           * Assassin Blade (thanks to JDragon69on74 for pointing this out)
                           * Cocktail Dress
                           * Earth Shield
                           * Spirit Armor
                           * Ninja Hood (thanks to Bryan for pointing this out)
                           * Glittering Tiara (thanks to Bryan for pointing this out)
                           * Varying amounts of coins
                           
                           When you're finally done gambling and all, make your way to the northernmost
                           part of town, where the coliseum try-outs are being held. It sure looks like
                           getting into Colosso won't be easy... So what do we do? Return to the main
                           section of Tolbi and head to the west, where you'll find a set of stairs that
                           seem to lead onto a new screen. Try to go up the aforementioned stairs and a
                           pair of guards will appear, asking if you've seen some daft old man. Tell them
                           no and they'll race off again, allowing you to take the stairs up to Babi's
                           Palace.
                           
                           Enter the palace and explore by your own volition. When you've explored all
                           you wish, take either staircase in the main foyer and head north through the
                           hallway. Here you'll encounter a man named Iodem, who seems to have sent a
                           dynamic duo of soldiers to a nearby place called Altmiller Cave to search for
                           Lord Babi. It seems that Babi has snuck off into the cave before, but never has
                           he been gone for such an elongated period of time.
                           
                           After the scene, feel free to explore the remainder of Babi's Palace, otherwise
                           we're off to Altmiller Cave! Once you're back on the world map, follow the dirt
                           path west, then head north across a bridge. Continue along the path, crossing
                           another bridge northward and you'll soon come across this cavern. Head inside
                           with caution.
                           
                           
                           == ALTMILLER CAVE =============================================================
                           
                           Enemies -> Armored Rat, Clay Gargoyle, Dread Hound, Foul Dirge, Gnome Mage,
                           Golem, Mad Mole, Mimic, Wight, Worm
                           Items ---> Cookie, Mystic Draught, Vial
                           Djinni --> Squall
                           
                           In this first area, simply follow the extremely straightforward path around in
                           a counter-clockwise direction. The following chamber is so dark that you can
                           only see a small radius around Isaac. Fortunately, navigating through the "rock
                           maze" is a simple procedure--just head west around the first set, east around
                           another, and finally northward towards the exit. The subsequent area provides
                           a most tantalizing temptation to the south; however, I suggest holding off from
                           opening the treasure chest you see ahead, as it is, in fact, a Mimic. Those
                           guys just aren't cool!
                           
                           Instead of heading south, you'll want to move west until the path stops, at
                           which point north will be the only possible direction to move in. Continue
                           along the path until you reach a fork--take the western path, as east is but a
                           dead end. Laying on the ground just ahead is a strange outline of a person;
                           inspect it. As it turns out, this man is quite well-versed when it comes to
                           Psynergy, thus his abilty to turn invisible. However, his special draught ran
                           dry and he collapsed as a result.
                           
                           When the man asks, agree to head deeper into the cave and grab the draught for
                           him. Despite Garet's incredible stupidity (and stubbornness), the group decides
                           to go for it. The man will begin some spiel about rocks, lights, and colors.
                           Don't bother paying attention to his mumbo-jumbo--I'll tell you what to do when
                           the time comes.
                           
                           When control is yours again, run northwest past the man and he'll say one last
                           thing: the draught is on a table behind some door. Descend the stairs, then
                           head west and run clockwise around the path until you come to another doorway,
                           which I recommend entering. Run down the staircase ahead, then move north into
                           a large chamber where you'll find a Djinni, as well as some logs that look like
                           they wanna be rolled around. However, I haven't been explaining how to find the
                           Djinni in the walkthrough before, and I don't intend to start now. Sorry, but
                           you'll have to get your grimy eyes down to a later chapter to see what you
                           want.
                           
                           Continuing on with the walkthrough, head up the staircase and push the first
                           log outta your way. After that, roll the southernmost log upwards, thus
                           creating a path to the east. Push the upright log off the ledge, then use it as
                           a bridge and enter the doorway. After grabbing the cookie to the west, head
                           back east of where you entered and move in a clockwise direction around the
                           chamber. When you reach a set of stones that seem to block the path ahead, go
                           as far south as you can to get around them. From there, head north and run
                           along the path until you come to another doorway, which you should enter.
                           
                           Time for some more log-rolling fun! Don't worry, it's nothing to difficult. In
                           fact, you don't even have to touch any of the logs. Instead, simply head south
                           and ascend the staircase you find. Hop over the small gap and run along the
                           ledge until you reach the end, at which point you should slide down onto the
                           main floor. Head through the door just ahead.
                           
                           Ahh... it seems we've reached the rocks that Mr. Invisible was talking about!
                           Inspect the westernmost rock first, then go check out the one furthest to the
                           east. Doing so will activate a roulette of sorts--the lights we heard about
                           earlier will begin to rotate. When it stops, a single color will be at the top.
                           You need to check the rock that corresponds with the selected color. Since the
                           colors are chosen randomly, allow me to simply list which color goes with which
                           rock and wish you good luck.
                           
                           Blue ---> Far left rock
                           Green --> Second rock from the left
                           White --> The rock in the center
                           Yellow -> You getting this yet? Fourth rock from the left.
                           Red ----> The easternmost rock
                           
                           Inspect the correct stone and the roulette will start up again. Repeat the
                           process a second time and the door to the future will open. Enter it and grab
                           the Mystic Draught from the chest. At this point, you're going to wanna head
                           back to Mr. Invisible. Simply retrace your steps, as nothing has changed since
                           you entered.
                           
                           When you arrive, Isaac will cough over the draught, and Mr. Invisible will
                           reveal his true form. Just who the heck is he, you ask? Why, it's Babi of
                           course! The group tries to figure out how he was able to turn invisible, and
                           when no satisfactory answer is provided, Ivan steps forth and exploits his
                           spiffy Mind Read ability. Was he using Psynergy after all? Nope. It was the
                           power of some ancient civilization!
                           
                           Babi admits to his deeds and asks if the group are Lemurians. I'd guess that
                           we're not, since we have no idea what Lemuria is. Quite disappointed, Babi
                           begins to ramble about his old body being frail and all sorts of other garbage.
                           When Garet mentions Kraden, Babi seems to recognize the name. However, before
                           anything worthwhile is divulged, some of Babi's faceless soldiers show up.
                           They express their happiness for finally finding their lord, then race off.
                           Babi asks you to visit his palace once Colosso ends, as he still has something
                           to speak with you about. As a second though, he even encourages you to enter
                           the finals. Nice!
                           
                           Once you're back in control, exit the cave yourself (you know the way) and
                           return to Tolbi.
                           
                           
                           == COLOSSO! ===================================================================
                           
                           Enemies -> Azart [BOSS], Navampa [BOSS], Satrage [BOSS]
                           Items ---> Chain Mail, Claymore, Cotton Shirt, Iron Shield, Nut x5,
                           Oil Drop, Padded Gloves, Sleep Bomb, Smoke Bomb x2
                           Djinni --> None
                           
                           Back in Tolbi, find your way to the Coliseum entrance at the northern part of
                           town. Head up the stairs directly in front of the grand stadium and some
                           soldiers will recognize you as Isaac, the warrior hand-picked by Babi. After
                           some squabbling amongst themselves, they lead you to the waiting room.
                           
                           As it turns out, Isaac and only Isaac will be entering the finals. Apparently
                           the others are just too big of losers to participate, so they screwed. However,
                           Mia, Garet, and Ivan are given special seats as close to the action as
                           possible, so it's not all bad. After some more talking, one of the guards takes
                           your team for a spin around the Coliseum, explaining the rules along the way.
                           
                           As you'll be told, Colosso isn't just a battle between warriors. Nope. Before
                           the carnage begins, you must race your opponent to the battlegrounds in order
                           to earn the best possible equipment. Since you begin without any equipment,
                           getting the top-notch stuff is integral. When the guard's explanation is over,
                           you'll get to view the various stages of the arena and set of party member to
                           "cheer you on" from there. Now, this is a clutch decision, as who you set gets
                           a chance to make the stage a bit easier beforehand. For the first round, you
                           should set things up like so...
                           
                           Stage One ---> Character with the Move spell
                           Stage Two ---> Remaining character (can be swapped with stage four)
                           Stage Three -> Character with the Growth spell
                           Stage Four --> Remaining character (can be swapped with stage two)
                           
                           NOTE: You may have had to mix 'n' match some Djinnis to get the desired
                           spells. Don't worry if you had to strip Isaac of a Djinni or two--you'll be
                           able to kick booty plenty well without them... I think.
                           
                           Once you've set everything up right nice, go speak with the guard to return to
                           the waiting room. You'll be told that the competition will begin shortly, then
                           you'll be given the chance to meet your opponents. Ph33r their strikingly
                           similar character designs! Once you know who's butts you're going to be
                           beating, speak with the guard standing in front of the door. He'll tell you to
                           stand in the eighth circle, which just happens to be the makeshift one setup
                           next to Navampa. After some talking, the scenario will switch over to your
                           remaining characters, where you get the chance to lend a hand!
                           
                           For stage one, you should've chosen a character who can cast the Move spell.
                           Move him/her straight ahead and push the upright log one space to the left. Our
                           work here is done! The second stage can't be simplified, so speak to the man
                           blocking the southern exit to skip ahead. As for stage number three, a
                           character with the Growth spell. Use this spell on the small shrub to the
                           northwest, thus creating a path to the upper ledge. Very nice, I say! If you
                           happen to have anyone stationed at the fourth stage, just bypass the lend a
                           hand section, as there isn't any way to help (as far as I know).
                           
                           Now then, it's finally time for the match to begin! As soon as you can, sprint
                           downward and hop across the log that should be moved in between the two ledges
                           already. On the other side, slide the upright log outta the way and snatch a
                           Nut from the chest. Proceed onward and simply roll the log to the left to raise
                           the next ledge, allowing you to progress. Just ahead should a vine that you'll
                           want to climb. Grab the Oil Drop from inside the chest, then continue along the
                           path. In order to gain the treasure in this section of the arena, you need to
                           first ride the vertical log to the right, then head back and ride the
                           horizontal one to the south. Return to the vertical log and move back to the
                           west using it. Take the Nut from the chest, then ride the log eastward again
                           and enter the arena. If you're the first to arrive, an Iron Shield is all
                           yours. Otherwise, you'll find a pair of Padded Gloves waiting for you. Weak
                           stuff, I say! In any event, the first arena battle shall now begin!
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Azart
                           EXP: NONE   COINS: NONE   ITEMS: None   WEAKNESS: Earth
                           
                           This guy's a joke. Since he's weak against the Earth elemental, just blast
                           him with some high-caliber spells, such as Ragnarok. Go ahead and hit him
                           with some damage-causing Djinni, as well, allowing you to really go to town
                           on Azart with some heavy duty summoning. Should do the trick quite well.
                           Should you need to, don't hesitate to cast Cure on yourself or use a
                           restorative item--you don't have any extra characters sitting around to take
                           care of that for you this time. One other thing to note: Azart can heal
                           himself with Nuts, but if you hit him with the right moves it shouldn't pose
                           much of a problem.
                           
                           -------------------------------------------------------------------------------
                           
                           After the match, the soldier will take you to gander at the next few stages. As
                           with before, it is in your best interest to drop off Ivan, Garet, and Mia at
                           certain stages to make things easier for you. Here's the optimum line-up...
                           
                           Stage One ---> Character with the Move spell
                           Stage Two ---> No one
                           Stage Three -> Character with the Frost spell
                           Stage Four --> Nope
                           Stage Five --> Character with the Force spell
                           
                           Again, talk to the guard to return to the waiting room. Without a moment's
                           delay, the "Lend a hand!" portion will begin. For stage one, simply move the
                           easternmost tree trunk one space to the left. You shouldn't have anyone
                           stationed at the second stage, so I'll just skip on ahead to number three. Here
                           you should have someone who can cast Force. As you can probably guess, what you
                           want to do is quite simple--knock over the upright log. The fourth stage should
                           have been bypassed as well, so let's go to the fifth. Cast Frost on the left
                           puddle to create an icy pillar that will prove invaluable during the race.
                           With those preparations made, let round two begin!
                           
                           -------------------------------------------------------------------------------
                           
                           READER TIPS!
                           
                           Garaux sez:  "The second stage is referred to as the Pipeworks stage, and
                           requires you to roll a tube in front of running water to fill a bucket, which
                           in turn raises a platform for hopping accross. If you assign someone to your
                           cheering section in Stage 2 that has the Douse psynergy, that member can fill
                           the bucket before the trials begin! That saves a little bit more time.
                           
                           -------------------------------------------------------------------------------
                           
                           From the beginning, bolt southward and cut through the maze, emerging on the
                           other end. Hop across the moving platforms as quickly as possible, making a
                           short pitstop to collect a Nut from the northern chest. For the next area, ride
                           the southernmost log across, then hop down and jump across the gap using the
                           pillar. In the subsequent area, cast Move on the upright log and pull it to the
                           east, then climb the wall and climb back down to open the chest, which contains
                           a Smoke Bomb. Ascend the wall again and slide down the middle slide, then hurry
                           to the west. Roll the vertical log out of your way and race northward, sliding
                           the upright trunk to the left. Grab the Nut from the chest before hurrying
                           southward and descending the wall. Progress to the right, then climb the wall
                           and enter the arena. The good prize? Some Chain Mail. The loser prize? A Cotton
                           Shirt.
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Satrage
                           EXP: NONE   COINS: NONE   ITEMS: None   WEAKNESS: Earth
                           
                           As with the previous arena battle, this one isn't too difficult. However,
                           Satrage is definitely a more skilled warrior than Azart, and has much more HP
                           to boot! Since he, like Azart, is succeptible to earth Psynergy, you'll
                           definitely want to blast him with your best spells, Djinni, and summons.
                           Doing so will leave a rather large dent in his health, but it's important
                           that you're concious of your own HP as well. Heal whenever you need to,
                           otherwise a single unexpected attack may leave you in tears. Haha. Cry baby!
                           
                           -------------------------------------------------------------------------------
                           
                           When the round is over, you'll be back in the waiting room. Only one match
                           until the championship is ours! Sweet! As per usual, one of the soldiers takes
                           you to see the next arena. Of course, we also need to leave our good buddies at
                           certain areas, so let's hop to it! Chop chop! Here's how your setup should
                           be...
                           
                           Stage One ---> Character with the Frost spell
                           Stage Two ---> Character with the Move spell
                           Stage Three -> Nope
                           Stage Four --> No one here
                           Stage Five --> Character with the Force spell
                           Stage Six ---> No one here either
                           
                           As it comes time to lend a hand, have your character use Frost on the puddle to
                           raise the platform. In the second stage, have your character cast Move on the
                           brown log and slide it to the right. We skipped right over the third and fourth
                           stages, so allow me to skip right to the fifth stage. Here you'll want to cast
                           Force on the log directly ahead, stopping the conveyor belt.
                           
                           Now then, let's begin the final round! From the get-go, you'll want to head
                           straight for the first gap, which should be easy to hop over. Hop over the next
                           series of ledges after that and head north to relieve of treasure chest of it's
                           contents: a Smoke Bomb. After that, step onto the nearest log and hop over to
                           the right once. From there, hop south once, then east and run across the logs.
                           Jump east a few times to enter the piston area: time your steps carefully and
                           make it past as the pistons retract. Push the upright log to the right and
                           claim another Nut as your own. Next, climb down the wall and proceed onwards,
                           where you'll find a huge wall that you need to scale (or you could just cast
                           Growth on the shrub). Anyway, descend the stairs and run across the non-moving
                           conveyor belt. In this final area, simply push all of the logs as far north as
                           they'll go and slide the vertical log into the water, creating a spiffy bridge.
                           The arena lays just ahead. The prizes this time are a Claymore for the winner
                           and a Hunter's Sword for the loser.
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Navampa
                           EXP: NONE   COINS: NONE   ITEMS: None   WEAKNESS: Earth
                           
                           Surprisingly enough, Navampa isn't all that different from your previous two
                           opponents. Apply similar tactics as you did in the other matches and you'll
                           do just fine. Some of his attacks can be a bit painful, though, so make sure
                           that you've got sufficient PP to prepare a healing spell.
                           
                           -------------------------------------------------------------------------------
                           
                           After the match ends, Isaac will keel over. Your allies take turns saying
                           "Isaac..." for a while, then find out that he simply fell asleep from
                           exhaustion! When he comes to, Isaac is in a bed somewhere, with Ivan, Garet,
                           and Mia nearby. After talking about some random nonsense, the group decides to
                           go see Babi.
                           
                           
                           == AFTER THE TOURNAMENT =======================================================
                           
                           Enemies -> None
                           Items ---> Cloak Ball, Corn, Lure Cap
                           Djinni --> None
                           
                           The room you awoke in is a part of Babi's Palace, so exit via the southern
                           doorway and take the stairs up to the second floor. Run due north down the
                           subsequent hallway to find Babi's personal chamber. Head inside. After
                           congratulating you on your spectacular victory at Colosso, Babi has Iodem
                           present your prize: the Lure Cap! Sweet!
                           
                           Of course, that's not all Babi has to say! He'll inquire about Isaac's health,
                           but Garet will cut him short and tell Babi to get to the point. The
                           conversation begins about Psynergy and its myriad powers, but Babi soon changes
                           the focus to Lemuria. Just what is Lemuria, you ask? To quote Babi himself, "It
                           is the city of an ancient people, lying far out at sea." Ooh... who woulda
                           thought?
                           
                           As it turns out, Babi once paid a visit to Lemuria. While there, he gained an
                           item that has allowed him to live for well over a hundred years. Though Garet
                           thinks it might be the Stone of Stages that Kraden mentioned before, it is
                           actually the magical draught that has bestowed such powers. Now, this draught
                           doesn't exactly grant immortality--even by using it you will eventually die as
                           your senses grow dull.
                           
                           However, Babi's magical draught is running out, and his death is nigh. Thus, he
                           has the people studying to find a true form of immortality. Iodem suggest
                           embarking for Lemuria right away, but Babi shoots the idea down. Lemuria, it
                           seems, is impossibly difficult to locate. And guess what? Babi expects you to
                           find it for him.
                           
                           Continuing to reveal everything, the old man tells about Babi Lighthouse, which
                           he had built to scan the seas for a trace of Lemuria. Since he just happens to
                           have a Lemurian ship lying around, Babi hopes that you're Psynergy skills will
                           be able to guide the ship to the ancient city. Should you agree to help Babi
                           out, he offers anything that you may desire. Hmm... Don't get your hopes up!
                           
                           Anyway, when Garet mentions the Venus Lighthouse, Babi comments that he also
                           has some business to take care of there. Iodem heads off to prepare for the
                           imminent journey, and tells you to meet him at Gondowan Passage. Once you're
                           back in control of Isaac, follow Babi west down a set of stairs. Enter his room
                           and inspect his bedside table, where a strange orb lays. This turns out to be
                           the Cloak Ball, which Babi will allow you to borrow. Nice!
                           
                           NOTE: The Cloak Ball will only be available if you won Colosso. Otherwise,
                           you're just plain screwed.
                           
                           Return to town and hit up the weapon and item shops to ensure that you've made
                           all the necessary preparations. Once you're ready, leave Tolbi for good and get
                           ready to hit the road!
                           
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           i.  The Venus Lighthouse
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           
                           We're nearing the end! I hope you're ready!
                           
                           
                           == MEETING AT GONDOWAN PASSAGE ================================================
                           
                           Enemies -> Brutal Troll, Kobold, Orc Captain, Vile Dirge, Warrior Bee
                           Items ---> None
                           Djinni --> None
                           
                           Once on the world map, follow the brown dirt path due south until you reach a
                           bridge. This is the Gondowan Passage. Speak with Iodem and he'll "join" you,
                           albeit not as a playable character or anything. He just comes with. Anyway,
                           leave the passage and set your course to the southeast. Simply follow the dirt
                           path and you'll soon come to a place I like to call Suhalla.
                           
                           
                           == SUHALLA ====================================================================
                           
                           Enemies -> None
                           Items ---> 5 Coins, Hard Nut, Lucky Medal, Smoke Bomb
                           Djinni --> None
                           
                           Hey, d'you suppose they call it Suhalla because someone named Sue is always
                           hollerin'? No? Okay then. Moving on... There really isn't that much to do here
                           in Suhalla. The item shop has some nifty rarities that you'll probably wanna
                           check out, but that's about it. There is a short scene that'll take place if
                           you enter the southeasternmost hut. Nothing big, though. Anyway, all the
                           villagers are complaining about some sandstorms down in Suhalla Desert. Guess
                           where our new itinerary is?
                           
                           Just head due south from the village and you'll enter this perilous desert.
                           
                           
                           == SUHALLA DESERT =============================================================
                           
                           Enemies -> Acid Maggot, Brutal Troll, Harridan, Kobold, Magicore,
                           Orc Captain, Roach, Stone Soldier, Storm Lizard [BOSS], Tornado
                           Lizard, Vile Dirge
                           Items ---> Cookie, Lucky Medal, Psynergy Stone, Virtuous Armlet
                           Djinni --> Flash
                           
                           From the entrance, there will be two directions that you can take. Head to the
                           east and you'll soon get caught in your first sandstorm. No worries, though,
                           just cast Douse and it'll dissipate, leaving a Tornado Lizard to do battle
                           with. Defeat it, then quickly head south and grab a Virtuous Armlet from the
                           chest.
                           
                           Head back to the desert's entrance and take the western path this time. As
                           with before, you'll get caught in a cyclone, so extinguish it with Douse and
                           defeat another Tornado Lizard. After that, continue along the path and it'll
                           soon split off three different ways. Where to go? Well, the left and center
                           paths both lead to a treasure chest that turns out to be a Mimic. Avoid them
                           unless you wanna do some fighting. The right path, then, is the one that leads
                           ahead. Take it.
                           
                           As soon as you enter the subsequent area you'll find that you have to choose
                           between three paths yet again. The westernmost path leads to a chest containing
                           a Cookie while the path furthest to the east will bring you to a Lucky Medal.
                           That leaves the central path, so take it and climb down the cliff wall when it
                           comes to an end. At the bottom, a giant cyclone will appear and engulf you.
                           There's no way to avoid it, so just cast Douse and prepare to fight the boss.
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Storm Lizard
                           EXP: 1300   COINS: 6100   ITEMS: Psy Crystal  WEAKNESS: Earth
                           
                           From the outset, you'll want to exploit the Storm Lizard's weakness by
                           blasting him with the best Earth Psynergy you've got. As usual, it's never a
                           bad idea to come in with all your Djinni unequipped so that you can begin
                           with some summoning. The Storm Lizard does, however, have some heavy-hitting
                           spells of his own, namely Tempest and Wing Stroke, that can dole out some
                           serious damage. Always keep your party's HP above 130-ish, otherwise he'll
                           knock you out before you can say "Son of a monkey's uncle!" Defensive Djinnis
                           are also a must--apply the likes of Granite and Corona ASAP.
                           
                           -------------------------------------------------------------------------------
                           
                           A difficult boss? I'd say so. Hurry southward to exit this evil desert. Just
                           before the exit, though, Iodem will pop out and wonder about what happened to
                           Sheba. When he asks, tell him that you wanna keep going and forget about Sheba
                           for now.
                           
                           Back on the world map, simply travel eastward along the path to reach...
                           
                           
                           == SUHALLA GATE ===============================================================
                           
                           Enemies -> Cannibal Ghoul, Earth Golem, Gnome Wizard, Goblin, Horned Ghost,
                           Mole Mage, Nightmare
                           Items ---> Black Orb, Mint, Psynergy Stone
                           Djinni --> Dew
                           
                           Things are looking rather bleak here... head up the stairs to find the guards
                           nearly dead. As it turns out, a group with mysterious magic (Saturos and them,
                           no doubt) forced their way through not long ago. When you're in control again,
                           run north through the gate and head right onto the subsequent screen. Here you
                           can slide down the wall to collect a Mint at the bottom, then climb back up
                           using the vines. Exit to the east.
                           
                           There are an insane amount of places to slide down the wall here (the third one
                           will lead you to a Djinni, but the rest are useless). Anyway, either slide down
                           or use the vines at the end to climb to the bottom and enter a cavern you'll
                           find. The path is quite linear, so simply make your way through to find your
                           way to the world map.
                           
                           Once here, Iodem will pop out and find Babi's ship. He hands over an item
                           called the Black Orb and tells you to use it on the ship. Nothing happens, so
                           Iodem suggests pressing onward to Babi Lighthouse. He also takes back the Black
                           Orb. INDIAN GIVER!
                           
                           Anyway, head back through the cavern that you just came from and climb the
                           vines back to the top of the cliff. Run east and you'll find another nearly
                           dead soldier. Speak with him, then proceed eastward down some stairs and exit
                           Suhalla Gate. Back on the world map again, the Venus Lighthouse can be seen
                           just ahead! Head for it!
                           
                           
                           == VENUS LIGHTHOUSE ===========================================================
                           
                           Enemies -> Earth Golem, Gnome Wizard, Horned Ghost, Nightmare
                           Items ---> Carry Stone, Lucky Cap
                           Djinni --> None
                           
                           As soon as you enter the premises, speak with the fallen soldier to learn that
                           Saturos, Felix, and co. have been here already. Follow the path ahead, speaking
                           with the various soldiers and scholars as you go. The entrance to the Venus
                           Lighthouse is wide open, so head on inside. Talk to the injured scholar in the
                           first area, then exit to the north. As you did in the previous chamber, talk to
                           another fallen scholar. However, instead of leaving via the northern doorway,
                           you'll want to cast Reveal to find a hidden door. Go through it to find the
                           Carry Stone, then return to the previous room and head north.
                           
                           In the following chamber, there will be two doors to choose from. Take the
                           eastern door first, and hop across the various platforms to reach a platform.
                           Head up the stairs from here a relieve a treasure chest of the Lucky Cap
                           inside. Backtrack to the chamber with two other doors and head west this time.
                           Again you'll enter a room with two doors, forcing you to make a choice. The
                           door directly in front of you doesn't lead to anything worthwhile at all, so
                           take the far door instead.
                           
                           Here you'll find that a lone block impedes your progress. Try pushing it if
                           you like, but it'll only cause Garet to appear and suggest using some sort of
                           Psynergy. Well, we DID just find that Carry Stone. Perhaps casting the Carry
                           spell would do the trick? Try it out... Lo and behold, it works like a charm!
                           Ascend the staircase and move onward.
                           
                           Hmm... a field of electricity blocks the path here. What to do? Cast Reveal and
                           a hidden doorway will appear--head through it. Run north in the following
                           chamber and inspect the massive statue at the top of the screen. Doing so will
                           cause some nodes on the floor to become lit. Inspect the statue a second time
                           to illuminate the eastern nodes. Very nice. Now it's time to leave this place,
                           if only temporarily. Yep; we'll be back.
                           
                           Once you're outside the lighthouse, make sure you exit to the east instead of
                           the west. On the world map, travel northward for a bit and you should spot a
                           town off to the west. Head for it.
                           
                           
                           == LALIVERO ===================================================================
                           
                           Enemies -> None
                           Items ---> Antidote, Lucky Medal, Psy Crystal, Warrior's Helm, Water of Life
                           Djinni --> Torch
                           
                           The first thing you'll notice here is yet another pair of injured Tolbi
                           soldiers. When Iodem asks if it was six people who attacked, one of the guards
                           say there were seven. So who's the seventh person? Sheba, most likely. It seems
                           they've headed for Babi Lighthouse. Looks like we should probably get moving
                           in that direction, as well. But first...
                           
                           ... there are a few items to pick up here in Lalivero, as well as a new Djinni.
                           Also, I highly recommend checking out the shops, as there's plenty of stuff to
                           purchase. When you're ready, take the northern exit and head for Babi
                           Lighthouse.
                           
                           
                           == BABI LIGHTHOUSE ============================================================
                           
                           Enemies -> Chimera Mage, Ice Gargoyle, Gnome Wizard, Manticore King,
                           Nightmare, Orc Lord, Plated Rat, Skull Warrior, Wild Gryphon,
                           Willowisp
                           Items ---> Asura's Armor, Lucky Pepper
                           Djinni --> Luff
                           
                           First of all, speak with the various workers before doing anything else. There
                           is also a Lucky Pepper than can be found off to the east. Done with that? Then
                           head northward to find a group of convulsing soldiers and workers. Speak with
                           them to find that a group of six came through here long ago. Hmm... what
                           happened to the seventh person in that group?
                           
                           You'll probably notice the ladder to your left (there is also another one on
                           the eastern side of the screen, but it's hidden beneath a column). If you so
                           choose, climb down and check things out--it leads to a Djinni! Check the
                           appropriate chapter for the lowdown.
                           
                           After you've either gotten the new Djinni or completly ignored it, enter Babi
                           Lighthouse via the main entrance. Run eastward around the pit in the center of
                           this chamber and descend the staircase. There are two more doors in the
                           following room, but only the northwestern one leads to anything worthwile. Go
                           through it. You'll emerge in the initial room in this lighthouse, only a
                           different section of it. Head on up the next staircase.
                           
                           You will now arrive in a room with two possible slides to take. Ride down the
                           northernmost one and have fun as you fall through several different pits before
                           finally landing on the ground floor. Approach the cluster of people and listen
                           to their conversation--they won't mind if you eavesdrop; RPG characters never
                           seem to.
                           
                           It seems that one of the men saw some people (Saturos, Menardi, and them, no
                           doubt) go through the door that looms ahead. However, the very same door seems
                           to be locked tight, and is impossible to open. Soon enough, the group notices
                           you and one of the men, Faran, speaks with Iodem. Since the people we're after
                           apparently went through the door, we are left with no prerogative but to follow
                           them!
                           
                           However, things aren't so simple. Although Iodem tries to convince Faran and
                           his lackeys of your powers, they refuse to believe anything without seeing it.
                           Once you're back in control, approach the "unopenable" door and read the
                           adjacent sign. What's it say?
                           
                           "The truth of this door
                           is open to those seeing
                           with their true heart."
                           
                           Well, what kinda magic do we have that lets us see the truth? Sounds like a
                           great place to use Reveal! Do so and watch as the sign turns into a switch,
                           which you should press. The door slides open and everyone acts as though you've
                           invented some kinda groundbreaking laxative dog cookies or something. Big deal.
                           Anyway, Iodem tries to head through, but the door slams shut. What's going on?
                           Being the omniscient little buggers they are, Ivan and Mia promptly explain
                           that only those with Psynergy can go through. How'd they know this? Beats me.
                           
                           When the scene ends and you're back in control, open the door again and head
                           through. Descend the stairs ahead and make your way southward through what
                           should be a very familiar-looking room. In the subsequent chamber, run down the
                           stairs to the south and cast Move on the right pillar. Push it as far as it'll
                           go to the east, then pull it south one time. Now run back up the stairs and use
                           the pillar to access the far eastern ledge. Run south through another door from
                           there.
                           
                           Simply hop southward across the platforms and enter the door in the following
                           room. Here you'll find a pillar that you need to push eastward in order to
                           raise a pillar. Once you've done so, hop across to the right and approach a
                           second column. Before pushing this one onto the floor panel, however, you need
                           to cast Douse on it to fill it with water. With that done, slide the pillar
                           to the left and hop across the now-raised platform. Exit south.
                           
                           More platforms to hop across here, only now there are two doors to choose from.
                           The eastern door leads to a room that is seemingly devoid of anything worth
                           your while. However, cast Reveal on the statue to find a hidden chest that
                           contains Asura's Armor. After nabbing that, return to the previous room and
                           head into the southern chamber.
                           
                           First of all, descend both sets of stairs and cast Move on the pillar. Push it
                           to the opposite niche in the wall, then cast Douse to fill it with the wet
                           stuff. Once you've done that, cast Frost on it to create a nice platform for
                           us to utilize. Get to the top level and use our new platform to access the
                           eastern ledge, from which you can access a door to the south.
                           
                           Simply leap over to the central ledge in here and run southward to enter a
                           chamber with several goddess statues. Use Ivan's Mind Read Psynergy to gather
                           various clues about the proper positioning of each statue. You should learn the
                           following information:
                           
                           * Red shines northwest of Violet
                           * Yellow shines northeast of Green
                           * Red shines due west of Blue
                           * Violet shines southeast of Yellow
                           * Violet shines southeast of Red
                           
                           With that information in mind, start casting Move (or doing all the work
                           manually--whatever floats your boat) to position the statues as such:
                           
                           RED STATUE                 BLUE STATUE
                           YELLOW STATUE
                           GREEN STATUE                 VIOLET STATUE
                           
                           Given that all the statues are in the proper locations on the five golden
                           squares in the center of the chamber, the door ahead will unlock. Nice! Head
                           through the door and take note of the glyph on the floor--remember if from the
                           Venus Lighthouse? You should. Head up the stairs.
                           
                           
                           == VIOLENCE ON VENUS ==========================================================
                           
                           Enemies -> Boulder Beast, Chimera Mage, Fenrir, Grand Golem, Ice Gargoyle,
                           Manticore King, Recluse, Skull Warrior, Thunder Lizard,
                           Wild Gryphon, Willowisp
                           Items ---> Dragon Scales, Gaia Blade, Psynergy Stone x2, Thunder Crown
                           Djinni --> None
                           
                           Okay, so we're not actually ON Venus, but I thought "Violence on Venus" sounded
                           a lot catchier than "Venus Lighthouse." Ya dig? In any event, the first thing
                           you should notice is the Psynergy Stone ahead. Heal your party completely with
                           whatever spells you have, then grab it to replenish your PP. Chances are you
                           will also notice two doors that you haven't yet been through. Enter the
                           westernmost door first.
                           
                           Ahh... the field of electricity! Remember how this blocked off our path
                           earlier? No? Well, I remember, and it DID block our path. However, now's our
                           chance to stop the electric-madness for good! Simply move the nearby statue
                           onto the adjacent switch and voila! It's gone! Now you're free to return to the
                           earlier sections of the Venus Lighthouse. Not that you need to, but you might
                           want to. By the way, if you happen to get "trapped" when the electricity comes
                           back on, just cast Retreat to return to Babi Lighthouse. Save ya some
                           traveling.
                           
                           Now then, return to the room with three doors and enter the central one. Holy
                           crap... too many doors here! o_O Where the heck do we start, I'm sure you're
                           wondering. A good question, I say! Start off by heading due east from the
                           entrance and enter the first door you come across. In here you'll need to push
                           left a few spaces. When it won't go any further, cast Carry and drop it into
                           the pit ahead. After that, step onto it and leap over to the western ledge.
                           Enter the doorway ahead.
                           
                           Ignore the staircase before you and run to the north instead. Cross the river
                           of sand and carefully step onto the eastern platform. Head through the south
                           doorway to find a Thunder Crown (but I wouldn't recommend equipping it, as it
                           causes the Curse status, which isn't cool at all), then run back northward and
                           enter the door up there. Although the subsequent room seems to be nothing more
                           than a deadend, there is actually a hidden doorway behind the last sandfall.
                           
                           Run east until the path ends, then jump across the various platforms to the
                           south (stick to the eastern platforms to make it across). Since you can't
                           access any of the other doors around here, simply exit to the south. In this
                           room, it's your job to push the piece of the floor back into it's niche, thus
                           opening the doorway to your future (or the doorway into the next room, but it
                           sounded so much cooler to say something about your future!).
                           
                           In the following chamber, step onto the floor switch to do two things. First,
                           it moves a platform to the western side of the pit, allowing you to reach the
                           far side of the room. Second, it stops one sandfall in an earlier room and
                           creates another. Nice. Head down the stairs on the west side of the chamber.
                           Guess where they take us? Back to that first room with a bajillion different
                           doors!
                           
                           Climb down the ladder towards the bottom of the room, then walk north and climb
                           up the other ladder in this area. Ignore the door right at the top of the
                           ladder--instead cross the sand river and go through the eastern doorway. In
                           here, climb down the ladder and pull back the left pillar using your Move
                           spell. This will reveal an opening that'll allow you to access the northern
                           column. Move it all the way to the left, then climb back up and use it to
                           reach the doorway, which you need to go through.
                           
                           Run due south in the next room, climbing up the ladder at the end and heading
                           through the doorway. Enjoy the small, puzzle-free room that follows, then
                           proceed onwards. Guess what? Time for a puzzle! Explaining it is a wee bit on
                           the tricky side, so instead I've made an incredibly incredible map!
                           
                           [DOOR]
                           |
                           +-----[X]--[Y]---+
                           |      |         |
                           |      |         +--[STATUE]
                           |      |         |     |
                           +-----[Z]--[ ]---+-----+
                           
                           Here's the dealio. [X] denotes the niche where you should push the block that
                           looks like an "R". [Y] is where you should place the block with a straight line
                           on it. Finally, [Z] is where the remaining block should be dropped off (it's
                           the one that looks like a backwards "L"). The little hole to the southeast is
                           useless to us and should be ignored, just like that kid who always picked his
                           nose in grade school. Wait, that kid was me... ;_;
                           
                           OFFICIAL DISCLAIMER: The above was simply a joke--I did not (and still don't)
                           pick my nose. At least, not when other people were looking... Another joke!
                           For real, don't take me seriously! Ever. I mean it.
                           
                           Once you've gone through the now-opened door, hop to the left and run as far
                           north as you can. At that point, go ahead and cross the sand river on your
                           left. Use the platform to cross to the nearby ledge, where you have two doors
                           to choose from. Take the southern door and duck into the first sandfall to
                           locate some Dragon Scales. Once you've got that, step into the second sandfall
                           and head up the staircase.
                           
                           In this area, you're first order of business will be to drop one of the three
                           crates onto the western scale below. Do this by first pushing it down once,
                           then left once. After that, cast Carry and drop it off. Follow the same
                           procedure with a second crate, then use the eastern scale to reach the nearby
                           ledge. From there, head through the door that is just ahead.
                           
                           Now, in the following area you'll want to plant yourself on the floor switch
                           ahead. Wait for some stuff to move around, then head north down some stairs
                           using the now-moved platforms. Where do you show up? None other than that place
                           a few rooms back (are my descriptions great or are they great?).
                           
                           Well, since there's some new sand flowing around here, it's a whole different
                           place. Just step onto the cascading river of sand and step onto the western
                           ledge as you reach the bottom of the screen. Head up the stairs, then run to
                           the door in the subsequent area.
                           
                           You'll arrive in a kind of "sand maze." Towards the southeast corner is a
                           chest containing a Gaia Blade which I recommend getting, so go for that before
                           navigating towards the exit. From the entrance, step onto the sands to the
                           south and move in the following directions to access the doorway leading
                           onward: down, right, up, up.
                           
                           After entering said doorway, head to the right and enter the next door. It's
                           time for another puzzle, so here's a spiffy map for you to savor.
                           
                           [DOOR]
                           |
                           [Z]--+-[ ]-+
                           |         |
                           |         +--+
                           +-[Y]--+        |
                           |      |     +--+
                           [ ]-+   |     |
                           |   |     +-[ ]
                           |   |        |
                           +-+   +---[X]--+
                           |          |
                           [ ]  +---+  +---+
                           |   |   |      |
                           +---+   |     [W]
                           |      |
                           +-+----+
                           |
                           [STATUE]-----+
                           
                           
                           Alrighty, here's the explanation. [W] is where you should place the straight
                           line block. [X] denotes where you need to push the block with that symbol that
                           looks like an upside down "L". Moving on, [Y] is where the "L"-design block
                           should go. Finally, place the "R"-shaped block where [Z] is. Just ignore the
                           remaining floor niches, as they're useless. If done correctly, the door will
                           pop open. Head on in.
                           
                           As you enter the following room, go stand on the floor switch to move some
                           platforms. Use these to travel northward, where you'll find a staircase to
                           descend. Before the sand river carries you to the bottom, run to the northeast
                           and enter the doorway. Enter another nearby door from there and you'll come to
                           the final room. Save your game, heal up, and grab the Psynergy Stone, then drop
                           down the slide.
                           
                           
                           == THIS IS IT: THE FINAL SHOWDOWN =============================================
                           
                           Enemies -> Fusion Dragon [BOSS], Menardi [BOSS], Saturos [BOSS]
                           Items ---> None
                           Djinni --> None
                           
                           Here you'll encounter Saturos and Menardi. Listen to them talk for a while--I
                           won't spoil it for you like I've done with everything else. After an excessive
                           amount of insanely repetitive conversation, the final confrontation commences.
                           Here we go!
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Saturos and Menardi
                           EXP: *   COINS: *   ITEMS: None   WEAKNESS: Water
                           
                           From the get-go, you'll want to set up your best defensive Djinni to prevent
                           these two from causing total havoc. In the following rounds, you will want to
                           attack with your offensive Djinni, then let loose with the best summons you
                           have got. Of course, it's very important that you also let one of your
                           characters stay back and serve as the party's healer. While waiting for your
                           Djinni to become set again, keep the group's HP up and do as much damage as
                           you can with powerful Psynergy. Keeping that in mind, this battle shouldn't
                           be terribly difficult.
                           
                           * The Exp and Coin totals vary for this battle. I've gotten anywhere from
                           6000-6900 Exp from this battle, and 7800 to as much as 9060 Coins. Any
                           submissions as to what changes these totals are certainly welcome.
                           
                           -------------------------------------------------------------------------------
                           
                           Of course, things aren't about to end THAT easily. Here we go again!
                           
                           -------------------------------------------------------------------------------
                           
                           BOSS: Fusion Dragon
                           EXP: None   COINS: None   ITEMS: None   WEAKNESS: Water
                           
                           Being the game's final boss, this guy is no pushover. If at all possible, try
                           to come into this fight ready to cast all your best summons. The Fusion
                             Dragon has some massive attacks that will kill you quickly. As such it's best
                             to hit him hard where it hurts. No, not his balls--you want to take advantage
                             of his weakness to water. Have either Ivan or Garet heal the group while the
                             others go big each round, striking with powerful Djinni, summons, and
                             Psynergy. Also, since the Fusion Dragon's attacks can cause immense damage to
                             multiple characters at once, setting up some defensive Djinni is almost a
                             requirement. Try your best to keep everyone's HP over 160-ish and you should
                             not need to worry. So long as you use all of your best moves, this epic fight
                             should go smoothly.