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Golden Sun: The Lost Age for Game Boy Advance
FAQ/Walkthrough Written by DarthMarth
Version 1.0
Started: Thursday, May 2, 2003
Released:
Last Updated:
-------------------------------------------------------------------------------
1. Table of Contents (press Ctrl+F and type in the code next to the section to
jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (you're reading it)
2. Introduction -Intrd-
3. FAQ-If you have a question, it's probably in here! -Frakq-
4. Walkthrough -Walkr-
a. Venus Lighthouse and Suhalla Gate -Bginn-
b. Daila and Kandorean Temple -Daikt-
c. Shrine of the Sea God and Dehkan Plateau -Shrdp-
d. Indra Cavern, Madra, Mikasalla, and Garoh -Incmd-
e. Air's Rock -Arsrk-
f. Garoh revisited, Yampi Desert, Alhafra, and Osenia Cavern -Garal-
g. Gondowan Cliffs, Naribwe, Kibombo Mountains, and Kibombo -Gckib-
h. Kibombo Statue and Madra Catacombs -Kbsmc-
i. Lemurian Ship, Gabomba Catacombs, and Shrine of the Sea God -Lmssg-
j. East Tundaria Islet, SE Angara Islet, Yallam, Taopo Swamp, and Apojii
Islands -Tsaai-
k. Aqua Rock -Aqurk-
l. Tundaria Tower and Izumo -Tutiz-
m. Gaia Rock, Izumo Ruins, N Osenia Islet, West Indra Islet, Sea of Time
Islet, and Alhafra Revisited -Gralr-
n. Champa, Ankohl Ruins, and Champa Revisited -Chanr-
o. Sea of Time, Lemuria, and Hesperia Settlement -Soths-
p. Shaman Village Cave, Trial Road, and Contigo -Svcco-
q. Jupiter Lighthouse -Juplh-
r. Contigo Revisited, Atteka Islet, SW Atteka Islet, SW Atteka Cave, Shaman
Village Cave Revisited, and Gondowan Settlement -Corgs-
s. Magma Rock -Magro-
t. Loho Angara Cavern, and Prox -Lotpr-
u. Mars Lighthouse and Ending -Mrlhe-
v. Yampi Desert Cave -Yadec-
w. Sea of Time Islet Cave -Sotic-
x. Treasure Isle -Treis-
y. Anemos Sanctum -Anesa-
5. Boss Guide -Bossg-
6. Djinn Guide -Djigu-
7. Summons FAQ -Sumfk-
8. Sound Test Listing -Sotli-
9. Forged Items Guide -Foitg-
10. General Item Guide -Itegu-
11. Class Guide -Clsgu-
12. Psynergy Guide -Psygu-
13. RNG Guide -Rnggu-
14. Legal Information -Legin-
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1. Introduction (Intrd)
Welcome to my first all-purpose FAQ/Walkthrough. It contains just about
everything you could need to know about Golden Sun: The Lost Age, like a Boss
Guide, a complete Sound Test Listing, and, of course, the Walkthrough itself.
------------------------------------------------------------------------------
1. FAQ (Frakq)

FAQ: Where do I go next?
A: Check my Walkthrough.

FAQ: How do I unlock the Sound Test?
A: Go to the Battle Arena. Talk to the girl in the lower left corner (who talks
about you not working out much) while holding the L or R Button. She'll ask for
your song request. Scroll through the songs and press A to play the one you
want.

FAQ: How do I unlock the Send feature in Golden Sun?
A: Hold R and Left on the GS1 Main Menu, then press B or Start.

FAQ: I saved and quit, and when I restarted I'm stuck in an area! Do I have to
restart my game!? Help!
A: Use the return to last Sanctum trick, which, obviously, returns you to the
last Sanctum you visited. To do the trick, hold L, Select, and Start when
loading a game.

FAQ: I've heard you can get to the old Golden Sun land! Is this true?
A: Yes, but you can't enter any towns (Vale is just a decoration on the world
map and all the other towns and landmarks are gone, except for Venus and Babi
Lighthouse). You can't go everywhere because the caves are missing, though. You
can get past the Karagol Sea because the Kalay Port is gone, though. To reach
the old land, first go to the tiny beach southwest of Loho. Get on your boat
and get it in between the beach and the tiny strip of land next to some
mountains. Press A when you are facing the tip of this piece of land and you
should be off into the old Golden Sun land!

Q: What is the item-dupe glitch I've heard of?
A: In the words of rockmanxv3:
"I'm confirming something somebody posted about but didn't quite realize what
he had stumbled upon. (Sorry, I don't know your name.)

MAKE SURE YOU SAVE BEFORE YOU DO THIS, I'VE DONE IT BUT IN A DIFFERENT WAY,
ALTHOUGH THIS SHOULD WORK.

While you're taking Trial Road, finish one of the things and get to the chests.
Open them, then drop anything droppable, doesn't matter at ALL what (DM note:
do this on the put-item-in-chest screen). Then go step on the quit switch. When
you get out, you should have all your stuff back. What's more, when you finally
BEAT Trial Road, you can go to the shop to buy duplicates of whatever you
dropped! If it works this way, you should be able to dupe whatever you want as
many times as you want. I haven't personally confirmed this, but the worst
thing that seems likely as that you won't be able to buy the dupes.

If you want to know how I did it, I made sure I had extra armor (Like really
cheap stuff.) and put them in the chests. At this point, I dropped everything I
wanted to dupe, then made it to the top and whooped up. Then I got all the
items I dropped back PLUS I could still buy the dupes at the shop. The above
way is better because if it works you should be able to dupe several times. (4
Golden Boots @.@)"

This glitch was confirmed by yours truly and several others.

Q: I need to use Whirlwind, but Sheba doesn't know it! Please help!
A: Either put all her Djinn on standby or give her only Jupiter Djinn and
she'll have it. Also make sure she doesn't have any class-changing items.

Q: I need to use Frost, but Piers doesn't know it! Please help!
A: Either put all his Djinn on standby or give him only Mercury Djinn and he'll
have it. Also make sure he doesn't have any class-changing items.

Q: On a similar note, how do I get Growth?
A: Give Felix at least 1 Mars Djinni or Jenna at least one Venus Djinni and
either of them will have it.

Q: How do I get out of Kandorean Temple?
A: At the bottom of Master Poi's room, you'll see two doorways on the left and
right sides. These are what he uses to go and see his students. Take the left
door and slide down the chute on the wall to be back outside the original
entrance.

Q: When do I meet with my old party?
A: After Jupiter Lighthouse, 2/3-3/4 of the way through the game.

Q: I forgot to get the Tremor Bit, and now the tunnel in Madra Catacombs
leading to it is blocked! Please help!
A: Enter the Catacombs from inside the city walls. You'll need Reveal to get
Tremor this way.

Q: How do I go back through Dehkan Plateau?
A: Climb the first stairs from the exit of Dehkan Plateau. Then go up the
stairs northwest of those, which you didn't use to get down. Push the pillar at
the top left into the indent and climb the vine and go up to get back to the
path you took to get out.

Q: Where are the 3 pieces of the Trident?
A: The 3 pieces are in Ankohl Ruins, Shrine of the Sea God, and Tundaria Tower.

Q: How do I get Force?
A: Transfer it from GS1.

Q: I didn't play Golden Sun, but I want a password!
A: Here are my passwords:
Gold Password 1

vrp&g XkSLq
gC2LX H&NTV
y&zkv xJZ?Z
wp9nc Af7W3
a$Lt3 GjL+N

WSu%f Gqqj2
=wxzW imU8&
Z28JD 9=mSg
6%nJN Af7DD
u44VU 7KLTb

DmEUd C=U%$
FJHJ? v9UWC
a9XtR aZ5zC
hGnuY Xn#At
Y9aXX qgHEd

FubfS 3jbW?
7S%3b WB7fa
3Gck7 Lgqb6
RmvgV rzkZU
w$r6! =ma$q

F!fBK $jFPJ
BqLUF uQYKE
zV5Q? ?PU%G
NeZEa i5JeR
paPju Encxb

jYu#p 3d+cK

Silver Password 1

PcLDa eP!Eq
7c%4Q BYFD2
sXp+R hd9iX
7LNpn tn2NC
7LTmm TdX!w

q+VYd 9D84h
w

Bronze Password 1

XJDfJ +W4nL
=j9ze =

Level 56 team, Kikuichimonji, Feathered Robe, all Djinn, Orb of Force, all GS1
events triggered, many GS1 only items, 999,999 Gold.

Gold Password 2

VVLP! gQ3Nv
yg5JV W!KWS
kUFVh KeCS=
dDqJq Yf5AX
a5=iR qFc4F

3hp4E 4f3h9
wtz?k AqLMH
r48gv Gbm5c
dRUBQ h?rZ8
s9KQX xC$im

ZtR$z +G7Gy
wK+L# nNebt
azrZ5 DX$?k
tazp7 x%P3=
dhFGb 3asJn

DAQLi L9U&q
5=3S9 D7Wd8
Jc3iN g7nSM
mctXr gx3vq
m#8!r +c$vq

DhB!H mF$MG
sLBSw QFW!v
VL3%Z Q7B5Y
VcGaZ gLe5Y
mRjar wB5v4

2uj!6 y4$U#

Silver Password 2

u&WR3 Q25p$
QPa9e #hN!!
q!eL% 8zFR=
3=T#T xJRBy
rrAQk 72CP=

Egreh AgKAi
i

Bronze Password 2

mPTqS EX#ED
$k=eq =

Level 31-32 team, all Djinn, Orb of Force, all GS1 events triggered, all GS1-
only items except Cocktail Dress, Battle Gloves, Ninja Hood, and Glittering
Tiara

I've used both passwords for my games, so I know they work.

Q: What's the purpose of the Bone?
A: Nothing now, but it might do something in the next Golden Sun...

Q: I transferred my data, but nothing is different in TLA! What's going on?
A: Nothing; Isaac's party is the one transferred and doesn't join you until
after Jupiter Lighthouse.

Q: Is there going to be a Golden Sun 3?
A: In my opinion, yes, for these simple reasons:
1. TLA's ending still didn't answer all the plot questions of the game; Alex
still has part of the power of Alchemy, and his whereabouts are unknown. (It's
likely that a third game would have him pursuing Isaac for the power of the
Mars Star)
2. Unless we're all missing something, the Bone's only imaginable purpose is to
be part of a sidequest in a third game. (The Laughing Fungus probably doesn't
count; its purpose is technically to give to the Naribwe shaman)
3. A third Golden Sun game might set new records in sales, and Camelot is
probably too smart to ignore this.
4. One other thing: people who facetiously use the fact that the thirD game
won't Actually be called "Golden Sun 3" or Something similar as an arguing
point (visitors of the TLA message board know wHo I'm talking about) are both
annoying and on the wrong track. A numbering system isn't used for the game
titles; I know this and am not stating that "Golden Sun 3" is coming. People
simply call it that BECAUSE IT'S THE THIRD GAME IN THE GOLDEN SUN SERIES. Make
sense? If anyone can give me the real name, I'd be glad to call it by that.
Anything involving "Book Two" or "Book Three" is also incorrect; this would
likely be displayed in the game's intro sequence, but unless it is displayed on
the game box (unlikely) it's not the real name.

Q: I can't find <Insert Djinni name here> on the world map! Where is it?
A: If my descriptions aren't precise enough, check out Puyodead's useful map.
(on GameFAQs, if you're reading my FAQ from somewhere else)

Q: How do I get Lift?
A: Isaac's party has it when you join up with him.

Q: My question isn't answered in here!
A: If you're ABSOLUTELY SURE it isn't answered anywhere in my FAQ (especially
the FAQ section, which has virtually every question I've been asked) E-mail me
at dpitch40@cs.com or, post your question on the GameFAQs message boards. If
you e-mail me, please put "Golden Sun" somewhere in the e-mail title.
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2. Walkthrough (Walkr)

a. The Beginning (Bginn)

Ages ago, or so the stories tell, the power of alchemy ruled over the world of
Weyard.

Alchemy wrought the base elements of humanity into thriving civilizations, like
lead into gold.

But in time, man's dreams gave birth to untold strife. Dreams of endless
riches, of eternal life, of dominion over all that lived... Dreams of conquest
and war.

These dreams would have torn the world apart if not for a few brave and wise
men, who sealed away the power of Alchemy deep in Mt. Aleph's Sol Sanctum.

Prologue from Book One

The town of Vale guarded the secret for many years, until Isaac and Jenna,
whose parents died in a storm 3 years before, disturbed the sanctum.

Saturos and Menardi, of the Mars clan, followed them into the sanctum. With
them traveled Jenna's brother, Felix, thought lost in that same tragic storm.

Saturos and Menardi stole the Elemental Stars, the keys to breaking the seal on
the power of alchemy, and kidnapped Jenna and the scholar Kraden.

If these four jewels were used to fire the elemental lighthouses, the seal on
Alchemy would be broken.

Isaac and Garet set out to stops Saturos, rescue their friends, and return the
Elemental Stars to their home in Sol Sanctum.

They banded together with a young Wind Adept named Ivan and pursued Saturos and
Menardi to Imil, a winter-locked town near Mercury Lighthouse.

There, they met the guardian of the lighthouse, a Water Adept named Mia. With
her, they pursued Saturos to the aerie high atop Mercury Lighthouse.

Isaac was too late to stop Saturos from lighting the beacon and escaping. Again
Isaac chased him, crossing Angara to the shores of the Karagol Sea.

Taking passage on a troubled ship, Isaac crossed the Karagol to Tolbi. He spoke
with Tolbi's leader, a strange man named Babi.

Babi entered Isaac in Colosso as a test of his powers. Isaac's Psynergy won
Colosso and earned him Babi's trust. Babi revealed a great secret to Isaac...

Thanks to a mystic draught from the lost land of Lemuria, Babi had lived for
150 years! He offered to help Isaac, who then headed deep into Gondowan.

In the town of Lalivero, Isaac learned that Saturos and Menardi had kidnapped a
young girl named Sheba, whom the needed within the lighthouse.

Isaac fought and defeated them atop the lighthouse, but he was too late-the
beacon had already been lit.

A great cataclysm followed. Sheba fell into the sea. Felix jumped in to save
her, but both were lost in the roiling waves. Jenna left the lighthouse to find
them, but to no avail...

Isaac went to Lalivero, where Babi asked him to find Lemuria and the remaining
lighthouses. He gave Isaac a Lemurian ship to make the journey for the lost
land.

The chapter of our story begins with Jenna, just before the beacon on Venus
Lighthouse is lit...

VENUS LIGHTHOUSE

Anyway, as the game begins, we see Felix, Jenna, and Kraden in Venus
Lighthouse. Felix Moves a statue onto a button, lowering a nearby forcefield,
then leaves. Jenna and Kraden now start talking (you'll see a lot of this in
both Golden Sun games). Jenna acts worried about Felix and wonders if she
should have stopped her brother from leaving. As she and Kraden begin to leave,
the ever-mysterious Water Adept Alex appears. Alex offends Jenna by acting
surprised that she is concerned about her brother. Jenna asks Alex why he wants
the lighthouses to be lit. Apparently, he and Kraden want to light the
lighthouses for the same reason-to resurrect the glorious lost age of men.
After this, everyone walks into Jenna (yes, into; you'll see a lot of this in
Golden Sun games, too) and she crosses where the forcefield was. To prevent you
from following Felix, it reactivates. If you played Golden Sun, you'll know
that walking into the field causes you to get hurt, so stay out of it. Go down
the stairway nearby. Not much to do here. You'll see a Carry puzzle (solved by
Isaac and co.). Just go through the next door. There are two paths you can take
in the next room. Don't bother with the stairs, just go through the doorway.
Before going through the bottom door here, go through the right hand door. Jump
across the scattered platforms and up the stairs on the other side. Take the
Herb in the chest and head back across to the other side of the platform room.
Go down the bottom doorway here and around the long pillar. Head through the
door, down the hall, and exit the Lighthouse through the next door.

Notice the birds flying around. :) As you continue down, you're surrounded by
guards and ruffians. They sound mad about Sheba being kidnapped and demand her
back. To fight you, they also send for reinforcements. Alex steps in to fight
them for you. He sends two of the soldiers flying with a water geyser and
scares away everyone else, disappearing with them. After a moment, you regain
control. Head to the left out of the area and keep going west. On the way,
you'll meet a loose Ruffian. He is feeling braver now that Alex is gone and
fights you. Dispatch him with Jenna's Fume Psynergy and continue on to Suhalla
Gate.

SUHALLA GATE

After climbing some stairs, beat another Ruffian. Climb down the vine up ahead
and approach the cave to the right. You'll have to fight 3 more Ruffians first.
Get them with Jenna's Flare Psynergy, which can target all of them. In the
cave, you can use the nearby Psynergy Stone to replenish your Psynergy. You'll
have to fight a Punch Ant first (beat it with your Fume Psynergy). Now, exit
the cave.

IDEJEMA

You'll see a Lemurian ship wrecked on the shore. Kraden somehow jumps into it
briefly. Apparently, the "thingie" that makes the ship move is missing. Soon,
Alex appears, as planned. They all notice that Venus Lighthouse still hasn't
been lit (Isaac and co. are battling the Fusion Dragon now). Soon, however, it
is lit, causing the ground to shake. The tremors tear the Suhalla Ridge in
half, detaching Idejema (where you are) from Gondowan! The whole island seems
to be floating, as it begins to drift away from the mainland.

You soon see Jenna and Kraden lying stunned. Kraden offers the first funny
quote of the game: "I'm hungry." How can he be thinking about food now!? In the
final scene of the first game, Alex appears again and leads Jenna and Kraden to
Felix and Sheba! And they're even alive! Sheba wakes up and tells everyone what
happened on top of Venus Lighthouse. Soon, Felix wakes up. Everyone sees a new
continent (Indra) and thinks they're saved, but Idejema misses the continent!
Even worse, a huge tidal wave spanning the horizon (probably caused by the
earthquake) wells up not far ahead. It strikes the island, knocking everyone
down. After you (now Felix) wake up, say you'll check yourself for injuries if
you want a laugh. Go around the island and wake everyone up, except Alex, who
has disappeared. You find out that the tidal wave pushed you back to Indra!
After more talking, exit the peninsula and head south to your first town,
Daila.

b. Daila to Kandorean Temple (Daikt)

DAILA

There isn't really much to do in Daila at the moment. Stock up on new weapons
and armor with your money (beat monsters for more money) and talk to the
villagers to learn about various Indra locations (read their minds for more
information). And finally, get acquainted with the various parts of a typical
Golden Sun town. Once you're ready, exit through the south exit. You'll soon
meet up with a Venus Djinn calling itself Echo. It will give you a basic
tutorial on how to use Djinn and then join your party (and become your "pal")!
You can go to the Kandorean Temple now, but you may want to train your party up
a few levels first. Anyway, once you think your party is strong enough (and you
have the latest weapons and armor), head to the Kandorean Temple (it looks like
3 towers; you need to go across some rivers to reach the temple, which is south
of Daila).

KANDOREAN TEMPLE

Once you get there, you find that the front door is locked! You'll have to take
the secret entrance. Go around to the left and up the side of the temple wall.
Notice the leaves covering a hole on the wall here. Have Sheba cast Whirlwind
on the leaves to blow them away, revealing a staircase leading to an
underground cavern. Go through the cavern and climb up the rope. You're in a
well! Once you emerge from the well, you'll be inside the walls. Now, enter the
central tower. You'll see some monks in training practicing levitation
(unsuccessfully), overseen by the head monk, who is on an unreachable platform.
The only way up seems to be to climb a rope, but the rope lies untied. If you
want to reach the other room, you'll have to enter the Temple through the door
ahead.

This temple is apparently a training ground for the monks here. If you want to
get a new Psynergy, you'll have to pass the test. First take the path leading
north from the entrance. Save before opening the treasure chest here; it's
really a Mimic. Use your attacks, Djinni, and Psynergy to defeat it and get a
Game Ticket. Now, go and take the left path (the right one is a dead end).
There is really only one way to go here, so make your way to the staircase. You
will be in an area covered in pillars you must jump across like in Venus
Lighthouse. If you try to jump from the platform you start on, you'll get
nowhere. Climb down the ladder and make your way through the pillars. Climb the
opposite ladder. Go down to the south end of the platform and jump across the
pillars to the door. You will soon come across a fork in a room with the sound
of running water echoing through the cavern. The right path is once again a
dead end, so you should take the left one. Head down the stairs to reach a room
with the large river you heard in the above room. You can't cross the river
yet. Head down to the bottom of the room and cross here. Head up through an
opening on the right side of the river and make your way through the rushing
water and rocks. Once you can reach the upper right side of the room, get onto
land and go down and right to the door.

You'll meet up with your first real puzzle. Two circular platforms are
periodically raised into the air by water geysers. Unfortunately, neither goes
high enough to go anywhere. To make the platforms go higher, push the provided
pillar onto one of the platforms to concentrate the water on the other one. Get
onto it to be taken up to the level with the pits. First, take the right hand
platform up. Hop off and open the nearby treasure chest. You'll find the
Mysterious Card, the first of 3 items on of your party members can equip to
permanently change his or her class. You probably don't want to equip it yet,
though. Now, go back to the geyser room and push the pillar onto the platform
you just used. Take the other one up, hop off it, and climb the ladder to the
left. Head beck to the right and walk across the rope (don't worry-Felix,
Jenna, and Sheba are all licensed tightrope walkers escaped from the circus).
Get off this rope, but don't get on the second one yet. Go between the rocks
above you and go to the right. Use Move to push the pillar across the chasm and
jump across. Push the pillar the rest of the way, in front of the air jet. Now,
go back and walk across the other rope, safe from being blown off. Don't climb
down the ladder here-keep going along the walkway. Hop across the ledges here
and climb down the other ladder. Go through the doorway at the bottom of the
room. You'll see a Mercury Djinni near the door, but you can't get it yet, so
keep going. Climb the ladder and 2 sets of stairs. Go around the large pillar
here and climb the ladder. The sign here says that to cool the rock, you must
empty your soul... But you don't need to do that. Just use Move to move the
rock out of the way. Before you go too far up the hallway, save and equip the
Mysterious Card to Sheba to give her the Juggle Psynergy. Now, keep going up
the hallway and you'll meet your first Boss.

BOSS BATTLE: CHESTBEATERS

These big blue apes are not all that hard. They are weak to fire Psynergy. Have
Jenna use Flare or Flare Wall, Sheba use Juggle, and Felix heal as necessary.
This battle should only take a few turns; the Chestbeaters have only about 150
HP. After you defeat them, climb the ladder they were guarding and go down the
winding hallway. After you go through the next door, you'll be in a torchlit
room. This happens to be the room Master Poi uses to go between the two
platforms in the temple lobby! You will meet with Poi, who is amazed to find
that someone not his own student made it through his challenge. He is now
compelled to give you a sacred artifact that allows you to tie the ropes you
have seen throughout the temple. He uses the Psynergy, called Lash, to give you
access to the Lash Pebble. Equip it to any party member you want. You may want
to exit, but first go back into the temple. Return to the Mercury Djinni you
couldn't reach before. Use your new Psynergy on the coiled rope to tie it to
the post. Climb the rope and engage in battle with the Djinni, Fog. Use your
strongest Psynergy and heal if necessary; the Djinni is stronger than a
Chestbeater. After you get the Djinni (you may want to keep it on standby to
avoid messing up your classes), exit the temple and return to Daila. To get
out, return to the room where you got Lash and exit through the door in the
southwest part of the room. You'll be on a ledge the master used; slide down
the triangular ramp to get to the exit.

DAILA

Heal your party here and buy better weapons if you wish. After you're ready,
exit Daila and head east to the Shrine of the Sea God.

c. Shrine of the Sea God and Dehkan Plateau (Shrdp)

SHRINE OF THE SEA GOD

As you enter this cave, you'll see two young boys (Riki and Tavi) on opposite
cliffs. Tavi was washed away from his friend by the tidal wave that knocked
Idejema into Indra. Go up to the rope Riki was unsuccessfully trying to throw
and use Lash to save Tavi. Riki will come back. Overjoyed, they both talk about
catching a strange creature. They say that it is too fast for them to catch and
can fly... They instead go to Daila to eat, though. Shimmy across the rope and
through the door. Head across the two wood bridges here. You'll notice that the
next one looks cracked... And that looks like a Jupiter Djinni there! As you
try to cross the bridge, it breaks. Climb the ladder to the Djinni, who flies
away. Chase it and it flies away again. Chase it down a long hallway and down
some stairs. It seems to have forgotten to fly here; its footprints show you
which way to go.  You'll soon see a choice of 3 staircases. Take the left or
right one and head across the bridge. You'll see the Djinni escaping under you!
Go back down and up the bottom stairs. Climb down the ladder and follow the
Djinni. You'll chase it to a raised loop. No matter how much you chase it, it
keeps ahead of you. To cut off its escape, push the lit torch into the gap in
the path. Once you catch it, standby Echo and Fog and prepare for battle. Have
Jenna attack with Fume and Felix and Sheba use Summons the first turn.
Following that, have Felix use Cure to heal and Sheba and Jenna attack the
Djinni until it is felled. Once you defeat it, Breath will join your party!
There is nothing else you can do here now, do use Retreat and exit. From the
cave leading to the Shrine, go back to Daila and head south to a fork. Take the
east path and follow it until you reach Dehkan Plateau.

DEHKAN PLATEAU

After climbing some stairs, you'll see some holes and cracks. You can't get
past them; instead, just fall through. In this cavern, go through the door at
the bottom and take the useful Full Metal Vest from the chest. Equip this
powerful armor to whoever you want. Go back through the door and up the stairs
to reach the other side of the holes. Now, walk right and hop across the pillar
to get an Elixir. Notice how the pillar cracks the first time you step on it
and crumbles the second time. Now hop across the other two pillars to the other
side. Notice the strange pillar here. You can't do anything with it yet, so
just go south and around the bend in the path. You can hop across the holes
here, but first fall down the open crack at the top of all the holes. You'll
land next to a chest containing a Mint, which raises one party member's agility
permanently. Use it on your slowest character (probably Felix). Now slide down
the slope, climb the vine, and go though the door. Climb the nearby stairs and
push the pillar down. Hop across it to emerge just below the hole formation. Go
all the way across it now and take the north exit.

You'll now face a small puzzle to get your first Artifact Weapon. Hop across
the pillar here to reach a fork platform. Take the upper pillar and hop to the
pillar on the right. Hop back and on the pillar again to make it crumble. Climb
the vine behind it and open the chest to receive Themis' Axe. Since Felix is
the only one who can equip it, give it to him; it is a powerful weapon. Now,
exit the area and reenter. Hop across the first pillar and take the lower path.
Go up as far as you can and hop across some more pillars to the other side of
the puzzle. As you take the long, winding path to some more cracks, notice how
all the strange pillars seem to block shortcuts. Don't worry, you'll be able to
remove them soon. You can go across the next few cracks, but there is nothing
beyond. Fall down a crack and take the path until you emerge above ground
again. Up ahead, you'll see a Mars Djinni! As you chase it, it will fall down a
hole and crack the only safe path. Follow it by falling down through and
exiting the room you fall into. Go south here and climb the vine. Before you
exit the area, push the pillar above the exit into the valley to create a
shortcut to where you are. Now, go to the next area.

You can go down the vine below, but you'll have to solve some puzzles for a
Nut. Don't go there yet. Jump across the gaps in the rickety bridge. On the
other side, the Djinni will use a new Psynergy, Pound, to pound one of the
shortcut pillars into the ground! Go south and fall through a crack. Climb the
stairs and return across the bridge, climbing down the vine at the other end.
Walk across the two tightropes and push the first vine-covered pillar you see
to the right. Climb it and jump onto the plateau, then Lash a rope. Climb it
and take the Nut, then go back down and push the other pillar off the ledge.
Climb down it and follow the canyon path to a tall vine. Climb this one and
you'll be on the other side of the crack you saw before. Go across it and
follow the Djinni east to the next area. It will jump across a pillar,
preventing you from following that way. Climb down the vine instead and push
the vine-covered pillar to the right. Climb up it and jump to solid ground,
then onto some more crumbly pillars. Jump to the far one, then back to the near
one to crumble it. Go around the loop and move the normal pillar as far left as
it will go. Climb up it and jump on the other pillar to crumble it. Climb up
the vine behind the crumbled pillar and push the pillar here off the plateau.
Go back down and Move it as far left as you can.

Get back up on the plateau and jump across. Go down the stairs the Mars Djinni
went down. Go through the only door to emerge in an underground room filled
with cracks and the Djinni. If you try to approach it, it Pounds you down
through the hole. Instead, go across the cracks to the lower right door. Go up
some more stairs to be above ground. Fall down the right hand hole to the left
of the stairs to land right on the Djinni! It runs way, dropping a strange
cube. No, it isn't floating, it's just above you. Go around the cracked floor
and pick it up to find that it's the Pound Cube. Exit through the top right
stairs and go through the door. You'll find the Djinni here, but don't go to it
yet. Pound down the pillar behind it to cut off its escape, then battle it.
After you beat the Mars Djinni Cannon, it joins your party. Climb the vines on
the right side of the room and go through a door and up some stairs. You'll be
on top of a new area. Go down two flights on stairs and up one on the left.
Push the pillar onto the indentation to open another shortcut. Now, go down
some more stairs to exit the plateau. On the world map, you can see a ship like
the one you sailed off on at the end of Golden Sun! It is beached and unable to
move, so just leave it for now. Keep going west until you reach a cave.

d. Indra Cavern to Garoh (Incmd)

INDRA CAVERN

There is not much to do in this cave, but what you do is important. Go up and
you'll see a strange tablet on a platform. Use Move to slide the pillar one
space to the right and Lash the rope to the post. Climb the rope and hop across
the pillar to the platform. As you examine the tablet, strange runes pop out
and fly into Felix! You can now Summon your first Combo Summon, Zagan! You need
1 Mars and 1 Venus Djinni on standby to use it. Keep heading along the road and
you'll come to a town south of Indra Cavern, Madra. Before you enter it, walk
around in the large forest west of Madra. Soon, you'll encounter your second
Venus Djinni in a random battle. When you beat Iron, it will join your party.
If you Set it to Felix, his class changes to Knight! Now, enter Madra.

MADRA

As you look around Madra, you learn that the people here are still on alert
from a recent attack by people called the Champa, led by a pirate called
Briggs. Apparently, they believe the person who came on the boat you saw
earlier was a Champa, and locked him up. Enter the jail in the southwestern
part of the city and you'll find that the man's name is Piers. As Piers insists
he is not a Champa, one of the two men guarding his cell starts taunting him,
causing Piers to use some Psynergy! This scares the man and his partner away.
If you read Piers' mind, he'll sense it; he must be an adept! As you exit the
prison, a rich lady comes up. After some talking, she gives you permission to
cross Madra Drawbridge and enter Osenia. Before you leave, buy all the latest
weapons and armor, and sell your obsolete ones. Also, enter the Inn, climb the
stairs, and exit through the top floor. Jump across the awnings on the shops
and open the treasure chest to get the Nurse's Cap. Now, go to the outskirts of
town (outside the gate) and go around to the right. You'll soon see a ladder
behind some trees and gravestones. Climb down the ladder to be in an
underground cavern.

MADRA CATACOMBS

!!!IMPORTANT NOTE!!!
ATTENTION: MAKE SURE YOU GET THE TREMOR BIT IN THE NEXT PARAGRAPH TO SAVE
YOURSELF A LOT OF TIME!!!
!!!IMPORTANT NOTE!!!

Take the upper door here. Go around through the tunnel and through the next
door. You'll see what looks like the ruins of a house. Go through the "door"
and climb the vine. Up ahead, Move the pillar into the pit and walk across.
Climb down the vine at the end of the ledge and enter the doorway. Go through
some more doors and stairs until you reach a chest, which contains the Tremor
Bit! Now, Retreat out of the catacombs and exit Madra. Walk northeast until you
reach Madra Drawbridge.

MADRA DRAWBRIDGE

Because you met the rich lady, the soldiers allow you to pass. Keep going until
you reach Osenia Cliffs.

OSENIA CLIFFS

Before you cross through, jump across the wreckage (of a Champa ship; maybe
Piers really is innocent) to reach a chest containing the powerful Pirate's
Sword. Now, go back to the shore and climb up the vines, crossing over to
Osenia. Keep heading down the path until you reach Mikasalla (you can enter the
Yampi Desert now, but you have business elsewhere in Osenia).

MIKASALLA

Once you reach Mikasalla, do the usual: stock up on new items, heal your party,
and find the Lucky Pepper in the Inn. Once you're ready, exit Mikasalla and
head north. Then, go east until you reach a dark green patch of grass (there
should be a cave northeast of the patch, but you can't do anything there yet).
Search the lower part of the patch (near the triangular forest) here until a
new Mercury Djinni appears! Defeat Sour to have it join your party. Sour is
somewhat harder to find than Iron was, but keep looking until you find it. Now,
go back to Mikasalla and head east. Take the southern path at the fork and
cross some more rivers to reach the next town, Garoh.

GAROH

Go up the slopes here and notice two things. As you go up, you're forced to
push pillars that block the way back (don't worry, you'll be able to get back
out). Also, it seems to get darker as you go on. One you reach a long path, you
see a small, strangely wolf-like boy come up near a pond and howl, scaring
Sheba! Could he be a werewolf? Kraden seems excited to find a real werewolf (or
lycanthrope as he calls the boy) and wants to continue on to the town. As you
enter the town, more strange things happen. Everyone outside is wearing long
cloaks with hoods, saying they don't like the full moon (read their minds to
find that they CAN'T take their hoods off; that sounds like werewolves). Also,
the shops aren't selling anything useful now. All you can do is rest at the Inn
and talk to the townspeople to find about a mountain called Air's Rock north of
Garoh. Last, if you go to the northeast part of the town, a full-grown werewolf
comes out of a seemingly featureless rock using a new Psynergy! Now, exit Garoh
and head northeast until you reach a bridge. Cross the bridge and go west until
you reach a mountain in the middle of the desert.

e. Air's Rock (Arsrk)

AIR'S ROCK

You hear the cool music here? Well, you'd better like it, because you'll be
hearing it for all of the longest, most tedious dungeon in the game. You'll be
spending hours traversing the surrounding area, rocky side, and interior of
this mountain. Anyway, notice the strange rock up ahead. I call them "whirlwind
stones", for a reason you can find out now. Cast Whirlwind on the stone from
below to magnify the whirlwind and shoot it at a nearby sand barrier, blowing
it away. Go through the clear area and west to another stone. Cast Whirlwind
from above to dissolve another barrier. You can't reach the open area yet. Go
north to the top of the ground area. You'll see a large, pink Whirlwind-shaped
stone behind some rocks. If you want some experience, coins, and a Lucky Medal,
battle the Mimic here. Go down and around the U-turn. You can go up the stone
ladder north of here, but it leads to a dead end. Keep heading east to the
northeast corner of the area and cast Whirlwind on the stone from the right.
This clears a sand wall blocking a powerful weapon, but you can't reach it yet.
Go straight down to the southeast corner of the area and again cast Whirlwind
to the right. Go north, west, and south, around the rock grouping to where the
sand wall was. Beyond it is another whirlwind stone. Cast Whirlwind on it from
the bottom twice to clear away two sand barriers. Return to where the first
barrier you blew away was and go east. Turn north at the fork and take the
Cookie from the chest. Now go south and west to the first whirlwind stone. Cast
Whirlwind from the right and go around to the entrance. Go through the cleared
wall and down through a corridor to another fork. Go down and take the Smoke
Bomb from the chest, then go north and cast Whirlwind on the stone from the
bottom. Go around to the north side of the stone and go through this corridor.
Follow the path and you'll be at the pink whirlwind stone. Cast Whirlwind on
the stone to clear away the sand on the stone ladder. Climb up it to reach the
first cliff area.

Walk over to the left and climb up the ladder. Take the left of two ladders and
drop down the slope on the top. The whirlwind tiki statue will blow you to
another ledge. Drop down the next two slopes and let another statue blow you.
Once you stop, push the pillar to the left over the ledge to create a shortcut.
Now, go to the right and push another pillar. Walk across the pillar in the pit
and climb down the ladder up ahead. You can now take the item in the chest you
opened up earlier, which contains the powerful Storm Brand (equip it to Felix).
Climb back up the ladder and then take the left of two ladders. Climb down the
other ladder to a ledge, where you'll be blown by another statue. Climb the
ladders above you to be right next to a pillar getting hammered by a tiki
statue. Push it get down and get blown by the statue. Climb up the long ladder
and then start climbing another one. Carefully time when you climb so you don't
get blown off the ledge as you make your way to the top. Slide down the
indentation and push the pillar to the right. Climb down the ladder and walk
across the statue (when it isn't shooting air) and get the Sleep Bomb. Let the
statue blow you back up and walk right to the next area.

Climb the ladder here and don't get off at the first fork. Keep climbing and
get off on the next landing. Move the left of two pillars to the left and climb
back down to the landing you passed earlier. Slide down the slope to the right
and let the statue in the ground blow you up higher. Walk over to the left and
Move the other pillar to the left. Jump to the space you created. Slide down
the slope and let the statue you land on blow you up high. Climb up the stone
blocks to the left and get off on the ledge. Climb up the next ladder to a
misty area with another pink whirlwind statue. You can't reach it from here,
though, so just Move the pillar into the pit onto the metal plate. Go back down
to the right of where the statue blew you upward and slide down two
indentations. Walk to the left and climb to the top of the ladder (get off on a
ledge below the one you were one before). Climb up the ladder to the west here
to be on a ledge just below the one with the whirlwind statue.  First, climb
the ladder and cast Whirlwind on the statue to clear away the mist. Now go back
and take the alternate route back up here (where you cast Move) and climb the
ladder above you. At the top, you'll find the powerful Fujin Shield. Return to
the other side of the once-mist area and climb the ladder there. You're now on
the summit of Air's Rock (finally). Cast Whirlwind on the statue here to open a
hole on the top of the mountain leading inside! Climb down the ladder and
enter.

If your party is running low on PP, take the Psynergy Stone here. Go around the
path here and climb down the ladder. You'll see a gray tiki statue and a huge
statue with its mouth closed. You can't do anything here yet, so just go around
the ledge and to the next door. You will be in the main cavern of Air's Rock,
with two doors to choose from. Take the left one first and climb down the
ladder. Push the pillar onto the pad and return to the main cavern. Go through
the other door you could choose from. Follow the only path until you reach a
ladder. Climb down it to reach an interesting puzzle. There are 3 normal
pillars in two "zones" and 4 Poundable pillars. Only 2 of the pillars can be up
at once. Anyway, here is the solution. Push the pillar on the right onto the
Poundable pillar (Pound it down first). Don't bother changing the left set of
Poundable pillars, but push one pillar to the top right of the pushable "zone"
and the other right below it. Now, climb back up and hop across. Go down and
across the floating platform to another whirlwind stone. Use it to blow away
some sand. Return to the pillars and go through the way the sand was blocking
to... another whirlwind stone! Cast Whirlwind on it from the top to blow away
another sand barrier. Go through where this barrier was and down the ladder at
the end of the hallway. Push the pillar here all the way left, onto the pad.
Climb back up and backtrack to near where you entered the room. Jump over the
platform and to a new ledge, from which you can reach some stairs.

You'll see a pushable "zone" here without a pillar; don't worry, you'll get one
there later. Head up and climb down the ladder, go right, and climb up the next
ladder. Go right again to the doorway and up. You'll see an air jet being
blocked by a pillar. Push the pillar out from the jet to make another jet
disappear. Go through the area the jet was blocking and then up and around to
another pillar and air jet. Move the pillar to the right from across the gap
and go through the area previously guarded by the air jet. Move the pillar back
to where it was at first from across the disappeared steam jet. Now climb the
ladder and hop across the pillar. Go down and down the ladder. Push the pillar
here onto the pad and climb the other ladder. Go down and around and push the
next pillar onto the pad to relocate another air jet. Go back and jump across
the other pillar you pushed onto the pad and go down. Slide down the slope,
climb the ladder to the left, and go through the rocks that were inaccessible
before. Now, go through the next door.

All you can do here is jump across some platforms (floating and non) and enter
the next door. Go up and down the ladder to another whirlwind stone. Use it to
the left to turn a huge spinning device. Climb back up and jump across it, then
climb down and up the two ladders. Take the north path first and push the
pillar here onto the pad to make yet another shortcut. Go back and take the
west path, which curves up and around to another whirlwind stone. Blow the
spinner back to its original position and go to the platform just before the
pillar you pushed. Jump across the spinner, walk over the rope, and go to the
next staircase. You can go around and grab the Elixir here if you wish, but
then go back and take the long hallway north. Climb down and go across the
floating platforms. Hop across several more platforms until you reach a ladder
which you should climb. Hop across the nearby gap and use the whirlwind stone
to blow the spinner above. Go north and hop across it, then go around the
northeast side of the room and blow it back to its original position. Climb
back up and hop across (too... much... hopping...). Don't slide down the slope
to the left; hop across the pillar and shimmy over the rope. Go through the
hallway ahead, hopping over some long pits, until you reach a door to the next
room.

Hop across the gap here in the main cavern and climb all the way to the ground.
Go down the stairs here to emerge in a rough underground cavern unlike the
carved out ones above. A huge Psynergy stone, the center of Air's Rock's wind
power, is in the center of this room. Examine it if your party is running low
on Psynergy and keep going around the room to the next stairs. You'll emerge in
the center of the main cavern. You'll see 3 paths of floating platforms. Go
down the rightmost one and through the doorway at the bottom of the cavern.
You'll emerge... outside! On the side of Air's Rock! To open up a handy
shortcut, push the pillar to your left onto the metal pad. Now, go through the
door and beck into the rock. Hop across either of the other floating platform
paths and you'll be near a pink whirlwind statue. Use Whirlwind on it to
activate the huge tiki head and all the small ones in the room! Now, stand on
the tiki statue just below you to be blown all the way up to the top floor.
You'll be on a platform you couldn't reach before. Cast Whirlwind on the pink
statue just above you to activate the rest of the statues. Move the pillars on
your left and right onto the pads and hop over to the bottom right to find a
Vial. Now go down the stairs you took the first time to reemerge in the top of
the main cavern.

Now that the statues are activated, go to the right into the doorway; it's time
to get a Combo Tablet. Go southeast to the pillar you pushed earlier. Hop
across it and go northwest down the stairs. In here, go up, down and up the
ladders, and north to another blocked air jet. You know how unblock it; do so
and go down to the other side of some rocks and a ladder you climbed. Push the
seemingly useless pillar one space to the right and then go up. Hop across the
padded pillar here, go down and up the two ladders, and up to the tiki statue.
Let it blow you across the gap and walk down to the whirlwind stone. Fire a
gust of air straight down. The gust catches the pillar and blows it to a better
spot. Return to where you entered the room and push the pillar to the right
into the gap. Hop across it and go up to find... the Flora Combo Tablet! Now,
go back to the main cavern. Go through the door to the far left again. Now that
the tiki statues are activated, stand in front of the one nearby to have it
blow you across the gap. Hop to the right across the pillar you pushed earlier.
Soon, you'll find a tiki head on a pushing "zone" push it all the way to the
top and let it blow you to the Clarity Circlet (equip this to Sheba). Slide
down and return to the statue. Push it 5 squares down and let it blow you
again. Through the doorway below, push the pillar onto the brown pad and go up
and left, around to a series of platforms. Jump over to a pillar blocking an
air jet. Move it left onto the pad. Now go back to the other side of this
disappeared air jet and go down the stairs.

Go right and shimmy across the ropes and up the ladder. Climb across one more
rope and down to the stairs. Go around to the left and use the whirlwind stone
to the south and east to blow a tiki head to a good position and blow away a
sand wall. Go over to where the sand wall was, climb down the ladder, and go
south to the other ladder. Let the repositioned statue blow you to a chest
containing (uh-oh) 666 coins. Slide down from the evil chest and go down to two
ladders. Climb the right one and, before you take the stairs, keep going up and
push the pillar down. Return to the stairs and use them. You're almost there!
You will have a choice of two paths here. The main one has a whirlwind-spitting
statue at the other end, preventing you from getting up. Take the left path
(and the Vial) and at the north side of the room, Move the statue behind a
rock. Return to the path you couldn't take before and go up it to the next
stairway. Go over to the door and enter the main cavern one last time. Climb
down the ladder and let the statue blow you to the other side. Climb the long
ladder here and hop across the floating platforms to a strange door.

Enter the door to emerge in a wall-less room with a pink flashing floor. Jump
across the platforms straight ahead of you. Don't worry about how they
disappear; you'll be able to get back. As you approach the stone on the
platform here, it tells Sheba to touch it. Doing so, she learns the Reveal
Psynergy! Don't you wish someone could have just given it to you like in Golden
Sun? Anyway, take either the left or right platform path from the large place
you got Reveal. Use Reveal on either ring of platforms (remember the shape the
platforms make) to find a hidden platform. The left path leads to a Psy Crystal
and the right leads to the exit. Once you leave the room, Retreat your way to
the beginning of Air's Rock and exit, returning to Garoh.

f. Garoh revisited to Osenia Cavern (Garal)

GAROH

Now, return to the northeast corner of the town. You'll see the werewolf pop
out of the rock. Use Reveal to find a hidden doorway and repeat his trick. Soon
after you enter the cavern, the werewolf child appears briefly. Follow him into
the catacombs. Soon, you'll emerge in a room with a strange rock in its center.
As your party prepares to search this room to find where the child went, the
adult werewolf comes out and speaks! The werewolf introduced himself as Maha.
He deduces that you know Whirlwind and learned Reveal at Air's Rock-how did he
know? Maha tells you about how werewolves were once slaughtered in
"purification" and sends you to the inn to rest. You don't get healed though;
that's what you get spending the night for free. Exit the inn (it's morning
now!) and return to Maha to finish your conversation with him. Kraden
accidentally insults Maha by telling him he thinks it's unusual for werewolves
to change their shapes. Maha gives you some examples of how other animals
change their shape and insults Kraden about not giving it enough thought. They
talk about Adepts and how Felix and Jenna came from the base of Mt. Aleph,
which is legendary to Garoh. They discuss how the Psynergy Stone in the heart
of Air's Rock is giving the people of Garoh their powers. After some pacing,
Maha gives you a Jupiter Djinni (Ether) for your help with his mysteries!
Before you leave, try using Reveal and going into the rock Maha came out of for
a laugh. Is that really where he lives!? Before you go, explore the catacombs
linking Garoh's houses to find a new sword and buy some items from the shops.
Now, leave Garoh and go to Yampi Desert (you probably saw it just after Osenia
Cliffs).

YAMPI DESERT

All you can do in the first area is Pound down a pillar in the lower right
corner to find a chest containing the Guardian Ring. In the next area, you'll
encounter a weary band of adventurers trying to get to Alhafra. You can't help
them yet. Go on to the next area. You should see a pillar blocking a path
through two plateaus here. Pound it down and go through and right. After you
pass two Poundable pillars next to each other (don't Pound them), you'll see
another blocking pillar. Pound it down and go northwest from it. Pound a pillar
at the foot of a cliff to uncover a ladder. Climb it and jump your way to the
lower right plateau. Here you'll find a new Jupiter Djinni, Blitz. Beat it to
make it join you. Now go back to the ground level, southeast of the Blitz
plateau. Slide down the slope and continue to the next area. If your party is
running low on PP, take the Psynergy Stone here and then Pound the middle of 3
pillars to uncover a ladder. Climb it and go on to the next area. Here, a shape
is moving around under the sand. Pound down the only standing pillar to divert
its fixed course. The shape jumps out of the sand, revealing itself to be a
giant scorpion, and scuttles on to the next area. Obviously you should follow
it. Before you do anything else, set Pound to L or R; you'll need timing for
the next two areas. Use Pound on the lone pillar in this area when the scorpion
is northeast of the pillar, near the top of the screen (keep in mind the
scorpion keeps moving when the first is Pounding the pillar down). This should
make it move on to the next area. If not, exit the area and try again. In the
next area, Pound the right hand pillar when the scorpion is northwest of it,
before he turns south. This should make him go up to a sandy pool. Before
following, Standby your Djinn and prepare for a boss battle.0 When you step on
it, the scorpion pops out and uses a new Psynergy, Scoop, to make you both drop
down to an underground cavern.

BOSS BATTLE: KING SCORPION

The KS is the first of a long line of "joke bosses". Although he has over 1000
HP, the King Scorpion's attacks are ridiculously weak, doing only about 10
damage per hit. Just Summon your strongest creatures and then attack him with
Psynergy, healing when necessary. Once you beat him, pick up the stone he
drops. It's the Scoop Gem! Try it out on the sandy spot you landed on to
uncover a geyser that takes you back to the surface. Return to where the
stranded adventurers are and go south. You should soon see another sandy patch
that you can Scoop. When you Scoop it, you'll uncover an underground cavern.
Follow it to emerge east of the travelers, near an oasis. Climb up and down the
ladder until the travelers notice you and follow your tracks to the hole. Go up
from here to the next area. Scoop the lower right patch of sand in the middle
of rock to find 315 coins, then go through the doorway to another cave. This
cave is filled with sandy rivers flowing around. It should not be too hard to
get the Hard Nut and Blow Mace (you need to use Pound from a square away from
the pillar, not right next to it) in here. Once you're ready, go down the
ladder and out of the cave. You will now be in an outdoor area filled with sand
waterfalls. Let the first one carry you to the ground and use reveal on the  3
by 3 patch of rocks. They form an arrow pointing to a cave you cannot reach
until the end of the game. Keep going on through the valleys to reach another
square. Reveal this one to find a chest with a Lucky Medal. Climb up the ladder
beyond this and make your way past two sand waterfalls. Keep going on the pink
cliff to a rope. Lash it to the other post and climb up it. Fall down the right
side of the nearby sand waterfall to land on a rock. Get off the waterfall on
the right side and take the class-changing Trainer's Whip from the chest.
Return to the ladder near the Lucky Medal chest, go past the two waterfalls,
and climb the ladder. Go to the right side of the first waterfall you crossed,
go over the first fall on it, and get off the right side. Now simply walk to
the northeast and exit the desert. Alhafra is visible from the exit of the
desert.

ALHAFRA

As you go north to the statue in this large town, you'll see the band of
travelers you met in the Desert reaching their destination. They soon walk off
to see the mayor of Alhafra and talk about the menace of Briggs. As they walk
off, you'll notice a suspicious character lurking behind some trees. If you
talk to him, his suspicious behavior and running off make it obvious he's one
of Briggs' lackeys! Go north and buy the latest gear, then go down the stairs
to the east and head over to the shipyard.

EASTERN ALHAFRA

As you get on board Alhafra's only ship, it's obvious that the tidal wave
severely damaged it. Some more of Briggs' lackeys are here, observing the
damage. You can't do anything here yet, so go down below decks. As you walk
down a long hallway, standby all your Djinn. Soon, you'll see a sea fighter
talking with Briggs himself! The sea fighter and Briggs are discussing the
mayor of Madra's arrival and how Briggs and his crew aren't really pirates,
just people trying to save their hometown of Champa from starvation. They also
talk about how they steal from only the non-risky towns that are not on alert
for their arrival, to ensure their success and prevent people from coming after
them. After the sea fighter makes a comment about Briggs "having brains coming
out of his ears", Jenna gives you away by saying that there's nothing smart
about that. Sheba and Jenna try to tell Briggs to come with them and tell the
mayors that Piers is innocent, but you instead get into a fight.

BOSS BATTLE: BRIGGS AND SEA FIGHTERS

Once again, you'll be battling up to 3 enemies. Concentrate all your Summons,
Psynergy, and attacks on Briggs. If you try felling Sea Fighters, Briggs will
just whistle for more. Just keep your party well healed and concentrate on
Briggs. After Briggs is gone, the remaining Sea Fighters will be easy. After
you defeat Briggs, he'll drop a Vial. Briggs, always the gentleman, asks you to
turn him in. Jenna says that he first has to say that Piers is innocent, and
Briggs mainly agrees. Soon, a strange woman comes and asks you to forgive
Briggs and his men. She says that she is Chaucha, Briggs' wife. Briggs tells
you to leave his wife out of this (she is no pirate) and Chaucha once again
says that Briggs is stealing to help Champa. Lately, the sea that the Champa
had depending on started warming up, causing the fish to disappear. Their soil
is also barren, preventing crops from growing. Sad... After everyone laments
the Champa's plight, Kraden tells you that it is very far away, on the other
side of the eastern sea. Briggs explains that they had to steal from far away
towns, or else it would be obvious who the pirates were. Then no one would
forgive Briggs, not even his... grandmother!? How old is she?? Then, the two
mayors and their entourage appear at the stairs. The mayor of Alhafra is
shocked that Briggs and his men really are pirates, and the mayor of Madra is
insulted that the other mayor would not take his word. After some talking and
reminiscing, everyone introduces themselves. After Briggs talks with the mayor
about who owns the ship you're on (apparently Briggs bought is with money he
stole), Briggs agrees to go to jail. He asks Chaucha to take care of Eoleo (he
has a son, too?) and leaves. Another Madran leaves to go and free Piers. Before
the mayors leave, the mayor of Alhafra invites Kraden and you to his mansion.
Before you leave the boat, go down to where Chaucha came from. Move the box out
of the way and enter the door. Before you leave the boat, go down to where
Chaucha came from. Move the box out of the way and enter the door. You'll see
some bread lying on a box. Have Felix use Tremor to knock it down and take it.
Now go back above deck. Now that the Sea Fighters are gone, you can fix the
boat. Here is a list of things you should do to fix it:

Move the rock just below the horizontal log one space down, then push it the
rest of the way into the water.

Push the log in after the rock.

Walk down the mast and push the rock here into the water.

Move the large box on the sail down into the water.

Walk to the upper right tip of the mast pole and walk up the rope. On the bow
of the ship, Lash the rope and shimmy up. Climb down the two vines and Pound
the pillar into the water.

Use Move to move the box in the lower right corner of the area to the left,
from below.

Go over to the left and get onto the log you pushed. Climb the rope and go all
the way around back to the upper side of the box you Moved. Move it the rest of
the way into the water.

Now, return to Alhafra. Give the kid at the foot of the stairs leading to the
harbor the bread you found on the ship and he'll have his dad give you
permission to enter the caves under the mayor's mansion. The mansion is north
of the town; the cave is west of that. Once you enter the cave, go down the
stairs and go roughly south from there. You only need Pound and Lash to get the
123 coins, Ixion Mail, and Lucky Medal. Before you leave Alhafra, visit the
mayor. Now, return to Mikasalla (there is a shortcut leading to near Air's Rock
if you go south from where you left the Yampi Desert for Alhafra).

MIKASALLA

Go to the lower left corner of the town, to the sheep and chicken. Read the
chicken's mind to find that you need to dig here. Use Scoop on the upper left
part of the sandy patch (keep trying until you find the spot) to uncover a
ladder. Follow the cave and go north from its exit to find a Mars Djinni,
Spark. You don't even have to battle it! Now, return to the cave you saw
northeast of the patch of grass you found Sour in.

OSENIA CAVERN

You can use Scoop on the X here and follow the cave to get a new Summon,
Megaera! Now, go back across Osenia Cliffs. On the southwestern side of Indra,
you'll find the Gondowan Cliffs.

g. Gondowan Cliffs to Kibombo (Gckib)

GONDOWAN CLIFFS

You can't fully explore this area until you get your 4th party member. As you
enter, you'll see a dog sniffing around on the ground. Use Scoop on the sandy
spot near him and you'll unearth a geyser. Stand over it and when it lifts you
up, jump off onto the cliff. Slide down the chute and hop over the gap. Go left
and up. Pass by the post here; you're on the wrong end to use Lash. Climb the
two vines and head left to find three chutes. Slide down the middle one and
keep going around the cliffs to find a large brown stump. Move it left into the
water. Go back on this cliff and slide down the chute, then climb down the vine
to some platforms on the water. Now that you Moved the stump down, you should
be able to jump to another vine. Climb it and go up to another vine. Once
you've climbed it, go down around to a short gap you can jump. Climb down the
nearby vine after jumping. Go up and climb the series of four vines (don't walk
the tightrope just yet). Go around the northeast part of the cliffs. You'll see
a puddle, but you can't do anything with it yet. Keep going down to find a Mars
Djinni, Kindle. Defeat it in battle to have it join you. Go up and right to yet
another vine. Go southeast and climb down two more vines, go south to find the
Laughing Fungus. Now, return to the tightrope, cross it, and go southwest to
the other side of Gondowan Cliffs. Exit it and head north on the world map.
You'll see a town up ahead, but don't enter it yet. Cross the bridge to the
southwest. Go due south, crossing another bridge, to the southern tip of
Gondowan. Walk around in the southeast forest here until a Mercury Djinni,
Chill, appears. As usual, defeat it to make it join you. Now, return to
Naribwe.

NARIBWE

There is not much to do in this tribal town. There are a few treasures like a
Thorn Crown that can easily be reached with Psynergy. You should also visit the
basic facilities of any town, like the shops. And before you leave, enter the
building in the northeast corner of the town. For 20 coins and your Laughing
Fungus, the witch doctor will read your fortune. After he's done with his
little dance, exit Naribwe and keep going north. It shouldn't be hard to get to
Kibombo Mountains.

KIBOMBO MOUNTAINS

Apparently, a ritual is going on in Kibombo up ahead, and the mountains are
heavily guarded to prevent people from coming and intruding on the ceremony.
Once you reach some stairs with two torches, avoid the guards by going to the
right. Push the box here to as far right and up in its indentation as it will
go, and then Move the other box to the left. Climb the vine and hop across.
Climb up the next vine and go northwest, across the gate. Head southeast and
push the pillar down, then climb the next vine. Go up the stairway to... A box!
There is a guard on the other side of it, so stay behind it and push it to the
right until you can climb the vine. Go right until you reach a chute on the
cliff side. Slide down it and go up to a treasure chest containing the Disk
Axe! Equip it to Felix, but save the Storm Brand; it will come in handy once
your fourth party member joins you in the next town. Now, do back to the chute
and use the pillar here to prevent the guard from catching you climbing the
vine. Go back to beyond the chute and use Lash to get across the canyon. Go
north to the other area.

You can hop right across some tree trunks to get past the guard up here, but to
get the Power Bread, move the box on the ledge he patrols near so that it lands
on him. You can now safely pick up the Power Bread. Continue on the path and
climb the viney trunk. Hop across the two next trunks and push the pillar so
that it traps the watchdog to the south of it. Climb back down and enter the
cave north of the two tree trunks. Take the Smoke Bomb from one of the boxes
and exit. To prevent the dog from alerting a guard now, use Tremor on the box
to knock a bone to the ground. Now that the dog is distracted, go down to the
area he was trapped in and open the chest to get a Tear Stone, your first
forgeable material. Go back northeast and enter another cave. Go around the
loop to the exit. Climb the vines and make your way along the ledges past the
last guard. Climb down the vines and stairs and exit the mountains. Continue
north across the small piece of land until you reach Kibombo.

KIBOMBO

Because of a ceremony concerning someone named Akafubu, all the buildings are
blocked off with torches. You learn that Akafubu led a team of Kibombo warriors
to steal Piers' Black Orb from Madra to replace the "faulty" jewel he used
before. Akafubu is trying to make the Great Gabomba (the Kibombo deity) notice
his jewel and take it in his tongue (weird...). Go back to the entrance of town
and go left through some statues. Lash the rope to the post and climb it. Hop
across the pillars and head north. Hop across more pillars and a rooftop to
reach the other side of the village. Continue north to the area where Akafubu
is performing his ceremony. You'll meet up with Piers! Your party talks with
him about how Piers is trying to get back his Orb, which allows him to operate
his ship. You also see Akafubu performing the ceremony. He uses the Lift
Psynergy to move the Orb up to the Gabomba, which opens its eyes! However, it
soon stops noticing and closes them. Piers thinks that the reason the Gabomba
is not awakening is because something is wrong inside it. He can't find a way
to reach the statue, though. Use Move on the pillar up ahead. Piers is amazed
that you are Adepts and reveals that he is an Adept also. Even more amazingly,
Piers is a Lemurian! He and Kraden have a long talk about Babi and Lemuria.
Once they are done, Piers decides to team up with you to get the Black Orb and
joins your party! Take the Psynergy Stone up above if you are running out of
PP, then go around the back of the statue and climb down the vine. Use Scoop on
the crack of ground near the vine and climb down the ladder.

h. Gabomba Statue to Madra Catacombs (Kbsmc)

GABOMBA STATUE

Go through the tunnels to the next ladder; there is only one way you can go.
Notice the large gears preventing you from going back. You can still slide down
the chute, though. Strange... As you trek through the Gabomba statue, you
notice it is more mechanical than magical... Besides the next ladder, the only
two things of interest here are a Mimic (the chest below the entry ladder) and
a chest containing the Bone Armlet, a useful piece of armor for Jenna or Sheba.
After you climb the next ladder, you'll emerge in a room filled with gears. You
can't pass through the large propeller gears here yet. Go to the upper left
corner of the room and use Lash as the post on the rotating gear passes closest
to you. If you did it right, the gears will be stopped, allowing you to pass
through. On the next floor, make your way around to another ladder (ignore the
Venus Djinni for now). In this gear-filled room, go down and around, past the
ladder, and up to a hall leading to the left side of the room. As you reach it,
you'll notice a mouse jump between several gears and disappear. Remember how
the mouse jumped from the vertical gear to the horizontal one and continue on
to the next ladder. Climb down one more ladder and go down the mazelike hallway
to a flashing gear. You can only reach one of the two Pound posts near it, so
Pound it in. Return to the room with the mouse and follow its path across the
gears to the right side of the room. Climb down the ladders here to be on the
other side of the flashing gear room. Grab the Elixir in a chest, then go down
and Pound the other pillar to reverse the direction of the gears in the statue.

Return to the gear-filled room, to the two pink vertical gears. While standing
above the left gear, walk down to ride it and fall down to the floor below. You
are now in position to get the Venus Djinni Steel (you'll have to fight it
first). Use Lash and return to the floor above. Go down from this ladder to the
ladder on the bottom of the room. Climb it to reach a new floor. Now that the
gears have been reversed, you can walk through the propeller gears and climb
yet another ladder. The room you emerge in happens to be behind the Gabomba
statue's mouth; you can see its tongue retracted on some gears! Also, notice
the groove in the floor leading to a miniature Gabomba statue. Climb the next
ladder to emerge behind the Gabomba's eyes.

As you reach a floor with strange looking tiles, you hear Akafubu telling his
priests to focus their energies. He is getting ready to try the ceremony again.
As he makes the Orb float, energy flows along some circuits on the floor in the
room you're standing in. Some of the tiles are not turned right, so the energy
stops and the Gabomba statue closes its eyes. Kraden reasons that you should
use Pound and the two switches on top of the room to complete the circuit. If
the ceremony succeeds, the Orb will be in the statue so you can get it. To
solve this puzzle, first Pound the pillar on top of the room (you may want to
set Pound to L or R) to make the brown tiles float. Press either of the two
buttons on top of the room to rotate all the tiles. When a tile is in the right
position, Pound it down to stop it from rotating. I can't give you any more
help, because the puzzle is randomly set up. The puzzle is reminiscent of the
energy circuit puzzles in Venus Lighthouse, so GS1 experience helps greatly.
You need to make energy pulses from the red and blue statues in the room reach
the Gabomba head in the middle. Also, note that Akafubu will try again
automatically, whether you're ready or not, but if he tries before you finish,
don't worry; just continue where you left off after he starts counting down
again. After you solve the puzzle, the Great Gabomba responds to the orb by
sticking its tongue out and grabbing the Orb! Akafubu follows the Orb and walks
into the statue on its tongue. Your party is standing around another miniature
Gabomba with a hole in its base. You see the Orb come in through the tongue and
roll into the hole. How will you follow it? Sheba notices there is light on the
other side of the hole.

After Kraden says there must be a room on the other side, then Akafubu comes in
and sees you! He demands to know what you are doing here, and Piers says he is
taking back his Orb. Jenna shows Akafubu the puzzle you solved to help him
complete the ceremony. After that, Akafubu puts something (maybe the old jewel)
into the statue that Orb rolled through and opens it. After you regain control,
follow Akafubu through the doorway. Go through the hallway to the elevator,
which automatically descends. You soon see Akafubu, who has followed the old
witch doctor Oeia's instructions to the final chamber. After he finishes
talking, take the Orb. The statue holding the Orb makes it float and gives
Akafubu the feather and robe of a witch doctor. Akafubu runs off, happy to be a
witch doctor. The statue then turns to you. It tells you that Akafubu ran off
too soon and forgot some magic that he will need. It decides not to give this
magic to anyone yet. To get it, you'll have to return later when you can use
Cyclone. Now, take the Black Orb. The narrative tells you that, despite being
mute, Felix told the story of the Gabomba to Akafubu, somehow making it last
all night! After talking with Akafubu and his father Oeia, you can go around
and enter Kibombo's buildings. Buy the latest weapons and armor, sleep at the
inn, then leave Kibombo. Backtrack all the way to Madra. As you go, there are
some things you should do in Kibombo Mountains and Gondowan Cliffs.

KIBOMBO MOUNTAINS

After climbing the first 3 staircases leading to the mountains, go south to a
puddle. Have Piers use Frost on it like you saw him do in jail to turn in into
a pillar. Climb another staircase and hop across the pillar. Climb a vine and
use Growth on the plant (give Felix a Mars Djinni or Jenna a Venus Djinni to
get it). Climb up this vine and get your new Jupiter Djinni, Waft (you'll have
to fight it first). Now, continue through Kibombo Mountains and make another
stop at Gondowan Cliffs (the guards are all gone now that the ceremony is
over).

GONDOWAN CLIFFS

After you climb to the cliff top and start going west and south to the next
area, you should pass another puddle. Freeze it, climb the vine up north, and
hop across. Slide down the chute and head southeast to get some Healing Fungus.
Now, continue on to Madra.

MADRA

As you talk with the villagers, you learn that a sea monster has been causing
fish to wash up dead on the shores near Madra by raising the ocean's
temperature (don't worry, the Inn serves only fresh fish). The sea monster can
only be defeated with a trident of some kind and seems to reside in the eastern
sea. Also, you learn a little more about two more boats. First, there has
finally been some progress in the boat in Alhafra. And more importantly, some
travelers have passed through here, coming in a ship identical to Piers'. You
soon learn that the travelers are Isaac and his party looking for Lemuria!
Anyway, go to a two-story building around the middle of town. Talk to the old
man and give him your Healing Fungus. In return, they give you their pet Mars
Djinni, Char! Obviously, you won't have to battle it. Now, go to the mayor's
house in the northwest corner. As you approach the steps leading to it, a red-
haired woman laments not being able to find her sister, Menardi. MENARDI!?
Could she really be the sister of one of the villains in Golden Sun? She also
seems to be denying Menardi's death. Although she is just as mean as her
sister, this woman is no threat to you now. You can also get a clue by learning
that she is an Adept and senses Psynergy.

Now, enter the mayor's house. He apologizes for losing Piers' Black Orb. Piers
tells them he already went to Gondowan and got it back. As you leave, the mayor
gives you the Cyclone Chip! After you finish your talk, the strange woman
overhears your name. Sheba tells her that her sister is dead. She says that
Felix would never be a match for her sister. She says that although she can get
to the remaining Lighthouses, you will have to find your own way. She vows that
you will help her find Isaac and avenge her sister, revealing her name to be
Karst before she runs off. Everyone worries about Karst now, and Piers notices
that Karst said "we", not "I". Could Karst have a partner like her sister?
Sheba suggests warning Isaac about Karst and her partner, but Kraden says you
would probably end up fighting them. Sheba asks Jenna why she can't do
something, since she and Isaac are an "item" (obviously, this makes Jenna turn
bright red and start to stammer, commenting "stupid Sheba"). Kraden ends this
awkward moment by reminding everyone of your next destination: Jupiter
Lighthouse. Jenna asks what they will do about Garet and the others. Sheba asks
her if she means Isaac, embarrassing and enraging Jenna even more. Kraden once
again breaks them up. He tells them to keep going as Saturos and Menardi would
have done, then lets you regain control. Now, head back to the Madra Catacombs
through the entrance behind the city walls (the other one was blocked off by a
rockslide).

MADRA CATACOMBS

Go down the path to a closed door. Use Reveal to find a switch to the right of
it and press it to open up the door. Go northwest to find a doorway. All you
can do in this ruined room now is go through the right hand door and take the
staircase leading up. Head down the hall and take the down staircase to find a
Lucky Medal. Now, exit the building. Cast Frost on the puddle to the right and
go northeast to find a vine-covered pillar. Move it into the indentation. Go
down to a chest in some ruined walls containing an Apple. Move the pillar to
the right into its indentation and climb up the viney pillar. Make your way
around the right side of the catacombs (use the rocks blocking the other
entrance as a platform) to a rope. Lash it to the other side, climb it, slide
down the chute, hop across the frost pillar, and enter the door. You can now
reach a new door in the building. Enter it and use Tremor on the bookshelf
(from the left across the chasm) to make the chest on the bookshelf fall down.
Exit the building and go around the left side of the catacombs. Climb down to
an ultra-useful Mist Potion, then slide down and use the entrance to the
building you used a little earlier. Go straight from the entrance to a double
door. In the room beyond, you'll find the chest that dropped, which contains
the Ruins Key. Exit this room and take the right doorway in the "lobby". Go
down the nearest stairs here and use the key to open the doors. On the other
side lies the Combo Tablet for the Moloch Summon!

Now that you have it, Retreat from the catacombs and exit Madra. If you talked
to the mayor of Vault after the bandits in GS1 escaped and linked up, the
bandits will appear. They demand to know where he went. When you don't tell
them, they fight you. Use Psynergy, Djinn, and Summons to beat them and win the
Golden Boots! Afterwards, return to Piers' ship, near the Dehkan Plateau. Here,
use Frost on the puddle and hop across the pillar. Search the boxes to get a
Cookie. Climb the ladder onto the ship. Before you can set sail, you first need
to go below decks and restore power. Enter the door and the next level.

i. Lemurian Ship to Shrine of the Sea God (Lmssg)

LEMURIAN SHIP

Go through Piers' quarters to the actual level. Don't bother going down the
stairs here. On the only real path lies an Aqua Jelly. These enemies are not
much tougher than normal enemies and shouldn't be too hard, but they inhabit
the whole ship. When you defeat one, it turns into a freezeable puddle. Don't
freeze the first one; hop over it. Climb down the ladder, then defeat and
freeze the next one. Hop across the pillar and grab the Potion, then go down
the next stairs. Enter the only accessible door to emerge in a room with a
whole lot of Aqua Jellies. You can't fight them yet, so just continue on. Enter
the next door now. You'll see 5 reachable Aqua Jellies. Defeat and freeze the
bottommost two and move the box in between them. Hop across the pillars and
exit the room. Move the box to the left down to make a shortcut, then continue
to the next room. Here, you want to try to defeat and freeze every Aqua Jelly.
This shouldn't be all that hard. The only tip you should need is to Move the
box to the lower left corner of the pushable area to create a chain of pillars.
You may also want to check the boxes in the upper left corner for an Antidote
(use Reveal to find out which one it is in quickly). Continue on to an old
room. You'll spook an Aqua Jelly as you enter. You can't cross the unstable
blue bridge here yet. Defeat and freeze the scared Jelly to stabilize the
bridge. Enter the door and go through one more hallway to emerge in the room
filled with Aqua Jellies. Save your game and Standby 3-4 Djinn of every
element, then try to fight the Jelly in the middle.

BOSS BATTLE: AQUA HYDRA

This guy is a joke. Your initial Summon attacks should take off at least 1500
of his 2276 HP. After that, use strong Psynergy and attacks to finish him off.
The Aqua Hydra attacks only once per turn, so healing shouldn't be a problem.
After you beat the Aqua Hydra, he'll drop a vial and fill the room with water.
Don't worry about the treasure chest right now; you'll need the Parch Psynergy
to get it. Hop across the raised crates to the next door. Go down the hallway
and the ladder to... a cave? Since when to ships have caves in them? Push the
hollow pillar on the right onto the teardrop tile and use Douse on it to open
the door. Go down the long hallway to the ship's power core. Piers comments on
how the monsters got on board (he is sure he locked the ship-maybe they came in
liquid form), then sets the Black Orb in the pedestal, starting the ship. Once
you're sailing, Piers tells you to take the tier and practice sailing. Jenna
says some places she wants to go, and Piers agrees. Kraden tells you that Vale
would be impossible to land on because of the rocky cliffs surrounding it. You
also can't land at Tolbi, because the people of Gondowan are "looking for you".
You decide to just explore the Eastern Sea and gain control of the ship. Get
used to the controls and sail your way to the northwestern side of Indra, to a
small island with a single house on it. Don't land there, though-land on
Gondowan just behind it. Head left to be north of the Kibombo Mountains. You
should be able to find your way back to Kibombo from there.

KIBOMBO

Stay at the Inn and talk to the locals again if you want, then go north to the
Gabomba Statue, Enter on its tongue.

GABOMBA STATUE

Go through the doorway the Black Orb rolled through. Return to where you got
the Black Orb originally. The last time you were there, the statue created a
ladder you couldn't do much down yet. Well, now that you have the Cyclone Chip
from Madra, you can explore the area under the ladder to get a Djinni and a
strange book.

GABOMBA CATACOMBS

There are lots of weeds in this cavern, which can be blown away by Cyclone.
Climb down the ladder and walk as close to the large patch of grass left of the
ladder you entered by as you can (a rock blocks the way). Use Cyclone and you
should be whisked down to the floor below and land right next to a Venus
Djinni. Battle Mud to have it join you, then slide down the chute and climb the
ladder and stairs to the upper floor. Slide down this chute and go left to the
upper left corner of the room and another grass patch. Use Cyclone here to be
carried off again. Go left through the hallways and to the next room. Go around
the right side of the room, using Cyclone on the grass patch you find to get a
Mint. Climb down the ladder and Cyclone the grass a ways down to uncover a
puddle. Freeze it, then climb back up and hop across. Use Reveal in the middle
of these plants to reveal the next staircase.

You'll emerge in a room with a rushing river. Go left to the river and make
your way straight across it. Go up and left to some plants. Use Cyclone while
standing on the two you can reach to uncover a puddle on the other side of some
rocks. Return to the river crossing and make your way up the river to another
shore on the left side. Go down and freeze the puddle you uncovered. Return to
where you cast Cyclone and go left to find a ladder. Hop across the ice and
take the next stairs. Climb down the nearby ladder and head down the hallway.
You can fight a Mad Plant by using Cyclone on the large grass patch (it isn't
too hard). Keep going up and climb the ladder to find yet another Gabomba
statue. The statue tells you that because you have reached this place first, it
will give its magic to you, not Akafubu. It holds up a black book and gives you
the conditions for it giving its magic to you. It tells you not to mention that
you have passed this test to Akafubu, who should have passed it but was not
ready. Now, take the black book, which turns out to be the Tomegathericon. No,
that's not a typo, its name is the Tomegathericon. This book of necromancy is
your third class changing item. Try it out if you want, then exit Kibombo and
return to your ship. Sail around Indra to the beach on Idejema where your
adventure began. Get off your ship and revisit Daila. Enter the temple-like
Sanctum there. Climb down the ladder in the back and have Piers freeze the two
leftmost puddles. Hop across them and get the Sea God's Tear. When you're
ready, return to the Shrine of the Sea God.

SHRINE OF THE SEA GOD

When you revisit this cave/tower, return to where you found Breath. Go over to
the left and have Piers freeze the 3 puddles. Hop across them and head through
the door. You'll be outside above the ocean. Hop across the left side of the
pillar formation to more land. Push the wood pillar down and hop to the path
leading to the stairs. You'll be above a wide river. Head up and climb down the
ladder at the upper left corner of the room. Go down and climb the other
ladder, hop over the gap and cross the bridge, then step onto the cracked
bridge. It breaks and floats down to a rocky area. Get off it and go north,
through some rocks and past a rope. Climb the ladder and get the Rusty Staff
from the chest. Climb back down and use Lash to get back up to above the river.
Go up and past where you got the Rusty Staff. You should soon see another
cracked bridge. Step on this one to have it float you down a long ways. Get
off, climb the ladder, and go up the stairs. Go right and climb down the
ladder. Move the pillar here into the indentation to make a shortcut, then
climb back up and go down the stairs. Hop across the rocks and logs here until
you reach 6 rocks in the Reveal pattern. Use Reveal while standing on the
bottom one to make a seventh one appear. Hop across to a statue like the one in
Daila. Use the Sea God's Tear on it to have it float you up to another room.
Climb the ladder here to emerge in a manmade section of the Shrine. Hop the
gaps and climb the next ladder to be on top of the tower. Climb two more
ladders and take the Right Prong from the pedestal. This item is useless now;
you'll need to find the two other pieces.

Now, Retreat from the Shrine and return to your ship.

j. Yallam to Apojii Islands (Tsaai)

WORLD MAP

Before you head off to Yallam, you should first start a side quest that will
eventually allow you to get a very powerful Summon. Look for a small snowy
island southeast of Garoh on your map. Sail to it and enter the small
settlement.

EAST TUNDARIA ISLET

The only humans living here are an old couple, their son, and a healer (check
the jars in the house to find a Lucky Medal). I said the only humans because
there is also a penguin couple. The female, Pengulina has unfortunately been
separated from her mate, Pengus and hurt her leg. To start off your trading
sequence, you'll have to reunite them. Hop across the moving icebergs below the
male penguin to the side the female is on. Climb the ladder and push the
rolling log down to create a bridge. Because the female has hurt her leg, she
still doesn't move. Climb back down and go across the log. Use the Psynergy
Stone if you need to and push the female back to her mate. The happy couple
gives you a Pretty Stone for your help. Now, set sail for an island north of
Alhafra (there are two islands north of Alhafra; choose the northern one).

SE ANGARA ISLET

Like all the other islands on this trading sequence, SE Angara Islet is a small
settlement populated only by a few people and animals. First, check the crates
on the barge to the right for a Lucky Medal. Now, climb the first two
staircases (pass by the first crate for now) and push the second crate off the
cliff. Move it so that it is 2 spaces right of the puddle (which you should
freeze) and south of the other crate. Now push the other crate on top of it.
Hop from the 2 crates to the frozen pillar and climb up the vines. Up here,
you'll see a bird fly to its nest. Mind Read the bird and give it your pretty
stone to receive a Red Scarf. You can't do anything more in this sequence, so
get back on your boat. Sail south until you reach Osenia, then down to 2
beaches split by a river on the southeast side of Osenia. Get off on the beach
on the left side of the river and go north to Yallam, the next town.

YALLAM

As usual, you should first get used to the new town: visit the shops, heal at
the Inn, and most importantly, find the blacksmith! He resides in a house on
the northwest side of town. Give him your Rusty Staff to forge, leave the town,
and return to him. He'll have forged it into the Glower Staff, a great weapon
for Sheba. You should also have him forge your Tear Stone from Kibombo
Mountains. Once you do that, go to the East Side of town. You see some kids who
will teach you a popular song made by a legendary fisherman of Yallam, Yepp.
They may seem nonsensical, but they are actually directions for navigating the
lair of the sea monster you heard about in Madra, so pay attention. After you
have a general idea of what to do, you can leave Yallam to the north. Follow
the shore and turn south when you get to mountains. Cross the river and you
should soon find Taopo Swamp south of Yallam.

TAOPO SWAMP

Before you start, you should probably know that the Taopo Swamp is an optional
dungeon. You only get a Djinni and some forgeable items from it, so skip it if
you wish. Anyway, there is nothing to do at first, just go on to the next area.
Move the stump on the bridge towards you and jump across. Jump to the north
ledge and use Whirlwind on the left patch of leaves. Check between the 3 rocks
in this cave with Scoop to find another Tear Stone. Now go down the stairs
outside and make your way across the swamp. With each step you take, you'll
sink farther into the goo. To raise yourself back up, step on a bubble. Make
your way across the bubbles to the southwest part of the area. Go up the stairs
and to the previous area to a Cookie. No go east and climb the stairs on the
wall. Use Whirlwind on the leaves and enter another cave. Head down the hall
and the stairs. Go down and right to find some air jets like in Air's Rock. Use
timing to get past them without getting blown down and Move the pillar in front
of the last one. Now go up and down another staircase. Go down some more stairs
and even farther down to find another buried Tear Stone. Scoop it up and return
to the air jet room. Go right and make your way past more air jets. Move a
pillar in front of the final air jet. The redirected jet will blow a Venus
Djinni nearby down. Slide down the chute to the right of the one below the
pillar you pushed. Hop over and battle the Djinni, Flower, to have it join you.
Now, Retreat from the cave and enter the main Taopo Swamp area.

Use Growth on the plant next to you, climb it, and slide down the two following
chutes. Use Whirlwind on the leaves here and enter another cave. Go through
this waterfall area to the next one. Make your way to the right doorway and
enter. Get past the first air jet to find a bowl-like indentation in front of
an air jet. As soon as the jet stops, quickly fill the indentation with Douse,
freeze it with Frost, and hop across before the air jet melts the ice. Slide
down the chute on the left and climb down the stairs. The rope you will see
leads to an exit, but instead go down some stairs to the right to emerge in a
lava filled room. Taopo Swamp must be above a volcano! Simply go down here to
the next cave. Hop right across the platforms here to an air jet. Hop from the
top rock when the air jet isn't going. Make your way to the lower left corner
of the room from here. Use Douse on the glowing rock and Move it into the lava
to act as a platform. Go back to the air jet and hop to the platform from the
lowest rock near the jet. Open the chest for a Vial. Go back past the air jet
and to the right side of the room. Cool and Move the rock here and use it to
hop to the other side of the lava river and the next area. The top pillar in
this revisited area has a large rock on it. Use Tremor to shake the rock off
and redirect the lava flow. Walk across the cooled lava and to another
staircase. Not much to do in this room. Just Douse the glowing rock and push it
so you can pass. Use Douse (from a space away) on the rock in this final room
to find another glowing object. Check the source of the light and Scoop up some
Star Dust. Now Retreat from the swamp and reenter Yallam.

YALLAM

Before you leave on your boat, forge your Star Dust and 2 Tear Stones. Now, get
ready to set sail again. Sail to an archipelago northeast of Yallam on the edge
of the world and enter the tropical huts.

APOJII ISLANDS

As usual, stock up on the latest armor here and talk to the locals to learn
about the nearby Aqua Rock (the Inn owner's wife tells you that Isaac and co.
have been here too). Before you leave, use Douse on the round blue stone in the
middle of town. You'll see some water-spitting tiki statues in Aqua Rock
realign. Get back on your boat and set sail. Southwest of Apojii Islands is an
island with Aqua Rock sitting on the middle of a lake.

k. Aqua Rock (Aqurk)

AQUA ROCK

Because of the event you triggered in Apojii Islands, you can now enter this
water-covered mountain. Head along the only path and climb the ladder. Go left
and climb two more ladders. Climb the left ladder and make your way up, using
timing to get past the water-spitting moai. Move the pillar in front of the
statue's mouth and climb to the other side of it. Move the pillar to the right
and in front of the other statue. You can now climb the other ladder that was
guarded by the statue. Let the waterfall carry you down and get off it on the
right. Climb down the ladder and use Douse on the parched moai to make it spit
water. Let the left waterfall carry you down and once again get off on the
right. Go down the waterfall you created and around the next few paths. Use
Douse on another of the blue stone here to reverse the direction of the
waterfall behind it! Climb the ladder to the left and take the right fork. Time
your climb to get past the statue. At the top of the ladder, go to the left and
push a pillar onto the metal plate to open a shortcut, then go right and let
the magical waterfall carry you up. Once up, Move the two blue rocks onto their
metal plates on the river. You can now reach a chest containing an Oil Drop.
After you get that, climb the ladder to reach a fork. Climb the left ladder
first and freeze all 3 puddles you'll see. Climb the other two ladders and hop
across the top 2 ice pillars. Open the chest to get the powerful Mist Sabre.
Hop across the other pillar and down the next two ladders. Use Douse on the
next blue stone to create a whirlpool in the middle of a nearby lake. Climb
down and jump to the center of the lake, and into the whirlpool.

You'll emerge through a waterfall in Aqua Rock's interior (don't worry, you can
still get out). Go to the next room and take the Psynergy Stone if you need it,
then hop across the water and enter the room to the right. Keep going through
the next door to a room with a chest, 2 pillars, and 2 air jets. Push and Move
the pillar so that you can get past the air jets and have the pillars as close
to each other as possible. Climb the ladder, hop the pillars, get the Vial, and
continue on. Move the pillar here in front of a moai to dry up the pool in this
room. Cast Frost on all 3 puddles down here and hop across to yet another room.
Stay on the lower hallways and hop a small pool. You should reach a door
leading to some Crystal Powder. Go back to the beginning of the hallway room
and go around to the left to another door. Go through the next two rooms and
hop to another water stone. Cast Douse on this one to create a path of
turbulent water that you can walk on between platforms. Walk across the path
and enter the door.

At the fork here, take the left path and hop your way to an air jet. Use Move
to get the pillar to the right in front of a jet. Let the remaining jet push to
you a platform and go past the air jet, through the next hall, and to a puzzle
room. Before you fill this room with water, climb down. You'll see that the
pillars that would form a path of water are out of alignment. Push the top
right pillar one space right and down, then climb back up, fill the room with
the moai, and use the water stone. Walk across the water path. Hop over some
small pools to reach a hallway leading to a large room. Descend the stairs to
the Psynergy Stone core of Aqua Rock. You can't reach the magical gem yet, so
just climb the other stairs. Climb down the ladder, pass under the tightrope,
and hop down to a door in the bottom left of the room. You'll emerge in a room
with a rushing river. Don't climb down the ladder; go left and make your way
across the river and down the waterfall. Once on the left bank of the river,
continue down and get onto the river above some rocks just above a ladder. Go
right and down the waterfall. You'll be in position to Move a pillar to the
right. Go back up and wade to the waterfall so that you can get onto the
pillar. Hop to the next pillar and claim the Tear Stone. Slide down and enter
the next floor down.

You have arrived at a hub room of Aqua Rock, connecting several other rooms and
the outside of the Rock (you can't go outside until you have the Psynergy deep
within the rock). For now, hop over the small pond and take the left exit of
this room. Climb down the ladder, up the ladder next to the moai, and use Douse
to fill the room with water. Hop across to the next room. From here, just hop
left and go down. You'll arrive in a puzzle room. You can fill this room at any
time and empty it by leaving and reentering, but there is a problem. The blue
rock sitting on the bottom of the pool prevents one of 3 adjacent tiles from
floating up. To get the Water of Life here, push the blue stone over the center
tile and fill the room. Claim the Water of Life and exit. Reenter, push the
stone over the left tile, fill the room, and enter the room you were in before
from a new door. Hop over the platforms and Move the pillar into the
indentation to open a shortcut. In the room through the top doorway, just push
the pillar along the groove into the pit, and use it to hop to the stairway.
You're back in an old room again. Walk across the tightrope, climb down the
ladder, and hop over some platforms to an exit on the bottom of the room.
You'll be in a large puzzle room. Before you use Douse on the moai and water
stone, you'll have to push the pillars in the unfilled pool so they align. This
shouldn't be too hard, just imagine the path the jet of water will have and
push the pillars where they need to be. Once you're ready, fill the room and
Douse the water stone. Go through the exit and through the stairs up ahead.

You'll be near the hub room you saw before. Push the pillar right off the ledge
and hop across it to another door. Hop across the various bridges and platforms
in this room (fight the Mimic if you want) and exit into the Psynergy Core
room. You can now access the Psynergy Stone to refuel if you need it. Come back
here any time you're running low. Exit through the south to emerge from a
waterfall near a huge pool. Douse the water stone nearby to create two bridges.
Hop to the chest directly to your left and pick up some Lucky Pepper. Make your
way to the raised island directly below the water stone. Climb the ladder and
open the chest to find the Aquarius Stone. Return to the water stone and walk
across the right side of the lake to solid ground. Head south down the two
ladders and take the left door to reemerge in the hub room. Go through the door
1 to the left of the one you came from. You'll be below the large lake, next to
a waterfall. Place the Aquarius Stone in the pedestal to part the waterfall and
create a path. Go through the water to a door that had previously been
underwater.

You'll be near a platform sitting on an endless sea. Go up to a tablet like the
one in Air's Rock. Examine it and Piers learns the Parch Psynergy! Suddenly,
the lowered area you went through just before fills with water. Try out your
new spell on it to dry the water up. Why not just Retreat, you ask? Now that
you have Parch, there are two other things you can get. Back in the hub room
south of here, use Parch on the pool without platforms on it to open a shortcut
to the ground outside Aqua Rock and gain access to a Rusty Sword. From the hub
room, take the rightmost door, then go through the door just right of where you
come out. Go down the long hallway to a room with a long river. Cross the
river, go north a ways, then cross over to the right side of the river, near a
ladder. Climb it and go to the top of the room, near a moai and Mercury Djinni.
Use Parch to dry up the moai, allowing you to reach Steam (you'll have to fight
it). Now, feel free to Retreat your way out of Aqua Rock. Return to Apojii to
rest if you want, but then get back on your boat. Make a stop back in Yallam to
forge your Rusty Sword into the powerful Robber's Blade, then keep going south
to E Tundaria Islet. Go west from here and you should reach an icy beach
surrounded by rocks. Get off here and follow the LONG path leading to the next
level: Tundaria Tower. Before entering it, however, go southwest to a different
colored icy patch. Walk around on it until you find a Jupiter Djinni, Wheeze,
in a random battle. Once you've captured it, go back to Tundaria Tower.

l. Tundaria Tower to Izumo (Tutiz)

TUNDARIA TOWER

Enter the actual tower, then use Parch on the two pools of water on either side
of the entrance. Go down the right staircase to the next room. Go through the
tunnel and pits here to a staircase, On the next floor up, take the lower door.
Climb down the ladder and slide across the ice to a Mint. From solid ground, go
left, down, left, up, right, up, right. Return to the previous room and take
the north door. Get the coins along the north wall and slide along the ice,
down a cliff (that must hurt). Follow the hallways to emerge on the left side
of the Mint room. From normal ground here, go right, up, left, down, right, up,
left. Climb the ladder, go through the next room, and climb the stairs. You now
have a choice of 3 more stairs to choose from. Take the lower center one first.
Slide across the ice at the top and you'll land on a platform in the middle of
a frozen pond. To get the nearby Mars Djinni Reflux, go left, up, right, up,
left, down, right, up, right from where you land. You'll bump the Djinni to
solid ground when you collide with it. Follow Reflux and battle it to make it
join you. Slide over to the left exit and down the chute to the 3 stairways.
This time take the left stairs. Pound in the pillar and go through the hall to
a small puzzle. Pound in the left pillar and the left pillar ONLY, then get the
easy Crystal Powder and Hard Nut. Return to the 3 staircases once again and
take the remaining right one. Go down the hallway to the strip of ice you slid
along and fell down. Slip across it and take the next stairs up. After one more
hallway, you'll have a final puzzle.

There are two frozen areas that are walled off. In the one nearest where you
enter, Move the pillar left, up, and then right. Go to the right frozen area
and Pound the right hand and middle ice pillars. Move the pillar here down,
left, and up. Climb up the ladder you didn't use before and Move the right of
two adjacent pillars into an indentation. Use the other pillar you Moved to
push the remaining pillar out of the way and climb the stairs. After even more
hallways, you'll emerge at an ice wall. Notice the symbol the 3 blocks form
when reflected on the ice wall... Use Reveal to show a doorway in the wall and
climb the ladder. At the very top of the tower you'll find the Burst Brooch!
Retreat back to the foot of the tower and take the center path in the first
room. Try out your new Psynergy on the ice crystal here to obtain the Center
Prong. Go back and take the left path. Use Burst to blow the ice wall open and
enter the hallway behind it. This passage leads to two treasure rooms
containing a Sylph Feather, Lucky Medal, Vial, and powerful Lightning Blade.
After you've plundered that treasure, Retreat from the tower and return to your
ship. Sail far, far north to a long island north of Apojii. You'll be able to
see what looks like another Rock and a torn on it. Enter the town.

IZUMO

Izumo has been seeing strange times recently. A nocturnal serpent that used to
be the guardian of the village was awakened when Mt. Aleph erupted and has been
demanding female sacrifices ever since. The villagers have become used to this
new way of life; they even use a lottery to choose the next sacrifice.
Unfortunately, the beloved maiden Kushinada has been chosen as the next
sacrifice. In desperation, her lover Susa has gone to the nearby mountain (the
home of the serpent; called Mt. Mikage by the locals) to try and slay the
beast. Anyway, after stocking up on items and resting, exit Izumo and go around
the mountain range to the brown Mt. Mikage. If you want a rare Water of Life,
walk behind a tree to the right of the inn (directly northeast of the town's
entrance) and hop across a log behind it. Follow a trail around the left side
of the village and to the top. Inside a jar at the northmost part of Izumo is a
Water of Life.

m. Gaia Rock to Alhafra Revisited (Gralr)

GAIA ROCK

As you arrive at the foot of this new mountain, don't enter the large door yet.
All you can reach through it is the level boss, who cannot be defeated right
now. Instead, go between the trees and the rock to the left to find a ladder.
Climb it and push the pillar to the right, so that it falls. Climb the ladder
it was in front of and then descend to the ground next to it. Move the pillar
onto the metal plate and go to the right. Descend to the ground and climb the
first ladder again. Hop across the pillar and climb up the next ladder. The
next series of ladders are not too hard and I won't even bother going into
detail on them. You should not have too much trouble getting the Nut in the
chest. Once you have the Nut and arrive at the top ledge of the rock, go left a
ways to a ladder leading down. At the foot of the ladder, you'll notice a
whirlwind statue blowing a vine back and forth. Climb down another ladder and
use Whirlwind to imitate the trick on the vine to the left. Swing across the
vine and Move the pillar one space to the left. Because of a blocking rock, you
can't Move it all the way. Go back across the vine and climb down farther. Go
left and climb a ladder/vine setup until you reach the pillar you Moved. Push
it into the gap, onto the metal plate, and climb up two more ladders. Walk
further left to the next area. There is really only one path in this area, so I
won't bother going in depth.

Be ready for a long climb in the next area. This vertical trek is made even
harder by the tiki heads that pop out at you if you pass over them, forcing you
to start the climb over. At the ground before the climb, go up the right ladder
and keep to the right path, climbing up, back left, and to another fork. Take
the left path and stay as far left and up as you can until the third fork. Once
again, stay to the left and up as you climb to avoid a painful fall. Climb up
some more ledges to reach the summit of Gaia Rock. In the next area, stay to
the top of the bluff you're on and hop across the pillar. Follow the path and
take the Apple from the chest. Return to the first bluff and climb down the
ladder on the south side of it. Go right and climb up a ladder, then Move the
pillar as far down as it will go. Return to where you entered and hop across
it. Follow the path and climb some more ladders to reach the highest point of
the rock. Your prize for this long climb is... an empty pedestal!? Don't
despair though; just look at the symbol the 6 pillars around the pedestal form.
I shouldn't even have to tell you how to get the strange Dancing Idol. Now,
Retreat to the ground. (you don't really want to climb all the way back down,
do you?)

Enter the Rock and place the Dancing Idol on the pedestal like on top of the
Rock. This makes the two evil-looking statues on either sides of the boss
hallway slide away to reveal two doors. Take the right door and stairs first.
On the next floor, go down and around the long hall to a short staircase. Use
Cyclone in the middle of the large weed patch to turn some of the weeds into
lean, green floating machines. Return to the pedestal room and take the left
door. You'll emerge on the level of the floating platforms from the stairs.
Jump your way across the platforms to a previously unreachable ledge. Go
through more long hallways and take the right path at the fork. Go down the
stairway you'll arrive at. Cast Cyclone on the grass here to reveal a hole that
a beam of light shines down. You'll see the fabled Serpent in its lair,
drinking something (it's surprisingly tame). Suddenly, the beam on light you
shone reflects off a mirror onto the Serpent, causing it pain. The only way to
make the Serpent defeatable is reflect light onto it from all four mirrors. To
open another hole for light, use the Dancing Idol on the pedestal nearby. Now
return up the stairs and around the perimeter of the lowered area to more
stairs.

Use Cyclone on the patch of weeds below the stairs to fight a Mad Plant if you
want. Now just continue on to the next room. Before you tackle the wall ladder,
go down the short stairs in this long hall and go through the doorway. Use the
Dancing Idol on this pedestal to shine a third light on the Serpent. Return to
the last room and get onto the wall ladder. There are more tiki statues in the
wall here, in 3 large areas of brick ladders. Stay to the top of all the bricks
and you'll be able to reach the next room. DON'T slide down the chute in here
yet. Use Cyclone around the edge of the huge spider web to break it and send
the pedestal falling down to the floor below. Now slide down and use the
Dancing Idol to reflect the fourth light on the Serpent. Now Retreat to the
first room and head down the center hallway. In the room you'll reach, you'll
encounter a Move puzzle. Set Move to L or R before starting. Now, Move the
lower rock up two spaces and right one space into the indentation. The Move the
top rock two spaces right, two spaces down, and one space left. You can now
proceed into the catacombs leading to the Serpent. Before you begin, have Jenna
and Felix trade one Mars Djinni with one Venus Djinni to turn them both into
Brutes with the Growth Psynergy, Set Felix's and Jenna's Growth to L and R and
enter the maze. In each area here, if you pick one of the 2 wrong exits, you'll
start over at the beginning. To find out the right way through the misty maze,
use Growth on the plant growing in the middle of every area. One of its leafs
will swell and point the way. The only two things of importance in the maze are
a Mimic and a Rusty Mace. Keep proceeding though the maze with Growth until you
reach the Serpent's Lair.

As you enter this water-barrel filled room, you see the hero Susa standing near
the dragon, drinking from its dish, talking about saving Kushinada before the
next full moon, presumably when the Serpent will eat her. He attacks it, but it
doesn't even notice his attempts. The Dragonsbane he has been feeding the
Serpent doesn't seem to be helping either. The Serpent knocks him down with a
small fireball and keeps drinking. After this short scene is over, save your
game, standby your Djinn (preferably 5 Jupiter, 6 Mercury, and 4 Venus), and
Fight the Serpent (it doesn't notice you, so try talking to it to battle it).

BOSS BATTLE: SERPENT

I sure hope you reflected all 4 beams of light onto the Serpent. If not, it
will recover all its HP at the end of every turn. As usual, use your strongest
Summons at the start of the battle (have Jenna Summons Moloch so she can still
heal with Aura spells) to remove over half of the Serpent's HP. You probably
won't even have to heal after that, just concentrate on it with your strongest
Psynergy and Djinni and you should easily beat it.

After you defeat the Serpent, you learn that although it was beaten, it isn't
close to dying. Susa appears once again and deals the final blow to the
Serpent. He thanks you for your help and leaves to see Kushinada. Soon, a
tablet like in the end of Air's and Aqua Rocks rises from the sand next to the
slain Serpent. Examine it to have Felix learn the Sand Psynergy! Try out your
new Psynergy to get a powerful blade Susa dropped on his way out. Though he
doesn't tell you about it until you return to Izumo, you can get it right now.
Use Sand to get to the right side of the Serpent and examine the right side of
the pool that appeared when Susa killed the Serpent (its blue blood, maybe?)
You'll find the powerful Cloud Brand sword! Now, exit the room then Retreat to
the outside of the Rock. You'll notice Susa lying outside the rock. Don't
worry, he's just tired. As you try to leave, he asks you to take credit for
slaying the Serpent, even though he killed it. Now, return to Izumo.

IZUMO

Now that the Serpent is gone and Kushinada is rescued, everyone is having a
dance festival. You can get into the Festival Spirit by entering the house to
the right of the tool shop. Use Reveal to check the boxes in here and search
one of them to find a Festival Coat, which increases the luck of the wearer.
Enter Lady Uzume's house in the northern part of town. You'll see a warrior
explaining how you defeated the Serpent to her. Kushinada is worried since Susa
never came down from Gaia Rock. Lady Uzume sees you and orders you to leave,
until the warrior tells her you are the ones who defeated the Serpent. You
introduce yourselves and explain Psynergy to them. It turns out Lady Uzume,
Susa, and Kushinada are all Adepts, but they never knew what their power was
called! Susa suddenly appears, explaining why you needed the Sand Psynergy and
overjoying Lady Uzume and Kushinada. Kraden explains more about Psynergy and
Alchemy (and calls Kushinada a "smart young lass"... 0_o). You soon reenter the
debate about who really killed the Serpent. This doesn't last long, however;
Kraden says that you will have to be leaving soon for Lemuria, but you take an
oath that you will return when the Lighthouses are lit. Before you exit the
house, talk to Lady Uzume and give her the Dancing Idol (you won't need it any
more). She gives you the Mars Djinni Coal in exchange! As you leave, Susa
belatedly tells you about the Cloud Brand, which you should already have. After
the storyline advancement if over, head up the right riverbank under the bridge
leading to Lady Uzume's house. Up ahead, you'll see an island with six pillars
almost forming the classic Reveal symbol. Move the leftmost pillar into
position. The man on the bridge leading to the island is amazed that the pillar
is back in alignment, and he thinks Susa or Kushinada must have moved it when
he wasn't looking (they must also know Move like Lady Uzume).  Now toy can use
Reveal and enter the cave under Izumo.

IZUMO RUINS

What you want to do in the first room is freeze both puddles and use them and
the 2 Pound pillars to hop to the exit. Unfortunately, the only way to reach
one of the puddles seems to be Pounding a pillar in, but this prevents you from
hopping across. Instead, use Sand to get under the pillar. After you have
frozen both pillars, hop across them to the next room. At the fork up ahead,
first take the right path. Climb down the ladder and Pound in the pillar to the
northeast. Use Sand to get under the rocks and Move the ahead pillar one space
to the right when you find it behind some rocks near a ladder. Return to the
fork and go around the longer path. Hop across the pillar you Moved and climb
down the ladder. Climb the short ladder at the foot of the long one. Follow the
tunnel and hop over the two pillars south of the ladder you entered on to a
chest containing the Phantasmal Mail. Return to the entry ladder and Pound one
of the pillars you hopped over and turn left down the tunnel. Climb the second
of two ladders you'll pass and use Parch on the lake up ahead. Climb down the
revealed ladder and through the small doorway. Up ahead in a room at the end of
the hall, examine the stone tablet to gain the Ulysses Summon! And also, don't
bother using Reveal; despite the 6 pillars forming the Reveal symbol, there is
nothing there.

You can now Retreat back to Izumo and leave for your boat. Sail back to Apojii
Islands-you can now get a new Djinni with Sand.

APOJII ISLANDS

Go to the beach in the southwest corner of the island town. Use Sand to get
under some rocks on the right side of the beach, then follow the wet coastline
along the bottom of Apojii to Gaia Falls. Go to the bottommost shallow part of
the wet area you're in and try to walk off the falls. You'll slide down to a
small ledge hanging on the endless waterfall. Enter a tunnel hidden in the
water behind the ledge. Use Whirlwind on the third leaf wall you pass to
uncover another tunnel. Follow this one to the Jupiter Djinni Haze, which joins
you without a fight. Wondering how to get out? Return to the main tunnel and
continue on, passing the leaves. Use Lash on the rope outside and climb it to
the main island. Now, sail west to a small island north of Alhafra and south of
SE Angara Islet.

N OSENIA ISLET

The 5-person family living in this cozy settlement with their cow has been
trying to cross the fog in the Sea of Time northeast of here for 3 generations,
but have always failed. Their son is determined to do it, though... Check a
barrel in the left side of the family's house for a Lucky Medal, and then exit
the house. Use Sand on the sandy patch south of the family cow to cross the
barrels and fence. Mind Read the cow and exchange your Red Scarf for some Milk.
Exit the settlement and head to an islet sandwiched between Indra and Gondowan,
southeast of Kibombo.

WEST INDRA ISLET

A great bargeman and his family are the only residents of this waterlogged
islet.  Check one of the barrels near the barge here (what's with all the
barges?) and go over to the dog sitting in the shallow water. Use Mind Read to
exchange your Milk for a Li'l Turtle (ah! A turtle slave trade!) and exit. Now
head for the island between Izumo and Apojii Islands, east of the Sea of Time.
You'll see a tiny island and cave in the middle of some rocks, but get off on
the main island and enter the settlement.

SEA OF TIME ISLET

The only two people living on this tropical island are 2 old men. Check the
barrel under some trees left of their house to find yet another Lucky Medal.
Then go off the right stairway from their porch and down some steps to find a
turtle. Mind Read him to find he is "Lonesome George". He notices your Li'l
Turtle and gives you passage to the island surrounded by rocks you saw earlier
in exchange for it. When you reach the tiny island, enter the cave.

SEA OF TIME ISLET CAVE

From the stairs, go up, down more stairs, and up to a strange circle. You can't
do anything with it until you get the final Psynergy, but there are other
things you can do. Roll on the log to the left and get the Turtle Boots from
the chest. Then hop to the right and enter the other large room. Roll the log
over to the other side of the pool, hop down, and roll the log on the bottom of
the room all the way up. Fight the Venus Djinni you'll get off by (Meld) and
have it join your party. You should have 6 of every Djinni by now! Before you
Retreat, roll the log back down and go up along the wall to the log you saw
next to Meld on the right. Roll it to the left and reenter the main room. Roll
the log here all the way to the left, grab the Rusty Staff, and Retreat. Mind
Read the turtle and return to the Sea of Time Islet, then get on your boat and
sail to Yallam.

YALLAM

Forge your Rusty Staff and Rusty Mace, and also do anything else you need to.
Then, get back onto your boat and sail to a beach just west of Alhafra. Get out
and walk back east to Alhafra.

ALHAFRA

Heal if you need to, but set out for the port soon.

EASTERN ALHAFRA

Finish the repairs on the ship by getting rid of the large rock on the mast
with Burst. Now, start to exit the port. As you are getting off the ship, some
workers notice the rock is gone. They leave to tell the mayor that the ship can
be repaired and used again. Eoleo and Chaucha come out and see that the rock is
gone too. They leave to go tell Briggs the news. Now try to leave again. As you
reach the end of the dock, the mayor comes and sees that the block is gone.
They talk about how the rock was moved and then notice you. Kraden tells him
that they did destroy the block. The mayor sends off his workers to begin
raising the mast and offers to have you rest after destroying the rock. Back at
the mayor's manor, Jenna and Sheba comment on how suspiciously nice the mayor
is being (but he hears them). The lights suddenly dim and everyone finishes the
conversation with various symbols. Later, the mayor sends his advisor to check
on the progress of the repairs, but a soldier rushes in with bad news. Briggs
has escaped from prison (Yay! Jenna's battle music!). The mayor demands that
you help him catch Briggs in exchange for staying at his house. Before you
catch Briggs, why not take a look at the repaired ship? After you leave, head
back towards the harbor.

All the men at the dock are knocked out; Briggs has commandeered the ship!
Briggs yells to the mayor from "his" ship that he is not a thief because he
paid for the ship (with his stolen money). His wife joins in to say that the
mayor is the thief because he took their ship. Kraden calls to Briggs, making
him worry about you returning. Briggs' wife reassures him that they're safe out
to sea when you're on land. Chaucha reminds Briggs that he wanted to do
something to you next time you met... what was it?? Briggs suddenly remembers
and starts taunting you. Chaucha scolds Briggs for coming up with such a bad
taunt (or something). He decides to continue taunting and tells you to keep
Alhafra safe from thieves and bandits-and politicians, too! He taunts you some
more as he sails away into the distance. The mayor starts fuming at his two
assistants for letting Briggs escape, revealing even more of his self-centered
personality. The mayor is also mad at you, and decides not to give you the
reward he never promised. Kraden talks to you and guesses that Briggs is headed
to his hometown of Champa. Rather than follow Kraden's advice and leave ASAP,
first revisit Alhafran Cave. Briggs moved some pillars in his escape from the
cave, allowing you to reach a Psy Crystal, a Potion, and 777 coins (your lucky
day!). Also, slide down the chute and head farther down to Briggs' cell. Check
the crates to find some Power Bread. Now leave Alhafra and return to your ship.

Sail all the way across the Eastern Sea to a town northwest of SE Angara Islet,
almost directly north of your ship.

n. Champa to Champa Revisited (Chanr)

CHAMPA

It seems that Briggs has brought jewels to his hometown that have made his
thankful neighbors so rich they quit fishing. The thankful people are
considering making him the first chief of Champa. Do they even know he's a
pirate? The only other important figure in the town seems to be someone named
Obaba, who is the only one with the secrets of the Ankohl civilization and a
master blacksmith. Check the gravestones northeast of the entrance to town with
Reveal to find a Viking Helm. If you saved Hsu in the first Golden Sun, a
strangely familiar purple-haired girl runs up to you as you head towards the
main part of town. She asks if it is really Isaac (does she need glasses or
what?). She asks where Isaac is and then where she can find him. She introduces
herself as Fiezhi, a friend of Isaac. She wants to repay him for his bravery in
saving Ulmuch (I thought is was Hsu... 0_o). Kraden creates a rather awkward
moment by asking if Fiezhi wants to find Isaac because she likes him. 0_o
Obviously, this makes her kind of mad. He starts teasing her like a little kid
and promises to tell Isaac how she feels (I almost feel sorry for Fiezhi). She
almost seems thankful after being embarrassed and gives you a Golden Ring as a
good luck charm for him on his mission! After Fiezhi leaves, head to the Inn
and Shop as usual.

As you head up the stairs near the Inn, you'll see Briggs and two Sea Fighters!
They are all alarmed that you followed them and run away. Follow them into the
Champa caves. Make your way up to the top floor of the caves, to a large brick
pit. Briggs tells you to stop in your tracks. An old woman (Briggs' grandma)
asks him if you are the warriors he told her about. Briggs tries to tell his
grandma to do something about you before you take him away, telling her to
think about Eoleo. When his grandma tells you to go away, say yes for now. Put
4 Jupiter, 4 Venus, 6 Mercury, and 2 Mars Djinn on standby, save your game, and
approach Briggs' grandma again. This time, don't leave. She throws something
into the large pit, causing it to bubble with lava! Suddenly, something roars
and jumps out of the magma to attack you!

BOSS BATTLE: AVIMANDER

The second of the "joke" bosses, Avimander should not be much harder to defeat
than a few random enemies. Just Summon Thor, Ulysses, Judgement, and Boreas on
your first turn, then follow up with strong Psynergies. You should kill him one
or two turns after the initial Summons without even having to heal. After you
defeat this pathetic beast, he blows up and Briggs' grandma acts surprised that
you won. Briggs keeps asking his grandma to do something before you "take him
away". Sheba tells the old woman not to listen to him call you evil if he's a
pirate himself. This surprises grandma; obviously Briggs never told her. Kraden
reassures Briggs that they won't take him away, but this only makes grandma
madder. She starts chasing Briggs around the pit and arguing with him. Chaucha
appears and stands up for Briggs. Briggs was only a pirate until he started
finding jewels on an unknown island. You all decide to forgive each other and
Chaucha rushes Briggs out, convinced he has a cold. After the conversation is
over, talk to Briggs' grandma. Give her both your Trident pieces for her to
keep. She seems to recognize them... could she be Obaba? Now, leave (try
reading Eoleo's mind to find a hint on where he got his jewels). You can also
confirm that Briggs' grandma is Obaba.

As you are leaving the town, you hear Alex talking to you, saying you've caught
up with him! Alex asks if you are going to cast him away like "trash" now that
you have a new water Adept. Jenna and Sheba ask why they should care if he was
the one who left them behind. Kraden tells Alex they can light the Lighthouses
without his help. Suddenly, Karst appears and asks if they really can. When you
ask what is going on, a strange man appears and says Alex is demonstrating his
foresight. You were apparently right in Madra; Karst did have a partner, he
just stayed at their ship before. The man introduces himself as Agatio and
reveals that he already knows your names. He calls you a bunch of "ragamuffins"
and Alex agrees that you are useless. Still, he thinks he may have been hasty
when judging you. Karst asks what makes you so useful. Alex explains that you
are resourceful because you retrieved Piers' Black Orb from the warlike
Kibombo. Soon, Agatio and Karst get tired of talking and demand to know when
you're going to light the two remaining Lighthouses. Alex tells them to remain
calm and also the purpose of your meeting. He thinks that with Saturos and
Menardi gone, you wouldn't feel hurried on your quest. He has taken Agatio and
Karst with him to give you some "incentive". The two leave angrily. Before Alex
leaves, he tells Kraden that his quest has been for nothing. Babi has run out
of Lemurian Draught and died. Alex warns you not to return to northern Gondowan
in case the people of Tolbi think you had something to do with Babi's death.
After Alex leaves, Kraden talks about how he still must continue his quest for
Lemuria even if Babi is dead. Kraden starts to explain why he is still looking
for Lemuria, and neither of the girls understand him. You are the only one
Kraden has told about his quest, so Jenna and Sheba both demand to know. Kraden
says he'll tell them when you reach Lemuria. After you regain control, get back
onto your boat and sail a little to the northeast, around a mountain range near
Champa to a Tundaria-like Tower.

ANKOHL RUINS

The tower of Ankohl is a very confusing level. Although it isn't long, it's
very easy to get lost, so follow me closely. Because a tree blocks the main
door of the courtyard, go in through a hole in the wall. In the actual tower,
don't bother with either of the side, leaf-covered doors. The treasure chests
inside them are empty (maybe Briggs plundered them for treasure). Whirlwind the
middle of 3 leaf covering on the top of the room and pass through. In this
room, you'll find 7 large statues of faces. You'll notice the middle of the
center statue is gone. For this room, I'll call the statues 1 through 7 from
left to right. Anyway, use Move to pull out the middles of 1, 2, 6, and 7. Grab
the 210 coins from 2 and the Crystal Powder from 7, then enter 6. At the end of
the hall, you'll see a pillar blocking you from using Sand from another part of
the room to reach a chest. Move the pillar right into the pit, go back to the
statue room, and enter 1. After passing through the antechamber, use Sand to
reach the chest containing a Nut. Go back to the statue room and go through the
door under 1. Go straight down to a corner and turn left. Hop over the pits and
go left this way until you reach some stairs. From the stairs, go around the
path to some sand. Use Sand to follow it to a small room containing the
Thanatos Mace. Even thought it may be weaker than any of your weapons, you can
still sell it if you want.

Go back to the corner of the sand, surface, and go up to the next room. Keep
heading up to a statue with one of the pieces of its head sitting on a nearby
ledge. Push the piece into the statue to make it open its mouth and spit sand
out. Return to the room below and before the one with the Thanatos Mace and go
to the part of it near the door to the statue room. Go left and blow away the
left of two leaf patches to find more stairs. Go up from the top of the stairs
and climb down the vines. Walk across the sandpit you created and take the
Power Bread from the chest. Use Sand to get under the low arch and climb the
vine and stairs on the other side. Go down and into the right doorway from the
stairs. Go up to a T-fork and go left. Like before, Move the pillar into the
indentation, then return to the previous room. From the stairs you reached this
floor on and go left. Go up at the fork and through the door. Use Sand to reach
a Vial and return to the other room. Go straight down from the door and follow
the path to 365 coins. Return to the T-fork near where you Moved the pillar and
take the right path this time. Enter the door here to the sand room. In this
sand room, you are forced to step on a switch that causes a nearby statue to
periodically fill the room with more sand. You must stop on the similar switch
near the statue once the sand rises enough, but before it covers the switch to
stop the sand and unlock the door. If you are too late, exit and reenter, then
try again.

After the sand room, go down the hallway to a room with a chute. Slide down it
and you'll land right next to another statue piece. Push the pillar nearby into
the pit to open a shortcut, then push the piece into the statue. You still need
one more piece, though. Go through the door behind where you landed. Don't
climb the stairs; go right and once again free a sandy shortcut by Moving a
pillar. Now use Retreat and return to the statue room. Go through the door
under 7 and make your way to the stairs (ignore the leaves). After jumping a
pit, use Whirlwind on the left of 3 leaf coverings and enter the room behind it
to find the Muni Robe. Return to the hall and enter the next room. Climb down
the vines and go up. You'll see a sandbar and incomplete statue, but ignore
them for now. Just hop the gap, climb the vine, and then go up the stairs. Go
up the hallway and use Sand to use the passage you opened earlier. Go right
after surfacing and Whirlwind the first leaves you find. Enter the door and get
the Sylph Feather. Return to the hall and keep going right and down. The next
room is another sand room, slightly harder this time. Go through it as fast as
you can and you should be able to make it to the next room. After hopping some
pits in this hall, Whirlwind the first leaves you find and go through. Push the
pillar and get the Potion down the vine.

Return to the hallway and go left to the next door. Hop your way down the next
hallway and enter the door. Go up and push the statue piece into the statue.
Make your way back through the last several rooms until you climb down some
stairs to the room with the sandbar and statue you just completed. Ready
yourself: as soon as you jump over to the path the statue lies on, it chases
you! To avoid getting run over, run away from it to the sandbar and use Sand to
have it pass right over you. Once it has passed, surface and go up to where the
statue was. Use Sand on the thin sand vein and climb the vines on the other
side of it. Go left and climb 2 more stairs. Go through another hall and Move
another pillar for another shortcut. Don't feel bored; you're almost done with
the level (hopefully you aren't lost). Now head down. You'll see a statue piece
seemingly trapped in a block corral. Use Reveal to find that the center block
is actually a pit, then Move the piece into it. Climb down the stairs above you
and push the piece into the statue. It will create a sand waterfall. Go back to
the room before the statue piece corral room and use Sand to reach another
staircase through the shortcut you opened. You'll recognize this room; go left
and down to the sand waterfall room. Climb down to the sandpit at the foot of
the waterfall and burrow it. You can actually climb up the waterfall with Sand!
Once at the top, get off on the left and climb more stairs. Go through one more
hall to another sand waterfall room. Climb this one with Sand and then climb
the vine at the top left. You're on top of the ruins! Climb a few more vines
and take your prize: the Left Prong. Now Retreat and return to Champa.

CHAMPA

After doing the usual town things, return to Obaba and give her the final
Trident Prong. She tosses the 3 pieces into the forging pit. At first, nothing
happens. The pit fills with lava. Out of a geyser, the Trident appears. But
what's making it float? To reach it, use Reveal and hop over the invisible
platforms. Equip it to your fastest character (probably Sheba) and set out on
your boat once again. Sail off for the misty area ESE (East-Southeast) of
Champa. Enter the rocky area through the two boulders.

o. Sea of Time to Hesperia Settlement (Soths)

SEA OF TIME

You remember the song you were taught in Yallam? Well, now it's time to put it
to use. First, here are some techniques you should know:

Transferring from one whirlpool to another: Whirlpools litter the Sea of Time.
To get from one whirlpool to another, get to the outside edge of the current
and try to sail with it until you are adjacent to the whirlpool you want to
transfer to. Then, angle your direction towards the other WP and you should
transfer.

Getting from a whirlpool to a square area: This is kind of tricky. Once again,
go with the current on the outside edge of the whirlpool. When you are just
starting to pass the entrance to the square area or maybe just before, start
trying to sail into it and you should enter.

Using the volcanoes: The volcanoes are used to briefly turn off the angular
currents near them. First, sail so that you are around the volcano but as close
to the angular current as possible. Pause for a moment, then sail around the
volcano, never stopping, until the current stops. Quickly sail across where it
was before it comes back and sweeps you away.

Now, here is a basic walkthrough of the Sea of Time. Go straight up across some
whirlpools to a volcano, Sail around it until the current disappears and sail
across where it was. Go right across it to another whirlpool and get off it to
a calm area. After you get in, go up across some more 'pools to another
volcano. Use this one and go up to the star symbol. Go left across 3 more
whirlpools and use the volcano to go back down. Keep going down to a calm area
and left to another volcano. Turn off the current and go down to the moon
symbol. Keep going down to another volcano. Go across the current zone to the
left and to a calm area, then up across 6 whirlpools to the final volcano.
Deactivate the current above you and sail to the next area. Cross one more
whirlpool, but save and standby 6 Mercury, 2 Mars, and 4 Venus and Jupiter
Djinn before going up the short current. After it takes you to near 3 large
volcanoes, the beast that caused the tidal wave and ocean warming appears in a
whirlpool: it's time for a Boss battle!

BOSS BATTLE: POSEIDON

If you remember, the only way to damage Poseidon is with the Trident. Hopefully
you equipped it to your strongest character. Use it as an item on Poseidon to
breaks the forcefield that protects him from damage. After the Summon rush,
have Sheba continue to use the Trident to damage Poseidon while Jenna heals,
Felix uses Ragnarok, and Piers attacks or uses Diamond Dust. Repeat and keep
well healed until Poseidon is beaten. Be careful of his Watery Grave and
Counter-Rush moves. If Poseidon uses Counter-Rush, he'll automatically attack
anyone who damages him this turn. And besides damaging all your party member,
Watery Grave has a chance to automatically down a character! Keep Waters of
Life or the Revive Psynergy on at least two characters and don't waste your
time with revival Djinn. After you defeat Poseidon, he disappears into the
water and several rocks appear around him. Head north from where he was and
exit the Sea of Time. What's that tower/city up ahead? It's...

LEMURIA

At last, you're in the fabled civilization of Lemuria! To reach the actual
city, sail through the catacombs (ignore the rock like in the Sea of Time) and
head right to the dock. Weird... 7 other ships identical to your are parked at
the dock. Sail up to the far right dock and you'll automatically switch to
controlling Felix on the deck. Before you disembark for the lost city, enter
the ship again. Head through the door from Piers' cabin and go down the stairs
to the right. The boxes that made your trek through the ship so much longer
have been removed, so go through the far door after them. Use Parch on the
water here from the platform you enter on and climb down the ladder. Open the
chest to get a Mist Potion. Now leave you ship and get off. Head around the
ruins to some stairs. You'll see a statue blocking you from jumping over a gap.
Use Move to get it out of the way. Someone up ahead recognizes Move as
Psynergy! The two teal-haired Lemurian guards up ahead must be Adepts! They ask
who you are and if you defeated Poseidon. After they find out you did, they say
you are too dangerous to enter Lemuria because of their king's orders. Kraden
asks who their king is and they reply it's King Hydros. He has ruled over
Lemuria for centuries (probably with Lemurian draught) and decreed that Lemuria
must be kept safe from outsiders. Piers asks if they consider him too dangerous
also. The guards are obviously surprised that Piers has returned, but don't
listen to his promise that they won't cause trouble. Kraden asks if their king
is really so important, making them mad enough to call him an insolent "pup".
Kraden is offended and says that he's twice as old as they are. Piers warns him
that either of the guards is older than your whole party put together. Everyone
hardly grows older in Lemuria because time passes so slowly there. After Kraden
apologizes for getting mad, the guards wonder if King Hydros would make an
exception for them; he has been waiting for new from outside. They tell you to
wait and leave for the King. Because time passes slowly for Lemurians, you
could be kept waiting for a very long time, so the guards decide to just let
you in.

Lemuria is the most advanced civilization you have reached yet. There are no
diseases, no wars, and everyone lives for centuries. It may seem like a
paradise, but everyone is getting tired of living the same life day after day.
There are only two children in Lemuria because they remain children for so
little of their life. Lemuria is even duller because there is a law preventing
people from leaving; Piers is the only one to see the outside world. If you
want some interesting information, you should eventually go to the Senate house
on the left side of town. The Senators here don't seem to want Alchemy restored
to Weyard, fearing that men will abuse it again. They tell you that the King
thinks that sealing away Alchemy has caused the world, and Lemuria, to decay.
They disagree, though, and think that sealing away Alchemy saved the world, not
causing it to decay. One other Senator tells you that Lemurians used to bottle
Draught that allowed them to live a long time anywhere, and used this freedom
to travel around the world. After a man named Babi (!) came to Lemuria and
stole all their Draught, they built a fountain flowing with the Draught and
settled down in Lemuria. The first thing you should check out in Lemuria is the
Lucky Springs, which flow with waters that preserve life (you can preserve your
life like any Inn by facing the springs and pressing A to drink). You can throw
the Lucky Medals you have been accumulating into the spring. Depending on how
they bounce off the crabs and turtles in the springs, you'll win useful and
powerful items. It is a good idea to get items like the Hestia Blade and Leda's
Bracelet, but the best prize of all is the level 5 Combo Summon, Eclipse. You
will automatically win Eclipse the first time you manage to get a Lucky Medal
to land in the blue center (it's easier than it sounds).

After you've used your Lucky Medals, head up the stairs behind the springs.
Kraden will see the King's castle and is amazed. He runs up and tells you to
come see. Although it isn't a good idea to come near the King, go up the steps
to the castle. As Kraden is admiring the castle, the guards stop him. They soon
recognize you as the people traveling with Piers (whom they call the "Lost
One"). Piers asks if the King knows you're here. The message of your arrival
has been sent to the King, but he hasn't received it yet. He cannot be
disturbed in his meeting with Lord Conservato. Piers doesn't seem happy at the
sound of the name. Piers asks what Kraden has seen of Lemuria, and Kraden says
that the castle and city are magnificent. Piers says that long ago, Lemuria was
even more lovely, livelier, and grand then it is now. The King had lived
through those days and still tells of them. Over the years since then,
Lemurians have lost vigor, enthusiasm, and creativity. Lemuria is collapsing
without its spark, only a shadow of the legendary civilization (could it be the
loss of Alchemy?). Kraden wishes he could see the city as it was, then asks
what Conservato has to do with this. Piers changes the subject again by saying
King Hydros thinks the decay of the city has something to do with Alchemy. King
Hydros and most of the other Lemurians want to stop this decay, but senators
like Lord Conservato are stubborn and unable to accept change. Kraden reveals
more of his stupidity by asking what a senate is. The senate determines various
goings-on in Lemuria and Conservato is their leader. Lately, the senate has
been resisting any new ideas suggested, preventing them from reaching the King.
Because the King's conversations with Conservato are very long, Piers suggests
you look around Lemuria until then.

Go around to the left side of the castle and use Scoop around the butterfly to
find some Star Dust. Go back down and Mind Read the dog to the left to find out
there is treasure buried around here. Use Scoop on the flowers with a butterfly
flying around them to get a Bone. It may seem useless, but it will probably do
something undiscovered. Keep going down to the area just above the Lucky
Springs and go right. Use Scoop on the flowers near the chicken to get a Rusty
Sword. Now use Growth on the plant below the chicken and climb down. Go past
the cow (a cow and a chicken... scary) and use Cyclone on the large patch of
grass to find a Hard Nut. Now, head to the house northwest of the Spring and
enter. Wow, whoever lives here seems to be drinking a lot of something. Talk to
the man to find he is Piers' uncle! The man comments on how "timid young Piers"
has become a warrior and how his sister, Piers' mother, would be proud. Piers
asks where his mother is and notices how messy the house has become. Piers asks
if his mother is sick again. Kraden asks if there is still sickness in Lemuria.
Piers' mother was born with a weak heart and became ill after the tidal wave
washed Piers away. Sadly, he came too late to see her again. Piers' uncle tells
him where to find her grave and he rushes out, leaving your party for a while.
As you leave to follow Piers, his uncle asks you to let him mourn, than asks if
they came to learn about Alchemy. Piers' uncle reveals that he was given a
mission by King Hydros himself; even if the tidal wave had not come, he would
have left Lemuria. The man is amazed that Piers told you nothing about his
mission into the outside world before now. While Piers mourns his mother, His
uncle writes a letter to Lunpa (does he mean Lunpa the Righteous Thief? What is
he doing in Lemuria?) so that he will admit you to his tower.

Leave the house and go across a bridge to the tower on the right side of town.
When you try opening the door, Lunpa tells you from the top floor that it's
broken. Strange... If you played Golden Sun, you'll remember that Lunpa's son,
Donpa, was an old man. Yet Lunpa only looks the age of his grandson, Dodonpa.
The time-slowing Lemurian magic must also work on non-Lemurians. You'll have to
climb in through the window above the door. This is why you couldn't leave the
Lash Pebble on Piers. Without it, you are permanently stuck. Use Lash and climb
to the window, then enter Lunpa's tower. Go down the stairs on either side of
the ladder and meet Lunpa. He is amazed that you could travel to far in this
age, all the way to Lemuria. He asks why Piers isn't with you and Sheba
explains where he is. He asks if since Piers was traveling with you, you are
also trying to break the seal on Alchemy. This must be why Piers' mission was
so secret; the King had to send him off without the senators finding out he was
trying to release Alchemy. Jenna says the only reason they are trying to light
the Lighthouses is to rescue her parents from being kidnapped by the Fire Clan
of the north. Lunpa then asks Kraden what he is doing with you. Sheba says that
Kraden joined them for Lord Babi. Lunpa only knows one Babi, but he says it
couldn't be him. Lunpa is amazed that Babi is still living in the outside
world. Kraden tells him that Babi recently died. Lunpa says to himself that he
no longer knows anyone from the outside world. Jenna asks if he even knows his
son Donpa from Angara. Lunpa remembers that he settled that village a long time
ago. Kraden tells him the village is ruled by Dodonpa now, who has been causing
lots of trouble in Angara. Lunpa is surprised his son would let this happen,
but Kraden changes the subject and asks if Lunpa knows how old his son is
(Donpa is at least as old as Kraden).

Before you start your actual discussion, Kraden asks if he can explain his
personal reasons for going on this quest. Kraden says that he thought it was
odd that Lord Babi sent him to study Alchemy. Anyway, there were once many
civilizations around Weyard as advanced as Lemuria. When Alchemy was sealed
away, most of those civilizations disappeared. Kraden thinks that his theories
on Alchemy are related to Lemuria, so he waited until now to tell you. Lunpa
asks that if his theories are right, the world itself will eventually vanish
without Alchemy. Lunpa says that he, King Hydros, and many others have the same
theory as Kraden does. He then describes the basic course of civilization. He
asks you if you have seen any capable of building the Lighthouses and other
great Sanctums you have seen. He says that this is one sign of the decay caused
by Alchemy's absence. Lunpa then suggests that you hear the rest from King
Hydros himself and says that you will go visit him. Lunpa gets angry when
Kraden says he is meeting with Conservato. He says he will meet with the King
and press their evidence on Conservato. Unfortunately, he can't get out of his
stupid broken door. He steps back, charges up Dragonball Z style (Wha-!?) and
charges the door, breaking it open. He then leaves for the castle. You should
still know the way, so follow him up to the King.

One of the guards admits you to the King as "Lord Felix" (which is correct if
you have only Venus Djinn on you and followed my walkthrough). Up ahead, you'll
see the King with Conservato. You can see Conservato's stubborn personality
first-hand as he complains about even having to approach you, even when the
King says he want to show something to everyone. The King comes to you and
welcomes you to Lemuria. After you are all introduced, Hydros confirms Kraden's
theory that the world is decaying without Alchemy. Naturally, Conservato
opposes this. He says that the ancient civilizations would have decayed with
Alchemy; this is the way of the outside world. He even says that Lemuria in
unchanged! Hydros says his best scholars support him and Piers has confirmed
this on his mission (Conservato interrupts again and says that he violated
senate's order by using the tidal wave to send Piers away). Kraden asks what
Hydros sent Piers to confirm, and the King hold out his hand and makes a map
appear on the floor. The map shows the ancient world, when Lemuria traded with
many other similar civilizations. For once, Conservato agrees with the king
that it was a glorious time. The King then shows the map Lunpa brought with him
when he arrived 150 years ago (! That would make Donpa at least 100 years old
and Dodonpa an old man! That doesn't seem right...). Kraden notices that the
continents seem smaller than on the other map. The King accentuates this by
displaying the maps one after the other (actually, the continents seem the same
size to me; the world looks smaller). Conservato starts arguing with Hydros yet
again. The King has Piers confirm that Lunpa's map is much more accurate than
the ancient one but still shows the world as being larger than it was 150 years
ago. Kraden compares Weyard to a living animal requiring the 4 Elements for
nourishment. Ever since Alchemy was sealed away, the world has been slowly
dying and has started "hibernating". By using less energy, Weyard is lasting
longer. If Alchemy were released, the world would "wake up" and start to
flourish again. But because its "spring" is never coming, the world is slowly
dying. Conservato challenges this theory, but King Hydros asks why Poseidon
would have returned. The King says that he fears the threat of Alchemy being
abuse, but also of the world dying without it. Conservato asks if the King
intends to send Piers away again and warns that he will never be able to return
if he does (don't worry about Conservato; you can always reenter Lemuria). He
then leaves, saying he will never take part in this plan. The King says that he
knows the dangers of Alchemy, but that you have to light the other two beacons.
Sheba tells him you can't enter the Western Sea, so Lunpa makes a chest appear
in front of you from back in his thieving days in Angara. The King says that
Lemurians are unable to use the Psynergy contained in it and that you may be
able to use it better, having an Earth Adept on your team. The King tells you
they call the Psynergy Grind and that it can clear out reefs that block your
way to the Western Sea. The King sends you on your way to light the remaining
beacons and gives you control again. You can now leave Lemuria and return to
your ship.

As you leave, Sheba asks Piers how old he really is. Jenna and Kraden join in,
thinking they haven't shown him respect for his age. Piers say to just treat
him as you have all along, but Sheba demands to know. Piers tells them to stop
making demands if they want to respect him, but Sheba, Jenna, and Kraden all
start laughing. Piers tells you to get them off his back, but you obviously
don't say anything, making him think you're also involved in the "conspiracy"
(funny, no?). After leaving Lemuria, however, reenter. With your new Psynergy,
you can get a new Djinni. Go to the large rock you saw in the tunnels earlier
and get rid of it with Grind. Sail down the tunnel and dock near the now-free
boats.

Walk along the dock wall and enter the door.

ANCIENT LEMURIA

This place almost looks like Lemuria; it even has a flooded spring!
Surprisingly, it plays no significant role in the game. Go to the southwestern
corner of the area and use Cyclone on the shrub on the other side of the wall.
A Mercury Djinni pops out and enter a nearby statue. Use Tremor to evict it.
Rime will join your party without a fight. Now you can exit Lemuria. Return to
the Sea of Time through the boulders.

SEA OF TIME

Grind the rock blocking a path to the left. Grind one more rock and let angular
current carry you out of Lemuria. You may now want to check the ocean for some
Rusty Weapons; here is a list of the ones in the ocean. Note that they are all
found by checking on shallow areas in the sea.
Rusty Axe: A little ways southeast of Lemuria.
Rusty Mace: East of Treasure Isle on the edge of the world.
Rusty Staff: Almost directly north of Shaman Village.
Rusty Sword: West of Atteka Inlet (you need your ship's wings).
Rusty Sword: East of Tundaria Tower.

After you've collected all you can, forge them in Yallam, then sail to Gondowan
Cliffs.

GONDOWAN CLIFFS

Use Grind on the rock blocking the way and sail through to the Western Sea!
After getting more Rusty weapons, head to a small settlement on the southwest
corner of the northern continent in the Western Sea (Hesperia). Get off on a
beach that isn't spilt by a river and enter the...

HESPERIA SETTLEMENT

Once again, the Hesperia Settlement is populated only by a single family. They
tell you about the nearby Shaman Village, which seems to be vary wary of
strangers. You'll also see a new Djinni here! To reach it, go to the western
part of the area and climb the vine. Go left and use Growth on the plant, then
climb it and go around a large rock to an area with a box. Move the box so it
falls down the left hole in the fence and climb back down. Push it off the
ledge it landed on, then climb down further and Move it to the right. Now climb
back up and hop to the box. Climb the rocks to the left and enter the cave to
find 166 coins. Exit and climb over to the Mars Djinni, Tinder. You don't even
have to battle it! Now climb back to outside the cave and slide down the chute.
Exit the Settlement and get back on your boat. Sail along the Hesperia
coastline to the east until you reach a river in between two beaches; sail up
it to a large lake. Go to the upper left part of the lake and you'll see two
rivers to choose from. Sail up the right-hand one and get off at the end near a
cave, which you should enter.

p. Shaman Village Cave to Contigo (Svcco)

SHAMAN VILLAGE CAVE

This cave is incredibly short and simple the first time through. You'll come to
a 3-way fork at the first room; take the left fork and uncover some vines with
Whirlwind. In the next room, just walk around the outer edge of this room and
enter the next room (ignore the round rocks and Mercury Djinni here for now).
In the next room, push the pillar to the right to open a shortcut through the
cave, then hop over the gap and go on to the exit. Enter the town up ahead on
the world map.

SHAMAN VILLAGE

Right off the bat, you'll notice that the people of Hesperia are extremely
xenophobic. They won't even talk to you! You'll have to use Mind Read to find
that their chief, Moapa, has outlawed speaking to any outsiders except their
longtime friends from Contigo, telling them that they can't be trusted. Enter
the Inn and go down the lower floor. Go through the lower left door to outside.
Now go up and hop over the creek. Use Growth on the plant and climb up to the
Spirit Gloves. Now go to the building next to the chest with the Gloves. As you
try to enter, Chief Moapa himself (and two guards) comes out in front of you.
They stress the point that they don't like intruders and tell you to leave.  He
says that if you have something to say, you should say it fast. Walk up to him
and when the menu appears, show him the Shaman's Rod. The Chief is amazed (it
is the SHAMAN'S Rod, and it is also called the Rod of HESPERIA) and says it was
a gist to a past chief, thought lost forever. The Shaman's Rod represented a
promise to take care of the Hover Jade, and they are charged to give the bearer
of the Rod the stone. Moapa looks at each of you, puzzled, and says he won't
give you the Hover Jade because you aren't Contigo. Kraden asks if there is
some way they can get the Rod, and one of the guards suggests the "test". This
test is Trial Road, and only the giver of the Rod to the old chief could walk
it. He then walks off and asks for you to follow him. After you get your
control back, follow Moapa and go through the next area. Talk to Moapa here to
find that you need to make the sand here disappear to get the Hover Jade. Blow
it away with Whirlwind and the pink statue. The chief is amazed you cleared the
path and his guards say that Sheba must be the one from Contigo. Moapa almost
seems in denial as Piers asks for the Hover Jade. He says that the sand was a
test to see if you're worthy to take the test to obtain the stone (what a
mouthful). You still must pass through Trial Road. The guards are amazed that
Sheba will also be made to do the test. Sheba gets mad and asks if they are
saying she can't be the chosen hero. Moapa says that the heroes have always
been men, making Sheba even madder. You eventually taunt Moapa into letting you
take the test, but he warns you that a great battle awaits you at the top.
After you regain control, standby your Djinn for the battle ahead beforehand (I
suggest putting 6 Jupiter, 4 Venus, 2 Mars, and 6 Mercury on standby) and go up
to a clearing.

Moapa explains the rules to you now. The legends say that the past leaders of
Contigo and Shaman Village tested each other's skills here in the road and
fought on top of the mountain. Moapa then has his two guards demonstrate what
to do. The rooms ahead are filled with traps and puzzles; you must use your
Psynergy to pass them. To open each of the four doors to the next room, you'll
have to put some items in the chests next to them. OMG OMG!!!! Felix actually
talks!! He says his first word in the game: "Why?" Anyway, the chief answers
that the doors are locked until the chests are weighed down with the proper
amount. The first person to each door must put in one item and the second has
to put in two! To put an item in, open the chest and select use on an equipped
weapon or armor. If you are feeling overwhelmed and want to start over, there
is a button you can press to end the Trial and return to the clearing.

Before choosing a path to race on, climb the ladder to the left and go down to
the Hard Nut. Now, choose your path (I recommend the left one, but it doesn't
really matter; the 4 rooms you'll face are randomly chosen from the following
8). The starting timer counts down and the race begins! Run into the first room
from the starting line. Because there is no definite order of the rooms, I will
do separate walkthroughs for each room. Once you enter a new room, pause and
check to see which one it is. Finally, DON'T WASTE YOUR TIME GETTING THE
CHESTS. You can reenter the road after the race and get them.

Room 1
Defining Features: A huge sand waterfall
Use Sand to get up the waterfall and get off on the right. Use Whirlwind to get
rid of the leaves and climb the vine to reach the end.

Room 2
Defining Features: 3 rolling logs
Push the bottom log and the second log left, then right into the water. Climb
the vine to the right and then climb down to in the enclosure made by the logs.
Push the pillar up and to the right as far as it will go and push the bottom
log back down. Push the other log right into the water and hop across it. Climb
the vines to the next area.

Room 3
Defining Features: 5 pillars, 2 of them vine-covered
Ignore the viney pillars; push the center free pillar down and the other 2
towards the center one. Climb the vine to the right, hop across, and climb
another to the next area.

Room 4
Defining Features: 2 water geysers
Align the pillar with the two water geysers, climb a vine, and hop across the
water geysers when they are shooting water, then go to the next area. Or, run
up to the upper part of the area. The left or right Scoop spot (I can't
remember which) contains a geyser that blasts you right up to the top.

Room 5
Defining Features: 4 Poundable pillars, only 2 raised at a time
Use Pound on both of the pillars to switch them with their nearby counterparts
and push the two vine-free pillars onto where the Pounded pillars were. Then
hop to the next area.

Room 6
Defining Features: 4 pillars in long tracks; 1 vine-covered
Push both lower pillars up to align with the other two and hop across. Push the
pillar up here to the left and climb the vine.

Room 7
Defining Features: 2 Burst pillars
Use Burst on the right-hand pillar, hop up to the vine, and climb it to the
next area.

Room 8
Defining Features: 2 torches and 2 ice pillars
Pull the 2 pillars 1 space south each with Move and then push the left torch
next to the corresponding pillar to melt it. Push the torch away, jump over the
puddle, and refreeze it. Then go up the vine ahead and hop over the pillars and
climb the last vine.

After you have cleared 4 randomly selected rooms, you will climb some stairs in
the last room to the peak of the mountain. Climb the vine and hop over to the
strange circle. Moapa and his guards appear and, as prophesized, they battle
you.

BOSS BATTLE: MOAPA AND KNIGHTS

Since when are Indian warriors called "knights"? Anyway, if you followed my
standby tips before Trial Road, you can Summon 2 Eclipse, Judgement, and
Ulysses. Like all other human enemies, Moapa and his guards are equally weak to
every element. The Summons should take away quite a lot of his HP (remember to
focus on Moapa). After that, have Jenna heal with her Aura spells and the
others attack. The Indians should go down soon after the initial Summon rush.
Be warned, though; Moapa and his knights love attack items like Bramble Seeds
and Crystal Powder. They can be quite damaging, so always keep your party well-
healed.

After you beat Moapa, he gives you the Hover Jade as promised. Everyone then
goes back to the village to rest. After you get up, you'll find that every
building is unlocked and everyone will talk to you! Go to a two floor house on
the eastern part of town and exit through the second floor door. Go around on
the path to a pillar behind a rock. Use Move to get it into the pit. Then go to
the basement of Moapa's house and exit. Use Lash and climb up the rope. Follow
this path around to the east and hop across the pillar. Go and get the Jupiter
Djinni, Aroma ahead! Also, check the Shaman's teepee in this area. One of the
jars inside holds some Lucky Pepper. Check the Shop and also return to Trial
Road to pick up the items you missed. Now, exit Shaman Village when ready. Go
back through the cave and get on your boat. Sail back out to the ocean and head
northeast along the coast to another river in between two sandbars. Sail up it
a long way to a fork. Because the lower path leads nowhere, take the north one
and get out on the north side of the river once you pass the small mountain.
Walk around on the ribbon like strip of land's forest until a Venus Djinni
appears. Defeat Petra and have it join you, then sail to the continent south of
Hesperia. Get off on either of the two beaches on the west side of the
continent (Atteka) and go north or south depending on which beach you got off
on. When you can take a long, forested path right a little way north of the
lower beach, do so. Follow this peninsula to its end and walk around in the
large forest on it until a Mars Djinni, Core, appears, Once again, beat it to
have it join you and return to your boat. Go to a river in between two sandbars
on the east side of Atteka and sail into it. Take the left path at each of the
forks (your left, not the ship's) and you should end up inside a reef visible
from the ocean. Sail up and enter...

ATTEKA INLET

Some people have brought a giant wing here according to a prophecy. They say
they'll attach them to the sacred vessel when Mt. Jupiter is lit (could they
mean Jupiter Lighthouse?). Maybe the sacred vessel is your ship... you'll have
to beat the next dungeon to see! Before leaving, go up the ladder left of the
house in the next area and follow the cliff path around to a Vial near the
wing. Notice the strange spider-like symbol on the arch leading back to the
world map. After you leave, go northeast to a town next to a HUGE crater.

CONTIGO

The people of Contigo are all descended from the legendary Anemos civilization,
and some have even inherited their wind Psynergy power. The Anemos had the
ability to hover in the air and see into the future, but they're dead now.
However, the two siblings who now possess this power have left Contigo. You'll
learn that one of those siblings was taken by a man named Hammet: Ivan! So Ivan
is Contigo; who is his sibling? Whoever the sibling is he or she seems to be
more powerful than Ivan. To the right of the village, on the edge of the huge
crater, you will find the temple of the Anemos, a geoglyph of the sacred
vessel, and the other wing, still under construction. Besides the prophecy of
the winged vessel, there is also a prophecy that when the power of the Anemos
is lost, a group of heroes will come to light the Jupiter Lighthouse beacon.
Could that mean you? You also find that Contigo and Shaman Village have not
always been allies. The friendship was formed between the two through constant
war. And finally, it's finally time to use your Game Tickets at the Contigo
Slots! There are also two dice games that you can win coins with. Now that you
know the facts, time to get a Djinni. Go to a large patch of weeds east of the
entrance to the town. Don't use Cyclone; use Scoop in the only clear area in
the middle of the weeds to unearth Salt, which joins you without a fight! Once
you have checked out the shops and used your Game Tickets, (also, go to the
Anemos Temple and use Reveal to find that the center door is open, then enter
and follow the halls to reach a Dragon Skin), you can head out of Contigo and
go northwest to Jupiter Lighthouse.

q. Jupiter Lighthouse (Juplh)

JUPITER LIGHTHOUSE

Hey, it's the same spooky music as in Akafubu's ceremony! I hope you like it,
because Jupiter Lighthouse is one of the longest and most important levels.
Enter the Lighthouse door. The large door up ahead is closed tight, and you
can't open it from this side. Take the path to the left until you reach a fork
outside. Take the right-hand path and use Cyclone on the weeds at the end of
the short path to find a Mint. Go back and go the other way to a Cyclone
portal. Use Cyclone while standing on it to be transported to some catacombs
under the Lighthouse. At the fork up ahead, go down first and Cyclone the grass
to fight a Mad Plant for another Mint. Go back up and to the other path. You'll
have a choice of two door; take the left to find a room with a Psynergy Stone
like in the first two rocks, though you probably won't need it at the beginning
of the level. Take the other door and climb down the ladder. Use Hover on the
glowing tail of the glowing bird-like design on the wall and floor and walk on
the air over to the opposite ledge. Up ahead, use the Cyclone portal to get
back into the Lighthouse. Go up the path here and push the pillar onto the
switch to open the door you couldn't pass earlier and another door. Go up into
the new door to the "lobby" of the Lighthouse.

You'll notice a long, swirling stream of Psynergy here. Go through the door on
the left side of the tall room first. Just go up and into the next room here.
You'll be confronted with a small log-rolling puzzle. Roll the log next to the
stairs you came up on up, then the only other moveable one up. Go under the
first pillar and push the vertical one left, then the one to the right up. Push
the vertical pillar back to the right so it fills in the gap. Hop across it and
open the chest to receive the Erinyes Tunic. Now go through the door on the
bottom of the room. Back in the main room again. Use the nearby Cyclone portal
and enter the door you arrive at. Go up and Move the pillar near the chain to
the right off the ledge, then go back down and go through the door past the
Cyclone portal. You'll emerge outside. Unlike the other 3 Lighthouses, Jupiter
LH has an expansive outdoor area. Go southeast to the next door, back inside.
Climb the next set of stairs and go through the door. Go up the hall (note the
red door. The Cyclone portal you passed before going outside leads to it). Use
Reveal on the pillars forming the symbol and hop across to more stairs. You now
have a small jumping puzzle. Jump down to a chute and slide down. There will be
3 pillars in grooves. From right to left, move the first one all the way left,
the second one space left, and the third all the way up. Climb the ladder left
of the third pillar and jump across the ones you moved and the normal pillars
to a chest containing the Meditation Rod, a powerful weapon for Sheba. Now hop
back to outside the block enclosure and take the door on the bottom left corner
of the room.

Back outside again. You'll notice that pressing the button here causes a bridge
up ahead to fall away like a trapdoor. Push the pillar blocking your way across
the bridge onto it and press the button. No more pillar. Go back in the way you
came outside and go up, past the Meditation Rod chest to some stairs you didn't
take before. Slide down the chute and go across the room to a ladder. Climb it
and go along the ledge to another room. Climb the stairs to the right, then go
down to the door. You're on the Jupiter Lighthouse aerie! "But DarthMarth, I
thought you said Jupiter Lighthouse was long!" It is, and be quiet! There is a
huge plug on top of the hole you need to throw the Jupiter Star into,
preventing you from lighting it yet. Go down the symmetrical stairs on the
other side of the aerie and back up to some more stairs. You'll be on the other
side of a previous room. Slide down the chute and approach the tall pedestal. A
voice tells you to use the power of Anemos. Climb up to the top of the pedestal
and use Hover. All the hover symbols in the Lighthouse are now powered up
(except those with broken circuits)! Hop over to the right across the suspended
pillars and go back to the room you first entered this one through. Push the
pillar along the center of the room up onto the Hover spot to make it float. Go
down and use the lower Hover spot to float to the left and grab the Red Key.
Slide down the chute, hop over the floating platforms, and return to the
jumping room. Go down and through the door to the outside and go across the
trap bridge. Enter the other door and return to the original stairs in the
jumping room. Go back left across the 6 Reveal pillars on the lower floor and
go down to the door. Notice the Red Door again; this is where you're headed. In
the next room, go down the stairs and through yet another door. Outside, go up
to the last door on this trek and use the Cyclone portal just inside. You'll be
taken up to next to the Red Door. Use the Red Key (what else?) to open it and
go through the hallway and outside. You'll be on a long bridge leading to a
tower next to the main Lighthouse. As you near the towers, a statue spits
whirlwinds at you whenever you get onto its line of sight, blowing you away
like in Air's Rock. Use the alcoves made by blocks to get past it and enter the
tower.

After the first room, go to the left and fight the Mimic. Then go fright and up
the stairs. Go through the next room to more rolling pillars. Go past the
right-hand two and up the next stairs. You'll be in a maze with some cracked
floor tiles like the cracked ground in Dehkan Plateau. Go to the right and down
to the next room (never step on a tile more than twice), but then go back to
the first room. Over to the left from the door, Move a pillar left into a pit.
Now go around the left edge of the room and get the Mist Potion from the chest
(exit and reenter, then get the 306 coins if you think they're worth it).
Anyway, after you're done, return to the door at the bottom of the room and go
through the next few doors. The next room is practically empty, so go through
it too. The next room is filled with cracked tiles. Carefully walk over the
semi-intact tiles to the left Hover pad. Hover to the left solid ground and
Move the pillar onto the switch to open a door like at the beginning of the
Lighthouse. Go along a path to the right-hand Hover pad and Hover down across
the cracked tiles. Go through the door. Don't fall down the cracked tile up
ahead. Go up the stairs and through the door to be at the top of the tower.
Push the missing circuit to the Hover link into place to make the archer statue
fire an arrow at one of the statues holding the plug on the aerie. It raises up
and lifts part of the plug up. Go back to the room with lots of cracked tiles
and fall down the cracked tile surrounded by 8 normal tiles. You'll land in the
blank room. Fall down the cracked next to you, and the next one, and take the
Blue Key you land next to. Now Retreat to the beginning of the Lighthouse.

Go back to the "lobby" and go through the left door you first went through.
Climb down the ladder in the next room and Move the rightmost pillar below to
the left, onto the Hover pad. Jump across the floating pillars and go up the
stairs. You'll be in the first pillar-rolling room; go down, hop over the gap,
and reenter the main room. Push the circuit piece block off the ledge, then
slide down and move it into the broken circuit. Use the activated Hover pad to
hover to the ledge on the left, then use the next one to Hover right into the
glowing stream of light. In here, you can solve a small puzzle to the left for
a Potion. After that, go right and through the door. Go up, right and into the
other door. Don't use the Cyclone portal; open the Blue door and go through the
doorway behind it. You'll see another deactivated Hover pad. Slide down the
chute and push the missing conduit into the circuit to activate the Hover pad
above. Go through the door behind you and all the way up to another chain and
pillar. Move the pillar left into the pit to complete a shortcut, then use
Retreat. Return to the reactivated Hover pad behind the Blue Door. Use it and
fly in front of the statue. It will blow you to the right-hand tower.

Inside the tower, go through the first room and through the other door directly
ahead, not the stairs. In this room, there are two conduits and 3 slots for
them. If both conduits are placed, a Pound pillar pops up, which you can use to
pop the conduits out. To reach the conduits, you'll need to use Hover on two
different spots. To get the Jupiter Djinni, Whorl, push the straight conduit
into the lower right slot and the other one into the lower left slot. Then use
Hover and float to the Djinni (you'll have to fight it first). Then, pop the
pillars out and push the straight one into the upper slot and the other into
the slot the straight one was in before (I hope I didn't confuse you). In the
next room, you have a VERY tedious puzzle. The Hover conduit also serves as a
means of readjusting the pillars here, but only one at a time. You can solve a
puzzle for Water of Life, but it isn't worth the time. Just push the pillars so
the look like this:
P = Pillar on Hover pad
O = Hover Pad
| or - = Hover line

|
O-POP-PO
|  |  ||
| P-OO-|
| |  | |
P-P--O-O

After this, push the Hover conduit back into the slot and hop across to the
next room. Push the pillar onto a switch to make a shortcut and go up the
stairs. Just go through the next room; there is nothing to do in it. In the
next room, follow this path to make it to the final room:
All the way to the left wall from the entrance
Down 2 spaces
Right 3 spaces
Down 1 space
Right 2 spaces
Down 3 spaces, past the whirlwind statue (don't get blown away)
Left 2 spaces, across a cracked tile
Down 1 space
Left 2 more spaces
Down 3 spaces, let this statue blow you across
Up 1 space
Right 2 spaces
Down, left and to the next stairs
That was boring, wasn't it? The final puzzle room is filled with Hover pads and
is rather tricky. Use Hover on the one you are standing on and Hover to the
left. You won't fall because of the Hover pads below you. To get past the first
whirlwind statue on the left, just run past it on the leftmost row of Hover
pads. The next one is harder. On the row of pads 2 spaces down from the
lightning rods, run northwest onto the cracked tiles. If you are over these,
the statue will miss you. Get back onto the Hover pads as soon as you pass the
lightning rods. Open the chest here to receive the powerful Phaeton's Blade.
Now return to the center pad and go to the right. Get past the first statue on
the right just like the first on the left. The final one if trickier. When you
reach the row of lightning rods, go right onto the cracked tiles and run up. If
you get back onto the hover pads a split second too early, you're blown away by
the statue. Too late, and you run out of Hover time. I have found that the
precise moment to turn to the northwest, back onto the Hover padded ground, in
right as the whirlwind from the statue is crossing onto the rightmost Hover
tile. With practice, you should be able to get this maneuver every time like
me. Once you get past the final statue, Hover to the stairs and climb them. Go
down the last hallway to the top of the right tower. Activate the statue here
just like you did the other one to raise the plug on the aerie high enough for
you to through the Jupiter Star in. Now Retreat to the beginning and make your
way back to the door where you first went outside, near the Cyclone portal
leading to the opened Red Door. Before you go through the next door, give all
your Water of Life to Piers and put 6 Mercury, 4 Venus, 6 Jupiter, and 2 Mars
Djinn on standby.