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Printa's Official Strategy Guide

David Cassady Beth Hollinger Debra Lockridge


Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com

Contents
Introduction to the Strategy Guide .. . . .... . .... .. . .. ... . .. . 2 @IAMMiiiiMi164i!li!ihMD@
Adventuring Basics .. .. .......... ....... ... . ... . ..... ....... ... 3 Prologue from Book One . . . ... ....... .... ..... .. . . ... .. ... . 98
Chapter One: A New Horizon . .... .. .. . ..... ..... .. ...... 100
Chapter One: Prologue .. ......... . . ... ..... .. . . ...... ..... ... 25 Chapter Two: The Pirates of Champa ....... .. . . .. ...... . 111
Chapter Two: The Adventure Begins! ..... .. ........ .... .. 31 Chapter Three: The Great Gabomba . ... . . ............. . . 125
Chapter Three: Problems in Kalima Forest .. . . ...... .. . . . 35 Chapter Four: The Trident of Ankohl ..... . . .. .. . . . . .. , .. 136
Chapter Four: Alpine Troubles .. .... . .. .... ....... ..... ... .. 49 Chapter Five: The Rebirth of Alchemy ... . .. .. .. . .. . ... . 166
Chapter Five: Clearing Up Loose Ends ... . .. .. . . ..... .. .. 62 Weapons, Armor, Equipment, and Items . .... .. . .. ... .. 200
Chapter Six: The Colosso! ... . ...... ... .. ....... .. .. .... . .. .. 69 Psynergy List ... .. ........ .. ..... .... . . . ... ..... .. .......... . 214
Chapter Seven: The, Battle for Venus Lighthouse . . ... ... 78 Secrets of Golden Sun: The Lost Age . .... ..... . . .. .. . .... . 223

self-applied or used in connection with any product that has not been rated by the ESRB.
The Prima Games logo is a registered trademark of Random House, Jnc., For information regarding whether a product has bce11 rated by the ESRB, please caU the
registered in the United States and other countries. Primagames.com is a ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing
registered trademark of Random House, Inc., registered in the United States. issues, please call the IDSA at (212) 223-8936. Please note that ESRB ratings only apply
© 2003 by Prima Games. AU rights reserved. No part of this book may be reproduced or co the content of the gan,e itself and does NOT apply to the content of this book.
transmitted in any form or by any means, electronic or mechanical, including phococopy·
ing, recording, or by any information scorage or retrieval system without written Important:
permission from Prima Games. Prima Games is a division of Random House, Inc. Prima Games has made every effort to determine that the information contained in chis
book is accurate. H owever, the publisher makes no warrant)\ either expressed or implied,
Senior Product Manager: Sara Wilson as cp the accuracy, effectiveness, or completeness of the material in this book; nor does the
Senior Project Ec:licor: Brooke N. HaU publisher assume liability for damages, either incidental or consequential, that may result
Ec:licorial Assistam : T.·1mar D . Foster from using the information in this book. T he publisher cannot provide information
•. regarding game play, hints and strategies, or problems with hardware or software.
© 2001-2003 N intendo/CAMELOT. n.1, ® and the Game Boy Advance logo are Q uestions should be directed to the support numbers provided by the game and device
trademarks of Nintendo. manufacturers in their documentation. Some game tricks require precise timing and may
require repeated attempts before d1e desired result is achieved.
AU produces and characters mentioned in this book are trademarks of their
respective companies. ISBN: 0-7615-4180-2
Library of Congress Catalog Card Nwnber: 2003100185
Please be advised that the ESRB rating icons, "EC", "K·A", "E'>, c<T ", "M", '1\.0" and Printed in the United States of America
"RP" are copyrighted works and certification marks owned by the Interactive Digital
Software Association and the Entertainment Software R.~ting Board and may only be
used with their permission and authority. Under no circumstances may the rating icons be 03 04 05 GG 10 9 8 7 6 5 4 3 2 1
Welcome to the world of Golden Sun and Golden Sun: The Lost Psynergies and weapons, armor, equipment, and items in their
Age! This guide was developed to help you through both parts of respective sections. The '1\dventuring Basics" section contains
the Golden Sun legend. If you've never played the first Golden helpful information, including explanations of how to use Field
Sun, we recommend that you start there before continuing to the Psynergies, details of the game's Character Classes, and
second title. The story of Golden Sun is told over both games, information about the game's Djinn and summonings.
/. and if you haven't played the first one, the quick pace and
middle-of-the-action start of Golden Sun: The LostAge may leave If you've already played Golden Sun and are eagerly removing the
you feeling confused. In addition, Golden Sun: The Lost Age is set shrink-wrapping from Golden Sun: The Lost Age, check out that
up to use your character and item information from the first game's walkthrough. Look for items and the Psynergy list specific
Golden Sun, and it rewards you with secret areas, items, and skills to Golden Sun: The Lost Age in the "Weapons, Armor,
available only to those who take advantage of the connections Equipment, and Items" and "Psynergy" sections. For tips and
between the two games. For this reason, we've included walk- tricks about gameplay' in general, look to the '1\dventuring
throughs and other crucial information for both Golden Sun and Basics" section. Everything new and w1ique about Golden Sun:
Golden Sun: The Lost Age. The Lost Age is discussed there, including the new Field
Psynergies, Character Classes, and Djinn. While the bask
If you' re playing Golden Sun for the first time, head over to the gameplay is identical to the original Golden Sun, many new
"Golden Sw, Walkthrough" section. Find lists of Golden Sun's things have been added to surprise and delight you!
-

AdventuNng Bt1Sics
Golden Sun and
Golden Sun: The Lost Aoe Characters
Isaac Garet
Adept 1ype: Earth Adept 'Iype: Fire
Age: 17 Age: 17
Isaac comes from Vale, the town that Garcr is the grandson
has srood g uardian over the of the mayor of Vale.
elemental scars, which had been When the elemental
hidden deep within Sol Sanctum for stars arc stolen from Sol
many generations. These four jewels Sancn11n, Caret
contain the essence of the elemental ventures out of Vale on
energies that compose all matter: a g reat journey with his
earth, water, fire, and wind. If the friend Isaac.
jewels arc used to light the elemental
lighthouse, the power of Alchemy
will be unleashed upon the world
again. Isaac is intent on stopping
Saturos and Mcnardi, who have
stolen three of the elemental scars.
Isaac himself currently holds the
Mars Scar.

Ivan Mia
Adept 'lype: Wind Adept 'Iype: -miter
Age: 15 Age: 17
Raised by Master Hammet, a Mia joins forces witl1
powerful merchant in the Isaac's parry in order to
village of Kalay, Ivan possesses protect the Mercury
the power to read the hearts Lighthouse. She learns
and minds of o thers. Master that Alex, anotl1cr member
Hammet enrrusted Ivan with of her ancient tribe, has
the Shaman Rod, a staff of allied himself with Saruros
immense power. When the rod and Mcnardi. When they
is stolen from Ivan, Isaac and succeed in fi ring tl1e
Garct offer to help him beacon of Mercu ry
recover it. Iva11 joins Isaac and Lighthouse, Mia realizes
Garet and pursues Saruros and d1at her fate is now bound
Menardi with them. High to that of Isaac a nd his
arop Venus Lighthouse, Ivan friends.
surrenders tl1e Shaman Rod
to Felix in exchange for
Sheba's safety.

PR.IMAGAJt£ES.COM
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PRIMA'S OFFICIAL STRATEGY GUIDE

FeliA, Jenna
Mept 1ype: Earth Adept 'lype: Fire
Age: Unknown Age: 1 7
Felix, a young man from Jenna is a young girl
Vale, is Jenna's older from Vale. She is a
brother. Three years ago, a childhood friend of
great storm flooded Vale, both Isaac and Garet.
and Felix was swept into Jenna watched as her
the rive,; along with his parents and her brod1er
parents. SaUiros and were carried away from
Menardi rescued him, and the flood- for years, she
he has traveled with chem had thought her whole
ever since. family was dead. Now,
she and Kraden are
being held hostage by
SaUiros and Menardi,
and her bro ther travels
with them.

Sheba Piers
Adept 1ype: Wind Adept 1ype: miter
Age: 15 Age: Unknuwn
Dubbed "child of the gods" by The citizens of Madra
the people in town, Sheba was imprison Piers on
held hostage by Babi to force suspicion of being a
the people of Lalivero to build pirate from Champa. The
him his own elemental pirates had recently
lighthouse. Saturos aJ1d ransacked the city and
Menardi abducted her from freed d1eir leader when
To lbi, but Felix has sworn that Piers was found
no harm would come to her unco nscious o n a boat at
while she was with him. a nearby beach. Only the
escaped pirate leader,
Briggs, can prove Piers's
innocence and see him
set free.
Psynergies Blaze Catch Douse
The heroes, and many villains, in
Golden Sun and Golden Sun: The
lost Age are considered Adepts.
An Adept is someone with the
gift of Alchemy, a magic force
that was once plentiful in the
world of men before its power
was thought to be sealed away Blaze shoots a stream of See an item, pick it up. Use Sometimes all you 11eed is a little
for cenruries. Though Alchemy flammable liquid that ignites if it Catch to grab small objects from rain. Use Douse to extinguish
may have nearly vanished from comes in contact wirh a flame. a distance, such as an apple in a tiny fires and fill small basins
the world, some still can harness I r's used to transfer fire from tree or a key on a high ledge. with water.
its power and use magic known one place ro another, such as
as Psynergy. using one candle t0 light
another.
Cloak Force
The power of Alchemy is
divided into four clements:
Venus (the power of earth),
Burst
Mars (the power of fire), Jupiter
(the power of wind), and
Mercury (the power of water).
Every Adept is gifted at using
Psynergy from one of these four
Some objects can be knocked
clements. Thus Psynergy users
Cloak allows you to hide over wid1 the good swift kick
arc known as Earth, Fire, Wind,
invisibly in the shadows (and that d1is Psynerg)' prnvides.
or Water Adepts. An Adept
Cracked objects can be only in the shadows!) so that Strike them from up close or
normally uses Psynergics
associated with his or her destroyed by the Burse Psynerg), you can better in filtrate well- far away.
clement, but not always. Djinn, This often reveals hidden items guarded areas. However, the
magical crcarures possessing the or passages to new areas. invisibility effect is cancelled
whenever the cloaked character
Frost
power of one of the four
steps our of the shadows and
clements, can be carried to Carry into the light.
enhance d1.e Adept's powers. If
the Adept carries many Djinn of
an clement other than his own,
his powers will be drastically
.M, s ¥, Cyclone
altered and new Psynergies will Q t
be learned.
When you need a bridge,
Psynergy is very important to
sometimes frost is d1e key. Use
Golden Sun. Use it not only co
This Psynergy allows you t0 lift it to freeze puddles of water,
heal and attack, but also to
Light objects and move them creating columns of ice.
navigate and solve puzzles that
arow1d. It's useful for stacking
stand in the way. The following
blocks and other objects when Cyclone can scarcer weeds inco
are some of d1e most in1portam
creating bridges co other areas. d1e air, sometimes revealing
Psynergies in the game.
hidden items and passages. It's
also used to pass through certain
transporters.

...

P.RIMAGA1l:!BS. COM
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P.RIMA'S OFFICIAL STRA.TBGT GUIDE

Huver Mind Read Pound


Hm. Outsiders- I don't 1;,.,.
t-h« loolv, of t-1-m. I'm ~
fJOing to w.it unt,1 t h«11 le•v•.

Huge rocks sometimes block H over allows the caster to float People rarely tell you exactly Now and then a heavy hand is
passages and even waterways. for a limited time, but not what they're thinking, bur required. Use Po und's power to
Grind can tum even the largest without the aid of a purple hover there's no keeping a secret from nail stakes into the ground.
boulder co dust. pad. Use Hover co fly over gaps a Wind Adept. Use Mind Read
or to reach high ledges. o n N PCs tO learn w hat tl1ey
aren't telling you.
Reveal
Growth
Lash
Muve

No t all thjngs are o bvious.


Growth is an Adcpt's answer co Sometimes doors are in visible
a gardener's green thumb. With Ropes make g reat bridges, but a and chests may look like stones.
it an Adept can force a plant tO rope lying o n the side of a Some objects can be shoved Use Reveal to see what's really
g row large eno ugh to walk o r ravine is worthless unless you're around on the g ro und, but now going o n. You can interact with
climb on. an Adept. Lash lifts ro pes inco and tl1cn they may be just out of invisible o bjects only while
the air and tics them off on the reach or stuck against a wall. Reveal is activated.
opposite side of g aps and ledges, Use Move to shove o bjects
Halt creating handy bridges. when you can't get d1e right
angle to do it manually.
Sand
LJft
Parch

Halt tempo rarily scops time for


a character or automated The Sand Psynergy transforms
statue/ machine. It's mainly used the caster into grains of sand,
to allow characters to bypass When bo ulders block the path, which allo ws the caster to glide
moving sranies, freeze skittish Lift is where it's at. U se this Water is an formida ble oppo nent through sandy areas, even going
Djinn, o r halt PC's running Psynergy to cause stones to for those who can't swim. Use uphill and under o bjects.
machinery that hinders the hover high enoug h for a person Parch to dry up small ponds and
character's prog ress. to walk under them. puddle and sec what's under
the water.
Scoop Whirlwind
In Golden Sun, the ma.ximwn number ofDjinn that ca11 be assigned
to a character £s seven, so not all classes can be obtained in the first
saga. Likewise, Jailing to use transfer data when starting a new game
in Golden S un: T he Lost Age bas a similat· effect, because the
player won't have access to all ofthe Djinn from both games.

Objects and secret passages arc A small g ust goes a lo ng way.


o ften buried. Use Scoop co dig
in soft soil.
This breezy Psynergy can
eliminate vines that co ver doo rs
Squire
and poses, o r in some cases it Class: Earth D jinn
Teleporl may be used to move vines o r
chains so they can be used as
Characters: Felix and lsaa.c

a sw ing . Class C hange I


I

C las~ Djinn

Character Squire N/A

Classes Knight
Ga llant
Fire x.2
Fire x4
Every character has a base class
Lo rd Fire x6
Ornace circles o n the g ro und arc that determines the type of
cclcporr pads. Use Tclcpo n Psynergy the cha racter uses. Fo r Slayer Fire x8
while stand ing on o ne of these instance, Je nna is a Fire Adept.
- -- - ------1
circles co be cranspo rrcd co Witho ut any Djinn ro aid her,
Psyncrgy C h.1rt
ano ther. she draws on_ the po wer of Fire I I

Psynergies. Felix is a Earth Levels Psyncrgy Le,·cls Psyncrgy


Adept, S he ba is a Wind Adepc,
Tre,nqr and Piers is a Water Adept. Lv 0l 0.1rc Lv 14 Quake.: Sphc.: re
Djinn o f the same element a rc a Lv 02 Quake Lv 19 Revive> l
natural m atch for these
characters, as they further Lv 04 Earthquake Lv 20 Clay Spire
enhance each character's gift. Lv 06 Spire Lv 24 Mother Gaia• I
However, mi xing up the Djinn
Lv 07 Gaia' 1 Lv 26 Potent Cure
equipped co a character can
drascically alter the character's Lv 10 Cure Well Lv 42 Stone Spire
class and available Psynergies. A
Lv 13 Ragnarok....Odysscy'•2 Lv 54 Grand Gaia • I
Objects o ften sit o ff ba lance. few items automat ically change
U se Tremo r to shake these the cl1aracter's class whe n they're • I. Can get at G:.llont or more.
· 2. !'s ynergy change at Lord or more.
o bjects co knock them over. equipped. These arc very rare
items; so check the item list for --- - - ---- - - - - - - - - - - - - - - - -

"scacus items" co discover where


I
I Ability C hart l
they can be found. The
following is a list of the various Cltt~S J-11~ PP Atuck Ddcn..se Agility l .lKk

classes availab le in Golden Sun Squire 110% 80%


- '-
110% 100% 110% 100%
and Golden Sun: The Lost Age.
Knight 130% 90% 120% 11 0% 120% 100%
Gallant 150% 100% 130% 120% 130% l00%
Lord 170% 110% 140% 130% 140% 100%
Slayer 190% 120% 150% 140% 150% 100%
Flame User Soldier
Class: fire Djinn Class: Fire Djinn
Characters: Jenna Characters: Garct

C l.1ss C hange C lass C h.111ge

Class Ojinn Class Djinn


Flame User N/A Guard N/A
Witch Fire x2 Soldier Fire x2
Hex Fire x4 Warrior Fire x4
Flame Master Fire x6 Champio n Fire x6
Justice hre x8 H ero 1-'ire x7

C
- -- - -
I
I P syn e r gy C h a rt !'syn e r gy C h art

T evd, P:-.y nergy l .evcb P,yncrg> Levels P,yncrgy Levels Psynergy

Lv 01 Fbrc Lv 18 Flare Storm Lv OJ Flare Lv 14 Fireball

Lv0S Fume Lv 21 Cycle Beam Lv03 Guard• I Lv 15 Protecr• I

Lv06 f'br.: Wall Lv 23 Debilitate Lv04 Fire Lv 18 Fbrc Storm

Lv07 lkam Lv 26 Serpent Fume Lv 06 Flare Wall Lv22 Eruption

Lv 08 Aura · J Lv 33 Cool Aura· I Lv08 Volcano Lv26 Dcbilirnrc' I

Lv 10 Impair Lv41 Scaring Beam Lv09 impair' 1 Lv36 inferno

Lv 16 Hc.1li11g Aur:i'2 Lv47 Fume Dragon Lv 12 Heat Wave +-Liquifi1:r '2 Lv48 Pyroclasm

~I. C m gc-t :u Hex o r mon:. · 1. Can get al Warrior or more.


· 2. Psyncrgy change ar Ch.unpion or more.

~ ---- ~ - - - - --- --------------- - ------- - - -- .. - --- ---···-- -- - - .. - - - --

Ability C hart
Cl;w, l]J> pp J\crad. Dcti:mc Agility Luck Cla.~s IIP l'P Attack Dcti.:nsc Agility Luck
Flame User 100% 120% 100% 100% 120% 90% Guard 110% 80% 100% 110% 70% 100%

Witch 110% 130% 110% 110% 130% 90% Soldier 130% 90% 110% 120% 80% 100%

H ex 130% 140% 120% 120% 140% 90% Wanior 150% 100% 120% 130% 90% 100%

Flame Master 150% 150% 130% 130% 150% 90% Champion 170% 110% 130% 140% 100% 100%

Justice 170% 160% l40% 140% 160% 90% Hero 190% 120% 140% 150% ll0% 100%
Magician Swordmanl
Class: \Vi nd Djinn Class: fau·th D jio n and Water Djirrn
Characters: S he ba and I van C haracters: Felix and Isaac

Class C hange C lass C h a ng e


I

Class D jinn Class Djinn

Wind Seer /A Swords man Water xl

Magician Wind x2 D ctcndcr Water x2

M age Wind x4 Cavalier Water x4

Magis te r Wind x6 Guardian Earth x I , Water x6

Sorcerer Wind x8 Protccror Earth x 2, Water x7

C lass: Earth D jinn and Warcr Djmn


Characters: Pie rs and M ia
Psyncrgy Chart
Class D jin n
Levels Psyncrgy Levels Psynergy
Cavalie r Earrh x6
Lv 01 Whirlwind Lv 18 To rnado
Guardian Earth x7, Wate r x l
Lv04 Ray Lv21 High lmpacr· I
--- ------ -- - ---------
Lv05 lmp,Kt' I Lv 22 Rcsisr'2
Psyncrgy Chart
Lv06 W.1rd • 2 Lv26 Shine Plasma
I ,cvcls Psyncrgy I .cvds Psym:rgy
Lv08 Plasma Lv36 Desrrucr Ray
Lv 01 Ply" I Lv 14 Briar
Lv 12 Sleep Lv 44 1c mpcst
Lv 04 11,orn Lv 16 Ply Well' l
Lv 14 Sronn Ray Lv 50 Spark Plasma
Lv 05 Cure Poison l.v 19 Revive
Lv 17 Bind
Lv06 Avoid' L Lv 22 Wish Wdl•2
· I. Can i;~r ar Magician ur more.
"2. C :rn gcr ;.tr Nhl.gl:' or more. Lv 08 Wish'2 Lv30 Break

Lv 11 Curring Edge Lv 34 Pure Ply ' l

' Ability Chart -► Plume Edge • 3 Lvl 36 Nertie

Class TIP pp Arrack Dctcnsc Agiliry Luck Lv l3 Rcsrorc Lv46 Pure Wish '2

Wind Seer 80% 140% 80% 90% 130% 110% · I . C.1n gcr 3t Defender or more.
~ 2. Cm get :u C:w.ilicr or 1norc.

Magician ' 3. !'synergy change at Guardian or more.


90% ISO% 90% l00% 140% 110%
ivlagc 110% 160% 100% 11 0% 150% 110% -- -- ~

Ability C hart
Magisrer 130% 170% ll0% 120% 160% 110%
Cla., s I 11' Pl' Attack Ddi:nsc Ag1liry l.uck
Sorcerer 150% 180% 120% ] 30% 170% I 10'¼1
Swordsman 100% 90% 110% 11 0% 90% 120%

Defender 120% 100% 120% 120% 100% 120%


Cavalier 140% 11 0% 130% [30% LIO% [20%

Guardian 170% 130% 140% 140% l30% 120%

Procecror 190% 140% [50% 150% L40% 120%

PRIMA.GAMES. COM
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Swordman2 Page
Class: Fire D jinn and Water Djinn Class: Earrh Djinn and Wind Djinn
Characters: Jenna and Garct Cha,:acters: Felix. and Isaac

Class Change C lass C hange I


I
Class Djinn Class D jinn
Swordsman Water xl Page Wind xl
Defender \!Yater x2 lll usionist Wind x2
Cavalier Water x4 Enchanter Wind x4
Luminicr Water x6, Fire xl Conjurer Earth xl , Wind x6

Radiant Water x7, Fire x2 War Adept Earth x2, Wind x7

----~ - -- -- r - - ~- -- . -- --- -- ---- -- - -- -


I Psyncrgy C h art
Psyncrgy C h art I
T,cvcls Psp1crgy Levels Psyncrgy Levels PS)111Cl"gy Levels Psyncrgy
Lv 01 Ply' 1 Lv 13 Resrorc Lv 01 Delude Lv20 Curse

Lv 02 Blast Lv LS Protect Lv 05 [mpact' I Lv 21 High lmpacr•l

Lv 03 Gu,1rd Lv 16 Ply Wcll'l Lv 06 Gaia Lv 22 Resisr ' I

Lv05 Cure Poison Lv 22 Wish Well'2 Lv 06 Ward' I Lv24 Moth1:r Gaia

Lv 06 Avoid" l Lv 28 Fiery Blast Lv09 w~-akcn Lv 25 Entccblc

Lv08 Wish'2 Lv 30 Break Lv ll Asa-al Blasr Lv 31 Drain

Lv 10 Mad Hlasr Lv 34 Pure P ly· I -►1l1undcr Minc'2 Lv 39 Psv Dmin

Lv 11 Cutting Edg, Lv46 Pure Wish'2 Lv 14 Sleep Lv 54 Grand Gaia

-► l'lumc Edge' 3 Lv 17 H 3unr

· I. C:111 e;cr or l)di:nckr or more. • I. C111 gcr ar End,ant<'r or more.


· 2. Can ~er .11 Cavalier or more. · 2. l'syncrgy change ar Conjurer or mmc.
· 3. Psy11~rgy ..:h:.mgc ~,r Lumini\'.r or more.

------ -- - -- . - --- -- -· -- - - . -- ---- - - --- - -~

I
'
i
I Ability Chart Ability Chart
pp
I
Class HP pp Arrack Defense Agility Luck Class HP Artac;k Defense Agiliry Luck

Swordsman 100% 90% 110% 110% 90% 120% P:igc 100% 120% 110% 100% 120% 90%

Defender 120% 100% 120% 120% 100% 120% fllusionisr 120% 130% 120% 110% 1.30% 90%

Cavalier 140% 110% 130% 130% 110% 120% Enchanter 140% 140% 130% 120% 140% 90%

Lun,inicr· 170% 130% 140% 140%" 130% 120% Conjurer 170% 160% 140% 130% 160% 90%
Radiant 190% 140% 150% 150% 140% 120% War Adept L90% 170% L50% 140% 170% 90%
r
Mercenary
Class: Fire Djinn and Earth Djinn
Characters: fcli..x and Isaac
I Class Change
I I
Cl,1ss Djinn
Apprentice Brute Fire x l

Class: fire Djinn and Wind Djinn Ruffian Fire x2


Characters: Jenna and Garcr Savage Fire x.4

Class Change
I
Barbarian Fire x5

Cl.is, Djinn Berserker Earth x I , Fire x6

Apprent ice Wind xl Chaos Lord Earth x2, f ire x7

rllusio nis t Wind x2 Class: Fire Djinn and Earth Djinn


Characters: Jenna and Caret
Enchanter Wind x4
Cla~s Ojinn
Conjurer Fire xl, Wind x6
Brute Earth x l
War Adept Fire x2, W ind x7
Ruffian Earth x2
Class: fire Diinn .111d Wind Djinn
Characters: Sheba and Ivan Savage Earth x4

( :1,1ss l)jinn Barbarian Eart h x5

Enchanter Fire x6 Berserker Fire xl , Earth x6

Conjurer Fire x.7, Wind x I C haos Lord Fire x2, Earth x7

- - - - --

Psynergy Chart
Levels Psym:rgy Le,·els !'synergy
I ,c\'cls Psvncrgy Level\ Psyncrgy
Lv 01 G mwrh Lv 19 Revive I
Lv 01 Delude Lv 15 Protect*}
Lv 06 Blasr Lv 20 Clay Spire' 1
Lv 03 Guard' 1 Lv 21 Hig h Impact •]
Lv 07 Spire• I Lv 23 Dcbilitarc ' 1
LvOS lmpacr+J Lv 22 Eniptio n
Lv 09 Impair• I Lv 24 C w-sc
L v 06 Ward Lv 22 Resist
Lv 12 Mad Gro wth Lv 28 Wild G rowth
Lv 08 Volcano Lv 25 Enfeeble
Lv 13 Plance Diver Lv 29 Condemn
Lv 09 Weaken Lv 31 D rain
►Plam:cary*2 Lv 40 Supernova
Lv 11 Asa:al Blast Lv 39 I's)' Drain
Lv 16 Nova Lv 42 Sronc Spire · I
--...Timndcr Mi nc.:•2 Lv 48 P yrod asm
Lv 17 H aunr
Lv 14 Sleep
· I . Can gcr at Savage or more. · 2. !'synergy change at Rcrscrkc,· or more.
· I. C:in gcr at Enchanter or more.
· 2. !'synergy change ar Conjurer or more. - - ~ ~

~~I

Abilitv Chart

i Ability Chart i Cla.s, 111' l'P Arrack D<.fcn-.c Agilin l.uck


Cl= I JP Pl' Att,tek l)cfcn-.c Agiliry Luck Brurc 100% 70 % 120% 90% I LO% 70%
Apprentice 100% 120% 110% 100% 120% 90% Ruffian ]20% 80 % 130 % 100% 120% 70%
Illusio nist 120% 130% 120% 110% 130% 90% Savage )40% 90 % 14-0% 110% 13 0% 70%
Enchanter 140% 140% 130% 120% 140% 90% Barbarian 160% 100% 150% L20% 140% 70%
Conjurer 170% 160% 140% 130% 160% 90% Berserker 180% 110% 160% l30% 150% 70%
War Adept 190% 170% 150% 140% 170 % 90% Chaos Lord 200% 120% 170 % 140% 160% 70%
Seer (Water) Seer (Wind)
Class: Water Djinn and Earth Djinn Class: Wmd Djinn and Earth Djinn
Characters: 'rdix and Is,1ac Chai-acters: Felix and Isaac

Class C h an ge C lass Ch.mge

Class Djinn Class Djinn

Shaman Water x6 Shaman Wind x6


Druid Earth xl, Water x7 Druid Earth xl, Wind x7

Class: Water D jinn and Earth Djinn Class: Wind Djinn and farlh Djinn
Characters: Piers and Mia Characters: Sheba and h.m
Cl.lss Djinn Chss Djinn

Seer Earth xl Seer Eard1 xl


Diviner Earth x2 Diviner Earth x2
Shaman Earth x4 Shaman Earth x4
Druid Earth x6, Water xl Druid Earth x6, Wind x1

Oracle Earth x7, Water x2 Oracle Earth x7, Wind x2

- -

Psynergy C h art Psyncrgy Chart

Levels Psyncrgy Lcvds Psynergv l x\cb P~vncrg:- Levels Psyncrgy

Lv0l Cure Lv 14 Froth Sphere Lv0l Cure Lv 19 Revive• 1


Lv02 Froth Lv 19 Revive· l Lv02 Bolt Lv 22 Blue Bolt
Lv 03 Growth Lv 22 Wish Well· I Lv03 Growth Lv 23 Resist' 1
Lv05 Cure Poison Lv26 Porenr Cure Lv0S Flash Bolt Lv 26 Potent Cure

Lv 08 Wish ·I Lv29 Wild Growth Lv07 Ward'l Lv29 Wild Growth

Lv 10 Cure Well Lv 30 Break Lv 10 Cme Well Lv 31 Drain


Lv 12 Mad Growth Lv40 Froth Spiral Lv 12 Mad Growth Lv 39 Psy Drain

Lv 13 Restore Lv46 Pure \,Vish.. 1 Lv 18 Bind


• I . Can get ,r Sh:ttn:rn or more. • 1. Can get ar Shaman or more.

Ability Chart Ability C h art

Cl= HP pp Arra,k Ddi:n.,c Agility Luck Clas\ JJP pp Attack Deti:mc Agility Luck

Seer 90% 130% 90% 90% 110% 100% Seer 90% 130% 90% 90% 110% 100%
Diviner 110% 140% 100% 100% 120% 100% Diviner 110% 140% 100% 100% 120% 100%
Sh:tman 120% 150% 110% 110% 130% 100% Shaman 120% 150% ll0% ll0% 130% · 100%

Druid 150% 170% 130% 130% 150% 100% Druid 150% 170% 130% 130% 150% 100%

Oracle 170% 180% 140% 140% 160% 100% Oracle 170% 180% 140% 140% 160% 100%
.,

Wise
Class: Water Djinn and Wind Oji.Im
Characters: Sheba and I van
Class Change '

Monk (Water) C lass

Hermit
Djinn

Water xl
Class: Water Djinn ,rnd Pirc Djinn Elder Water x2
Characters: Jenna and Garct
Scholar Water x4
C lass C h a nge
Savant Water x5
C l,1ss Djinn
Sage Water x6
Ascetic Water x6 W izard Water x6
Water Monk Water x6, Fire xl
Class: Warer Djinn and Wind Djinn
Class: Water D jin n and Fire Djinn Characters: Piers and Mia
Characters: Pier~ and Mi,1
Cb\S Djinn
Class Djinn
Hermit Wind xl
Pilgrim Fire xl Elder Wind x2
Wanderer Fire x2 Wind x4
Scholar
Ascetic Fire x4 Wind x5
Savant
Water Mon k Water xl, Fire x6 Water x I , Wind x6
Sage
Guru Water x2, Fire x7
W izard Water x2, Wind x6

- -

Psyncrgy Chart Psyn ergy C h art

L cvd 1. Psym:rg~ ) ,C\'clS PwnergY Levels Psynergy Lcvd s !'synergy

Lv0l Douse Lv22 Erttption·• 1 Lv0l Impact Lv26 Shine Plasma

Lv0S Cure Poison Lv24 Wish WeU*l Lv06 Prism Lv 30 Break

Lv06 Prism Lv 30 Deluge Lv 08 Plasma Lv 31 Drain

Lv08 Volcano*} Lv 34 Break Lv 12 Wish•l Lv 39 Ps)' Drain


Lv09 Wish·! Lv46 Pure Wish*! Lv 18 Bind Lv46 Pw-c Wish~l

Lv 12 Drench Lv48 Pyroclasm*l Lv21 High Impact Lv 50 Spark Plasma

Lv 13 Restore Lv 52 Frce1.,e P1ism Lv22 Hail Prism Lv52 Freeze Prism

Lv20 Hail Prism Lv24 Wish WeU*l


• I, C.tn gcr ar Ascetic or more, •I. Can get at Savant or more.

Ability Chart
Ability C hart
Cl.1ss HP pp Arrack Defense Agilit) Luck.
Cla_~s IIP pp Arra,k Dctcnsc: t\gilin Luck
Hermit 80% 140% 80% 90% 130% 120%
Pilgrim 90% 120% 90% 100% 120% 120%
Elder 90% 150% 90% 100% 140% 120%
Wanderer 110% 130% 100% 110% 130% 120%
Scholar 110% 160% 100% 110% 150% 120%
Ascetic 120% 140% ll0% 120% 140% 120%
Savant 130% 170% ll0% 120% 160% 120%
Water Monk 150% 160% 130% 140% 160% 120%
Sage 150% 180% 120% 130% 170% 120%
Guru 170% 170% 140% 150% 170% 120%
\•Vizard 170% 190% 130% 140% 180% 120%
Monk (Wind) White Knight
Class: Wind Djinn and fire Djinn Class: Water Djinn and Fire Djinn
Characters: Jenna and Garcr Characters: Felix and Isaac

C lass C hnngc Class Change

Class Djinn Cbss Djinn


Ascetic Wind x6 Dragoon Fire x3, Water x3
Water Monk Fire xl Wind x7 Templar Water x4, Fire x3
Class: Wind Djinn and Fire Djinn Paladin Water xS, Fire x3
Characters: Sheba and han Class: Water Djinn and Earth Djinn
Cl.b, Djinn Characters: Jenna and Garet

Pilgrim tire xi Class Djinn


Wanderer Fire x2 Dragoon Earth x3, Water x3
Ascetic Fire x4 Templar Earth x4, Water x3
Water Monk Fire x6, Wind xl Paladin Earth x4, Water x3
Guru Fire x7, Wind xl
Psynergy Ch.irt I
- ~

Psynergy Chart Levels Psyncrgy Levels Psyncrgy

Levels Pwm:rgy Levels P~ynergy Lv 0l P ly Lv 13 Resto re

Lv0l Slash Lv 24 Resist' 1 Lv02 Blast Lv 16 Ply Well

Lv06 \-V.-ird• I Lv 26 Shine Plasma Lv 04 111orn Lv 17 Briar

Lv 08 Volcano• l Lv 30 Sonic Slash Lv05 Cure Poison Lv 22 Wish Well

Lv09 P lasma Lv 33 Drain L v 06 Avoid Lv27 Fiery Blast

Lv 10 Wind Slash Lv41 Psy Drain Lv08 Wish Lv 34 Pure Ply

Lv 18 Bind 1.v 48 Pyroclas 111' l Lv 10 Mad Blast Lv 36 Ncnlc

Lv22 Eruption' l Lv 50 Spark Plasma Lv 11 Cutting Edge Lv46 Pure Wish

•· 1. C::i.n gcr :u Asccl'ic or more. -► Pltune Edge• 1

· I . l's)'nergy change at Tcmplar or more.

Ability Chart
- -

Cl~ss ! IP pp Attack Defense Agility Luck Ability Chart


Pilgrim 90% 120% 90% 100% 120% 120% Cla~~ TIP pp Arrack Defense Agility Luck
Wanderer 110% 130% 100% 110%. 130% 120% D ragoon 160% 130% 14 0% 140% 110% 130%

Ascetic [20% 140% LIO% 120% 140% 120% Templar 180% 140% 150% 150% 120% 130%

fire Monk 150% 160% 130% 140% 160% 120% Paladin 200% 150% 160% 160% 130% 130%

G um 170% 170% 140% 150% 170% 120%


Black Magician White Mage
Class: Earth Djinn and Water D jinn Class: Earth Djinn and Water Djinn
Characters: Sheba and Ivan Characters: Sheba and Ivan
C lass Change i Class Change I
I
Class Djinn Class Djinn
Black Magician Earth x3, Water x3 White Mage Earth x3, W:1tcr x4
Conjure Man Earth x4, Water x3 Pure Mage Earth x4, Water x4
Dark Mage Earth x5, \½ter x3 Class: Earth Djinn and Wind Djinn
Class: Earth Djinn and Wind Djinn Charactel's: Piers Jnd Mia
Characters: Piers and Mia Class Djinn
Class Djinn White Mage Earth x3, Wind x4
Black Magician Earth x3, Wind x3 Pure Mage Earth x4, Wind x4
Conjure Man Earth x4, Wind x3
---- --- - ---- -----~~----~-~--- - -
Dark Mage Earth x6, Wind x3 Psynergy Chart l
Level.\ Psynergy Level~ Psvnergy
Psynergy Chart I
I Lv 0I Cure Po ison Lv 22 H.1il Prism
Level~ Psyncrgy Levels Psynergv Lv 06 Prism Lv 24 Wish Well
Lv 0I .Bolt Lv 20 Curse Lv 08 Plasma Lv 26 Shine l'l.1sm.1
Lv 02 1:rod1 Lvv 22 Blue Bolr Lv09 'v\':1rd Lv 31 R._,..;ist
Lv03 Cure Lv26 Porenr Cure Lv II Dull Lv 37 Blum
Lv06 Flash Bolr Lv29 Condemn Lv 12 Wish Lv 46 Spark Plasma
Lv 10 Cure Well Lv 3 1 Drain Lv 13 Restore Lv 46 Pure Wish
Lv l4 Froth Sphere Lv 36 Psy Drain Lv 17 Revive Lv 52 Freeze Prism
Lv 17 l-laum Lv 40 Frod1 Spiral
- -- -- - - -
Lv 19 Revive
Ability C hart
I
- --- - ~---- - - - Class HP pp Atr:tck [)dense Agility l,uck
Ability Chart
I WhircMagc 150% 180% 130% 130% ]50% 130%
CIJss HP PP Attack Defense Agility Luck 190% 140% 140% 160% 130%
Pure 1\ilagc 170%
Black Magician 130% 170% 120% 120% 150% 90%
Conjure Man 150% 180% 130% ] 30% 160% 90%
Black Shru11,u1 170% 190% 140% 140% 170% 90%

PRI.MAGAMBS.GOM
-~
Ninja Samurai
Class: Fire Djinn and Wind Djinn Class: fi re Djinn and Wind D jinn
Characters: Felix and Isa,\c Characters: Felix and Isaac
C lass C h a nge Class Change
Class Djinn Class Djinn
Ninja Fire x3, Wind x3 Samurai Fire x4, Wind x3
Disciple Fire x4, Wind x4 Ronin Fire x5, Wind x4
Master Fire x4, Wind x4 Class: Earrh Djinn and Wind Djinn
C lass: Earth Djinn and Wind Djinn Characters: Jenna and Garcr
C haracters: Jenna ,lilt! Garet Class Djinn
Cl,1:;s Djinn Samurai Earth x4, Wind x3
Ninj~ Earth x3, Wind x3 Ronin Earth xS, Wind x3
Disciple Earth x4, Wind x3
-

Master Earth x4, Wind x4 Psyncrgy C h art

Levels Psynergy Level\ Psyncrgy


I Psyncrgy Chart
Lv03 Guardi,ui Lv 21 Angel Spear
Len:ls Psyncrgy Levels !'synergy Lv05 Demon Spear Lv 22 Molten Bath
Lv 01 Gale Lvl8 Typhoon Lv06 RockfaRI Lv24 Rockslidc
Lv04 Punji Lv 21 Shurikcn Lv08 Lava Shower Lv27 Magic Shell
Lv06 Fire 13omb Lv26 171undcrbo!t Lv 10 Quick Strike Lv 33 Helm Splirrcr
Lv07 i\llist Lv 31 Annihilation Lv 12 Dragon Cloud ►Skull Splim:r" l
Lv08 Thunderclap L v 36 Punji Scrike ► Epiccnrcr' I Lv40 Magic Shield
Lv 12 Dead, Plunge Lv40 C1rpct Bomb Lv 15 Pmtcctor Lv48 Magma Storm
>- Death Leap · I Lv44 Hunicanc Lv 18 Demon Night Lv 54 Avalanche
Lv 15 Punji 1"i-:1p Lv50 1l1tmdcrsronn - ·111omy G1~1vc • I
Lv 16 Cluster Bomb · I . Ps~ 111.:rgy change ar Ronin or more.
1

· I. l'syncrg)' change at Disciple or more.

l
- Ability Cha1·t
r- Abiiity Chat~ Class !JP Pl' Att.1ck Defense Agility Luck
C:l:t\, HP pp Altack Deren!.<: Agility Lu~k Samurai 190% 130% 150% 140% 140% 90%
1inja 160% 140% 150% 120% 170% 80% Ronin 210% 140% 160% 150% 150% 90%
Disciple 180% 150% 160% 130% 180% 80%
Master 200% 160% 170% 140% 190% 80%
Ranger u90ler
Class: Water Djmn and Fire Djinn Class: Equip "My~tCf)' Card" with Water Djinn, fire Djinn,
Characters: I van and Wind Djinn
I
Characters: i-;chx am! I~aac
C lass Change I
I Class Change
Class Djinn
Class Djinn
Ranger Water x3, Fire x3
Pierrot N/A
Bard Water x4, Fire x4
Clown Water xi , Fire xi, Wind xl
Warlock Water x4, Fire x4
Juo-o-lcr
::,::, Water x2, Fire x2, Wind x2
Class: fire Djinn and Wind Dpnn
Characters: Mia Acrobat Water x3, fire x3, Wind x3
Class: E9uip ''Mystery Card" with Earth Djinn, Water Djinn,
Cl.ls~ Djinn
and 'Wind Djinn Characters: Jenna and Garct
Ranger Fire x3, Wind x3
Class Djinn
Ilard fin: x4, Wind x4
Pierrot /A
Warlock Fire x5, Wind x4
Clown Earth xi, Water xi, Wind xi
. - Juggler barth x2, Warer x2, Wind x2
Psynergy Chart l
I Acrobat Earth x3, Water x3, Wind x3
Lc1eb Ps\'nergy Levels P~}·nergy Class: Equip "Mr srery Card" with Earth Djinn, Wan.:r Djinn,
Lv0 l Slash Lv 24 Rc~isrmKc ,md Fire Djinn Characters: Sheba and Ivan
Lv02 Douse Lv 30 Sonic Slash Class Djinn
Lv06 Ward Lv 30 Drcnd1 Pierrot N/ A
Lv08 Volcano Lv 33 Dr.1i11 Clown Earth xl, Warer xi, Fire xl
Lv 10 Wind Slash Lv 34 Deluge Jucro-lcr Earth x2, Water x2, hrc x2
Lv 1.2 Br<.:ak Lv4 1 1\y Drain
""'
Acrobat Earrh x3, Warer x3, Fire x3
Lv 18 Bind Lv48 Pvn>ebsm Class: Equip "Mysrc,y Card'' with Earth Djinn, Fire Djinn, and
Lv22 Eruption Wind Djinn C haracters: Piers and Mi,1
Class Djinn
.. - -- -~ -
I

I
Ability Chart
- --- - - -· --
·-1 Pic1Tot /A
pp Clown Earrh xi, Fire xi , Wind xi
Clas\ HI' Arcack Dcfons.: Agiliry Luck
Ranger 130% 160% 120% 120% 160% 120%
Jugg ler E.1rth x2, Fire x2, Wind x2

.Bard 150% 170% 130% 170% 120%


Acrobat Earth x3, Fire x3, Wind x3
130%

Warlock 170% 180% 140% 140% 180% 120%

PRIMAG.AMES.COM
-~
Ufftfler Continued Monster Trainer
Class: !:quip "1i'aint·r Whip" ,\;th Water Djinn, Fire Djinn, and Wind
Psyncrgy C hart
Djinn Characters: Peli.,; and Isaac
Levels Psynergy Levels Psynergy
Class Change 1

Lv03 l,afllc Card Lv 22 Fire Bread,


Class Djinn
LvOS Juggk Lv 25 17mndcr C'll·d
Trainer /A
Lv 06 Avoid Lv 27 Death Card
Wild Tamer Water x 1, Fire x1, Wind x l
Lv 08 Sword Card Lv29 13acksrab • l
Beast 'Jamer Water x2, fire x2, Wind x2
Lv 10 S:ibrc D,rncc Lv33 Bramble Card
Mo nster Tamer Water x3, Fire x3, Wind x3
1.v 13 Hurn: C1rd Lv37 Fiery Jugglc
Class: Equip "Trainer Whip" with Earth Djinn, Water Djinn,
Lv 15 Skcp Card Lv46 frost Card
.ind Wind Djinn Characters: Jenna and Garet
L1• 17 1-kar Juggk
Cl,1ss Djinn
·I. C.rn gcr at Jug.gkr or more.
Trainer N/A
r-:-:-------~ ------ -- -- ---- -------- -, Wild Tomer Earth xI , Water xI , Wind xI
! Ability C h a r t I Beast 'famer Earth x2, Water x2, Wind x2
Chiss I IP PP Acmck l)cti.:mc A«ilirv
::, . Luck Monster Tamer Earth x3, Water x3, Wind x3
Pierrot 100% 80% 100% 110% 130% l20% Class: £quip '''f rainer Whip" with Earth Djinn, Water Djinn,
Clown 130% 100% 110% 120% 140% 120% and Fire Djinn Characters: Sheba and Ivan

Juggler 160% 110% 130% 130% 150% 120% Class Djinn


Acrobat 190% 120% 140% 140% 160% 120% 1hincr N/A
Wild Tamer Earth xi , Water xi , Fire xi
Beast 1:.1111cr Earth x2, Water x2, Fire x2
Monster Tomer Earth x3, Water x3, Fire x3
Class: Equip "Tr,1iner Whip" with Earth Djinn, Fire Djinn, and
\Vind Dji.nn Characters: Piers and Mia
Class Djinn
Trainer N/A
Wild Tomer Earth xl , Fire xi, Wind xi
Beast Tamer Earth x2, Fire x2, Wind x2
Monster Tamer Earth x3, Fire x3, Wind x3
~~
Advent,vingt;;;a.asics

Monster Trainer Continued Dark Magician


Class: Equip "To megnthericon" wirh W:'lter Djinn, Fire Djinn,
I Psynergy Chart and Wind Djinn
Characters: Felix and Isaac
Levels l'l.yncrg~ 1 Ps}~1crgy 2 l'l.yncq,')' 3 Psyncrgy4

Lv 01 W ild Wolf Ore Dinox Troll C lass C hange


'
Lv0S Cure Poison Cure Po ison Cure Poison Cure Poison Class Djinn
Lv06 lmpact Impact Trnpacr Impact Dark Magician N/ A
Lv 07 - Pixie Fairy Weird Nymph Corpse C harmer Water xl , Fire xl , Wind xl
Lv 10 Whiplash Whiplash Whiplash Whiplash Spiritualist Water x2, Fire x2, Wind x2
Lv 10 Salamander Cerberus Ch imera Macctail Necromage Water x3, Fire x3, Wind x3
L,v 13 Restore Restore Restore Restore Class: Equip "Tomcgarhcricon" with E.ltth Djinn, Water
Lv 15 - - Elder Wood Esm: 'v\lood Djinn, and Wind Djinn Characters: Je1ma and Garet

Lv 20 Emu Harpy G rypho n Minotaur Class Djinn


Lv 22 High lmpacr High Impact High Impact High Impact Dark Magician N/ A
Lv24 - - - Succubus Corpse C harmer Earth xl , Water xl , Wind xi
Lv 28 - - Lich Phoenix Spiritualist Earth x2, Water x2, Wind x2
Lv 32 - Wyvcrn Blue Dragon Fire Dragon Nccromagc Earth x3, Water x3, Wind x3
Lv 38 - - - Mamicorc Class: Equip "Tomegathcricon" with Earth Djinn, \Yater
Lv45 Roe Grand Golcm Living Armor G host Soldier Djinn, and i::ire Djinn Characters: Sheba and lvan

Class Djinn
Dark Magician N/ A
! A bility C h art
Corpse Charmer Earth xl, Water xl , Fire xl
Clas, Hl' pp Attack l)ctcnsc Agility Luck
Spiritualist Earth x2, Water x2, Fire x2
Tr.iim:r 100% 70% 110% 120% 90% 80%
Necromage Earth x3, Water x3, Fire x3
Wild Tamer 130% 90% 120% 130% 100% 80%
Class: Equip "Tomcgatbcricon" with Earth Djinn, Fire Djinn,
Beast T.1111c.r 160% 100% 140% 140% 110% 80% and Wind Djinn Characters: Piers and Mia
Monsrcr Tamer 190% 110% 150% 150% 120% 80%
Class Djinn
D ark M agician N/A
Corpse Charmer Earth xl , Fire xl , Wind xl
Spirinialist Earth x2, Fire x2, Wind x2
Necro mage Earth x3, Fire x3, Wind xl
Dark Magician Continued Prkst
Class: Warcr Djinn
Psynergy Chart Characters: Mia
Levels Psynergy Levels Psyncrgy I
Class Change
I
Lv 01 Call Zombie Lv26 Call Demon' I
Class Djinn
Lv 09 Raging Hear Lv 29 Condemn
Water Seer N/A
Lv 17 Haunr Lv 31 Drain
Scribe Water x2
Lv 19 Revive Lv 33 Poison Flow
Cleric Water x4
Lv 20 Fire Puppet Lv 39 Psy Drain
Paragon Water x6
Lv 22 Fiery Abyss Lv47 Call Dullahan'2
Angel Water x8
Lv 24 Curse Lv 53 Hades Bla7..e

· I. Can get at ~irinialist or more.


· 2. c~,n get :u I ccrom:1gc or 1norc.
Psynergy Chart

I,cvcls Psyncrgy Lcvc.:b PS)'llC.:1'!0


- Lv0l Lv 17 Ice Horn
Ply
Ability Chart
Lv02 rrosr Lv 22 Wish Well' 1
Ch,s Ill' pp Attack Defense Agility Luck
Lv 04 kc Lv24 Glacier
Dark Magici,u1 80% 140% 80% 90% 140% 90%
Lv 0S Cure Poison Lv30 Break
Corpse Charmer !00% 160% 100% 110% 150% 90%
Lv08 Wish~l Lv34 Pure Ply
Spirinialisr 130% 170% 120% 120% 160% 90%
Lv09 Tundra Lv42 kc Missile
Necrornage 160% 190% 130% 130% 170% 90%
Lv 13 Restore Lv46 Pure Wish* l
Lv 16 Ply WcU

· I. Can get at Cleric or more.

Ability Chart
Class HP PP Arrack Defense Agility Luck
'Miter Seer 90% 130% 90% 100% 80% 130%
Scribe 100% 140% 100% 110% 90% 130%
Cleric 120% 150% 110% 120% 100% 130%
Paragon 140% 160% 120% 130% 110% 130%
Angel 160% 170% 130% 140% 120% 130%
Djinn Q~Q:4
Djinn are magical crearures that Please note that all ofthe
Class: Water Djinn
possess powers related to one of Djinn fiwn Golden Sun may
Characters: Piers
the four elements. They have appear in Golden Sun: The
I
Class Change several uses. When equipped on L ost Age. In the following
a character, they provide lists, «2nd pany randomiza-
Cl.iss Djinn bonuses ro some of the tion» is often listed in the
Mariner /A character's stars. Once equipped, /,ocation. These are Djinn fro·rn
they can be called upon in battle Golden Sun. Nonnally they
Sea Fighter Water x2
to launch a special attack. If on aren't found in Golden Sun:
Captain Water x4 standby, a Djinn can be The Lost Age, btit ifyou
Slm1moned into battle or didn't transfer data, you find
Commander w;1tcr x6
combined with otl1cr D jinn to fom· ofthesc Djinn, one from
Admiral Water x8 summon a very powerful each element, from Golden
creature. Also if a character is Sun as yozt play the seqitel. If
- --- - - equipped with different sets of you used transfer data from
I Djinn, the character's class Golden Sun, bHt 1nissed one
Psyncrgy Chart I
changes, and so docs his or her or more Djinn ,vhilc playin.g
Levels P\vncr1:,•y Levels Psyncrgv available Psyncrgics. the previousga~ue, you also
Lv0l Frost Lv 13 Restore
find Djinn in these locations.
When equipped, a Djinni Hoivei,cr, only ONE Golden
Lv02 Ply Lv 17 Ply Well provides small bonuses to one or Sun Djinni can be found iu
Lv04 Cool Lv21 Supcrcool several stars, including HP, PP, each ofthe fotlr locations listed.
Attack, Defense, Agility, and Tfyou missed more than one
Lv05 Cure Poison Lv24 Glacier Luck. The bonus is determined Djinni ofa particular
Lv06 Avoid' 1 Lv 30 Break by the Djinni type and which clement, it's impossible to find
character is equipping it. Also them both in Golden Sun:
Lv08 ll111dra Lv 35 Pure Plv The Lost Age.
equjpping multiple Djinn alters
Lv 12 Diamond Dust Lv48 Violent Cool the bonuses, so the exact
amounts vary. The following
-► Diamond Berg•2
stats arc based upon equipping a
· I. Can get at Sea Fighter or inorc. single Djinni with an Adept of
·2. !'synergy cl1angc at Commander or more.
the same elemental type, such as
equipping Char ro Jenna, or
Echo ro Felix.
Ability Chart
Oas, HP pp A.tt:Kk Ddcn,c Agilit) Luck Though the world holds many
Djinn, they aren't easy co find.
Mariner 110% 90% 100% 100% 90% 120% Mose arc hidden and must be
Sea Fighter 130% LOO% ll0% ll0% 100% 120% sniffed our during the advennire.
The following is a list of the
C1prain 150% 110% 120% 120% 110% 120% Djinn found in Golden Sun and
Commander 170% 120% 130% 130% 120% 120% Golden Sun: The Lost Age.
Admiral 190% 130% 140% 140% 130% 120%

Djinni is singular and Djinn


is plural.
PRIMA'S OFFICIAL STRATEGY GUIDE

Mars (Fire) Djinn


Cannon +10 0 +3 0 0 0 Sr1ikc with the power of Mars Dchkan Plateau

Madra (get Healing Fungus from Gondowan


Char +9 0 +2 0 +2 +l Paral)'ZC foes with a srrong blow Cliffa with Piers)

Coal +11 +3 0 0 +3 0 Rally your allies to boost Agility lzumo ( Dancing Idol n1rn-in)

Southeast of I upirer Lighthouse


Core +8 0 +4 +2 0 0 Sn·ikc through an enemy's Defense ( use west beaches)
World M~J 2nd parry randomiz.1tion; may find in
Corona +9 +5 0 0 0 +I Boosts pany's defense with a hear aura north of an Magma Rock (inside, next ro bt la,·,1 burron)
2nd party randomization; may find in
Ember +9 +4 0 +2 +2 0 Restores parry's PP with passion flames Tolbi Magma R.ock (inside, next to lsr lava bunon)
2nd p:1n:y rnndomiwrion; may find in
Fever +8 0 +3 0 +2 0 Wraps a foe in feverish delusion Lmil Magma llock (inside, next to l sr lava burron)
2nd p ~ randomization. May find in
Flash +14 +3 0 +2 0 0 Blocks damage ro parry with a firewall Suhalla Desert Magma ock (inside, next ro 1st lava bunon)
2nd p:my randomi7-~tion; ma)' find in
Forge + 10 0 +2 0 +2 +2 Boostli party's arrack with flame fory GomaC111e 1\ibgma !lock (inside, nexr ro l sr lava burton)
Mars L~hd1ousc (near entrance, after defeating
FUh'llC +11 +4 0 +2 0 0 Fatigue your foes tO drop their PP Flame ra ,ons and usin, Mars Srar)
Magma Rock (deep inside, on kdgc in mp left
Fury + 12 +4 0 0 0 0 Call forth wandering souls ro arrack corner of room, musr fight )

Kindle +8 0 +5 0 0 +l Increase all allies' Arrack Gondowan Clifls

Reflux +9 0 0 +3 0 +2 Counter a.n cncm)"s arrack Tundaria Tower (ice pu,zlc)

2nd pa~' randomization; may find in


Scorch +8 0 +3 0 0 0 $nu, a foe wid1 a blast arrack Ka.lay Magma lock (inside, next to 1st lava buuon)
Contigo (inside snunp, requires Force spell from
Shine 9 3 3 2 D= lc toes and strike decisively Goldt,1 S11n transfer data)

Spm·k +11 +6 0 0 0 0 Rc,~vc an ally wid1 cheers of support Mikasalla (need Scoop)

H%ria Settlement (southwest corner of the


Tinder + 12 +5 0 0 0 0 Revive a downed ally no 1ern continent in western world)
2nd pa~ndomization; 1113)' find in
Torch +9 0 +3 0 0 +l Penetrate defense with a melting blast Lalivero Ma na ·k (inside, next to I sr lava buuon)

Mercu,-,, (Water) Djinn


Balm +13 +4 0 0 0 0 Revive all downed allies Mars Lighd10L1SC (on large ice sliding area)

Soumwcst of Gondowan CJ.iffi


ChiU +10 +3 0 +2 0 0 Strike to reduce a foe's defense (southern ri of continent)
2nd parry randomization; may find in Prox (2nd
Dew + 13 +4 0 0 +4 0 Revives a downed ally Suhalla Gare section, empty parent's hou.~c)

Eddy +9 0 0 0 +3 +2 Speed up Djinn recove1y time Shaman Cave (need Lift)

2nd party randomization; may find in Prox (2nd


Fizz +9 +4 0 +3 0 0 Restores HP wid1 calming water Mia section, cmpry parent's house)

Fog +9 0 0 +2 +2 +l Blind an enemy wim fog Kandorcan Temple afi:cr Lash is teamed
Fog +9 0 0 +2 +2 +l Blind an enemy with fog Kandorean Temple after Lash is learned

Gel +9 0 +5 0 +2 0 Wec:akcn a foe's Attack Kalt Islaud (snow island)


World Ma~ 2nd/arty randomi1..ation; may find in Prox
Hail +9 0 +4 0 0 +l Frcez.e a foe to drop its Defense west of To bi (2n section, empty parent's house)
2nd parry randomization; may find in Prox
Mist +11 0 +4 0 0 0 Lulls a foe into deep sleep Xian (2nd section, empty parent's house)

Rime + 10 +6 0 0 0 0 Seal a foe's Ps)rnergy Ancient Lemuria

Scrac +12 0 +3 0 0 0 Strike a chilling finishing blow Islet Cave (mrtlc cave, requires Tclcport)

Shade +9 0 0 +3 0 +2 Create a watery shield Piers starts with it


Mercury 2nd party randomization; may find in Prox
Sleet + 12 0 +3 0 0 +l Drench a foe to drop its Attack Lighthouse (2nd section, empty parent's house)
Sour +8 +4 +3 0 0 0 Reduce a foe's resistance Northeast of Mikasalfa (south of the cave)

SpLing +11 +5 0 0 0 0 Restore HP with healing herbs Piers starts with it


2nd party randomi1.1rion; may find in Prox
Sp1iu. +8 +4 0 0 +3 0 Restores party's HP with sootl1ing mist Alrin (2nd section, empty parent's house)
Steam +10 0 +5 0 0 0 Tncrease aJil allies' Elemental strengt:11 Aqua Rock (after getting Parch)
2nd parry rnmlomi7.ation; may find in Prox
Tonic +8 +3 0 +2 0 +2 Heals all parry ailmems Lunpa Fortress (2nd section, empty parent's house)

Jupiter (Wind) Djinn fF


Aroma

Blitz + 10 +4 +3 0 0 0 Numb a foe wit:11 a lighming strike Yampi Dcse1t (post pounding pu7..7..le)

Breach +9 0 0 +3 +4 0 Rcsrore HJ> quickly Shrine of the Sea God


2nd party randomization; may find in SW
Brec7..C +12 +5 0 +2 0 +l Boost parry Resistance Kolirna f"'Orest Atteka Islet (need Lift)
Ether +8 +4 0 0 +3 +2 Focus will ro n.:.,rorc l'P Garoh (need Reveal)
Trc:asurc Island (area wit:11 Lift puzzle
Gale +JO 0 0 0 +5 +3 Blast enemies wit:11 a wind sttike boulders/ledges)
Gasp +12 +5 0 0 0 0 C1II the Grim Reaper on your toes 1i·ial Road (need Lifr)
2nd pat~ randomi1..ation; mav find in SW
Gust +9 0 +2 0 +2 0 Attack wid1 mighty wiJ1d gusts Bilibin Atteka ls ct (need Lift) ·
Haze + JO 0 0 +2 +3 +3 Hide away to avoid damage Apojii Islands (need Sand)
2nd party randomiz.1tion; 1mv find in SW
Kite +8 +4 0 0 +3 0 Attacks twice next round Vale Caves Atteka Islet (need Lift) '
2nd parry randomi1..ation; mav find in SW
Luff + ll +5 0 +2 0 +l S<.-als a foe's Psyncrgy Babi Lightl1ouse Atteb Isler (need Lift) .
Lull +1 1 +6 0 0 0 0 Negotiate a temporary cease-fire Loho (after Magma Ball is obtained)
2nd parry rn.ndomiz.ition; may find in SW
Smog +9 0 +3 0 0 0 Veil a foe's vision in smoke L1makin Desc1t Atteka Isler (need Lift)
2nd p~ randomization; may find in SW
Squall +10 0 +5 0 0 0 Paral)'7..CS a, foe wit:11 a sron11 Alm1iller Caves Atteka ls er (need Lift)

P.IUMA.GAMBS.COM
'23~f ·'··t'~Ci,
• • ,r. , •

..... ~~ .... -t.• -


Waft + 11 0 +4 0 0 0 Calm a foe with soothing scents Gondowan Clifis (need Piers' Fro.~ Psyncrgy)

Wheeze +9 +3 +5 0 0 0 Poison a foe as you strike Southwest ofTundaria Tower (dead end)

Whorl +9 0 +4 +2 0 0 T.'lke a deep breath, and strike Jupiter Lighrhousc (cast rower)
2nd party randomization; ma)' find in SW Atteka
2(:phyr Boost party Agility with swift wind Fuc:hin Temple Islet (need Lifr)

Ven,u (Esn ~ DJ••· ti


Banc Artacks with nan,re's venom Crossbom: Isle Cave 2nd party randomization; may find in Treasure
Island (jl!St before the boss)
Cryscal +10 +5 0 +2 0 0 Restore HP to all al.lies Yampi Dcsc1t Cave (requires Tcleport, Scoop
in moving sand)

Echo +9 +4 +3 0 0 0 Arrack wirh a double strike 1st D jinn (joins automatically)

So·ikes a blow that can cleave sronc World MVa 2nd parry randomi7..ation; may find in Treasure
Flint +8 +4 +3 0 0 0 south of ale Island (just before the boss)
Flower + 12 +4 0 0 0 0 Refresh allies and restore I-IP 1aop<? Swam~can ger righr after
rece1vmg rhe at)
Geode + 12 0 +6 0 0 0 Strike with a clod of earth Atteka Inlet (need Lift)

Kolima 2nd p:trty rJndomization; may find in Treasmc


Granite +9 0 0 +2 +2 +l Create a mighty earthen barrier
Island (j11sr before rhe hoss)
Ground +9 +3 0 0 +3 0 Use gravity to hold a foe Kalay Docks 2nd rarry randomization; may find in Treasure
Island (just before d1e boss)
l run + 11 0 0 +2 +3 0 Bolsrer d1e pany's Defense South rip of lndrn, b)' Madm

Meld +9 0 0 0 +4 +l Launch a powerful rerun strike Isler Cave (turtle cave, end of a·ading sequence)

Mold +8 0 +4 0 +2 +I So·ikc a toe Prox (take low grcmncl


miclcllc, then use Scoop
rm th1')Llgh rop

Mud + 10 +4 0 0 +3 0 Slow a foe wid1 sticky mud Gabomba Sr-anie (need Cyclone from Madra)

Perra + 11 0 0 +3 0 0 Turn a toe to stone North of Shaman Village

Quanz + 10 +3 0 0 +3 0 Revives a clowned ally MogaJI Foresr 2nd parry randomization; may find in Trc.1sure
Island (jtL~r before the boss)
Salr +5 0 0 0 +l Restore allies' sr-arus to nonnal Qmtigo (dig in middle of bushes ro righr of
+9
enmmce)
Sap + 10 0 +3 0 0 +l Arracks a foe :u1d steals its HP Vault 2nd patty random.ization; may find in Treasure
Island (jusr before d1c boss)
Srecl +9 0 +4 +2 0 +l Siphon a f'i:x:'s HP wirh a kiss Gabomba Stanic by che gears (afrcr gear
direction reversal)
World Map northeasr of 2nd party r:u1domi7..acion; may find in Treasure
Vine + 12 +4 0 +3 0 +l Tmglcs a foe to drop its agility L.1makin Desert exit Island (just before d1c boss)
J;blden, f?u,n,
Walkthrou h
Golden Sun tells the first part of the game's story, from the initial damage caused by Satnros
and Menardi on the peaceful town of Vale to the cataclysmic lighting of the second elemental
lighthouse. Along the way, your party meets new friends, conquers enemies, and solves puzzles.

• .J •
Chapter One: Prologue
Checklist ~fEvents VALE (Past)
the mo untain and block your
path! If the road you're taking is
You and Garer musr fi nd
someone whose powers arc
Mark off each event and Golden Sun opens with the town blocked , look for another one. fresh! Head cast across the
o bjective as you complete it! of Vale in the m idst of an bridge, then south to the plaza
emergern:y. The volcano New Dangers to find peo ple recharging their
0 At d,c prologue's start, grab overlooking town has come to powers at t he Psynergy Stone.
Garet bcfo11.: heading soud1 to d1c
life and is showering Vale with
town's plaz.1 and safct)(
giant boulders. As you wake, Tragedy Strikes
0 Help Jenna's fumily rescue your mother te lls you to run to
Felix by getting someone from the safety of the town's plaza
the town's plaza to assist you.
wh_iJc she and your father help
0 Me..:t and battle Saniros :rnd the other townspeople hold back
Menardi. a dangero us bo ulder.

0 17111:c years larer, grab your


friends Jenna and Caret, and head Don't Forget Garet! As you move south to the town
to Kraden's house on d1e town's plaza, watch out for mo nsters!
wc.,,r side. While die townpeoplc arc busy
ho lding back the Mt. Aleph Tragedy strikes before anyone
0 While rhc priest isn't looking, Boulder, mo nsters have invaded can rescue Felix from the river.
sneak pasr him to th<.: <:nuance of
M t. Aleph and d1e Sol Sancnim. the city. Watch your party's The townspeo ple's strength fails
health, while dealing with the and the Mt. Aleph Boulder
0 Search inside Mr. Aleph for mo nsters that confront you. crashes o n the town. When the
the secret en trance to the heart of aftershocks subside, }'Ou and
rh<c: Sol Sancmm.
Trouble at the Docks Garet arc the only o nes left:
Before you leave your house to stand ing. Run to the plaza to sec
0 Grab the four Elcmcnrnl nm to the town square, collect
Sroncs! if there is anyone else who can
vour best friend Garct. H ead help die injured at d1t: docks!
0 After escaping the Sol ;iorth from your ho use to find
Sancn1m, accept d1e Wisc O ne's him trying to lug his belongings.
guest and prepare to leave town
Convince him to leave his sniff
A Strange Couple
on your epic journcii
behind and flee to safety l-fo,11 /';:1')1.1ld wr hal/r
,intv:ipl>Trd 5-~1 .Sanr.'h.Jm
with you!
1.1101.17.-:i 1.1nlr~--,~<:6h ::-1.Jt; I, f1.1r!1?
PSYNBR GIES LEARNED
Catch (via C:.~tch Beads item), Run for Safety!
Mo ve, Retreat

l.D]INN OBTAINED
Non e
As you backtrack to the plaza,
you encounter a strange-looking
man and woman. When they
Before reaching the town plaza, find o ut you've been eavesdrop-
a new emergency occurs. O ne of ping, t hey make sure you can't
Widi a g iant boulder threatening
d1e .child ren has fallen into the tell tales. You do not have the
to smash the town of Vale, time
town's river and is in danger of strength to defeat them, so diey
is of the essence! Follow your
drowning. Usually, the might wipe you out in the
mother's command and head to
rown spcople would use their first round!
the main square in the southern
part of town. Yo ur path there is Psynergy powers to rescue die
dcterniined by die smaller lad, but everyone is d rained
boulders that crash down from from holding back die boulder.
/
A i
~
~
Cljapter. One:
P1rologue

VALE (Tln·ee Years Later)


pleased when they fi nd you and
your friends eavesdropping, they
It is now three rears after the let you pass by without a fight.
faU of the Mr. Aleph Boulder ARMORSHOP
Cotton Shirr ......... 20 coins
and the town of Vale is still Travel Vest . .... . .... 50 coins Kraden
recovering from d1e losses they One-Piece Dress .. . ... 25 coins
incurred d1at day. Isaac, Garet, Wooden Shield . ..... . 40 coins
and Jenna have been studying Padded Gloves .... . . . LO coins
Psyncrm; u-ying to increase their Leather Cap .. . ... . .. 30 coins
powers. They decided to team up WEAPON SHOP
with the scientist Kraden ro learn Long Sword .... . ... 200 coins
thr secrets of Mt. Aleph and the Sho rr Sword . .... . . . 120 coins
Sol Sancrum. Mace .. ..... . .. .... 80 coins
Wooden Stick . . • .. . . . 40 coins

POTION SHOP You are not the only one


Herb . . . .. .. .... ... 10 coins worried about Samros and
Antidote ... .. .. . .. . 20 coins Mcnardi. When you arrive at
Kraden's house, you find him
The Gang's All Here ruminating over his visit with
d1c duo. He is concerned about
their interest in the Sol
Sanctum's secrets and is amazed
at how much they know. He
decides to visit the Sol Sanctum
to sec if they've disturbed
anything there, and invites
you along.

The next part of the story finds Sneaking into Mt. Aleph
Isaac helping his mom fix their
roof. Jenna and Garet, who arc
anxious to head to their meeting
wid1 d1e scholar Krade11, join
them. Relax as you learn what
happened after the eruption
d1rec years ago.

Satt-wos and Menardi


Afrer the eruption three years
ago, the town elders restricted
the townspeople's access to Mr.
Aleph. lf you want to explore
there, sneak by the priest
guarding the ena·ance. Wait
until he's on the opposite side of
the healer's building before
running to Mt. Aleph's entrance!
On the way to Kraden's house
on the town's west side, you run
into two old foes, Saturos and
Mcnardi. They arc stiU a-ying co
figure our what they did wrong
in the Sol Sanctum d1rcc years -
- .,.. "'• ........;.j
ago. Although they arc not
-.,~·
•• 'f"".j

PRIMAGAMBS.C OM
-~~
SOL SANCTUM
The Sol Sanctum resides in the
heart of Mt. Aleph and is
protected by many puzzles. 171.is
dungeon inrroduccs you ro d1e
basics of exploring in Golden Sun.

'
To Outside

- --1

~IAP U ·:<a•,:-.:D
1. Small Jewel
2. Small Jewel
3. Herb ...
4. Psynergy Stone
1o fo1d the real exit from the
second statue room, look to the
minotaur in the chamber's far
left corner. Find the Small Jewel;
it's in a chest in the hallway
leading to the room. ·

The Secret ofthe


Sol Sanctum.
Finding the Right Path The Hidden Door Moving Sta'PUes

When you reach the final


chambers of the Sol Sancnim,
Kraden is disappointed to find
110 sign of an entrance to the
Sanctum's secret chamber.
Finding the secret is your job.
The first few rooms inside the
The final chamber is a
Sol Sanctum feature large ponds
dotted with stone steps. Isaac
and his crew can only hop the
out the Luna Room,
distance of a single step, so
head upsta irs to see
study the map to see what path
what you can find.
co rake from one side of the
room's exit. If vou can couch Move one of the
room to the other. To help you
the sranie, you.can move it statues in the
with the first trip, use the
manually. If you arc room above
solution above. The second
separated from the the Luna
pond is easier co cross!
statue by an obstacle Room co find
such as a stream, face it our what caused
and use the Psynergy the eruption
The second puzzle requires you
Move to shift it. Both three years ago!
co examine each of the three
rooms on the other side of the Isaac and Garet know this
second pool. The middle room skill, so use the character with
holds a treasure chest containing the most PP.
a Small Jewel. Take the Small
Jewel co the room on the right
and insert it into the minotaur.
T his opens a door in the room .,•4,--::
. ., ..
.• to the left. :., r
/
versa. Head inco the new Luna causing Mr. Aleph to rumble.
Room and examine the back Saturos and Menardi take off
wall to trigger the opening of a with three of the Srars and their
secret portaI! hostages, Jenna and Kraden.
T he guardian of the Stars holds
The Elemental Stones back the destruction of the
Sanctum long enough for you
and Garet to escape. Use Rco·cat
to telcporr to the beginning of
With the loss of the Elemental
the dungeon and run outside.
Stars, Kraden, Jenna, Isaac and
Garet must recover the
The Aftermath Elemental Stars and prevent
San,ros and Mcnardi from
lighting the four elemental
lighthouses. The rown gathers at
the town's gates to wish the
adventurers well. Before leaving
When you tr igger the trap in the
the cit)~ visit the shop~ in Vale to
Luna Room , Kraden suggests
prepare for your trip!
looking for another type of
mechanism to disarm the Luna
Room trap. Go to the second
floor of the Stm Room and
move the two statues at the top The secret chamber inside the
of the room onro the switches. Sol Sancrurn holds the fow-
This opens a circular hole in the Elcmcntal Stars. Kradcn is keen
floor. Stand in front of the hole, to examine the stones to learn
and use Move to pull the larger about Alchemy. When he asks
stame into tile hole. This you ro bring the stones to him,
disarms the t-rap and allows you head to the southeast corner and
to shift the s tatues in the
the Venus Star. Every time you
Luna Room. grab an Elemental Star,
platforms rise from the water,
allowing you to reach the next
srone. Grab the Stars in d1is
order: Venus (SE), Mercury
(NE), Jupiter (SW), Mars
(NW). Before you get the fmal
Star, Saruros, Menardi, and one
of their henchmen appear!

Mt. Aleph Erupts Again!

Moving the stan,es in the Luna


Room's second floor causes d1c
emblems on the first floor to
change. The Luna Room
The removal of the fourth
Elemental Star, the Mars Star,
....
becomes the Sun Room and vice destabilizes the special chamber,
Checklist ofEvents VAULT
Mark off each event aud When you arrive at Vault, the
objective as you complete it ! townspeople arc in a tizzy over ,l
series of thefts thar occurred
0 Talk co the cownspeople of during Mt. Aleph's eruption.
Bilibin about the curse
The hunt for the truth (and the
threatening their village.
missing goods) revolves around
0 Meet the Venus Djinni, Flint, three strangers sraying at the Inn
oursidc of V.'lle on the road and a strange boy kept under
ro Vaulr. surveillance at the Mayor's
0 1:'llk to die townspeople of house. l:1lk co these people to
Vault to learn about the rash of figure out what's going on .
thefts rhar occurred during Mr.
Aleph's emption.
.\lAI' LEGl-.:\'D
0 Meer [van ,\t the Ma)'or's 1. Nut 4. Sleep Bomb
house. He joins your parry 2. 7 coins 5. Min t
temporarily while you an: 3. 4 coins
in V.1ulr.

0 Use Ivan's Mind Read skill o n


the smmgc-looking man standing
on the ledge over ARMORSHOP
the shrine.
Travel Vest . .. .. .. ... 50 coins
Wooden Shield . . ..... 40 coins
0 Conspire with Garcc and Ivan The First Djinni The Merchant Caravan
Padded Gloves .. ..... 10 coins
to eapn1rc d1c thieves upstairs in
Leather Armlet . . . . . . 180 coins
die Inn and r~-ad their minds.
Leather c~p ..... . . . . 30 coins
0 Explore die lnn's anic Circlet . . . . . . .... . . 120 coins

0 Defeat the three thieves WEAPONSBOP


Long Sword .... . . . . 200 coins
0 Leave Vault and go cast to Short Sword .. ... . .. 120 coins
Goma Cave. Battle Axe . . . ...... 280 coins
Mace . .. .... .... .. . 80 coi ns
0 Meet with Ivan a second time Magic Rod .. ... . . . . 380 coins
and invite him to join your While you were in the Sol When you arrive at Vault, you
advenmre. POTION SHOP
Sanctum, the Wisc One arc greeted by the hasty exit of a
H erb ........ IO coins
0 Defeat die Mars Dji.nni, Forge, Antidote ... . ..... .. 20 coins mentioned that the loss of the.: large merchant caravan run by
in the depths of Goma Cave co Elemental Scars released the Master Hammet from rhe ciry of
compel him to join your party. Djinn into the world. T he first Kalay. Spooked by the rash of
of these elemental helpers lurks thefts in Vault (the master's
outside of Vale on the road to Shaman Rod was one of the
PSYNBRGIBS LEARNED
Vault. When you approach him, items taken), and the eruption
Mind Read, Whirlwind he offers to join your party and of Mc. Aleph, Master Hammet
help you search for his brothers. and his crew are looking for a
DJINN OBTAINED In addition, Flint gives you a · safe p lace. When they discover
F lint, Forge nirorial about Djinn. Set him co char the bridge co Kalay is gone,
one of your characters before thev head north ro the town of

_,
continuing on your quest! Lunpa. Later in the game, you
rescue the hasty merchant from
this bad decision! •
_,., ..
......
• <f"".
.-
d iscover that the ladder to the
Inn's roof is no lo nger blocked.
-
This battle shouldn't prove too
difficult if you use your
• Ivan's Troubles Suspeas in the Inn The boy w ho is supposed to be Psynergy talents well. Attack all
But unless we find who
fixing the hole is missing ! Climb three thieves at once with spells
stole the rod, Ivan can't inside rhe hole and move the such as Quake, Flare, Zap and
l:irgc crate co get into d1e attic. Whirlwind. Bring the Djinni,
There you find the missing Flim, imo play. Flint's special
worker and the srolen goods! attack is strong and, after he's on
srnndby, you can use him to
Boss Battle: summon d1e power of Venus.
The Three Thieves!
The Aftermath
lvlaster H ammer's assisrnm,
Ivan, has been left behind in
Vault to recover the stolen
Shaman's R od. The cownspeople
are sympathetic to his pl ight but
un;iblc to help him. Look for
h im in the Mayor's house in the
northwest. Go there aml talk to
him to learn abom his If you try to talk to rhe rwo freeing the worker prompts the
unusual powers! suspicious characters on the After you defeat the thieves and
thieves to storm the attic to try
Inn's second floor with Ivan in co protect their scolen booty. recover the srolen goods, it's
The Hunt for the vour party, lx prepared to meet Regardless of their cxrnscs and rime ro continue vour journey.
Shaman's Rod ~virh resistance. If you withdraw informatio n abour rhe probable Unfortunately, Master Hammer's
from the room, Garct and Ivan status of Master Hammet in fare causes Iva n to leave your
conspire ,.vith vou to c,n ch them. Lunpa, don't let them get away! party and head to Lunpa. Don't
Garer blocks rhc cxir, while you 'Toke o n Thief 1 and 2 and the worry about Ivan. You will sec
and Ivan trv ro catch one head Bandit, and subdue them him shortly. Visit the Mayor for
between vot1. After you rrap one until backup arrives. ,1 special reward.
of the thieves, Ivan uses his
Mind Read power ro determine
the truth behi11d the thefts!

Finding the
@JllM@
The Bell Tower's Secret
Thieves' Stash

they-,...e ont o us.

Ofter to help Ivan find the Something interesting happens


Shaman's Rod to gain a new ifyou ring the bell at the top
companion in your guest w hile ofthe Bell To11,e1: The Djinni
you arc in Vault! Use Ivan's hiding behind the trees nms
Mind Read skill to find our for the safety ofthe cave in the
what the townspeople arc EnemyDat:a northeast corner oftown.
thinking . Use this skill on the Unfortunately yoit do not have
guy in purple above the shrine Thief 1 and 2 the s!tills yet to reveal the
and o n the innkeeper to learn Hr l'P STR DH WL.Ah.N~SS entrance to the cave. Re11isit
something interesting. I IO 0 42 Noac
¼ult late1:

After you interrogate the two Bandit


thieves in the lnn, you must find fll' Pl' STR ~\/IAKN!iSS
their srash. Head o utside and 224 0 -16 8 None.-
GO.MA.CAVE
Goma Cave is northeast of
Vault. Go east from town and
over d1e first bridge. H ead
nord1east and over a second
bridge to reach d1e cave's
entrance. Goma Cave is su-aight-
forward, and ifs d1e only
passageway from Vault to
d1c Bilibin.

JF-Pa11:0ne

[~l
. Lucl.y=Medal=====::!i]

Tu Outside I B2[ 1

lF-Ptwt Two ]
l ~. , ~
1, - -
Why Goma Cave? Creating Stepping Stones The Final Step

To get to the second Djinni,


make preparations ahead of
It may seem odd to head to Before ~' OU leave Coma Cave,
time. Move the p illar on the
Coma Cave when l van is facing provide ~,ourself wi th a
lower level of floor Bl until it
problems in another town. But permanent shorrcur in case you
forms a jump po int between the
you do not yet have the skills to need to visit the rowns on the
two ledges b)' the Djinni. When
break inro the barricaded town ocher side of rhc mountain
you reach the ledge on your way
of Lunpa. Don't worry, later you range. Push this large smmp off
ro the first floor, you can hop
will get you r ch.uice to help the ledge and into the stream
over and add Forge co your
vour new friend .... below. When )'OU need to pass
Djinni collection. Unlike the
through the cave, use the
Sometimes you have to create first Djinni you met ( rlim), you
A Chance Meeting stepping stu11c tu bypass lloors
your own paths through a cave. must defeat Forge in battle
Bl and B2!
f or example, to continue to the before he will join your parry.
exit on floo r B2, you need to Hit him hard and fast with your
create another stepping stone in most powerful attacks before can
the pond. H ead upstairs to floor escape! If he escapes, leave the
Bl and use your Move skill to floor and return to battle him.
push the large stump off its
pedestal and clown into the pond.

Gerring ro the enrrancc ro Coma


Cave is easy until you rry to
move the vine-covered stump
blocking the equally vine-
covered door. T he 1\llove skill
won't move the obstacle.
Fortunately, Ivan shows up and
strips the vines off the stump
wid1 Whirlwind! Use Whirlwind
to clear the ivy covering the
cave's entrance.

.....
/ -
-✓ ChaJ!ter Three:
Proble,ns in Kolima Forest
Checklist ofEvents
Mark off each event and objective as you complete it!

lil Talk to the townspeople of D Find d1e Mercury Dji1mi,


Bilibin about the curse Sleet, on me third floor of the
threatening their village. lighrhouse in the room wirh rhe
five waterfalls. Defeat him to add
0 Seek an audience wirh Lord him co your collection.
McCoy, rhc Mayor of Bilibin, and
offer to help end the curse. 0 Defeat Saruros at the top of
d1c Mercury Lighd1ouse.
Ill Recruit die Jupiter Djinni,
Guse, in Lord McCoy's 0 Fill an Empty Bottle with d1c
underground warehouse. healing waters of the lighmouse.

0 Head ro the Bilibin Barricade 0 Return to Kalima Forest and


and discover rhe secret entrance. heal Tret to dis pcl me curse.

0 Check out the curse when you 0 Get your reward from Lord
enter Ka lima Forest or the village McCoy in Bilibin, then head
ofKolima. soud1east ro d1c Ka lima Bridge.

0 Find the entrance to the corral


in Kalima and recmit Granite, the PSYNERGIES LEARNED
Venus Djinni.
Frost, P ly
0 Go into Kalima Forest to find
the Great lice, Trcr, King of
Kalima Forest. DJINN OBTAINED
Bree-a, Fever, Granite,
0 Enter Trct's tnmk and seek our
Evil Tt-cr. Barde the Jupiter Gust, Sleet
Djinni, Breeze, who lives on a
branch ar the tree's rop right side.
Defeat him and he'll join BILIBIN
your group. The citizens of Bilibin are
0 Defeat Evil Trcr to release the getting nervous about their
tree's gentle side. future. When you arrive, yo u
learn why. It seems that their
0 Ht-:td ro me Bilibin C1Ve to Mayor promised co build his
rravel co die nordi end of die
concinenr and the Mercury
wife a grand palace.
Lighthouse. Unforrunarely, his team of
lumberjacks tried to cut down
0 Stop by the village of !mil and Tree, the King of Kolima Forest,
find the healer; Mia.
waking his "evil" side and
0 Recruit the Mars Djinni, Fever, causing him co curse d1e people
from the cave beneath the frozen of Ko lima. The human-looking
waterfall in Imil. "tree" at the town's entrance is
the product of that curse.
0 Meet Mia at the Me.rcury .\1.\1' Ll·,GI '.\:D
Lighthouse. Band toged1er ro H opefully, the curse's effects
find our who's invaded this sacred won't spread as far as Bilibin 1. Herb 5. Haro N ut
building. 2. 5 coins 6. Ell.x.lr
while you try co heal Tree!
3. Antidote 7. Smoke Bomb ....
•14.,~;._,•
4. Sleq, Bomb .. ~

PRIMAGAMES.COM
Talk to the viUagers in each
town to learn the recent
whereabouts of Santros and his
band. In Bilibin, you learn that
they crossed the mountain to the
snowy village of Imil. ! mil is
near the Mercury Lighthouse,
one of your next u-avel objectives!
The problem wim being
Tbe S011-rce of the Cttrse teenaged adventurers is chat no
one rakes your abilities seriousl)1 !
Such is d1e case when you and
your team ask to be allowed to
undertake the quest to end the
curse. While Lord McCoy is
tempted, his concern about your
The Ct1-rse of age ourweighs his desperation.
Kolima Forest He won't prevent you from
ARMORSHOP undertaking the task on your
Leather Am1o r ...... 24-0 coins own ... and what's more, if you
Travel Vest . . ...... . . 50 coins succeed you' ll get the rreJSure
Travel Robe .. . . . . .. 200 coins promised as a reward!
Bmm,c Shield ....... 500 coins
Leather Glo, ·cs ...... 220 coins
Leather Annice ...... 180 co ins
Hints About
Open Helmer .. . . . . . 180 coins the Barricade
Wooden Cap ...... . 400 coins
Circler ..... .. ..... 120 coins
Speak to d1e citi1..cns of Bili bin
WEAPON SHOP to learn about the curse
Long Swmd .. . . ... . 200 coins afflicting the region. Lady
Broad Sword . ..... 1,000 coins
Hunter's Swo rd ..... 520 coins
McCoy's desire for a mansion is
Battle Axe ......... 280 co ins at d1e heart of the conflict.
Heavy Mace . .. ..... 500 coins H owever, while Lord McCoy is
Bandit's Swocct . . .... 700 co ins worried about the ramifications
Magic Rod .. . . . .... 380 co ins of the curse, his wife is
Witch's Wand . . . .... 860 co ins
concerned about d1e effect d1is is
If you d1ink Lord McCoy's
As you enter Bilibin for the first refusal to give you the key to the
POTION SHOP time, examine the strange tree having on the house she so
barricade is a big wrinkle in
Herb ... . .. . . .... . . 10 coins desires! Talk co d1e guards and
outside the town's entrance. Its your plan to reverse d1e curse,
Antidote ..... . .. . .. 20 coins convince d1em to let you have
Elixir .............. 10 co ins
human form should make your but you're wrong! Talk to the
reach for Ivan's Mind Read skill. an audience wid1 Lord McCoy
Sacred Feather ....... 20 coins guards and the builders around
to see what you can do to help
Use it to confirm the tree's past Lord McCoy's home to learn
htm1aniry. end d1e curse.
d1ar d1e barricade was l1astily
constructed and isn't that secure.
Maybe your Psynergy powers
will help you pass?
BILIBIN
BARRICADE
Lord McCoy of Bilibin ordered
the barricade built to prevent the
spread of the Kolima Forest
curse. Fornmately for you, the
barricade was hastily constructed
of crates.

After you, heal 'E-et and


convince him to put an end to
the mrse, Lord McCoy offers
you a choice ofreivards. Head
to the Mayor's treasury and
choose from one ofthe four
chests arrayed before the
guard. Their contents are, in
order from left to right: Vial,
The stone border around the
Potion, Psy Crystal, l¾ter of
statue in the middle of the town
Life. The l¾ter ofLife is the
should inspire you ro move it best item to take, but the Psy
around. If you do, you' ll find a Crystal is also helpful ifyou
hidden stairway beneath the
have a character that is
statue that leads into Lord
constantly running out ofPP.
McCoy's warehouse. To get to
the Djinni hidden inside, you
must find an alternate entrance.
Look for an ivy-covered hole in
the northwest corner of town.
Use Whirlwind to clear away the
vines. From inside, use Move to
shift rhe statue blocking your
way to the Djinni.

When you pass through the


barricade after your trip to the
Shift the crate on the left side of
Mercury Lighd10use, you'll find
the barricade to the right with
that Saruros and Menardi have
your Move power. On the way
already been through, wreaking
back, push the crate aside
Gust joins your parry when you havoc as they passed. The d1ree
(withom magical assistance).
touch him. Consider setting him trees have been scattered all
co Ivan, although anyone can about the area. One of d1em has
use him. Gust has a nifty wind- Save the Trees I fallen into d1e water and is in
based attack that is a helpful danger of being swept away
addition to your arsenal. wid1 the current. Step into the
water and use Move to pull her
to safet)c Come back through
after you end the curse, and the
happy travelers give you a
downstream 1'f she isn't present (a Hard Nut) for your
pulled to s hore!
kindness.

P.RIMAGAMBS.GOM
-~~
PRlMA;S OFFICIAL STRATEGY GUIDE

KOLIMA Inn remain closed until the


owners are returned to their
you from the shape-changing
spell, surrounding each of you
If you visit the rown of Kolima normal state! with a protective sphere.
before healing Tret, you'll find ARMORSHOP
all of its inhabitants nirned to Leather Armo r . ..... 240 coins
.\1.\P Ll·.GE:-.:D Adept's Clothes .. .. . 850 coins
trees. You can read their minds Bronze Shield . . ..... 500 coins
I. Apple 3. Lucky Medal
to find out what happened, but 2. Herb 4. 7 coins Leather Gloves . . ... . 220 coins
that's about it. All shops and the Armlet .. . .. . . .. . .. 900 coins
Bronze Helmet . . .... 600 coins
Wooden Cap . ...... 400 coins
Circlet , ... .. ...... 120 coins

WEAPON SHOP
Broad Sword ...... 1,000 coins When the curse doesn't work,
Hunter's Sword .. .. . 520 coins the spirits of the forest speak to
Broad Axe ....... . 1,400 coins
you. Tret threatens destruction
Heavy Mace . ....... 500 coins
Bandit's Sword ..... . 700 coins because of the lumberjacks'
Magic Rod . .. ...... 380 coins trespasses, while his friend,
Witcl1;s Wand ... .... 860 coins Laurel, begs you to cry to
awaken Tret's gender side. The
POTION SHOP
two g reat trees live in the dcpd1s
Herb ...... , .... ... 10 coins
Antidote ..... . .. . .. 20 coins of Kolima Forest, so go there!
Elixir .. . .. ... ... . .. 30 coins
Sacred Feather .... .. . 70 coins Djinni Alert:
Gmuitc tbc Venus l>jimzi
The Curse of Tret!

jP,:- ~p,"lr-i.,im,:/
0,,✓ld 1hh- b~~ wh.,,t- •·,.1rnrd
tho!"r r,~"'oplr fn• .,,. ..

This event happens when you T he Djinni is in a corral next co


enter Kolima o r Kolima Forest the house in the town's
for the first time (so if you see it southeast corner. The entrance
to the cave leading to the corral
here, you won't sec it when you
ente~ the forest and. vice versa). is not as apparent. The stairs are
in the back of the house. The
The curse renews itself whenever
a living being enters the town of door is hidden from sight, so
you must walk into the· back of
Kolima or the forest. Sparkli11g
spor<;s fall from the sky and mrn the tree.
humans into trees. However,
your Psynergy abilities protect
to find Trct. Push the downed
tree trunks back and forth to clear
die path dirough the woods.

Kolimn Fomt i, filled 11>ith


dangerous 1nonsten. Before you
Granite also joins your party
ente1; outfit your party with
without a battle. This Djinni
the best armor you can afford.
adds a protective barrier spell ro
Because you rely on your
your Djinni's collection that
Ayne1lJ)' attaclts through most
reduces the damage you rake
ofthe trip, weapon 1,pgrades
from an enemy's attack. Get this can 111ait -until yo-u hrwe more
Djinni before taking on Evil Tree money. Stocll i,p on H erbs so
in Kolima Forest! you can sa11e your PP for
attaclzs instead ofhealing.
A Hidden Treasttre Retreat to the fonst's entrance
whcneper your HP and PP fall
too loiv. You have to baclltmclt
to Bilibin to heal yourselfat
an Inn, but it's worth it!

Read the minds of all of the


townspeople before heading co
the forest. The people in the
house with rhc Djinni arc hiding
a secret. You' ll get hints from rhe
home's inhabitants, bur you
won't find our the truth unri l
you save Trcr and rhe curse is
lifted. Or, just look at the second
screenshot above and search tl1e
indicated ground on the
World Map.

KOLIMA
FOREST
Kolima Forest is where this
curse started. You see evidence
of the lumberjacks' deforestation
as you walk tl1rough me forest
-......
. -r.'-

PRIMAGAMBS.COM
--s--
Inside the Gt-eat Tree Tret Maps Log Removal

The stumps block your path


through the forest. Push the
faUen tree trunks out of your
way. Yo u may have to shift some
tree trunks mo re than once!

The Trunk Puzzles


H :wing problems figuring o ur
some of the tree trunk puzzles?
H erc arc all the solutions!

!2F I To JF

The first tree puzzle is in the


map's third section. T he goal is
co free d1e way so you can push
the vertical log into the stream.

To O utside

l. N ut 4. Healing Ring The second tree puzzle, on the -..


2. Fur Coat 5. Nut map's fourd1 section, requires
3. Psynergy Stone you to drain the pd nd and
rearrange the m.111ks so that they The Spider's mh defeat him, his ability to raise Next Stop?
form a bridge after you reflood your party's magical resistance
the pool. Rearrange the trunks otters quire a boon!
t\vicc to get rhc Fu r Coar from
the treasure chest. Leave d1e area
to reset d1e trunks in their Boss Battle: Evil Tret
original positions in Enemy Dnta
between trips.
Evil Tret
HP PP STR OH WI AR:,;i;s ~
You can step on the spider web 7 10 36 89 27 !'ire Dispelling Tree\ evil ~ide doesn't
floors wherever a leaf is caught heal him enough ro dispel rhe
in the web. Those leaves arc curse and free the people of
fragile, and they crumple when Kolima. Rc,1d rhc mind of Tret's
yon step on them. If you step on sidekick, Laurel, ro lc:irn what to
You :,hou.ld n-=-1,, ,,.r ha,,,~
the shattered rcmains, prepare ro come her€ , eJnd no,11 . do and where to go next. It's 011
fall ro the floor below. ye ,~ $.hall nev e r le.a, e ! to rhc snow\' norrh and the
Mercury Lighthouse!
This configuration gers you to
the map's northeast ..:orncr
where a treasure chest contains a
Fur Coat.

This works ro your advantage


when you need to fall down the
holes in the cemer of each flour
to reach Evil Tree's chamber o n
the ground floor. Cross the web
ro d1e center of the room, jump
This contigurarion gcrs you ro
ro the leaf next ro the center rile,
the section's exit.
then hop back to fal l through
the web and down co the
Inside the Great Tree botrom of the trunk.

Find Evil Trct 011 the chambcr


0 11the ground floor ofTret's
trnnk. Before you approach him,
set your Jupitcr and Venus
Djinn ro srandby so you can use
them ro summon the second
level spirits, Ramses and
When you find Trer, you have to Atalanta. Have Gnret hit Evil
go inside of him to find out Trer with all of his fire-based
where his evil half is hiding. T he ;utacks, while Isaac and Ivan
trip d1rougb Tree's hollow trunk heal and protect the parry. Put
is straightforward. Climb to d1e Breeze's resistance raising ski ll ro
On the top right ofTret's work protecting your party from
top, d1en fall d1rough d1e center branches, a Dji1111i is hiding
o f the spider's web ro the Tret's Quake, Growth, and
beneath the foliage. You must Thorn spells.
bottom of the trunk! defeat Breeze i11 batde before he
.•
joins your part)\ After yo u
I
PlUMA?S OFFICIAL STRATEGY GUIDE

BILIBIN CAVE
Bilibin Cave provides passage
thro ugh the mountains to d1e
snowy lands where you find the
village of lrnil and the Mercury
Lighd1ouse. The cave is short
(especially compared to Goma
Cave) and has few puzzles to
distract you. Unforn111arcly, the
cave's best treasures arc out of
your reach for the time being.
Return ro this cave to get them
when your characters know the
Psynergy spells Reveal
and Douse.

The m,1i11 e11tl'a11cc to Bilibin


Cave is in the open. However
the second entrance rewards you
with an Elven Rapier. Set o ne of
your Venus Djinn to Ivan or
Garct to grant him the power of
To World Map
Growth. Use Growth to cause
the spro ut by the cliff on the
river's lefr side ro grow into a
d imbable vine. C limb on the
ledge and hop over the stream.
Slide down the slide cut into the
rock face and head imo the
doorway on the right. Grab the
Elven Rapier fro m rbe chest,
then slide down rhc nearb)' slide
to the cave's main floor.

Use Reveal to
Uncover a Secret Passage

An Alternate Entrance

One of the secrets you can


uncover later in rhe game is a
MAP LEGE;\;!) hidden passage that Ices you
1. Biven Rapier climb onto the northern ledge
2, Water of Life on the cave's second floor. Cast
3. Psy Crystal Reveal whi le you stand in the
4. Vial half circle of srones by the E lven
Rapier's treasure cliest to find
1 / / i ~
ChJ'f1}ter -.'IJ,ree:
Problems in Ko1ima Forest

the doorway. To get co the stepping sto ne. Head ro the first Mia the Healer
treasure room, you must have floor and use Reveal to uncover SHOP LIST
the skill Douse to create a the secret passage leading to the
ARMORSHOP
stepping stone. second floor ledges. Use the
Leather Armor ... . .. 240 coins
newly frozen ice pillar to reach Adcpt's Clothes .. . . . 850 coins
Fire and Ice Pillars d1e treasure room in d1e north Bmnze Shield .. . .. . . 500 coins
part of the floor. Leather Gloves . ... .. 220 coins
Leather Armlet . ... .. 180 coins
Open Helmet . . . . . . . 180 coins
IMIL Wooden Cap .... ... 400 coins

The small village oflmil is at the WEAPON SHOP


mercy of a devastating cold Broad Sword . . . .. . 1,000 coins
virus. The only healer able to Hunter's Sword .. ... 520 coins
give the villagers any relief is the Battle Axe . .... . ... 280 coins
Heavy Mace . ... . .. . 500 coins
Mercury Adept, Mia.
Bandir's Sword . ... . . 700 coins
Unfortunately, because d1e Magic Rod . ..... . .. 380 coins
healing waters from the Mercury Blessed Ankh . ... . .1,600 coins
Lighthouse dried up, any
healing she can provide is only POTION SHOP
Herb .. . . . , , . , , , , .. JO coins When you first enter l mil, you
temporary. You need some of the
Antidote . . .. . • ... . . 20 coins learn that a bad cold is going
water to completely heal Tree, so Elixir ..... . .. , . , , .. 30 coins around. The epidem.ic is so bad
help her out! Sacred Feather .. . . .. . 7 0 coins
that the sho pkeepers arc laid low
and unable to serve customers.
On d1e second floor of the The elderly couple in d,c house
Bilibin Cave you run into your by the entrance arc coming
first puzzles feamring puddles of down with the co ld and looking
water and ice pillars. The basics for Mia, rhc healer. Skate across
co solving these puzzles are as d1e frozen river to the shrine
follows: Turn the puddk:s into and talk to the girl about Mia's
ice pillars by either extinguishing whereabouts. Whed1cr or not
any source of fire next to it with you visited the elderly couple,
Douse or by freezing the water you learn that she just left to
wid1 Frost. You can melt any ice visit them.
pillar acting as a barrier by
moving a source of fire next to
it. To get co the chest on the
ledge containing a Vial, move a
torch next to d1e ice pillar
blocking the way.

When you have the skills Douse


and Reveal, go to the puddle of
water by the flame, and use .\L\P LJ.:(;E:\'D
Douse to put out the fire. The 1. 9 coins 4. IAicky Pepper
2. Lucky .Medal 5. Empty Bottle
cave's cold remperamre freezes
3. Sleep Bomb
the water irtto an ice pillar


PRIMAGAMES.COM
--5'-
PlUMA:'S OFFICIAL STRATEGY GUIDE

Skating for Treas,,we The Mars Djinni, Fever, lives


within a cave beneath the frozen
MERCUR.T
waterfall at the top of the river. LIGHTHOUSE
To get to him you must move Remember from your
the snowman from the bank to discussions with the Wisc One
the frozen river, then use it as a in Vale that the elemental
bumper co shoot yourself into lightho uses arc major destina-
the cave. Fever joins your party tions in your quest. The
when you ask h im. blinding light seen from Imil
means that Saturos and Menardi
have already lit the lighthouse. If
Mia and the Lighthouse you hurry, ~' OU can srop them
before they head to the next
lighthouse on the lisr.

To get ro the treasure chest on


the snow-covered hill in the
middle of the town, you must
learn to skate. When you step
on an icv surface, you slide in
the direction you are facing until
you run into a wall, bank, or
other obstacle. To get to the
treasure, you need to slide from
rock co rock until you stop by
the riverbank across from the
stairs leading up the hill. Skate When you find Mia taking care
over and claim the Vial in of the elderly couple in the
the chest. house by the ena·ance, she is coo
busy co talk to you. A blinding
light appears from the Mercmy
Lighthouse sending Mia into a
tizzy. She rushes to the
lighthouse co see what's going
on. Before rushing after her,
grab the Empty Bortle from the
treasure cht.:st. You need it to
hold a dose of the lighthouse's
healing waters!
r-_

,\1;\I' t,h(;ENI>
I. S leep Bomb
2, Psynergy Armor
3. Mimic
4. Psy Crystal
5. Nut

To Outside

,. ------ _.._
....
PRIMAGA.lWES.COM
-S>-
The Entrance to Folluw the Leader
the Lighthouse

Follow Mia through the


When you get to the entrance of lighd1ouse. Head to the center
the lighthouse, you run into of the first floor and hop over to
Mia. She senses people within the staircase on the small island
the lighthouse, but is confused in the main room. On d1e next
because she and her assistant, floor, Mia's progress has been
Alex, are the only ones who halted by a crevice in d1e ledge.
know how to enter the Use Move to pull the statue on
lighthouse. Move the statue the opposite side into the hole,
blocking the entrance, then and Mia offers to join your parry.
defeat the monster in d1e foyer
to let Mia into d1c lighthouse to
begin her search. D on't worry,
soon d1e four of you will
join forces!
y
I 'll

Ch,e/,ter ?.I'hree:
Problems in Kolima Forest

The -Pipe Maze After the pipe maze, push the The Main Chambet- Pipe Puzzle # 3
stante in the next room on cop
of the button to open the scaled
door. In the next chamber, slide
down the slide through the hole
in the floor. Yuu emerge un the
tile in from of rhe large statue of
the Goddess. Hop over to the
statue and ca.~t Ply to endow
your parry with an amazing
power. When you step o n one of
the blinking tiles in the water,
you can walk up ro three spaces
Wondering how to get around
on the water's surface before
the main chamber? Us1.: the
sinking. Us1.: this new ability ro
solution above to reach rhc exit
travel aro und t he main d1ambcr
in the southwest corner.
on the first floor!

Pipe Puzzle # 2
The next big chamber you
encounter is filled with segmems
of a water p ipe. To solve this
puzzle, move the pipes into
position. Connecting the pipes
'ffiitch Ottt for the Miniic!
causes the water spilling into the 1,Vhcn LI' a treasure chest not a
grates to flmv normally. The jets treasure chest? When it is a
of water now coursing our of Jviimic! Mimics are monsters
the pipes push you out of the that loo/, lillc 1rcn.f1,re chests. You need ro use the force of the
way when you walk in from of When _yott disturb one, it water jets to push the statue o n
them. This can work to your attacks n,ith tremendous force. rh1.: fourth lloor through the
advantage at t imes; if you want These c,,·catt~res /;ave 500+ Hl~ hok in the floor, and onto th1.:
to get the Psy Crystal from the so approach them Jl}ith care. button that 01xns the door.
rreasure chest in rhe room and
Connect the pip1.:s in this order:
reach the room's exit, you need
left, right, and midd le.
ro push the pipe segment out of
alignment.

T he G oddess Statue When you find the correct path


through the main chamber,
you'll find yourself in another
conundrum. You need to fill rhe
first room with water ro cross it,
bur where do vou get the water?
Push the pipe pieces into place
in the second room md the other
room will flood in no ri1111.:!

.-
., 4 • -
··.~ .
I ,• .
.;

. ~ ~ 14.+i
PRIMAGAMES.COM
. -s:--
right side, the waterfall in the Boost your resistance to magic
Djinni Alert: center flows backward. Ride the and increase your party's defense
Steel the Me1"cu1,, Djinni waterfall to the top of the whenever you can. Divide your
lighthouse and prepare for battle! party into.healers and fighters. It
is easy to lose one of your party
Boss Battle: Saturos members when Saturos casts a
powerful spell.

The Aftermath After you defeat Saturos, fill the


empty bottle from the fountain
at the base of the Mercury
Lighthouse and take the water
back to Kolima Forest. Use the
water to heal Tret. When he
dispels the curse, visit the town
When you get to the top of the
of Kolima, talk to the freed
lighthouse, heal your part)~
villagers, and stock up on armor
replenish your characters' PP
and weapons. Then, head to
with the Psynergy Stone, and
Bilibin to get your reward for
arrange your Djinn. It's time to
ending the curse. Finally, head
take on Saturos !
Look for the second Mercury southeast, past Kolima, to the
Djinni in a chamber behind one Enemy Data Kolima Bridge.
of the water walls. You must
defeat Sleet in battle before he Saturos
I-IP PP STR DEF WEAKNESS
joins your party. This Dji1mi can 1,200 ! 160 113 35 Water
inflict a lot of damage with his
Prism and Douse attacks, so
boost your party's resistance by
calling upon Breeze!

A Dead End?

When Menardi takes off with


the hostages, it's time to fight
Saturos. He is weak against
water-based attacks, so put your
Water Djinni on standby, and
use them in the first round to
The final chamber at the top of smnmon Nereid. Even though
the lighthouse seems to have no
exit. However, when you cast
Ply on the statue on the room's
the power of Mercury has
weakened him, Saturos is tough
and he can cast lots of fire spells.
·-
Checklist o.f Events
Mark off each event and objective as you complete it!

D Head south from the Kalima D Master Hama teaches I van tl1e
Bridge to Fuchin Temple. Talk to Psynergy Reveal. Use it to help
Nytmpa at the temple to learn the Master and Feizhi free Hsu
about Ki. from tl1e boulders in Alpir1e
Crossir1g.
D Undertake the test of the
Fuchin Falls Cave. Recruit the D Use Reveal in tl1e Lamakin
Jupiter Djinni, Zephyr and get Desert to find coofu1g oases,
the Orb of Force. hidden treasure and doorways,
and the Jupiter Djinni, Smog.
D Use the Orb of Force on the
stumps in the Magali Forest and D Defeat the Manticore at the
follow the animals that pop out desert's exit in order to leave the
tlu·ough the maze. desert behir1d.

D Recruit tl1e Venus Djinni,


Quartz, inside the forest, then PSYNERGIES LEARNED
defeat tl1e Killer Ape to get the
Douse Drop. Douse, Force, Frost, Lift, Reveal

D In Xian, find a way to recruit


the Mercury Djiruu, Mist. DJINN OBTAINED
Corona, Mist, Quartz, Smog,
D Demonstrate tl1e Psynergy
Force in the Xian dojo to wir1 Spritz, Zephyr
Master Feh's attention. Take 11.is
daughter Feizhi's prophecies
seriously FUCHIN
D Find and recruit the Mars TEMPLE
Djiruu, Scorch, in an ir1sular patch Your first stop is Fuchin Temple.
of forest to Xia.n's north. The amenities here are slim (a
D Pass tlu-ough Alpine Crossing Psynergy Stone for replenishing
on your way to Altin and survey your party's PP), but you
the damage. shouldn't let that keep you from
exploring this temple dedicated
D Defeat tl1e Living Starnes to kung-fu. Seek an audience
plaguing Altin's n1U1e to rid the Master Nyunpa knows much
town of tl1e flood waters. Recruit with the temple's maste1; about the lands you are traveling
tl1e Mercury Djiruu, Spritz, while Nyunpa. You won't get far through and is concerned about
clearing out the second level of without his knowledge. the next segment of your trip
the 111ll1es.
that takes you through the
D Defeat the Hydro Starne at tl1e Mogall Forest. He knows of an
bottom of tl1e 111U1es to free Altin item that will make your trip
and gain the Lifting Gem. more successful, but you'll have
D Exit the rnountair1s tlu-ough Courtesy dictates that you pay to pass the temple test in order
tl1e Altin Mines and go to Lama the temple's head a visit. to get it!
Temple to visit Master Hama. However, Nyunpa is deep in
meditation when you arrive at
the Fuchin Temple. Use Mind •.,'~~II • •
' ., ~
Read to interrupt his reverie. . :-. ._·~
. • :•, #J

' -·:··.::.:
_.,
~ ...
PRIMA!S OFFICIAL STRATEGT GUIDE

..
The Fuchin Falls Cave

The Fuchin Falls Cave is filled


with log puzzles and spiky traps.
To get to the cave's chief
treasure, the O rb of Force, you
After gaining Masrer Nyunpa's need ro read the puzzles o n rhe
permission to enter the grotto plaques inside :m d so lve rhem.
and face rhe challenges inside, Your first challenge revolves
head down the cli ff ro the cave's around a large srarue o f a one-
ent ram:c in t he w,itcrfall. The eyed dragon!
disciple standing gu,1rd has been
informed of your charge and The Dragon's Eye
will !er vou enrer.

[JJ

[I]

MAP U·.GEND
1. Mimic
2. Arctic Blade
3. Dragon's Eye T he path ro cnlighre1u11ent -..
4. Orb of Fo rce begins in the main cham ber off
To O utside
the entrance. U_i;e the stepping
,. I • '

ChJipte14 Four:
/ ' t

Alpine Troubles

'Th World Map
scones embedded in the water to The Invisible Road Back to the Master
reach the door on the chamber's
west side. From there, continue
walking through the cave, riding
logs from one side of ponds to
another, until you find the
chamber with the Djinni called
Zephyr. Position the logs at the
bottom of the chamber so you
can ride across co the far bank,
then ride the log at the bottom
of tht: room ro the exit at the
top. Position tht: logs in the
center of the next chamber so
you can reach the middle door
o n the room's left side. Grab the
Dragon's Eye from its
resting place.
When you place the Dragon's After you have the Orb of
Djinni Alert: Eye in its proper njche in the Force, head to Master Nyunpa

,-·~•
Zcp!Jy,. tbc fttpitcl' Djimzi dragon statue, it comes to life to learn how to use it in your
and illuminates tl1e room with travels ahead. T his power will
its flame. In the process, the help you find the true path
light casts a strange shadow on through the forest and keep you
the floor. There is an invisible from getting lost!
;' • BIii!!! bridge from the ledge on the left
side to the ledge on the north
face o f the chamber. H ead there Mogall Forest
to cross into th e chamber Mogall Forest is one of the most
beyond. challenging dungeon areas yet!
Do not attempt to cross it unless
The Orb ofForce you have the Orb of Force. The

,..,. \
reason is simple: T he forest is a
maze full of areas that repeat
themselves over and over again.
To find the true path through
: . t he woods, you need the
f . . ' unwitting help of the forest's
\i Th, u o · d of Ki ::hali ►
..... b(: r ,:;•1, 1c.ai.t:.d to the denizens. Use Force to spook

"'-------~
Getting to Zephyr is the easy disciples of truth , f the creatures rurung in the giant
p:m! Defeating him in battle is tree smmps into runrung to
more difficult. Zephyr is quick The last tl1ing to do in the safety, tl1en follow the animals'
and uses his wind-based attacks Fuchin Falls Cave is to grab the trail. These snunps are in
tO devastating effect. However, Orh of Force. T his item auto- segments of the forest where
when you defeat him, he joins matically endows the user with you have more than one exit.
your parry and adds his ability the Psynergy Force. This Most of the monsters you scare
books to yottr party's agility Psynergy goes b y many other from tl1ese sn1mps are harmless
during a battle. This makes your names in this part of the world. creamres, but watch our for the
party faster and more likely to To tl1e disciples of the Fuchin occasional Ape. These beasts are
arrack first each round of a battle. Temple it is the power of Ki, brutal, especially when tl1ey go
while to other martial artists it is on a rampage!
similar tO their power of Chi .

.•
/
.May the Force....

Whenever you see a smmp in


the Mogall Forest, cast Force on
it to sec what happens. A timid
woodland crean1re pops our and
runs for safety. Follow these
creamres ro sec where d1cy lead.
No one knows d1e forest like the
creatures who live here!

More Log Puzzles

More log puzzles await you in


d1e Mogall Forest. The only new
element in these puzzles are me
To World Map stones you need to mo'.'e into
their indentations nearby.
,\li\l' LE<;ENI)
I.Nut 3. Psynergy Stone
2. Apple 4. :Elven Shirt

;.J t=J:hefg.f~fa~ 4 ~...


)v .,
Boss Battle: attacks! At the battle's end, the
Djinni Ale1~: Killer Ape drops the Douse
The Killer Ape
Quartz t/Jc Vi:1111s Djim1i Drop. This item enables the
BncmyDatn ARMORSHOP
wearer to use the Psynergy
Adcpt's Clothes .... . 850 coins
called Douse. SiU, Robe . . . . . . . . I, 400 coins
IGller Ape
Jro n Shield ... . ... 1,200 coins
HP Pl' 'liR Off \l'L\K,'llf.SS
I 000 +s 156 +9 fire Xian Armlet ... ... . . . . . . 900 coins
Bronze Helm .. .. . . . 600 coins
The lovely cown of Xian is home Wooden Cap ..... .. 400 coins
Silver Circlet .... . . I ,300 coins
to the profitable silk trade,
China Dress . .... . 1,600 coins
beloved by all successful
merchants. However, )'Our pals 'WEAPON SHOP
Saruros and Menardi have done Broad Swo rd ... . . . 1,000 coins
their best to prevent the flow of Bank Rapier . ... . . 2,900 coins
Broad Axe .. ...... 1,400 coins
trade from Xian to 1olbi, so the
Barr!<: Mace ....... 2,600 coins
town's emptier tl1an it would Bandit's Sword . . . . .. 700 coins
normally be. However, that's Magic Rod . . .. . .... 380 coins
Beware when you get co the not the worst of its problems. Witch's Wand . .. . . 1,600 coins
final stump. Use Force on it and The head of the local dojo's son
nothing happens. But when you POTION SHOP
'._'.:,, ·,, , fi 11,,r , 1 , f f:, 1•,r 1 hasn't rcrurncd from his trip ro
I~,-,,~,,- t,~,I •~!~ '::,1_·.. :.k,n,,~1-;v=, ~
0
walk past it and try to leave the 10 coins
Herb .. . ...... .. ...
the Lama Temple. This has his 20 coins
Antidote .. .... . ....
Look for the Venus Djinni, forest, the King of the Forest, sister worried about his plight, 30 coins
Elixir . . . ....... . ...
Quartz, midway through the the Killer Ape, will ambush you! and their father, Master Fch, 70 coins
Sacred Feather ..... . .
forest. He's sitting in the open isn't sure how to frcl.
waiting for you to challenge
him. During the battle that
ensues, guard against Quartz's
use of earth Psynergies like
Growtl1, Briar, and Spire. Wind-
rype attacks work best against
chis Djinni, so come into battle
prepared! Defeat Quartz to add
the ability Resurrect a Fallen
Ally during a battle. This is an
invaluable skill, so keep Quartz
set on one of your party
members at all times!

T he Killer Ape has tl1c potential


to be dangerous co your parry's
healtl1. Boost your team's
defense and resistance while you
battle the giant ape. In addition,
you should dedicate a team
member to healing after the
battle hits ics peak. The Killer
Ape has a couple of defensive
attacks like Bind on his side in
addition to several powerful
attacks like Douse. Have Isaac
l. Lucky Medal 3. Sleep Bomb
smite the beast with Ragnarok, 2. Elixir 4. Antidote
and Garet casting his best fire
...

PRIMAGAMES.COM
-s-
.. Master Feh's daughter, fcizhi ,
Meeting Master Fel,
recently developed the ability to
Alpine Crossing
predict the future and it is The Alpine Crossing is basically
driving her scientifically-minded a three-way intersection ar rhe
father insane. Although her base of the mountains. Through
predictions have all proven true, the crossing you can go to the
Master Fch is having a hard time mining rown of AJtin in the
believing her mosr recent vision north or Lama Temple and
about his son, Hsu . Fcizhi is Lamakin Desert to the west.
afraid that something bad has Unfortunately rhe road tO the
happened to him and wants west is blocked by boulders
someone to check it out. Talk ro thanks to Saruros and Mcnardi! If
her at the town's entrance before only you could lift them away....
you leave.

@~PA
Djinni Alert:
Head up tu the duju in the Corona the Man Djinni
town's northeast corner and seek
an audience with Master Fch.
He is talking to his daughter
when you enter, but his assistant
promises he'll get you in if you
can prove your strength. Stand
on the white line and use Force
to knock down the tree trunk.
[~l.Power=Bttad~ ]

The assistant requires you to Hstt and tl1e Boulders


complete this feat a second time
Before you head up the hill ro before he beljevcs it's not a
talk to Master Feh at the Jojo, fluke. When Master Fch leaves
it's time to rccrnit another hjs of-lice to speak with you, he'll
Djinni. You have to find a way ask that you perform the task a
to reach the ledge he's waiting third time while he watches.
o n. Interrupt the woman Afteryou leave Xian, head
carrying water as she goes to north until you nm into a
Feizl,i's Predictwns
pour it into the barrel and make bridge crossing to n furest-
her spill the water on the cove,-ed island. l#mder around
ground. Use Frost to turn the the island until you mn into
puddle into a hand)' ice pillar Corona. Defeat him in battle
and use it to step over to the to ndd him to your collectio11 of
Djinni's ledge. Mist joins your Djinn. Corona knows a more
party without a fight, adding his powerful version o/Gmnite's
abiliry to lull enemies to sleep to defense-boosting spell.
your arsenal.
The saga of Hsu continues when
you cnrcr the Alpine Crossing
for the first time and nm into
Feizhi looking framicall)' for her
brother. He is stuck among the
Yv-.... ✓,,..£ H-,~ u1,,..ri,;,,.,.5" rumble of boul<lcrs littering the
fr&" :l.e r.,:,1--,:,~,!... ft...-€ y.;:.-....
western side of the pass.
$~YC•r1~ U,'6YF;-;,r I'I
However, you can't sec him
- \ 0
l ChJiptei4 !]our:
Alpine Troubles
.. ..,
unril Mastc r...H ama from the When vou first arrive he re, the
Lama Temple gcrs involved ! o nly parts of town th at a ren't
floodt:d arc the highes t ledges
ARMOR SHOP
Treasiwe Hunting Chain Mail ....... 2,000 coins
ringing the center of rown.
at the Crossing Adcpr's Clothes ... . . 850 coins Fo rtunately, that part includes
Silk Robe ........ 1,400 coins the inn. To rid d1c town o f the
1ron Shield ... . . .. 1,200 coins floodwaters (and gai 11 access ro
GaLu1tlcrs . ....... 1,600 coins die shops!), ~•ou must defeat the
Armlet . . . . .... .. . . 900 coins
After yo u visit Lama Temple Living Statues respo nsible for all
Iron Helmer .. . .. . 1,600 coins
and learn the Psyncrgy Reveal, Silver Circlct . . . . . . 1,300 coins the wattr. Three of rhc111 arc
you ca n go to Alpine Crossing China Dress . . . ... 1,600 coins plaguing the town, and w hen
and help Masrcr H ama a nd you defeat o ne, the w ater level
WEAPON SHOP in the city drops accordinglv.
feizhi fret the trapped Hsu. 1f Claymore ..... ... 4,000 coins
you choose not ro go back, they Bartle Rapier ... . .. 2,900 coin;
Look for the first Living Statue
will manage on their own, bur it Broad Axe ..... . . . 1,400 coins in t he so ut hwest corner.
is more fi.u, co help out! Use Bartle Mace ... . ... 2,600 coins
Bandit's Sword .. . .. . 700 coins Tveasure Hun.ting
Reveal on the cl iff w,11! to u11-
Magic Rod ..... . . .. 380 coins
cove r a hidden door. Walk Witch's W~ntl .. . . . 1,600 w in, in the Mines
throug h rhe short cave a nd use Ps}11c11,')' Rod ..... 3.800 coins
~•our Lifr !'syne rgy ro hold the
bouldtr up long rnough fo r POTION SHOP
H erb . . ...... . . , ... 10 coins
Master I-lama and fcizhi to pull Nur . . ..... .. . . . . . 200 coins
T here's :1 puddle in the road and H su cle:1r. Amidorc .. . . . .. . . .. 20 coins
a small vine g rowing alongside Elixir .. ... . . . . . . . .. 30 coins
the northern ledge. Use frmt on Sacred Fcarhcr . ..... . 70 coins
the puddle a nd Growth on d1c Altin
vine, rhcn ti::>llow the ledges ro a T he cown o f Altin is in the The Flood
chest containing a loaf of mountains, bu ilt aro und a series
Power Bread. o f mine shafts. Unfornmatcl);
rhis normally dry town has been
The Hsu. Saga Contini1es flooded bv a series of water-
spitting Living Statues. T he
floodi ng is so bad that most of
the townspeople cannot access
their homes 01- busint sses! Yo ur
job here is to defeat the Living Starr ~•our t reasure hunting in
Statues :rnd rcn 1rn the cown co Altin by moving the statue ar
its normal, d ry stare. the top uf the rown. Behind ir is
a cave co ntaining a treasure
chest w ith ,1 r:ire Psy C rystal.

,\1AP LEGI-.:-.D
l. Nut 3. Sleep Bomb
2. 9 coin s
PRIMA."S OFFICIAL STRATEGT GI.TIDE

shop. Defeating the second one


drains the water enough for the
Armor Shop tO open. Getting
rid of the third clears the rown
of the floodwate1; allowing you
to purchase new weapons at the
Weapon Shop and access the
third mine shaft.
Because there are three Living
Statues, there arc three drops in
water level. These drops in water
AltinMines
level correspond t0 the three
ledges chat hold the city. Ddeat-
ing the fi rst monster drops the
water below rhe ledge with the
entrance to the second mine
shaft, freeing rhe owners of rhe
!rem Shop to return tO their

Mine
Shaft 1
To Altin

t Mine Shaft 2 J

,\lAJ> Llo(;J·,ND
LMimic
2, Dragon Shield
3. Cookie
4. Vial
5. Lucky Medal
6. Lifting Gem
i
~ ~
C.pte1'4 t]our:
Alpine Troubles

rMine Shaft 3 I

Map

To Altin

Mine Shaft 1: The Living Statues arc not


lnProduction to the difficult to defeat, and if your
HP/PP is depleted at the end of
Uving Statues the battle, you can sleep off your
battle fatigue at the inn. Use
Garet's Fire Psynergy to inflict
the most damage, followed by
Isaac's wonderful Ragnarok.
When the first Living Stame EneniyData
spots you coming, it takes off
for the first mine shaft. This is Living Statue
the only statue you have to III' rr STR DEF WEAKNESS
540 34 149 4-1 Fin:

.•
chase down, and its rome gives
you a couple hint~ about getting . ...
• ,'4 ~ .
. ,,r,:
through the rest of the mines .

-:-'

'
PRIMAGAMES.COM
-~
two ledges and use it to ho p
over to the m ine cart. Ride di e
mine cart to its end, the n walk
Mine Shaft 2: ,\ro und rhe pool to the L iving
Two Levels, Statue.
1wo Livine Stati1,es
T he second mine shaft ho lds the
remaining two L iving Stam es.
When you defeat the first o ne,
Ride the m ine ra rt to the
the water 1-c<.:ed cs fa r eno ugh for termi nal in rhe room 's northeast
you ro reach the borrom level of corner. Follow the walls of the
the shaft where the second one Use the Psvnc
., rcrv
ti. Li ft to act
0 the
no rthe rn ledge and freeze bo rh
dwells. Min<.: Shaft 2 abo treasure in the room b<.:yond.
pud d les before cli mbing rhc
introduces a new type of puzzle Return here after you defeat the
ladder to the rop.
to the m ix: mine carts. 1o get to H ydros Statue in t he third When the battle is over, use the
the Living Statues vou must mine shaft. indentatio n in the rocks to s lide
learn ho w to read ~he track to the main fl oor.
switches (h int: the arrow above
the actual switch po ints in the Mine Shaft 3:
d irection the track w ill take you) The Hydros Statue at
and figure o ut which d irecti~ n the Heart ofit .All
rakes ~•o u w here you want to go. Simply defeating rhe three
H o ld on rig ht when you ride in Living Srarucs won't free Altin.
the carts- then; arc breaks in the You have co go after the source
tracks and vou' II Ix: thrown o f the Living Statues. T he
Defeating the Living Stanic o n
a round. the top level drains the water so chamber con taining rhe H ydros
you can e nte r the lower level Starue is hiddc11 a11d requires
throug h d1is room. much explornrio n tO find .

The ledge takes you to a corridor


filled with rocks. Wc:we th rough
them co the back, whe re a sig n
warns you abour falling rocks.
T h<.: <.: asicsr way to figu r<.: o ut th<.:
Knock d1e support log down
rnu.:b' tk sri nario ns is to fr>llow
with Force to sec w lw the
them as far as vou c m . Then In the main chamber o f the sign exists!
you' ll know wli ic.:h way to set m ine shaft (this is the o ne w irh
the track switch. · the mine carts), push rhe rock
pillar tO the left, t hen freeze the
puddle of water into a pillar o f
its own. M ake sun: that the rock
and ice pillars are evenly spaced
apart so you r parry can ho p over
to the mine cart o n die
other ledge.
The bo ulder punches a hole in
die floor. Climb down the t rain
T hese breaks in the track d o n't
track and into rhc boss's
pose much of a threat. T he track
cham ber.
is curved to allow you ro jum p
the gap !

To get ro the fi nal Living Starue,


set the track switch to go rig ht.
Freeze the puddle between the
! /

Ch)ipte14 J]our:
~ I
\

Alpine Troubles
..
protected by a large, bur Lift-
Djinni Alert: able, boulder. Use Lift to open
Spritz t/Jc Mcrcm:v Dji1mi the leti: side of the tbird shaft.
This section contains a tunnel
tl1at takes you out of the
mountains to the other side of
the Alpine Crossing and
Lama Temple.

.• ,.,.
.. ·,.-
_.t;;~✓-
.- '.
~ · Lama Temple
. -~-~~ -- To the west of the Alpine
Crossing lies another idyllic
temple. The master here knows
more about Ivan's past and your
journey than she lets on.
However, she teaches Ivan one
Hidden beneath Mine Shaft 3 is When you claim the Lifting of the most helpful ski lls in the
a secret chamber where the Gem after defeating the Hydros game, Reveal, and gives you
r , •. , ,r • : I ! t 1• · l ~ " •• - it- j ·,,, ,
H ydros Statue waits for you. Statue, you can explore the areas hints o n how to cross the evil
r ·1.-., ., -, [ 111,.,, .1, ... • 1, .-. t i , -., .• ,.-., .-.
The Hydros Stame is a larger, that were blocked before. Head Lamakin Desert!
Spritz hides out of sight in chc meaner Living Sramc. Attack it up to the second mine shaft to
southwestern corner of the main witl1 fire-based attacks and use grab a Cookie hidden in a chest
chamber in the third mine shaft. your Djinn to your advantage,
To get co him, ride che mine cart calling them o ut to use their
to the west, jumping over to chc unique abilities to protect your
ledge where the Djinni waits. team, then combining their
Odear Spritz in battle ro get powers to summon stronger
him co join your party. forces such as Tia mat. lf you
had no problem defeating the
Living Statues, you should feel
Boss Battle: confident using those strategics
The Hydros Statue on the H ydros Statue. At the
end of the battle, the H ydros
E11-e11iy Data
Statue dissolves, leaving behind
Hydros Statue a chest with the all-important
Ill' Pl' \TR nn \\')' ·\KN! ,.; Lifting Gem inside.
1,300 80 156 53 f-irc

The LJfting Gem

,
.·.;.-..
~
....
~ Restore your Soul

t
i b
fi
• ii t
k -t
It
\Ii
Reveal is the reason we're at the
Lama Temple. Reveal allows you
Similar to Fuchin Temple, the t0 uncover hid den secrets within
amenities at the Lama Temple arc
a limited scope. Ridden items
limited to a healer and a Psynergy include secret doors, irems
Scone. lf you need healing, chis is
contained in vases, boxes, etc.,
the only way to go. and other illusionary objects. In
the Lamakin D esert, Reveal
Afastey Hama's Riddle shows vou the truth behind the
mirages and allows you to find
cool oases. To test the power of
Reveal, check our rhe circle of
stones to the temple's right.

Lamakin Deserl
The Lamak.in Desert is a vast
expanse fu ll of hot sand, •
.. .. ..
dangerous creatures, and • 1,
mirages. It is difficult to survive .. ..
rhe trip through the desert unless
you know where the cooling
~
.... .. .. .. ....
waters of the oases arc. Unless
.. 41. Oasis
.. ~

vou have the Psynergy, Reveal, in \ i


.. ,,
your arsenal, ir is impossible to
• 1,
find those oases. Do nor vencmc
~ Oasis
Master H ama has been anticipat- into this area unless you've
learned Reveal from Master
.. ~

~ .. ..
ing Ivan's arrival wirh your ,,
group. Ir is11't immediately clear, Hama in the Lama Temple!
+(, .. .. .. ., .. 1;
bm it seems co have something ~ . Oasis •~ ~
., tJ
to do with Ivan's true ancestry
and his fumre as a Jupiter Adept.
r;..<;
ii
u "~
1. Psynergy Stone 5. Lucky Pepper
i
2. Vulcan A."Ce 6. 777 coins
[!]
Reveal 3. Psyncrgy Stone 7. Mint
4 . .Potion
.,

. .
..
~ /
~. I ,
ChJipte~-,Jour:
Alpine Troubles

party without a fight! Smog can Boss Battle: Manticore


blind the enemy in a battle. This
comes in handy when you face a Ene-111-yData
cough boss.
Manticore
Ill' l'l' STR DLl \lcAK.\:f!\S
1,70() 83 168 1 48 Wncr
Rivers of Sand

Desert Survival Basics If you are feel ing lost when you
come to the last couple of areas
in the desert, remember this:
You can walk on sand. ] b cross
these rushing rivers of sand, run
across. In many c,1ses, you find
boulders in the midst of the
stream to keep you from going
too far downstream.
Find oases in the center of the
rings of rocks decorating d1e
The desert is a hot place. So hot, desert. When you come across
that all of your party members one, cast Reveal to see what's in
remind you ,of it every couple of Lhc center of the ring. If the ring
steps. The secret to surviving contains a pool of water, your
your journey here is co find and party automatically jumps in and
douse yourself in oases before cools off. Thest: rock rings may
your heat meter (shown on the also contain Ant Lions, treasure The exit to the desert is guarded
game screen's left side) fills up. chests, or a Djinni. Use the
Go straight from oasis to by a giant Manticorc. Use
maps provided to make sure that water-based Psynergies and
oasis without stopping co trea- you don't get caught in a trap!
sure hw1t! vour Mercury Djinni to rake
0~1t this fiery beast. To prevent
\Nhen you take a swim, your him from decimating your
heat meter resets to zero and parry with his high-powered
you are good to go. lf you fail fire spells, use Bind to seal
his Psyncrgy and boost
to fmd an oasis before your heat
meter peaks, then your whole your party's magic
party takes damage from Resistance!
heatstroke.

Look for a Djinni in the center


of one of the rock rings in the
main part of the desert. Because
he's hard to find, he rewards • .,"4~ ...
•• "l'~j,,
your diligence by joining your • • f'"J..'
...
ChaP,ter Five:
Clearing Up Loose Ends
Checklist ~fEvents
I
PSYNERGms LEARNED

Mark off each event and Halt


objective as you complete it!
DJINN OBTAINED
0 Find d1e secret hiding place of
che Venus Djinni, Vine. Ground, Kite,, Sap, Scorch, Vine

0 Go to Hammet's mansion at
d1e north end of Kala}( T.-tlk co
Lady Layana about Hammet's Kalay is a thriving metropolis
whereabouts.
thanks to the business genius of
0 Recruit the Mars Djinni, die merchant Hammet. On his
Scorch, from d1e Kalay TLUmcls. journeys he learned how to
maximize his profits by dabbling
0 Return co d1e town of Vault in the silk trade benveen Xian
and read the mind of the dog by ,\ L\I' Ll•(;l,i\;I)
d1e circle of gravestones to learn and Tolbi. Unfommately,
l. Nut
about a secret cave. Hammet has run into a bit of ARMORSHOP
2. Sleep Bomb
bad luck. He's been taken Chain Mail , , . . . .. 2,000 coins
0 lravcl d1rough Vault Cave to 3. Vial
prisoner by the d1ieves in Lunpa Jerkin . . . . ... .. . . 2,400 coins
reacl1 the Venus Djinni, Sap. 4. Smoke Bomb
and is being held for ransom. Iron Shield ... . ... 1,200 coins
5. 11 coins Gaunrlcts . . ... . .. 1,600 coins
D Return co Va.le and use Lift to What is his poor wife supposed 6. Elixir Heavy Armlet ... . . 2,000 coins
reach a small cave behind to do!?
Kradcn's house. Iron Helm . .. ..... 1,600 coins
Mail Cap ..... . ... 2,000 coins
0 Get the Halt Gem from Silver Circlet , .. . .. 1,300 coins
Vale Cave. China Drc.\S .. . ... 1,600 coins

0 Rccmit die Jupiter Djinni, WEAPON SHOP


Kite, from V.tlc Cave. Claymore ...... .. 4,000 coins
Bartle Rapier . . .... 2,900 coins
0 Travel to Bilibin Cave to Grear Axe . .. .. . . . 5,200 coins
uncover the secret areas you Bartle Mace .. . ... . 2,600 coins
couldn't n..'llch earlier. A.retie Blade ...... . 2,600 coins
Bandit's Sword ... , .. 700 coins
0 Return ro Kalay and talk to d1e Magic Rod . ... . .. . . 380 coins
tour group inside d1c Kalay lnn. Witch's Wand . . . . . 1,600 coins
Prost Wand ....... 5,400 coins
0 Follow the tourists to the
Kalay Docks and buy a ticket on POTION SH OP
d1e boar to Tolbi. Herb ..... . ..... .. . 10 coins
Nut . . . ... . . ... . .. 200 coins
0 Find the Captain's missing Antidote ...... . .... 20 coins
amulet and help d1c crew by Elixir . , .. . ......... 30 coins
protecting the oarsmen from sea Sacred Feather ....... 70 coins
monsters.

0 When you arrive in Tolbi,


backtrack around the lake shore to
the north entrance of d1c Kalay
Docks to recruit d1e Venus
Djinni, Grotmd.
/

few items before you can safely of the waterfall. This causes the When you fin ish your errands to
.,
infiltrate Lunpa and rescue the water to drain away, giving you Vault, Vale, and the .13ilibin
famous merchant! the access you need. Solving the Cave, chat with the impatient
puzzle convinces Scorch to join tourists waiting at the Kala~'
The Kalay Tunnels your parry. Inn. Thev. arc on rheir wav. to
To lbi for the Colosso, a yearly
athletic cvem that draws visitors
Colossal Tours and contestants from around the
continent. Talk to the group in
the Inn, then follow the tour as
they prepare to leave for
the doeb.
Between the Lamakin Desert
cxir and rhe town of Kalay lies
There arc three entrances to the Vault Cave
an opportunity to add another
underground tunnel/sewer Think back to your ti me in
Djinni to your colkcrion. When
system beneath K,1lay. The Vault. Remember the Bcll 1owcr
you exit the desert, head north
c:.isiesr to reach is in the rown's in the town's northeast corner
along the riverbank and look for
northc:.ist corner. Jump to the and the Djinni hiding behind
a bridge that leads to an island.
ledge from the second-story the trees? Well, 110w its ti111e to
Wander around the island until go ro Vault and get rhar Ojinni!
landing of the building nearby,
you run into Vine, a Venus
and use Move tO shift the statue
Djinni. Defeat him in battle and
away from the entrance. Until
he joins your parr.:
you rescue Lord Hammet, the
o nly thing you c,111 reach is rhe
Mars Djinni, Scorch. After you
A Visit with Latly L~ana h·cc Hammer, return here to To Vault
gain access to the treasure room
and the mountainside exit tO the E1
tunnels.

Djinni Alert:
Scorc/1 the Man Djinni

Your first scop in Kalay s hould


be the mansion of Lord
Hammet, Ivan's employer.
Guards have barricaded the
doors to protect Lady Layana's
privacy Let I van speak co them
and you can see her. Kalay paid
the thieves' r-ansom long ago
When you enter the Kalay
and still no one has heard
Tunnels, look for Scorch sitting
anything. As much as you'd like
on a prorcercd I-edge by a
co help, the time isn't righc.
waterfall. To get to him, push
Lady Lavana isn't too worried
over the nearby stame in front
yet and you still need to collect a
expect the second occurrence to
be more challenging.

The Room ofPuddles

' The clog hanging out by the


g raveyard knows a secret, but he
requires a bone in exchange for
it. Head ro the kitchen at the
V,rnlt lnn and ask for leftovers.
After you g ive the dog his bone,
he scoots out of your way and
g ives you another viral clue. Use
Reveal to sc;c what shows up!

MAI' LEGEND
Flushing out Your Prey
[ 2. Vamb race J T he next big puzzle is easy to
figure out. Use frost ro turn the
puddles into handy ice pillars,
rhcn jump across them ro die
room's ocher side.

Open the Floodgates


Before you enter Vault Cave,
flush out your prey. H ead to the
Bell Tower and ring the bell co
frighten the Djinni into head ing
for the hills. That way he's in
the right location when you
reach the other end of the cave!
Before heading co Vault, visit
Lady Layana in Kalay. You'll Fire Switches
know chat the stage is set for Press the button on rhe walJ to
this miniguesr when you are d rain the water on the lower
welcomed back by the level. This lets you reach the
townspeople and learn that the cave's exfr o nce you get there.
thieves you caught have escaped
from jail. Raindrops on Torches

mlcome Back! BNng a Dog a Bone


I t's hard co get through Vault
Onie· wirhour ge1:ti1\g lost iii one
of its maze-like corridors. This
dungeon also introduces you co
the Fire Switch. To activ;te
d1ese pressure plates, push or
pull a lit torch onto the tile. This
instance is easy to solve, but
/ f ~
Clfapte,. .Fwe:
Clearing Up Loose Ends

Sap can drain :tw,1~• an


opponent's HP :tnd give it to
the summoner. T h is is handy in
barrlcs ahead.

Vale Cave
Return to V:tlc ro explore the
The second Fire Switch puzzle :treas that were off-limits before.
increases the stakes with the In addirion to treasure hunting,
introduction of a leaky roof. As calch up with your old friends
you push the torch ,1round the and vi~it your p.1rcnrs. Be
floor, you must dodge the The next stop i., the cave's exit. mindful of the promise~ )'Ou
raindrops that threaten to put Getting here prnves vour made upon setting our, thought
out the flame. first, get to know worthiness ro Sap, .rnd he joins lest ~•ou inadvertently upset
the pattern of falling droplet!>, your p.1rrr when you meet him! some of them!
then push the unlit torch our of
your way. Loop the lit one
around the column ro the left,
and push it onto the r:1in-slicked
riles as the droplet foils or
immediately afterw:ml. If the
flame gets extinguished, leave
the room to reset the puzzle.

.\tAI' Ll,GJ·N D
I. N ut
2. Halt Gem

PRIMA.GA.MES.COM
-~""-,_
PRIMA;S OFFICIAL STRATEGY GUIDE

New Psynergies = The Fornmt of the Cave Bilibin Cave


New Places to Explore Explon: Vale Cave to find the
Halt Gem. This lets you (Return Trip)
temporarily stop rime on an While vou arc in the area, head
object or person. This Psynergy to Bilibin Cave to finish old
is kcv in brcr puzzles. The business. A couple of treasures
Jupi~cr Djinni, Kite, also hides remain unclaimed and yuu now
in this cave. Your path through have the skills required to
V;1le Cave is roughly circular. The next stop is the Halt Gem. find rhem.
Head ro rhe left, and your parh This allows you to freeze time
takes you to both of the cave's for an objecr or an item. Use it
objectives before dropping you in your upcoming struggle with
off at th1.: c11trJ11ce. Kire rhe Ojinni.

Use Reveal on this circle of


stepping srones to reveal the
missing link!

Enter the normal entrance and


head to the s mall fire by the ice
If this is your first trip back to
Va le since rh<.: srarr of rhe game, pillars. Use Douse to put our
the fire and reconstitute rhc
vou cm explore a couple of new
missing ice pillar.
~rcas. Look for a vim:-covcrcd
doorway along rhe wall of rhe
first pare of wwn. Clear awa~'
rhc foliage to find a cave Move both of rhe crates imo the
containing a chest of Power warcr for case of movemenr
Bread. ext, look norrheasr for .1round rhe room.
rhc locked barn. lrs door is no
longer locked, and a Psynergy
Sronc and 123 coins arc inside!
fin:illy, head back ro Krackn's H ead co the spot where you
part ofrown. Use Lift to hoisr found the Elven Rapier and use
the boulder blocking the path to Reveal to uncover a hidden
the left of Kradcn's abode and Kire wanrs ro lead you on ,1 passagewa~1• Cast DoL1sc on the
cnrcr the small field behind. me1T~' chase! Srop his small fi re blocking your p:irh ro
Inside you'll find the entrance ro shenanigans b~1 casting Halt on end up on the main chamber's
When you approach from the
Vale C:;vc, our next destination. him when you gcr close enough. southern ledge.
upper ledges, solve chis puzzle
Wh-il-e he's frozen, rush up to
by pushing the two vertical logs
him and claim him. Kite won't
into the water first, then rolling
resist. This Djinni's claim ro
the horizontal one over them
fame is his ability to make one
and into place.
ream member attack nvice in
one round of battle.
Muti~ on Board!

'fo,.1. m,.....an !10'.J st,77 mt~r,d


to ,::ross tins danl)~r-01.1~

Follow the ledge around to the £Pff?


When you board the ship co
left and jump over tO the other Tolbi, you become embroiled in
side of the room at the narrow- a variety of small dramas. T he
est point. Use the newly frozen ship's captain is concerned about
ice pillar co round the corner to sailing across these dangerous
a previously o ut of reach seas. Many types of violent sea
treasure room. creanires have been attacking
t,/r paid 01.1r mon"~I,
and nov.1 yo1.1 h~,,.,,,..... to
ships, going so far as to board
7a1.1n,::h t-h,- ~fnp! the boats and attack the
passengers! The captain wants to
make sure that his paying guests
have enough protection before
he sets sail. In other areas of the
1\\,\ I' LI•,(; I·.:'\ I>
ship, you find squeamish crew
1. Lucky Medal 3. Nut
members and angry passengers.
2. 23 coins
Keep your eyes open and sec
Inside the chests you' ll find a what you can do ro ease tensions
rare Psy Crystal and a Water Travel by Sea and get this ship sailing!
of Life!

KalayDocks
Back in KaJay, after you witness
the tour group event, head for
the Kalay D ocks. Business is
stalled by the rash of sea
monster anacks o n ships sailing
co and from Tolbi.

To get ro Tolbi, sail


over Karagol lake.
This giant lake
looks like the ocean,
and it's just as
dangero us! After you
fin ish your business in
Kalay and on this side of the
lake, purchase your ticket for the .........
boar trip and head to the docks.
. ~

PR.l.MAGAMES.COM
_.~
A Sailor's Life Boss Battle: The ICraken attack with them in the first If you choose to crew the boat
round. The Kraken is susceptible with the four men above in the
Enem.y Data to starus ailinent attacks, so order shown, in place of d1e
snm, delude, and put the beast fallen oarsmen, the ship veers off
Kraken


to sleep as often a.s you dare. course and ends up on the shore
Keep up your party's resistance of a strange island. Explore the
to die monster's powerful water isle to find die entrance to a
Ise1ac! Te.K€ cure of
fhesc- beasts and £-Uve
L
~
attacks, and heal them as secret dungeon. This is
my mat€'£! necessar), Crossbone Isle, and the cave
isn't for die faint of heart. It's
Strange Crew, not for any team of characters
Stranger Location under level 28! lfyour party
isn't at that level, continue your
trip to Tolbi and leave the cave
unexplored. You'll find another
way to it later!

vVhen the ship sets sail, prepare


yourself for battle, high-seas
style! As the ship crosses the
lake, sea creatures attack the
boat and disable an oarsman
before you can stop them. After
The fourth time the ship is
you defeat the sea monsters, you
attacked, it is by d1e giant
get to choose a passenger to take
Kraken. Heal your party
over the oarsman's duties. This members before going on deck
ev<:nt repeats itself four times
to check it out. Set your Fire
until you defeat the boss
Djinn on standby so you can
monster, the Kraken!

To get to d1is Djinni in the


Kalay Docks area, use the
northern entrance to the town.
When you land at die Tolbi
Docks, ex.it and backtrack
around the nord1ern shore of
Karagol. Enter the nord1 part of
the cown from there and grab
Ground without any hassle.
After he joins your party, walk
to Tolbi!

--.
Chapter S~: The Colosso!~
Checklist o.fEvents TolbiDocks
Mark off each event and At the end of your danger-filled
objective as you complete it! journey across the Karagol Sea,
you reach the Tolbi Docks. Like
0 Head wcsr co Tolbi from the the docks in Kalay, there's little
Tolbi Docks, leaving behind the here other than the ticket office
whining rour group.
and angry passengers. The tour
0 Ger rhc Ma rs Djinni, Ember, group from Kalay, while glad to
outside rhc inn. be alive, is ang ry that it's missed
Colosso's Starr. T his is rough for
0 Meet the Palace Guards
outside Babi's Palace's entrance. the member.~ who wanted to
Learn about the disappearance of join the action.
the rown's leader, Babi.

0 Enter the Palace and


The End of the Line
eavesdrop on lodem's convcrsa-
rion with the head of rhe Palace
Guards.

0 Explore the area west ofTolbi


co find the Mercury Djinni, Hail.

0 Go to Al□nillcr Cave to find


Babi. Meet instead an invisible
man and Ltndcrrakc his quest.

0 Defeat the Jupiter Djinni,


Squall.

0 Find the Mystic Draught in


die Alaniller Cave's depths and
give it ro the invisible man.

0 Participate and win in the


Colosso at Lord Babi's request.
Get the Lure Cap.
Regardless of when you return
0 Rcnirn to Babi's bedroom ro Tolbi (before o r after the end
afi:cr the award ceremony co get o f the Colosso), you fi nd that
d1e Cloak Ball.
ships no longer sail between
0 Trek through the Gondowan To lbi and KaJay. Yours was the
Cave so you can take care of last ro make the trip!
business in Lunpa before meeting
up wid1 Babi's second in
Don't be concerned. If you have
command, l odem, at die Gondo-
wan Passage to Tolbi's soudi. the Lifting Gem, you can use
Lift to travel through
Gondowan Cave, the
PSYNERGIBS LEARNED mountainous bridge between
Cloak the two towns . To get the treasure at tl1e no rtl1-
wesrern corner of the docks,
move the nvo tall crates into a
DJINN OBTAINED
mo re advantageous arrange-
Etnber, Hail, Squall ment. Use the screenshot here as
your guide to jwnp to that
treasure chest!
..

I ~ J:~} T
r_fJ.#J
PRIMAGAMES.COM
--s..,,_
Tolbi SHOP LIST
leader here knows that beds arc
in short supply during the g reat
Tolbi is one of d1e largest cities sports festival, and always opens
ARMOR SHOP
in Golden Sim. Not only is it his doors to those in need.
Armored Shell .... . 3,600 coins
home co the greatest fighting Silver Vest .. .. . ... 3,200 coins
spectacular in the land, d1e Jerkin ... . .. . .. . . 2,400 coins Babi Is Missing
Colosso, but it also offers many Knight's Shield . . . . 3,000 coins
oppormnities to gamble away Gauntlets ... ... . . 1,600 coins
your money, Game Tickers, and Heavy Armlcr ... .. 2,000 coins
Steel H elm . . . . ... 3, 100 coins
Lucky Medals. Visit the town's Mail Cap . . . ..... . 2,000 coins
leader, Babi. He is a big fan of Guardian Circlet . .. 3,400 coins
Alchemy and can shed some
light o n your quest. WEAPON SHOP
Great Sword ... • .. 7,000 coins
Master Rapier ... .. 6,800 coins
Great Axe . . . .. • .. 5,200 coins
W.1r Mace . .. . . •. . 6,200 coins
Babi 's Palace Arctic Blade ... ... . 2,600 co ins
Bandit's Sword ...... 700 coins
Witch's Wand . . . .... 860 coins
Blessed Ankh , , . .. . 1,600 coins
Angelic Ankh .. . .. 6,400 coins

POTION SHOP
Herb .. ............ 10 coins
Nut .. .. ... . . . , ... 200 coins
.\JAi' Ll·.Gl,:\'I> Antidote . . . ... . .... 20 coins When you approach the
I. Hard Nut Elixir ... .... . ...... 30 coins walkway leading to Babi's
2. Lucky M edal Sacred Fcachcr ... .. .. 70 coins Palace, watch out for tl1e Palace
3. 9 coins Water of Life . ... .. 3,000 coins Guards. They seek a missing
4. Vial man: the ruler ofTolbi. H ead co
5. Corn (after Colosso) No Room at the Inn the Palace and talk tO l odem ro
6. Power Bread find our what you ca.n do ro
help in tl1e search.

Colosso

Afrer your horrific sail across the


lake, ·you'll wanr ro rest up.
Unfortunately the Tolbi Inn is
booked because of d1e Colosso
(and the tour group with which When you arrive in Tolbi, trials
you traveled). H owever, the arc underway for tl1e final
;nakeshift inn on the first floor rounds of me Colosso.
of Babi's Palace has beds. The
- / I;
'I

qf,apt'et: Six:
The Colosso!

You are so late tO arrive that Lucky Wheels Boots, Running Shirr, Silk Shirt,
tickets to the great show are Sleep lling, and the War Ring.
hard to come by. To sneak a
peak at the trials, look in the 0 Adept's Helm

Palace basement for a tunJ1cl


0 Assassin Blade
0 Batrle Glove~
from Babi's Palace ro the
0 Burning Axe
stadium.
0 Cocktail Dress
0 E~11-J1 Shield
0 Glittering Tiara
0 Grievous Mace
T he mort: rickt:ts you use, the
[l Guardian Armkt
more ways you can win.
0 Kimono
0 Ninja Hood
0 Porion
0 Psy Cr)•stal
0 Spirit Armor
0 Water of Life

Lucky Dice

Freeze the wheels char give you


tht: bcsr chance of winning
an irt:m. In the rown's norrheast corner,
by rhc Tolbi Inn, is rhc M:irs
Djinni, Ember. Look for a vine
Three types of gambling outfits set:dling south of rhe inn outsidt:
await you in Taibi. T he first, the cirv walls and cast Growth
011 it to reach a puddle of water.
and most profitable, is the Taibi
Spring. H erc you can toss coins Use frost on the puddle to nirn
or Lucky Medals into the waters it into an ice pillar, then run ro
the front of the Inn. Use the ice
of the spring and wish for
prizes. If you toss money, you The final Tolbi gambling estab- pillar ro hop over to the ledge
win small amounts of money in lishment is the Lucky Wht:cls with tht: Djinni and daim him.
remrn. H owever, if you toss in a house, in the shop abovt: the Ember has the awesome ability
Lucky Medal, the spirit of the northeast corner Tolbi Inn. Herc to rt:srorc PP to you and yours
fountain gives you a rare item in you can use your Game Tickets dming a battle.
Next up is the Lucky Diec shop
return. The closer the medal to the Taibi Spring's north. The (the things you get when you
lands to the middle of the price per toss is based upon your spend !ors of money in the
fountain, the better the prize. p,1rry's average level x 10 coins. shops) to win at t he slot
(The aven1ge of my party's levels machines. T he number of tickt:ts
was 18, so wc were charged ] 80 you bet on a single game is up
coins per toss.} The money you to you, bur the more you play
win is based on tht: 11u111ber of (up ro four tickers) the better
matching die. A pair is worth your chance of winning
the amount you bet; three of a something. In each game, you
kind equals your bet x 2 and get five pulls of the slots and
four of a kind is worth your bet you can choose to freeze or
x 3. If you roll a Pe,fect (four of unfreeze any of the five wheels
a kind) in one of the two suits afrer a spin. Some of the special
listed in the upper left corner irems you can win only in the
under Perfect Bonus, your usual Lucky Wheels Slot Game arc:
winnings are multiplied by the Adept Ring, Fur Boors, H yper
number listed. Boors, Mythril Shirt, Quick
P1UMA!S OFFICIAL STRATEGY GUIDE

.1rca bounded on all sides by


mounrains or r ivers. Search thc
area umil you battlc rhe Djinni.
Dctcar Hail a11d he joins vour
parry H ail can freez<.: an
opponent in battle.

Altmiller Cave
o rrh ofTolbi lies Alrmillcr
Cave's cnrr:111cc. T hc ruler of
·1hlbi, Babi, comes h<.:re often on
his own. vVhen vou learn that
ht.:'s missing, it seems like the
most likely pl:ice to start your
s<.:arrh. However, Altmillcr Cav<.:
holds mon: secrets than the
location of the missing ruler. To
srarr with, this cave is Dark!
H ow will vou overcome that
MAP LEGEND
On your\\ ,ly to Altmiller C.w<.:, problem without a torch?
he;1d norrhwesr li"Oln Tolbi over 2. D ragon Shield
rwo bridges unril ~'Oll re.1rh .111 3. Cookie

5. Lucky Medal
qf,ap~S~:
The eolosso!

The first obstacle in Altmi ller As rou wander .,round floor


Cave is darkness. Unlike tht.: BI~; look for .1 nwMhaped
l>tht.:r ca,·es you 'vc explored, outline on rhe flnor. Talk to it,
Altmilkr docs not have a .111d it ~·dp!. 111 \urprise. Only
consistent supply of light. You a,
Adt.:pcs such ~·011 and ~·our
h,we co provide your own when friends can ~t.:t.: rhe sketch~·
cr.wding between wall-mounn::d outline of the ill\ il.ibk 111.111
cord,es. To comb.it the darkness prone on the floor. Offer to help
in art.:as w here you need to set:, him b~· bringing him his M~•stic
use the Ps~•nerg~• Reveal. Ser ir Draught from ., chamber in the
ro CD or m !,O you can u~e it e.we's dcptl1, in order ro k.1rn
easil~·, because you'll be using
this spell often!
more about ~·m1r quest and rhc
~Olll'CL' of ~•o ur power!..
..·....:..
;;:;·
PlUMA.'S OFFICIAL STRATEGT GUIDE

Floor B4F contains a couple of BabiFound! When you ren1rn to Tolbi from
difticult boulder mazes. Under Alanillcr Cave, head to rhe
normal lighting, these mazes Colosso grounds entrance and
would be irritating, bur in the look for a troop of P:tlace
darkness d1ey a rc treacherous! Guards. They're looking for
To figure out how to pass your g roup as well, so get near
through these mazes to reach them and they whisk you off to
the floor's exit, use Reveal to the competitors' wait ing room
illuminate the answer. behind the scenes.

Spin the Rocks

Find rhe guards waiting for you


After ~•ou get the Mystic
at the coliseum entrance ro jump
Draught, head ups tairs to the
start your Colosso odyssey.
Look for Squall the Jupiter invisible man and give it to him.
Djinni on floor B3E He waits The Mystic Draught gives the
man enough power ro move and
Colosso Basics
for you at thl'. l'.nd of a rri1.:kv T he rules for the final rounds of
rum off wh:it is c:rnsing his
rolling log puzzle. Move th~ the Colosso arc easy. The
invisibility, revealing him to be
follcn pillars (in place of the competitors arc d ivided into
Lord Babi, the missing ruler of
traditional logs) out of your way g roups of two. Athletes enter
so you can reach both the nexr Tolbi. Babi is so impressed with
your powers and ability that he the current stage of the
floor's door and Squal l. You competition on opposite sides,
To get the Mystic Draught d1e offi::rs you .1 spot among the
must fight Squall to convince where they must solve puzzles
invisible man on floor BI r finalists in Colosso.
him to join vour parr~: Hit him :ind overcome obstacles as they
needs, you must solve the rock
hard in the tirst round or he race toward d1c battle arena i1~
puzzle. When you reach the rock
rries ro flee in tear.
chaml-x:1; rotate thl'. rocks on the The Colosso the stage's center. Waiting for
right and left side of the The Colosso is Tolbi's big ycarl)' them in the arena arc two pieces
:irrangcml'.nt. This causl'.s a wheel event. H erc the area's best of equipment (weapons o r
Boulder M.azes armor). The first person to reach
of colored lights ro ;ippcar on the fighters congregate co show off
back w,111. Following die instruc- their strength and compete for the arena gets his choice of
tions given to you, rotate the places in the Tolbi Pab ce equipment- and one piece is
rock that corresponds to the Guards. 1 o rmally, the partici- better than the other! When the
color shown at the wheel's rop. pants h.wc to first prove second competitor reaches the
The colors correspond to d1l'. themselves in the feats of arena, a one-on-one batde
rocks ,1s follows (from lcfr ro strengths that make up the begins, the winner of which
right): blue, green, white, yellow, Trials. If a compcritor makes it advances to the next round.
red. March two, colors to open p:ist the Trials, he is allowed to
the Mystic Draughr's entrance. compete in the fin:il rounds of
the Colosso: three elimination
rounds that require not onJy
strci1gth of bod)' to w in, but
also strength of mind! Only the
best and rhc brigh rest warrior
will win rhe Colosso.
'/ \

<¥,apt•~ Sm:
The Colosso!

you to get through the first


stage arc clear-cut, but the latter
stages have more sections and
require you to make more
d ifficult decisions regarding rhe
placement of your friends.

Most of the enemies you face in The fi rst stage is rhe easiest to
the Colosso arc easy ro defeat. get through. It is made up of
Before you enter the Colosso, four stages, tl1rce of which offer
E,e:,~ 1f,~ wt-t-l-r p1pf-$".? attach the Venus D jinni to Isaac. you the opportunity to use
Thet,t ilc.tu<S11y 1~rm ~ This way he can use Ragnarok Psynergy. Use Move in the first
~.Jnd of £<.,£t]e.
and the Cure spells during section to make sure the log is in
battle. As you enter tl1c battle place for Isaac to skip over the
arena, pick up any items on your gap without exerting energy.
way, but don' t go after the 01iCS Have another character cast
You have an advantage the o ther
tl1ar require detours. The goal is Douse ahead of time- to till the
competitors don't: your friends to get to the end first so you left balance with water so that
and their Psynergy powers! Ar have your choice of equipment. Isaac can use the right one tO
the start of each round, you arc
However, expect your hop to section three without
given special permission to place competiror to grab all tl1ree delay. Have your remaining
your friends ac advantageous hidden irems in each stage and parry member cast Growth on
points along the sidelines. Talk use them in battle. He doesn' t the vine so Isaac can skip the
to the attendants guarding each You can solve most puzzles have your Psyncrgy powers, so bridge test. To get to the battle
section of rhe stage to find out in the Colosso using the afte1· he's used his rwo Nuts and arena and the Padded Gloves,
whether or not Psyncrgetic help basic Psynergies supplied by whatever attack item was placed ride the log co the other side of
is necessary, then choose the items such as the Douse in tl1c stage, his a·icks are over. the pool in the fourth and final
parry member wirh rhe Drop or the Orb of Force. You, however, can pound him section.
appropriate power to "d1ecr" This means you can move with Ragnarok each round and
there. T he powers necessary for these skills to different heal yourself at will (or until you
characters as you need. The run out of PP). If you win the
best arrangement I found stage, your HP and PP are
for this competition is as restored before you start the
follows: next stage.

Garet: Orb of Force

Ivan: Douse D rop and


Prost Jewel
Mia: H air Gem and Djinni
configured for Growth

~ ..,
'
-
."' .. .
.. ·~. ..,
Stage 1wo splintered log. This provides having anyone positioned in the Winning the Colosso
Isaac with an alternate route second section. Place anotl1er
through tl,e Boardwalk. When companion in the third section
you get co tl1c: battle arena, try to cast H alt on the person
to grab tl1c Cbain Ma.ii. Ir is working the wall wedges.
stronger tl1an tl1e Cotton Shirt! Configure Isaac's Djinni so he
can use the Growtl1 Psynergy on
Stage Three tl,c vine seedling in the fourth
section (your companions arc
not allowed close enough to it
to do the casting). Use the vine
as a shortcut to the top of tl,c
wall. In tl,e fifth section, have a
friend cast Force on tl1e log to
push it into tl,e conveyor belt,
stopping it in its tracks. Isaac
has to ford the final section on
his own. Use the time you saved
in tl,e other sections of the stage
lf you bear the final competitor
to push the logs to tl,e field's
in tl1e Colosso, you win the
top and out of the log's way.
Lure Cap. After the ceremony is
Grab tl,c Claymore in the battle
over, follow Babi to his room
arena and prepare for the fig ht.
and examine the Cloak Ball by
his bed. After he notes your
interest in the item, he'll loan it
to you for tl1e next section of
your quest to tl,e Babi
Stage 'Rvo ups the ante. You
Lighthouse. The Cloak Ball is
have five sections m nm through
the final piece of equipment you
before you hit the battle arena.
need to infila·arc tl,c town of
Psynergy comes in handy in four
Lunpa and rescue Ivan's boss,
of the sections. Fornmatcly for
the merch nr Hammet!
you, your three companions can
use their powers successfully in
only three sections. Set one
friend in the second section
where be or she can cast Halt on
the person working the shifting
steps. Halt freezes both the
worker and the machinery so the
stepping scones end up frozen in
the center position. In the third
section, leave another parry The final stage of the Colosso is
member m cast Frost on the
the trickiest. You muse cross six
pool on th<.: left side of the
sections to reach tl1e battle
section. The resulting ice pillar
arena. Have one of your
aLlows Isaac to bypass the
partners cast Prose on tl,c puddle
second part of the log-rolling. beneath tl,e balance in tl,e first
Skip co the fifth section (you section. This way Isaac doesn't
can't gee close enough co cast
have to waste ·time pushing the
Growth on the vine in the
log into place so he can cross.
fourth section) and place your
Isaac can hop over stepping
last companion there where he
stones, so don't worry about
or she can cast Force on the half-
i
"'
ql,apte~ Six:
The Colosso!

MAP LEGEND
l. Apple
2. Lucky Medal

Gondowan Cave To World Map I


Gondowan Cave provides a way
through the mountains
J
separating Kalay from Tolbi. As Gondowan Cave is short and
in Goma Cave, you can set up a straightfonvard. There is a
shortcut for use on return trips. shortcut to the right of the
Because the boats no longer sail cave's entrance on the Tolbi side,
across the Karagol Jake, this is but you can1iot use it until you
the only way to go! create a stepping stone across
the 1ivcr. So, instead of wasting
Shortcuts PP casting Lift on the boulder
in front of the passage, go to
the left and take the long way
around. When you get to die
stump blocking d1e pad1, push
it into die water, creating the
shortcut! Walk alo ng the ledge
to get to die exit. -
. ·.:.-..
. '."'
,I

.....................il4... ~~...ll...;!~ ~ ~ ~ ~~l, ' !=! Jsf H r.rJ.--J+1
p» T!M '2GAMES.COM
A.'-L<Y~ - ~
I ... _. .

.•
Chlij,ier·· SWen:
The Battle Fov Venu, Liohthmue
Checklist o.fEvents
Mark off each event and objectiv:e as you complete it!

:J Before meeting Iodem at the 0 Pass through the town of


Gondowan Passage, head north Lalivero to get to tl1e Babi
ro Lunpa via Gondowan Cave. Lighthouse's entrance north of
Enter the barricaded city through town. Grab the Mars Djinni,
the mall cave to the left. Torch, while you are tl1ere.

0 Use the Cloak Ball ro infiltrate 0 Find tl1e entrance to tl1e


LL1.11pa Fortress and rescue Tunnel Ruins i.J.1 d1e cavern
Hammet from his cell. beneath d1e partially built
lightl1ouse. Reem.it Luff, tl1e
0 After rescuing Hammet and Jupiter Djinni.
ending him back to Ka.lay, return
ro Donpa's room in Lunpa 0 Move through the Tunnel MAP LEGEND
Fortress to fight the Mercury Ruins using the patl1 you 1. Sleep Bomb 7. Smoke Bomb
Djinni, Tonic. established in tl1e stame room at 2. Lucky Medal 8. Lucky Medal
the Venus Lighthouse Entrance. 3.Nut 9. Antidote
0 Return to Kalay and pick up
4. Psynergy Stone 10. 44 coins
d1e treasures in the w1dergr0Lmd 0 Get to the top of the Venus
sewers. The gates are unlocked Lighthouse and take on Saturos 5. Vial ll. Elixir
now d1at Hammet is home. and Menardi i.J.1 a bid to keep 6. Water of Life
them from lighting the beacon. To World Map
0 Go to Gondowan Passage,
south ofTolbi, and meet Iodem .

0 Travel to Suhalla Village and PSYNERGIES LEARNED


talk to the villagers and wounded Carry
Tolbi soldiers to find out the
secret to surviving the
windstorms in the Suhalla Desert. DJINN OBTAINED
0 Defeat Flash, the Mars Dji.J.mi, Dew, Flash, Luff, Tonic, Torch
in the Suhalla Desert to get him
ro join your party.
Lunpa
0 Take on the Storm Lizard It's time to take on D odonpa in
before leaving the desert.
the town of Lunpa! N ow that
0 Pass d1.rough Suhalla Gate and you've won the Colosso and
talk to d1e wounded soldiers to gotten the Cloak Ball from Ba.bi,
learn of Sheba's fate. Pick up you have everything you need to
Drns d1e Mercury Djinni on
rescue the merchant Hammet!
the way.
Unfortunately, when you arrive
J Enter d1e Venus Lighthouse in Lunpa, the town is suffering
and find the room with the giant under the weight of D odonpa's
taruc. Talk to the stame to open evil. While you are helping
a route d1.rough the Tunnel Ruins
bcneatl1 Babi Lighthouse to enter H ammet, find a way to help the
tl1e lighthouse. whole town.
Chlfi,ter -S.even:
The Battle For Venus Lighthouse
. .
...
~

.,
..,
The Side Entrance in the northern gate to the city
SHOP LIST to fi nd a pool of water waiting
ro be frozen into a pillar of ice.
ARMORSHOP
Plate Mail ....... . 4,400 coins
Cast Frost on it fro m its
Silver Armlet ...... 4,000 coins northern side, then climb the
Silver Helm ....... 3,900 coins ladder to the left and cross to
Platinwn Circlet .. . 3,000 coins the northeast ledge. Follow the
Blessed Robe . ..... 7,000 coins ledge to the town's southwest
War Gloves . . . . ... 4,000 coins
T he people of Lunpa are corner and cast Reveal on the
WEAPON SHOP un happy with the way D odonpa wall to uncover a glowing orb.
Great Sword ...... 7,000 coins is running things, especially now Exan1ine the orb and a door
Master Rapier . ... . 6,800 coins slides open, revealing a secret
Great Ax.e ........ 5,200 coins
that he has Hammet in his
clutches . The barricaded gates cache of treasure.
War Mace .... . ... 6,200 coins
Shamshir . . ...... 10,000 coins are destroying the town's
Ninja Blade . . ..... 8,800 coins businesses and the townsfolk are Depression Lifted
D ragon Axe ...... 10,300 coins chafing at the lack of freedom.
D emonic Staff .... 10,000 coins
Perhaps if you depose Dodonpa,
POTION SH OP the town will come back to life.
Herb . .. .. . .. . . . .. . 10 coins T he gates to Lunpa have been If you don't, the Inn will remain
Antidote . . .. ... . . . . 20 coins locked and guarded since closed and the Armor and
Elixir ...... . ....... 30 coins Hamn1et's caravan came to Weapon Shops will stay
Sacred Feather . .. .... 70 coins town. To enter town, try the
Potion ... . ... . .. . 1,000 coins
unstocked.
Water of Life . . . .. . 3,000 coins secret entrance in the West
Lunpa Cave. The gate inside is The Secret Cache
broken. When you hit the After you defeat Dodonpa and
switch, the gate closes and there free H ammet, head to Lunpa to
is no way to open it. However, see how this has affected the
if you cast Frost on the pool of townspeople. You find Donpa
water beneath the gate, the starting to reassert his authorit)~
growing ice pillar forces the gate and the town returning to its
open far enough for you to cross normal state. Now you can sleep
beneath it. at the Inn and shop at its well-
stocked stores!

Like many of the towns in


Golden Sun, Lw1pa is
surrOlmded by ledges fo r you to
explore. Cast Reveal on the rock
Lmnpa Fortress
The main poim of your trip to
Lunpa is to infiltrate Lunpa
fortress and rescue Hammet
fr<>m Dodonpa's clutches. The
fortress is at the town's norrh,
built into the surrounding
mountains. To enter the fo rtress,
much kss sur vive inside its
hallways, ~'O ll must have the
Cloak Ball. If you don't have
this item, run ro Tolbi and ask
Babi for it!

MAP LEGEND
l. Elix ir
2 . Lucky Medal
3. 100 coins
4. Mythril Circlet
5. Vial
6. Cell Key
7. Power Bread
1/ ~
Cb'l'Pter~ even:
Battle For ~nus Lighthouse
.,

comes into comact with light. the left guard and r:-icc to the
T he trick ro making it into and doors. l f"vou arc coo far to the
through Lunpa Fortress is co right, the g uards will spot vou
stay in rhe shadows, and tc> and wonder how you got so far.
reuse C loak when ir wears off. If
one of the green-clothed guards The Order ofthe Guards
catches you, you will be cjcctnl
from thr fortrrss.

Infiltrating the FOYtress

Two rypcs of guard~ p.1trol


l ,unp;1 Fortress. The most
common arc thc gn:en-~uitcd
P:u rol G u.1rds. ff ym 1 ~cc one,
srny our of hi~ line of sight and
remain clo.1ked. T hey remnve ;ill
intruders from the fortress
on sight.

Cloaking 101

Before you enter Lunpa


Fortress, you must luvc the
Cloak Rall ! This item, g iven tO Still unsure about how co use
you b~· Babi in To lbi when you Cloak? Let's test vour knowledge
visit his room after the Colosso by attempting tO sneak past the
award ceremon~', allows the guards o utside the fortress. First,
wearer to casr C loak. Cloak uses activate C loak whik vou stand
the shadows to make the caster in the shadow of the left fence.
(and his or her parry members) f ollow along the fence, staying
invisible to the naked eve. This in the shadows, and slink past
the guard on the left. Exit the
. spell wears off w hen the user
shadow where it ends behind
The Cell I~ Is the Key

Hammer's cell is in the depths Dodonpa has plenty of tricks to


of t he fortress. To get there you keep you from rescuing
must proceed thro ugh a maze of H ammet and de priving him of
rooms on floor B I E To enter his cash co w. The wo rst o f these
that part of the fo rtress, use tricks comes in tl1c form of
Whirlwind ro wipe away any Toadonpa, a massive beast that
vines fro m the wall. Then use can heal himself of 80HP at th<.:
Reveal to uncover a switch rhar end of each battle ro und. Attack
The second group o f gu.1rds, rhc opens the doo r imo die main him with everything you've got
Security G u.1rds, wc:1r yellow part of the fl oor. Keep this ro o vercome rhis. In addition ro
outfits. Thc~e g uards :ire rrained arra11gc111c11t in mind, for you his healing trick, Toadonpa can
to ,1rrack w hc11 rhcv ~cc .111 have to do the same thing to cast powerfu l spells !-.uch as Dark
inrrudcr. As long :i~ vou arc enter H ammer's cell. Blessing , T hrash, and t he
prepared frn :1 battle, you can poisonous R otten Blood. Dctcat
confronr rhcsc g u.mb . Mosr of Boss Battle: Toadonpa him a11d you' ll play a part in
rhcm .11·c in .1rc.1~ where you decid ing Dodonpa's fururc.
EncmyDatn
cannor use t he Clo,1k !'synergy,
maki ng co11fronr:itio11 Toadonpa Hammet's Rescue
u11,woidabk. "fo o pen the locked cell doo rs Ill' l'I' SIR OH llh\KNl'iS
2,SIM) 0 266 52 Fit~
throughout the fortress, you !!=,==== ~~="-'==a=!J
must get the Cell Kq1• Find the
Guard's break mom ;>11 rhe
second floo r. Stand o uts ide the
cell door o n the room's
norrhwcsr side, and use Catch ro
grab the key fro m its perch 011
the s roo l. Now ~-ou ca11 go most
anywhere in the fcxrress- as long
as the gu:1rds don't catch you!

Reveal the Switches

After you ddcat Toado npa, and


Dodonp,1 is locked in tl1e
- ,,.
r/· i ,,

Ch,.ter~even:
Battle For ~nus Lighthouse

dungeon, hcatl our of rhc


fortress ( use Retreat if you arc in
Gondowan
,\ hurry). Bcrausc you've been Passa9e
asked to sneak Hammet our of
Gondowan Passage lies south of
rown so char rhe townspeople
Tolbi. The bridge remains
don't know of his escape, leave
locked in an L1pright position
town via the west cave. Once
until you rcrnrn there co meet
inside, you find one of with lodcm.
Hammer's disciples, Bum.a,
trying co sneak into rown. Ask
him to take Hammet to Kala~•,
Update
but don't accompany them yet.
You still have things ro do here!
finish enjoying Dodonpa-free
Lunpa, then head ro Kalay and
grab the treasures !-:lammer has
placed for vou in the cells in the
sewers.

Djinni Ale1"t: T.1lk co the guards at the bridge


Tonic tl,c Mc1·c1t1J' Djimzi to learn whether your foes have
crossed. Unfornmarcly, you learn
that they are already ahead
of you.

Suhalla Village Visiting the Wounded know about these storms and
Suhalla Village lies at Suhalla the current whereabouts of the
frn,/ e a little som~thing
for- yo1.J, for your teaching
Desert's edge. This small town is captive Sheba. Use Mind Read
Dodonptt his lt?sson. lacking in amenities (it doesn't on them when their injuries srart
have a Weapon or Armor Shop), to overcome d1eir senses.
bur the people are friendly and
helpful when it comes to
information ,1bout crossing d1e
desert. "falk ro everyone
you meet!

\1 .\ 1' I Ha '-ll
1. Hard nut 3. 5 coins
2. Lucky Medal 4, Smoke Bomb
Return to Donpa's chamber in
the Ltmpa Fortress after you
hand over Hammet to the Kalay
merchant Bunza. You still have up when thily w11re c.a.ught
1'n the s.;md:s.tor-m.
ro sneak past all of the guards, POTION SHOP
but rhe hassle is worth it. When Herb .............. 10 coins
Nur .............. 200 coins In die home in the town's
you arrive, Donpa gives you
Antidote .. • ..... , .. 20 coins southeast corner, you find two
permission co enter the chamber Elixir , ....• . .... , .. 30 coins wotmded soldiers who were a
behind his where a Mercury Sacred Feather ....... 70 coins part of die detail escorting
Djinni named Tonic awaits. Vial . . ... . ........ 500 coins Sheba back to Lalivero. They
Tonic can bcal your parry of Potion .......... . 1,000 coins
Psy Crystal ....... J,500 coins were ambushed bv some of the
status ailments such as Curse,
Water of Life . . .... 3,000 coins monstrous windsrorms
Sleep, and Delusion.
rampaging over the desert. T.1lk .. ,,... ~.
co diem to learn what d1ey -· ......,..

PRIMAGAMES.COM
-'l.~
Suballa Desert Beware the Windstorms!
To reach Babi Lighthouse, vou
must first pass through the
Suhalla Desert. It's not the
oppressive desert heat chat's
dangerous co your part)~ but the
winds. The desert has been
overrun with tornado-spawning
monsters. Because you can't
escape their traps, enter the
desert prepared with plenty of
Nuts and other healing supplies!

Rogue windstorms arc the most


dangerous things about the
Suhalla Desert. As you learned
from the people in Suhalla,
monsters lie at the heart of most
of these storms, and the only
way you can extract yourself
from within a storm is by
dousing the tornado with water.
Enemy Data
Tornado Lizard
I-IP PP STR. D~,l' \\'l'.AK:.S:f,SS
530 37 267 74 Emh

When you get caught u1 a


windstorm (you'll find them in
most of the desert's narrow
passages), case Douse to free
yourself from the funnel cloud.
Prepare to battle the monster at
MAP LEGEND the heart of the srorm, the
j 1. Virtuous Armlet Tornado Lizard. These _beasts are
2. Mimic tough foes. However, aU of your
3. Cookie battles will be four against one, ~
4. LucJ..--y Medal giving you plenty of manpower
5. Psynetgy Stone to subdue tl1e beast!
l ,

Ch'l'Pter~even: f
The Battle For ~nus Lighthouse

your party from damage with a that as much as possible. He


fire wall. doesn't fare well against fire-type
attacks, allowing Isaac and Garct
Boss Battle: to attack while Ivan and Mia
The Storm Li.zard heal and protect.

The Path to
Crossbone Isle

As you climb down the


mountainous ledge into the final
stretch of the desert, watch our
for a roaming funnel cloud. If you go through the cave by
When you get caught up in it, the Mars D jinni, you run into a
soak ir wirh Douse, and prepare large red rornado known as the
to enter bartle with the Storm hellsrorm. Enter ir ro do one of
Lizard. This is the larger, two things: Usc Douse on it
stronger big brother of the and battle the Tempest Lizard
Tornado Lizard. within or ride it until you end
up on Crossbone Isle (a secret
Ene-m.yDnta
location that doesn't appear on
Storm Lizard any map).
STlt UFJ 11'1.Akr-:F.SS
~l'I' Ene11iyDnta
2,900 -12 291 86 E.irth

Tempest Lizard
HP l'P S'I R DEi I\ l!.\K.\;f_',S
3,000 45 2\15 94 f.1rtl1

If you Douse tl1e hcllstorm, you


have ro face the Tempest Lizard.
This monster is a stronger
version of tl1e Storm Lizard
Abour halfway through tl1e boss. It is fierce, but witl1 good
second part of tl1e desert, you'll strategy and planning you can
enter a mounrain pass. If you defeat it-especially if you take it
cast Reveal on t!1e ground, you'll on during a repeat visit to the
find the path sa-ewn wit!, desert! Like rhe other lizard
footprints leading into a monsters in the desert, tl1is one
secluded valley on me western relies heavily on wind-type
side of the mountains. Use attacks such as Wing Stroke and
Reveal on the gap in t!1e pat!1 to the devastating Sonic Slash.
uncover a pillar you can use to The Srorm Lizard is a rough Counter wit!, powerful earth-
cross, then look for Flash on the boss to face if your party is type attacks to inflict tl1e
sandy floor. Defeat Flash in battered fro1n the trip, so heal most damage on tl1e beast.
battle and he' ll join your cause. and protect your party members Isaac's Ragnarok attack is
Flash's special power is a
stronger version of Corona and
Granite's abilities-it prorecrs
while you arrack this brute. The
Storm Lizard is weak against
eartl1-type attacks, so exploit
effective.
- , ..
4 -....
••

,,...

GAMES. C OM
-S-
Should you decide to let the
hellstorm take you where it
wills, you end up on Crossbone
Isle, ho me ro the game's most
challenging and difficult
dungeon. You must have the
following Psynergies to make it
through to d1e end of the
dungeon: Carry, Catch, Cloak,
Frost, H alt, Move, and Reveal.
In addition, your characters
should be at level 25 or higher.
The hellstorm that waits on the
isle deposits you out~ide of
Suhalla Village.
,\1.\P LI (;f , i\'))
l. Mint
Suhalla Gate 2. Psynergy Stone
The search for Sheba heats up
when you enter Suhalla Gate
and find that Saruros and
Menardi have left their mark on
anod1er group of soldiers. Here
you learn that your foes have
taken Sheba and are o n the way
co the Venus Lighthouse on d1e
other side of d1c pass!
Upon the ledges along the
mountain pass is the last
Mercury Djinni. Dew requires
proof that you arc worthy of
following, so you must defeat
him in battle. After he joins
your parry, you'll find his ability
co raise a fallen foe handv in a
tough battle.
To World Map
71 ;..
/ ' ,
Ch,,pter-iS,even:
Battle For Venus Lighthouse

An Alternate Exit

MAP LEGEND
There arc two exits from rhe r 1. Lucky Cap
Suhalb Gate. If vou follow rhe
mounrain parh ro its end, you
I 2. Carry Stone

end up on the road ro the Venus


Lighthouse and the town of
Lalivcro. If you explore a bit,
you find an enrrance to a cave
near Dew's lair. Ar rhc other end
of rhe cave you'll discover a
submerged ship. ]odcm gives
~'OU Babi's Black Orb ro rry ro
activate the ship, but
nothing works.

~nus Ughthouse
Entrance
The emrance co the Venus
Lighthouse i.~ deceiving. Because
Sarnros and Mcnardi have
alre,idy opened the door to the
lighrhousc, you can enter with
case, bur the way tO the upper
floors is blocked by an
impass,1blc electric harrier. The
key ro rhe Venus Lighthouse-
Babi Lighrbouse connection lies
within for you ro d iscover. Find
it before you try co find the true
entrance ro the lighthouse in the
Tunnel Ruins!

I
.• L -.....
~
. . ,..

PRIMAGAMES.COM
-s ►
The Carry Stone Hulden Doors you speak to the stntue, a series
Lalivero
of lights emanating from the
statue and leading to a small Lalivero is the final town vou
model o f the light house appears visir in Go/dc11 S1m. T he
on the floor. Reading the mind rownfolk hcre used to be
of the scholar on the left ledge unhappy with Babi and the
informs you that Kraden extortive kidnapping: of their
thought the statue indicated the beloved Shcba. Howcver, now
"true path." Speaking to the tlut she's been kidnapped from
st.imc in thi1, room opcns a path Rabi's soldiers and t.,ken
In addition to the door hidden through the Tunnel Ruins somewhere unknown, rhe
within the frieze, lind .1 second beneath Babi's halt: built people of Lalivcro .ire livid!
one behind a plaque. Ca,t lighthouse. There arc rwo simil.1r T here's norhing you can do to
Reveal on the plaque in the paths (speak to the statue again soorhc their woes, except keep
electric.ii barrier room to find to change the light pattern), .111d searching for Saturos .111d
the ~taruc room\ entrance. which one you chome is up 10 Menardi .ind their b.md of
~•ou. The import:mt thing i),, ro hostages.
TJ,e Stattt~ Locll open a p,1th before le.wing the
lighthOU),,e!

rrom inside the Vcnui.


Lighthouse, e\,unim: the frieze
inside the emr.111ce. U1,e Reveal
on it ro uncover .1 hidden
,rairc.l\e. Dowmr.1irs, find .1
che,t with the C.11..-v tone. This
item, when equipped, allows the
we.m:r to c.1!.l C.1rrv. Thi,
P,~·nergy i~ ,1 cross between Lifr
,111d Move in th.it ir allows vou
ro pick up specific, onwcly
c.1n·cd blod:s .md carr,· them a
shon di1trance. The trick wirh
Carn• . i~ that it allows .vou to
pick up .1 block .111d drop it to a
level below or lifr it ro .1 step
,\L\I' LH;ENI>
.1bove it~ origin.ii position. Use 1. Water of Life
thi~ Pi.~•ncrg~· ro ~olvc puzzles in 2. Lucky Medal
the few remaining dungeons. 3, Antidote
4. Psy Crystal
5. Lucky Medal
6. Warrior's Helm

This rcx>m features ,1 large starue


of rhc goddess in from of a floor
filled with recessed lights. When
~

I ~
Ch9ter~even:
t
Battle For ~nus Lighthouse

To get to Lalivero's interesting Babi'sMost


treasures, find a way to get on
the town's waJls. Several houses
ARMORSHOP
have ladders chat lead to the
Steel Armor ....... 4,900 coins
Knight's Helm ..... 4,600 coins roof. If the house is close
Platinum Circler . . . 3,000 coins enough to the ciry walls, hop
Magical Cassock . .. 9,000 coins from the roof co the wall, and
Mirrored Shield .... 5,200 coins follow it. Hop from the roof of
Spirit Armlet .. . ... 9,000 coins
the house in the southwest
Jewck:d Crown .... 4,000 coi ns
corner to reacl~ the treasure
WEAPON SHOP chest containing the Warrior's
Great Sword . ..... 7,000 coins Helm, and use the roof of the ln a locked building inside
Masrcr Rapier . 6,800 coins Armor and Weapon Shops co Lalivero lies Babi's most prized
Great Axe ....... . 5,200 coins possession. You won't get access
reach the Djinni o n the rown's
v\lar Mace . . 6,200 coins
Silver Blade ...... 12,000 coins north side. to it until the end of the game.
Swift Swoi-d ...... 9,400 coins Worse, vou won't get ro use it
R.ighrcous Mace .. . . 8,400 coins unril the second half of
Demonic Staff . . .. I 0,000 coins Golden Sttn 2 !
Crysr,1I Rod . . . ... 13,400 coins

POTCON SHOP
Herb ...... . ........ IO coins
Babi U9hthouse
Nut ..............200 coins When you reach Babi
Anridotc . ...... . .... 20 coins Lighthouse, you learn rh,1t vour
Elixir .............. 30 coins foes have passed through on
Sacred Feather .. ......70 coins their way to the Venus
Potion .... . ...... 1,000 coins
Lighthouse. Join lodcm and
Psy Crysra I ........ l,500 coins
W;ter ~f Life .3,000 coins i-:er.111 in their qucsr co find the
secret lighthouse entrance
hidden in the caves beneath the
Wiilkino on the Walls Babi Lighthouse construc-
tion site.

Torch, the Mars Djinni, is o n


the Lalivero l11n's roof. This is
the last Mars Djinni in the
game, so if you don't have all
seven Mars Djinni afrer claiming
him, check to see which one you
arc missing and go get him!
y ~
Torch's unique arrack slips past
an opponent's. defense rating
+ ,::: ,
:::. JJJ,JJJJJ IJJ,H --t
and inflicts gobs of damage. ft-: := I
~
This is a good attack to have as
you face the game's roughest :=
:= J.JJJJ- j-J,} JJ.JJ!
challenges ahead.
i
[1. Lucky Pepper ]

'

PBLMA.GAMES.COM
~S>-
The Cavern Beneath
the LitJhthouse

f
I
'

Put Your Carrying


Skills to the Test

Whc11 you reach the new


lighthouse's construction sire,
rhings arc in ,1 d isarray. The
wounded soldiers and construc-
tion workers can't help you find
your wav in, bur clues point to a
functional cntrance. Examine rhc
pillar 011 the lcfr and use the
stairs to enter the chamber
Practice using Carry by moving beneath the lighthouse. Move
rhc o rnate block into a position o ne of the pillars to the left of
of usefulness. If you lift ir onto the bridge, then head upstairs.
the step between t he two ledges, Move the pillar on the right of
you can cross over and get the the Lighthouse, and rake the
Lucky Pepper in the stairs hidden beneath it to the
treasure chest! same chamber. Move the sccond
pillar to the lefr and hop over
the bridge into the main parr of
the cave.

..
,-: §
/ ,,
Ch~ter~even:
t
Battle For Venus Lighthouse

The Slide ofFaith To get past the locked doo r at entering the lig hthouse. Jf you
the cavern's bon om , climb to turned on the "switch" at the
the top of the cave, then slide to entrance co the Venus Light-
a spot behind the door. Use the ho use as suggested earlier, then
screenshot above to pinpoint the lights on the floor
your optimal sliding locatio n. correspond to those you saw
After you reach the door into earlier. If no t, the floo r will be
the Tunnel Ruins, a plaque next dark and the entrance into the
to the scaled door gives you a runnels locked . The panern of
clue as to how tO o pen the door. lights o n the floor indicates the
path you must take through the
Tunnel Ruins to the light house's
Tunnel Ruins second entrance. If you want to
The stanie room in the Venus follow the other path , you must
Lighthouse correspo nds co the make the change at the first
o ne as you enter the ruins. It statue room in the lig ht house's
acts as an electrical lock, either entrance.
aUowing or barring you from

Left Path ,\L\P LFGFND


l. Oracle's Robe
2, Asura Armor

To get to the Djinni in the


center of the cave's first floor,
climb to the second story, then
slide to the platform. Luff is a
quick monster, and he's likely ro
run away before you c,111 defeat
him. Try to hobble him in rhc
first round w prevent him from
fleeing. Luff's specialty is casting
,\ 13ind-type spell that seals your
enemy's Psynergy.

'"-..._.
~-
...

PRIMAGAMES.COM
-~~
The Left Pat!,
There is no benefit to taking one
route over the other; they both
lead to the same place. If you
take the path to the Ide, you'll
deal with puzzles that rel~, on
'lb Venus
Lighthouse the Psynergy Carry and you can
(2nd Half) grab an Oracle's Robe.

Your Chosen Path


Move these pillars to form a
bridge between d1c two
norrhern ledges. Use..: Whirlwind
to remove d1c vines covering a
third pillar. After you free it,
push it off the ledge and over to
the room's right side. Move one
l ot only does lighting the path of the first two pillars into place
in rhe srarue room open the along the right wall and use
door to the tunnels, but it also them as a bridge to the ledge
configures them so the traveler leading to the exit.
can reach only one set of rooms.
T his is mosr easi lv seen in the
third room of-the runnels. If you
lit the path to the right, then the
stepping stone joining the mai n
path to the somheast exit is
missing. If you chose the middle
path, then the stone joining the
main path to the southwest exit
is missing.
\ I Ch,lfj,:Wt;s,even:
Battle For Venus Lighthouse

The Right
(or Middle) Path
If you like puzzles involving
Douse and Frost, then this
route's for you! In addition, you
find a t reasure chest containing
Asura's Armor.

Carry and drop two of these


ornate blocks onto the platform
on the right. The weight causes
the platform on the left to rise,
forming a bridge between the
ledges.

T his puzzle is more tricky. Move The si;:cret to solving this puzzle
the pillar into the alcove on the is ro let rhc five statues "speak ro
right. Use Douse ro fill the basin your soul." Use 1\1ind Read to
with water, then Frost to turn find out clues about their
the water into an ice pillar. Use positions on the square in the
the extra-tall pillar as a stepping room's middle. If you get
stone to cross to the ledge with confused, use d1c solution above
Use Reveal ro uncover a hidden the exit. to speed things. The yellow
chest with the O racle's Robe.
statue goes in d1e middle while
the ocher four go into the spots
opposite their currem positions.
For example, the violet statue
goes from its starting position in
the northwest corner into its
final position in the southeast
corner.
The switches on the floor
require you to push a water-
fi lled pillar on top of them to
activate. T he basin in the top of
the first pillar is already fuU, so
push it inro pb.cc. H op to t he
next platform and use Douse to
fill the second pillar before you
push it onto the switch.
Cast Reveal on the starue to
uncover the chest containing the
A.sum's Armor.
~nus Lighthouse
The Tunnel Ruins lead you into
the first floor of che Venus
Lighthouse, at the room
co ntaining the electricaJ barrier
that separates the entrance from
the main part of the lighthouse.
As with the Mercury Lightho use
from the first part of the game,
your job here is to scale the
lighthouse and stop Sarnros and
Mcnardi from lighting the
beacon. No w you can save your
friends and bring this q uest to
an end!

,\IAP LEGE:\'D
l. Psynergy Stoue
2. Thund,er Cl'own
3. Dragon Scales
4. Gafa Blade
't =- ~ '\ I . ~
.,..., t 1 • t Ch11Pter :.S,even:
· The Battle For ~nus Lighthouse
..
Storniing the Lighthouse!
The trip ro the top of the
lighthouse will not hold many
surprises for an <:xperienced
advenrur<:r st1ch :1s vot1. Most of
the puzzle~ inside a.re similar to Save your g.une at this point
Step on this button (and similar
ones already bested, while others ones further on) ro open rhe and heal your parry members
drall' upon oft-used Psynergies. channels, allowing sand to flow before sliding down the slide in
Her<:'s a rurori.11 on what ro 'vVhen running across sand rivers
into th<.: main chamber 011 the the room's middle. T he next
expect after you emcr the Venus such as this on<.:, give voursclf
rhird floor. swp is rhc roof of the lighthouse
Lighrhous<: prop<:r. room to cross ( like from the top
and rhe game's final battles!
of rhe river). Use ® to run!

Ifyou hrr11c11 't J>isitcrl


Cross/Jo11c hie _ya, dll .to 110w.
Ajrc1· .1•011 d,:fi:rrt the fi11rrl
bosses, _wm can 110 l011J1cr Jrcc~v
explore the 111orld. fa:it t/1c
Heal your parry using )'Our l(nhthouse mi11._n Rctrcrrt rmd
remaining PP befon.: gr;1bbi11µ; hcrrd to the S11hrrllrr Desert.
rhis Psyn~rgy Scone! • • Fi11d tht hdlston11 bi:_v1111d the
Cfll'C 111hcrc you jinmri the
lJji1111i rr11rf 1·irfc it to
C1·ossbo11c Isle. 1iJ s11111iJ>c the
chnllmgcs 1!( t/Jc Cmssbo11c Isle
CnPc (ll'hic/1 giPcs yo11 c1w11gh
Move the pi llar to the lcli: to
cxpcrimcc to 11mllc the ft11rrl
expose the hidden door. Move
battles oft/Jc gn111c cnsicr),
the solo pillar into position so
your pni·ty 111c111bcrs shonld be
you can usc it as a stepping
nt lcpcl 25 or hfn/Jcr! Yim ji11d
Press this bnrron ro rum off rhe stone to the room's exit.
the se!'cllth mid lrrst T,fuw
electrical bau-rier. Now vou can Uji1111i 1/Jcrc.
exit the lighthouse fro1;1 th<.:
from door i11sread of h;\\'iJl<T to
backtrack through th<.: "liim~I
Ruins and gabi Lighrhous<:.
Push the loose conduits into
their proper place to form a
channel for the electrical current.
rorming ,\ continuous channel
bctwcen the sraru<: and the door
is the only way ro get enough
energy ro open the electrical
lock. Venus Lighthouse contains
three of these puzzles, each
Use Carr)' tu move this block larger ,ind mor-e tricky than
(and others like ir) into position the last! ·
so ~-ou c:111 cross the gap.
Use ® ro run through rhis
sandy maze. Grab the Gaia
Blade in the treasure chest.
,,r ..
Ch.ter~even:
Battle For ~nus Lighthouse
Boss Battle: read y co attack with summon-
Satu-,•os and M enardi ings in the firs t round of the
seco nd part.
Emmy Data
Menardi
lll' 111' ~IR DH \H,\K:\l''>S
2,600 .,()() 3$9 134 11'.ucr

Saturos What happens when Menardi If you followed the advice g iven
Ill' Pl' \IR !)Fl \HAKN~S.\
and Saturos com b ine into a he re, you sho uld s ta rt this battle
3,00CI 260 4011 140 vll;ucr single monster? The Fusio n in decent shape and be able co
Drago n! This beast is the largest call upo n the more powerful
and most fearsome creature in Djinni summo nings in the first
the game. I r attacks rwice per ro und. l f ~'o u defeated Mena rdi
round and has irs own and Saturos before your party
"Summo n" type a ttack, called members could pur four Djinn
Outer Space. [n additio n to o n standby, send o ut whatever
Outer Space, it can cast Evil fourth-level summo n attacks yo u
Blessing (which inflicts bo th can while th1: oth1:r parry ·
damage and the C urse status), members continue ro call o n
D eadly G as (which can po ison rhcir Djinni's individual attacks.
your parry members), Dragon When a characte r has four D jinn
Diver, Drain Fang, Break, :111d a o n standby, have him o r her call
host of o ther deadly attacks. our a fourth-level summo n
Procect your parry by boosting attack in the next ro und . As
their Defense and Resistance with the first part of the battle,
whenever possible. balancing healing, pro tection,
a nd attacks is the kev ro success .
In addition to using your Djinn, The Fusio n Dragon;s g reater
U nfornmatcly you canno t rely stre ngth ensures, however, that
o n the Ve nus Lig hthouse's have Ivan and Mia cast suppo rr
and healing spells co ntinuously this battle w ill be longer and
innate power ro drain your
so your party stays in good fraug ht w ith m o re danger than
enemies of theirs, as h,~ppened the last.
shape, while Garcr and Isaac
during yom last encounter. You
work on attacking Saruros a11tl
must face a nd defeat Saturos and
Menardi. Defeating these rwo is Now What?
Me nardi ac the peak o f the ir
o nly the start of the final bmlc! After you dcfr:u the Fusio n
po wer and a rrogance! Before
r ight co nserv::uivcly. D ragon, Golde11 Sun draws co a
engaging them in battle, prepare
close with the disa ppearance of
your ch:irac tcrs with a healing
and PP restoration, then set four The Final Boss Battle: Felix, Sheba, Krade n , and Jenna.
T he Fusion Dragon N o matte r how hard you and
Djinn per c haracte r o n standby
your allies loo k, the g ro up
so you can summo n the most
Bnen1-;1 Data canno t be found. The only thing
powerful creatures at tl1e start of
the battle. The ones you choose your parry can do is rake Babi's
Fusion Dragon a ncient ship and srarr sailing in
to use in tl1is way should be Ill' 111' \'rR tlU \\1'..\K:-.r,s
st:arch o f tl1em. H owever, that is
Djinn whom you arc nor likclv · I · I - 1·1\itcr
a nothe r adventure ... o ne best left
co miss in the first four ro und;
co Golden S1111 2!
of battle! When rhe battle starts,
hit Saturos and Mcnardi with
Judgement, T hor, Me teor, and
Boreas. As the battle continues,
set each cha racter's remaining
Djinn co standby by calling
them inco battle o ne bv o ne.
.. ,- ... ~.
:rhis way, when the fir~t part of
the battle is over, your parry is .. -~
'.
Prololf,ffC to GOiden Sun:
beLostAae
Prologue from named 13abi. Babi entered Isaac
in Colosso as a rest of his
Checklist efE_v_en_t._s _ _ __
Mark off each event and o bjective as you com plete it!
Book One powers. Isaac's Psynergy won
Colosso and carm:d him Rabi's
The town of Vale guarded the trust. Babi revealed a great secret 0 Escape from the Venus PSYNERGIBS LEARNED
secret for manv vears, unti l Isaac ro kuc. ... Tlunks to a mystic Lighthouse. None
a nd Jenna, whose parents died draught from rhe lost land of
in a storm th ree years before, O Trnvd west to Suhalla Gare
Lemuria, Babi had lived for J 50 and battle the Ruffians guarding
disturbed the sancrum. Saturos DJINN OBTAINED
rears! He offered ro help Isaac, the cave entrance.
a nd Menard i, of the Mars Clan, who then headed deep in ro None
rollowed them imo the sanctum. Gondowan.
D Meet Alex near Menardi's boar
in Idejima.
With thcm traveled knna's
brother, Pclix, thought lost in In the town ofLalivero, Isaac
that s:1mc tr~1gic storm. Saruros
,111d Menardi stoic the Elemental
lc;trned that Saturos and
Menardi had kidnapped a young
~nus Lighthouse
Surs, rhe kc~·s to breaking the
seal on the power ol Alchemy,
girl named Sheba, whom they and Suballa Gate
ne1:ded withi n the lighthouse.
,111d kidnapped Je nna and the Isaac fought ,md dcfe:ned them
scholar Kraden. If these lour atop the lighthouse, but he was
jewels were used to fi re the too late- the beacon had been lit.
elemental lig hthouses, the seal A g reat cataclys m followed.
on Alchemy would be broken. Sheba tell into the sea. Felix
Isaac and G:m;t set our to srop jumped in to save her, bur both
S,uuros, rescue their friends, and wen: lost in the roi ling waves.
return the Elc.:mental Stars to Jenna left the lighthouse to find
their home in Sol Sancrum. them, burro no avail .... lsaac m
went to Lalivero, where Babi
They banded together with ,1 asked him to find Lemuria and
young Wind Adept named !wan the remaining lig hthouses. He
and pursued Samms :111d gave Isaac a Lemurian ship to
Menardi ro ]mil, a winter-locked make the journey for the lost
cown near 1Vlcrcury Lighthoust:. land. T his chapter of our smry
There the)' met the g uardian of begins with Jen na, just before
the lighthouse, a Water Adept the beacon on Venus Lig hthouse
named Mia. With her, they is lit ....
pursued Satu ros to the ,1erie
high atop Mercury Lighthouse.
Isaac was too late to stop
.liaturos from lighting the beacon
and esc3ping.

Again Isaac chased him, crossing


Angara to the s hon.:s of the
ltj]
Kar;1gol Sea. laking pass,1gc on
a troubled ship, Jsa,u: crossed the
Karagol to Tolbi. He spoke with
MAP LEGE;\ID
1. Herb
2. Psyne~gy Stone
. . '"""' ""' f.
Tolbi's leader, a strange man
1
.
Prologue to ~lden. Sun:
.
, ~
i

The Lost.Age
Escaping the
Venus Lighthouse

H ead west through Suhalla Gate


to the cave. You encounter a few
Ruffians along the way, but a
Fume Psynergy eliminates them .
Three Ruflians attack as you
enter the cave. Use Jenna's fla re
or Fume Psynergies to
defeat them .

The path out of the Venus


Lighthouse is simple, with only
two shore branches. One leads to
a dead end and the other leads to
a chest containing an Herb.

T he cave is a small and doesn't


rake much rime to navigate. A
P unch Ant ambushe.~ you along
the way. l t's no rougher than the
R.uflia ns omside.

Ideji1naand
Menardi's Boat
Upon exiting the lightho use, the
trio encounters a large group of
guards. Alex drives off the
guards and instructs Jenna and
Kraden to follow t he road west
thro ugh the canyon to rhe cave.
Beyond the cave lies ldejima,
where they'll regroup.

Suhalla Gate

Upon exiting the cave you find a


large boar. Alex arrives and the
Venus Lighthouse's beacon is lit.
Chaos ensues and l dejima is cur
~.:;..
.l To S hip
loose from the mainland,
causing it to float our to sea. -~-.·.
_,

PRIMA.GAMES.COM
-s--
·.•~"'•-- '
Chapter One:
A New HONzon
Checklist o Events
Mark off each event and objective as you complete it!

0 Revive Kraden, Jenna, and PSYNERGIBS LEAR.NBD


Sheba after the tidal wave.
Lash, Pound,. Tremor
D Visir Dail:! Village and learn of
the 111jssing boys, the Kandorean
DJINN OBTAINED
·1cmplc, and the town of Madra.
Echo, Fog, Breath, Cannon, Iron
D Travel south to rhe Kandorean
Temple.
Washed Ashore
0 Use Whirlwind ro sneak inro
the Kandorean Temple through
the hole in d1c wcsr wall.

0 Follow the monk inro the


rcmple's o-aining cave and
complete the challenge.

0 Acquire the L.,sh Pebble from


MasrerPoi.

0 Vi.sir the Shrine of the Sea T he island d rifts out to sea with
God ca.~rofDaila Village. Jenna, Kraden , and Alex as its
prisoners. Fcli.x and Sheba are
0 Rescue rhe boys using Lash ro
washed onco t he beach and arc ,\1.\1' LEG I·,:\"!)
Arriving a t Daila
secure the rope.
revived with news of the battle 1, Smoke Bomb
0 Rerum ro Daila Village and at Venus Lightho use. The 2. 3 coins
speak with Alex ar the chief's reunion is sho re-lived as a giant 3. 12 coins
house.
tidal wave pus hes the island into 4, Herb
D r,1ss d1rough d1e Dehkan a new continen t. 5. Sleep Bomb
Plateau soud1cast of Oaila ViUagc
and acquire d1e Pmmd Cube.

0 "fake the stone tablet from


Indra Cwcrn near Madr-a ro gain Felix is the first co revive.
d1e abiliry co sw11mon Zagan. Wander the island and revive the
Travel Vest .... . .. . .. 50 coins
0 Yisir Madra's jail to meet d1e One-Piece Dress ...... 25 coim
rest of the party. A guick
captive Piers. Wooden Shield .... .. . 40 coins inspectio n reveals that the island
Padded Gloves ....... 10 coins collided wid1 the new cominent.
0 Speak ro d1c cider's wife ro Leather Cap ......... 30 coins Alex is lost, but Krad en suspects
g-a.in pe1111ission to cross the he's looking for a ship to reach
bridge cast of Madra. WEAPON SHOP
Long Sword .... . ... 200 coins
the other lig hthouses, which are
0 Locate the Tremor Bir in the Shorr Sword ........ 120 coins o nly accessible by boat.
Madra Catacombs. Mace .. ..... . ...... 80 coins
Wooden Stick .. .. .... 40 coins
0 Use the Madra Drawbridge ro
reach Oscnia. POTION SHOP ....."
Herb .... . ......... 10 coins
Antidote .. . .. . . . .. . 20 coins . ..,,. .. ~
/4

/
r
.
Cfiaptl!Jlr. One:
·'
A New Horizon
.,.
r

As you leave town to the south,


you encounre1: a Venus Djinni
named Echo. 1r provides a
mtorial o n how a Djinni is used .
Head northwest ro reach the Set Echo to one of )'Our parry
world map, then south to find members. Fcli.x is the best choice
the cown of Daila. T he town ar this time.
was hit hard by the tidal wave,
and all of the boars were
destroyed. The next logical srop
seems co be Madra, a town to
the south, bur rhe local healer
suggests that you visit Master
Poi at the Kandorean 1cmple.
There's a nunble around town
about two local boys who
haven' t been seen since the tidal
wave passed through.

Preparing f or Adventt1,re

-i
Visit the weapon and armor
shop on the cown's south side co
upgrade your party's equipment.
You won't have enough coins ro
purchase everything you need.
Leave town to the south and
fight until you can afford to
upgrade your party before ,\l:\P LE<;E;\;D
contim1ing. 1, Mimic (Game Ticket)

,. L 2. Mysterious Card
3. Fog Djinni
4. Lash Pebble
Finding the Temple The Trial

Entering the temple, you spy


Master Po i resting rbree monks.
Yo ur pre..~ence is igno red as one
of the monks enters the temple's
trial cave. To impress Master Po i
and discover the temple's secrets,
fo llow the eager mo nk to his
likely demise and pass the
To reach the temple, head south d iffault trial.
fro m Daila, then follow the road
to the west around the mount- The St;alag11iite Maze
m ains and back to the northcasr.
Yo u can sec Kandorean Temple
r before you can reach it, so you
know you're o n the right rrack.

Getting Inside

The stalagmite maze is deceiving


at first. There doesn't seem to be
any way thoug h the spires. The
gaps arc hidden benveen the
taller stalagmites. Slip ben veen
the cracks to reach the ladder at
T he temple is closed to outsiders the o ther end. Ho p across the
because a period of mediration tops o f the stalagmites to reach
has .begun . To ente r, search the the door in the no rth wall.
west temple walls and find vines
blocking a passage. Use Sheba's
Whirlwind Psynergy to cur away
the vjnes and follow the passage
tO the temple's inner sancrnm.
. "' .
l ~
,· ' .,
Q,aptcr. One:
A New Horizon

Going .Against the Flow in fronr of the geyser. Ignore the Master Poi and the
ladder beyond the rope and use Lash Pebble
the ledge on the right to reach
the next area. To exit the temple, return to
the area where Master Poi is.
Boss Battle: Chestbeaters Use the bottom lefr exit, tben
slide do11•n the cut-01tt section
Enemy Data
in the wall. Tbrot1,g/Jout the
Chestbeaters world yott 'll find similar cu.t-
111' l'I' srR Ill~ WhAKNrss out sections that ca11 be used to
155 O II dt·op from ledges.
Master Poi reluctantly reveals the
secrets of Lash Psynergy. With it
you can extend ropes across Shrine of the
chasms to form a temporary
bridge. To use Lash, someone in
Sea God
your party must be equipped
with rhe Lash Pebble, which
Run against the riwr's curn:nr in Master Poi gives ro you.
the next room ro reach the
stairs. 1',vo geysers arc in rhc Djinni Alert:
room beyond, Push the brown F,w tbc McrCltl'')' Dji1111i
srone onto the left plate, then
ride the right plate co find .1
chest containing a Mysterious
Card. Push the ston<.: onto the
right plate and ride the left plate
ro continue.
Before rhe trial's end, you find a
The Gushing Geyser large boiling pot blocking the
w:iy. Use Movt: ro push the pot
to the side, but don't be h:isry. You pass a blue Djinni sirring on
Beyond the por :ire three J.n out-of-reach plateau. l gnorc 1o the cast ofDaila is the Shrine
Chestbcaters waiting to pound ir for now. After Master Poi of the Sea God. I nsidc vou tind
you. Make sure your parry is gives the parry the Lash Pebble, the missing boys, 'favi and R.iki.
healthy ,111d prepared for a head into the dungeon and Help them by using Lash to
tough battle. rerurn to the Mercury Djinni. extend the rope across du:
Use Lash o n the coiled rope to water, The boys leave, but
reai:h the D jinni and defeat it in nor before mentioning an
battle co add it ro your elusive crcarnre within
collection.

The tl1ree Chcstbeatcrs arc all


As you near the trial's end, a that stand between you and
geyser blocks your path b~, Master Poi. Use the Echo Djinni
g ushing o mo the thin rope that's and any strong Psynergy that
rhe only way across a deep pit. strikes multiple enemies at once
Near the geyser you sec a brown
~tone. Use Move to nudgt: the
(R ay and Flare Wall). I t rakes
three nirns to defeat them with
'
.. ,~ .......
stone righc, then push the stone these multiple-hit attacks, r

PRIMA.GAMES.COM
-::.. ._
party and the flame. Fight until
the Djinni falls. Dehkan Plateau

DJinn often run .from battle.


If the DJinni you,re fighting
escapes, lean the area, then
return to make it reappear.

After you have.: the Djinni,


vou're finished here for now.
Explore the cave to find a Return to DaiJa and visit the
Jupiter Djinni, Breath. Chase mayor's home. You bump into
rhis one down to conquer it. Alex. He's headed for Madra
Pursue the Djinni and you reach and the group decides co follow.
a spot with three stairc;ises all
going up. Use the stairs on the
left or right, not the bottom,
and you'll sec rhe Djinni run
past 011 the path below. Go back
co rhc three stairs and use the

The Djinni flees ro a wall at the


back of the cave. Push the torch
back so it sits between the two
pieces of wall. When rhe Djinni
flees, it gets trapped between the
• "I

CIJapte¥. One:
A New Horizon

,\IAI' LEGEND
1. Full Metal Vest
2. Elixir
3.Mint
4. T h emis' Axe
5. Nut
6. Pound C ube
I

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L 7
Cracked Earth and
Crutnbling Pillars

Head up the steps to an area full


of holes :rnd cracked earth.
There an: three stages to the
cracked ground. Slight crncks arc
stable enough to be stepped on
:m<l can be crossed. After you
srep on one, it becomes a small
hole. Such holes cannor
withstand :mother step. If you
walk on them they collapse,
creating a large hole and causing
you ro fall imo the cave below.
You can jump over large holes,
bur in this case, falling through
a hole is inevitable. There's no
way to avoid stepping on the
small hole in the ground.

Traveling to the
Dehluin Plateau

The area to the cast contains


many gray pill:irs. You can jump
on the pillars, but only once. The
l<> reach Madra, pass through second time you jump on a pillar,
the Dehkan Plateau. Head south ir collapses. Use the pillars ro
from Daila to the crossroads reach the chest at the top of the
north of the Kandorean Temple. map and to cross to the cast side.
1ake the road ro rhe easr and
follow it around to the Dehkan
Pbtcau's west entrance.

~pµppJJ rffl3 ~ ......~


~
,.,
Cl}aJ,ter.One:
A New HUNzon

Climb the lower stone and use


Lash to reach the chest, then go
down and use the second stone
Aftergetting Themis' Axe, to move forward.
reset the stone col11m11s. To do
so, lem•e the screen and rctuni.
This 1J1or/1s wlmt you need to
reset a puzzle while plnyi11.g.
Another area of cracked earth
lies ahead. Walk across the
second set of parallel cracks,
then up to t he open hole on the
right. Jump the hole, then head
up and over the last crack. Drop
through one of the holes on the
mp left to land on a ledge with a
chest containing a Mint.

P:iss through the cave to find the


Djinni sirring in the middle of a
cracked O<x>r. A direct approach
won't work here, as the Ojinni
In the next area rhe Djinni runs uses Pound to destroy the floor
Drop through rhc cracked earth north, hopping on two if you get too close. Walk across
farther down the path and crumbling columns in the the nvo cracks in the fourth row
follow the tunnel. The path process. You can't follow the from the borrom, then head
brings you to a Mars Djinni, Djinni's path. Climb to rhc down and right ro reach the
In the next area, cross the which flees when it sees you. lower section, push the vine- southeast door. This leads you
crumbling columns to reach the Follow the D jinni through the covered stone right, and use it co the area above the.: Djinni.
west side. To gee to the chest, runnels ro a bridge. Look for to reach the next plateau. Hop Drop d1rough the crack on the
jump nvice on the column south vines below the bridge and use across the cwo crumbling right to land on the creanire. It
of the vines tO destroy it and chis path instead of taking chc columns on the right to crush runs, bur it drops the Pound
clear the path. The chest obvious path. the left column. E-lcad north and Cube, giving you the ability to
contains Themis' Axe, a power- wrap around to the opposite use the Pound Psynergy co drive
ful weapon for Felix that crushes side. Use the Move Psynergy to stakes and stone columns into
enemies with stones. When you push the vine-covered column to the g round.
have the axe, head west across the left, then destroy the econd
the columns, then north to crumbling column to gain access
continue. to d1e vine above. Push the
brown stone over the plateau's
edge, then go down and use
Move to shift it one spot left.
Cross the ropes, then push the
Thjs makes it possible to reach
two vine-covered srones into
the cave at d1e top.
position. The bottom scone goes
co die right and the top 0 11c
goes to tJ1c left over tJ1e cliff.
I
....
·- The Indra Cavern

Continue to pursue the Djinni.


Ir's finally cornered, bur it can
West of Dchkan Ph1tcau lies ,\IAl' LE<.; END
escape. Climb down the vines
Indra Cavern. Enter the cave to 1. Elixir 5. Smoke Bomb
rather than approaching the
find a scone tablet at die back. 2. Sleep Bomb 6. 15 coins VVEAPON SH OP
Djinni. [f the Djinni leaps across
Use the Move a nd Lash 3. Nurse's Cap 7. Char Djinnl Lo ng Sword .... .... 200 coi ns
the crumbling pillars, leave the 4 . Antidote Short Sword ..... .. . 120 coins
Psynergies co reach the tablet. lt
area to reset the puzzle. Use the Battle Axe ....... . . 280 coi ns
gives the party the ability to Mace ....... • ...... 80 coins
Pound Psyncrgy to eliminate the
summo n Zagan, a powerful Magic Rod ........ . 380 coins
left pillar, then approach the
creature capable of dealing
Djinni ro initiate a battle. After ARMORSH OP
devastating damage. To summon
the batdc, it's a short run to cxir Travel Vest ....... . . . 50 coins
Zagan in battle, one Venus and
the Dchkan Plateau. Wooden Shield ... .. .. 40 coins
o ne Mars Djinni must be on
Padded Gloves . . .. . . . IO coins
standby. Leather Armlet .... . • 180 coins
Menardi's Ship Leather C,p ...... . .. 30 coins
Circlet ... . ........ 120 coins
Leather Boots .... . .. 2 70 coins

POTION SHOP
Herb .. .. .... . . . . . . 10 coins
Antidote ........ . . . 20 coins

A Town Under Attack

Leaving die Dehkan Plateau,


you'll sec Menardi's ship o n a
nearby beach, but it isn't
working. Check it out if you A wild Venus Djinni roams
like, then continue west. diese pans. H ead northwest to
encounter it. Use your Djinn
and powerful Psynergies to
defeat and acquire the Iron Somed1ing is amiss at Madra.
Djinni. After you have d1e Pirates, known as the Champa,
Djinni, look for Madra to the attacked d1e town because their
soud1east. leader, Briggs, was being held in
d1e town jail. The citizens arc
shaken and concerned for their
/ ~
/ I •
Cljapter. One:
A New Ho'Pizon
future. Piers, a young 1mm Points oflntePest family near the jail guards a
. ..
thought to be C hampa, was precio us gem for the elder. It's
found on Menardi's ship and is unclear what the gem is for and
being held iii the jail on the you can't acquire it yet. A nearby
town's west side. elderly couple has a Djinni in a pen
on the second floor of their house.
There's no way to take it either.
Notice the hole used by the
Champa to enter the town. The
main entrance is near d1e Inn, but
this leads nowhere at the moment.
Look for a second entrance in the
graveyard cast of the main gate.
T his leads to an are:i chat can be
explored .
Are ,;c,u..,o10/n,;J t o u ,.enlr/1

Before heading into the Madra


Catacombs or leaving for
Alhafra, check out the selection
ofweapons and annor for sale.
The man seems ro have the gift Severalgood pieces ofannor
of Psynergy, which would make and an artifact weapon, Magic
him a valuable ally. Speak with Rod, are for sale.
townsfolk and read their minds
to learn that m,1ny believe him
Look around town to find
to be innocent. He won't be
freed until the village cider
several items of interest. One Mmlra Catacombs
returns and clears his name. The Path to Tremor Bit
vi llage elder was headed roward
Alhafra and may be gone for a To Graveyard
while. As you leave the jail, a
noble woman approaches you
and asks if you're traveling to
Osenia. Ag ree and she grants
you her permission to cross the
bridge ro the east.

[1. .\ t.\P Ll:-.Gl:-,:\!D


'fremor Bit

--------
The Tremor Bit
Enter the catacombs rhrot1gh the
entrance in the graveyard east of
the gate. Head throug h the cave,
turning north at the split. This
leads to an area with
crumbling walls.

C limb the first vine and head


left. Use Move to pull the
brown stone over the edge,
creating a bridge to the opposite
side. Go down the next vine and
into the c.:ave. Cross ithc cracked
floor and head downstairs to
find the Tremor Bit. This allows
the wearer to use the Tremor
Psynergy when the item is
equipped, bur it won't be used
for awhile. Leave Madra and
head cast for Osenia.
J
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I Cfiaptf1r.'J!wo:
The Pirates of" Champa

Cha ter Two:


The Pira es of Champa
Checklut <?{Events Tampi Deserl
Mark o ff each event and
,\JAi' LEGEND
[ l. Pirate's S wo rd ] r,~n--
o bjective as you complete it!

D Cross che Osmia Clitls and j


he.id ro Yampi Dcsc1T. To Outside ,

D Dctcar the King Scorpion tu


k.m1 Scoop.

D Use Sc<x>p ro gcr rhmugh


Y.1mpi Desc1T and head ro
Alh:1fr:1.

D Ddcar the pirate Brig_i,.'!>.


D Fix rhc wrecked ship.
□ Travel ro Garoh ro learn ofrhc
wen;wolvCI>. /.'el/,< ,;,c,t
,, P1r-,1e ·.s .':Jw&rd.
D Head north ro Air's Rock and
k·.1111 Reveal.
Northcasr of rhc Madra
D Rcnirn ro Garoh :111d use Drawbridge lie rht: o .~cnia
Reveal ro loc1rc Maha. C liffs. Many wrecked Champ:1
D Visir Mikasall.i and l1L~1d ships arc sirring in the water.
ro Mach-.i. Hop across t l1c wreckage and
t1se Lash to reach the opposite
shon:. Thcrt: vou iind a great
PSYNERGIBS LEAJlNED new we:1pon, Pirate's ~word,
Scoop, Reveal which docs well in Jenna's hands
for now.

DJINN OBTAINED
B litz, Eth er, Sour, Spark

Osenia Cliffs

H ead ro the west shore, t hen


cross the stones to reach the
opposite side :1nd continue
toward Alhafra. Briggs has
destroyed the bridge to Alhafra,

.. -...
so you need ro rake an alternate
rome through the Yampi Desert ~
,r'
south of the bridge.
,

-~
PRIMAGAMES.COM
' AP LEGE!
1. Guardian Ri
2. Antidote ng
3· Blitz o··
Jmni
:· Psynergy Stone
:>. Scoop Gem
6. 3ll5 coins
7. Hard N ut
8.BlowMace
9· Trainer's \Vhip
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Cljapte,r Two:
The Pirates of Champa
-...

Notice the brown stakes sticking After passing the travelers from
out of the sand. Use Pound to Madra you encounter your fi rst
drive the stakes into the ground. large puzzle in Yampi Desert.
This sometimes clears paths ro The Pound Psyne rgy comes in
other areas or solves a puzzle. handy here. Pound the first stake
But most stakes arc decoration. to the righr, then pass through
T he first time you need to knock and go cast. A Djinni sit~ 011 a
one down is in the southeast plateau in the middle of rhe
cOniC1' of the first arc,,. Ir's area-you' ll get to that in a
blocking a chest containing a moment. Pound the suke north
valuable Guardian Ring. of rhe Djinni, then the stake
north of rhat one.
M.adra Travelers

Finding a Road
lI toAJhafra

Climb to the ledge, then use tht:


remaining stakes as bridges ro
As you progress, you'll rt:ach the platc;1u where the
encounter Madra's mayor and
Djinni sirs. Defeat it in bartle to
village cider on their way to
e,1rn the Blitz Djinni.
Alha[ra. They're stuck and all
hope of passing through rhc
Wirh the dcsrrucrion of rhc
desert safr:ly is fad ing. fgnorc
bridge between Madra and
them. The only way you can
Alhafra, the parry must find ,111
To Outside help is to find a path for
alternate route through the
yourself.
desert. Look for the entrance to
Yam pi lk~ert southeast of Oscnia
Cliffs. Ir's a desolate area and
home to manr vicious beast~.

Pounding Stakes

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PRIMA~s OFFICIAL STRATEGY GUIDE

The King Djinn frequently and conserve


Scorpion Puzzles some of your Psynergy for late r.

The last puzzle is trickier. There H ead north ,111d find three sofr
.ire two stakes. The one you spots o n the ground. Scoop the
want to Pound is o n the rig ht. When you ddcat the King cast spot to find .i huge ~t.1sh of
You discover .1 scorpion hiddrn Hit the stake afre r the scorpion c.:oins, then emt:r th<: caw to
Scorpio n, you get the Scoop
in the: sand. The scorpion travd s passes from the right. This the no rth.
Gem, which allows one
in a straight line until ir run~ forces the scorpion into rh1: area character to use the Scoop
inro a stake in the g round. Then.: s urrounded by stones. Appro,1ch The Sand Cave Puzzle
arc four stakes in the ground Psynerg~'· Equip the Scoop Gem
the trapped scorpion and you 're and use Scoop on the circle in
and one that's not. Pound the f<J1u:d into a challenging barrk:. the sand between rhe rocks to
bst stake ,111d the scorpio n k::1vcs
the area. Follow it. uncover a geyser you rnn use m
Boss Battle: exit the c:ive. Backtrack to where
l(i11ff Scorpimi you left the village cide r and his
E11-e111:.v Datn c.: omp;111io ns.

King Scorpion Helping the Travelers


l 11' l'I' S Jlt DJ- I \\ I -'"-~I '>~
l.(IM O IOI J2 I· c Inside t he cave .1rc rivers of' i-,111d
ru~hing around the floor. Run
,1gain~t t h<: sand\ curre nt ro
rt:ach the two chests a nd the exit
The s<.:cond :1rea also has only
ro the cast. A spikt: H ocks the
one stake to Pound, bur timing
chest to the no rth. Rt111 against
is critical. The scorpion
the current and use Pou nd Jt the
approaches the standing stake
same rime.
from the bottom am! from the
right. Po und rh1.: srake inw rhe
ground afrcr the scorpion pas.\cs Falli11ff Sands
from th<: bottom, so that as it
approaches from the right the
stake driws it no rth into the
next area. If you mess up, kave
the area and return to try again.

To the south of the parry from


1\tladra is .1 soft: spot in the sand
Sleep Psyncrgy works well like the one from the scorpion's
against this boss, as docs the cave. Use Scoop to rcmovt: the
Magi..: Rod's Murk effect. s;111d and uncovt:r a staircase.
Summon Zagan and Ramses ro Use the st,1irs :111d follow the hall
inflict extra damage. The King past the cider. Seeing you, the
Sco rpio n has several powe1ful cider's so n realizes there must be
attac ks, so keep an eye on your a secret entrance and rushes to
party's health at all times. Use find it.
the Breath Djinni often to
The fa r cast area o f Yam pi
restore HP for free. Use your
Desert fea rurcs several rushing
sand rivers that create
// ~
I :II

, Cf>aptcr. Tivo:
The Pirates oj",C hampa
.\lAP LEGEND
"waterfalls" of sand. As you l. Sleep Bomb
enter the area, slide down the 2. Apple
sand to the lowest area. Head as 3. Elixir
far to the northeast as possible 4. Smoke Bomb
and find steps up. Cross the 5. Large Bread
sand to the west and find the 6. Lucky Medal
rope around the corner. Use ( after water

Lash ro tic the rope and climb evaporates)


up. Stand on the right side of 7. 32 coins

the sand pool at the rop and 8. 7 coins


gently step into the flow. You're 9. Psy Crystal
(Reveal)
pushed onto a rock below. Step
off to the right and find a chest
containing a rare Trainer's Whip.

~ a

Drop to the g ro und and head


east. C limb up and cross the two
sand streams west. This rime go
up rather than to the rope. Head Long Sword ........ 200 coins
Broad Sword ...... 1,000 coins The Pirate BriBlJS As you explo re, Madra's party
cast around the sand pools and
HLmter's Sword ..... 520 coins arrives. They set off to meet the
drop off the right edge of the Batdc Axe ...... . .. 280 coins mayor right away. Look for a
right sand pool to reach the path Heavy Mace ........ 500 coins
man hidden in the n-ecs near the
ro Alhafra.
ARMORSHOP well in the town's southwcsr
Leather Armor ...... 240 coins corner. H e won't speak, so use
Travel Vest ........ .. 50 coins Mind Read to pick bis brain. 1t
@~Q3 1i-avcl Robe . ....... 200 coins
Wooden Shield .... .. . 40 coins
lhen •u~
~r,..•{Q,-rt
.should g,-_,
t o s p'!'~,-.. with
lah•fr"'' mw_,,...
sounds like he's from C hampa!
There's :1 good chance Briggs is
A path ta the south leads to Leather Gloves ... . .. 220 coins - - - - --- - -
Leather Armlet ...... 180 coins nearby.
Air>s Rock. A11oid this path
Open Helm ... . .... 180 coins
for now. Lcad,cr Cap . ... . ... . 30 coins
Circlet ........ . ... l 20 coins
Leather Boots .. . .... 270 coins

POTION SHOP
Herb ... .... .... . .. 10 coins
Antidote ........... 20 coins
Elixir . . . . . . . . 30 coins
Sacred feather .... .. . 70 coins

I
,.._,..,,_"'-

-,-~
.r ,'ii ........-.....
PRIMA'S <JFFICI.AL STRATEGY GUIDE

Use attacks that strike all three halfway. Go to the fronr of the
enemies, with Briggs being the boat and use Lash on the rope.
primary focus. Summon C limb the rope to reach the
creature., and make liberal use of opposite side of the crate and ·1...,,,..
I
I-
your Psynergies. Don' t worry move it into water. Inspect the
about how many of t he Sea large rock on the ship's mast.
Fighters you eliminate, because You cannot do anything about
they'll just be replaced. Even if it yet.
Head ro the rown's east side to vou run our of PP, keep st riking
Inside the boat there's a crate
find a sailing ship that the ridal at Briggs. After he's down, The Mayor's Treasure you can Move to the side.
wave has damaged. Explore the el iminate any Sea Fighters char
Behind ir you fi nd a Large
boar to encounter Briggs remam.
Bread sitting on an uJ1balanced
b<.:low Jeck. crate. Use Tremor tO knock
R.estori.119 the Boat down the Large Bread. As you
Boss Battle: Briggs go into town, look for a crying
boy near the stairs. Give him rhe
Enemy Data
Large Bread, and he tells you of
Briggs a cave under the mayor's home.
HI' STR OH \\ Ji \K:-.ll'S',
I'm cntv l<ttlng v<>u p ~ss
984 () 129 29 Everything bC'c. m,1.s.~ IJC/u did ,:,ood
by my 1.¢r, _,

Sea Fighter
111'
197
l'I'
0
SIR
11\1
nt 1
2S
\11 \KNESS
Evcmhi11g - After Briggs goes to jail and the
boar is given to Madra, visit
Briggs at the jail. Eolio rries ro
help Briggs with Psynergy, bur
your pn.:sence foils the escape
Go ro the mayor's mansion. On
:mempt.
the home's west side is the boy's
father. He allows you to explore
the cave for being so kind ro
his boy. Some great items
arc inside.

Movi119 On
·'

13riggs is one rough customer,


and he isn't alone. He can
summon one or rwo Sea Explore the tow11, then rest and
Fighters to stand by his side. go to Yarnpi Desert. Go south
Should either Sea Fighter be Help resrore tbe boat. Move from the entrance and ride the
eliminated , he can replace them the rock on the mast next to the
sand ro reach d1e area around
with a whistle. There's no easy log, then roll the log off the Garoh.
way to eliminate the rwo Sea mast. Move a second rock off
Fighrers. Sleep doesn't work the mast. Pound the column in
well and blinding them is only water. Climb down to the water
and move the crate on the east
..
......
slighcly effective. Ignore them
and focus on Briggs. shore. You can onlv move ir
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' Cfiapt,,,,. 1\vo:


The Pirates of Champa

Alhafra Cave Garoh


1-
; .. - -

To Albafra
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T~ J j lJ , ~

,\lAI' LEGE:\:D
l. 123 coins
2. Ixion Mail
3. Lucky Medal
To AJha&a

Getting In
On the west side of the mayor's
house is ,u1 en trance to a secret
cave where the mayor keeps his
treasures. A m an guards the
entrance. Get the Large Bread
from the boar in town and give
it co the crying boy near the
stairs. He tells you about the
cave and his father, the man
guarding the cave, will let ,\IA!' LEGEND
you pass. I . Smoke Bomb 4. Sleep Bomb
2. Nut 5. Hypnos' .POTION SHOP
3. Sleep Bomb Sword Herb .... . . . . . ..... 10 cui,H
Antidote ...... . . . .. 20 coins
Elixir . . . . . . . . . . . . .. 30 cnins
Sacred Feather .. . . •. . 70 co ins


,,
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PRIMA.GAMES.COM
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• • I J rrirrrrn-;
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......,,~ --
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PRIMA's OFFICIAL STRATEGY GUIDE

Nightti-me in Garoh

As you explore, you spot a


wen:wolf exiting a structure in
the town's northeast section.
The werewolf quickly vanishes
by using some type of Psynergy.
There's no way ro follow
without that Psyncrgy. Leave the
village and head north co
Air's Rock.

Garoh is a small village south of


Yampi Desert. To reach it, use

the desert's southeast exit. T he
path to the village is damaged.
Push through the path, moving
-~
,. ..,~
•f

\j;
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..,,, . . . .

srones out of your way and


sliding down where necessary.

As you leave the village, explore


the area to the west. A wild
Mercury Djinn i roams the
wilderness. Explore until you
encounter it, then win the
battle to claim the Sour
Djinni. A smaU cave in this
area contains a stone tablet that
g rants another summons.
IX,n 't t>e r-1-Jt,tdqw;,.,
11u~re'£ no Sl.lt:.. h
trnTlg <1s w •r r Pc:iiv,51

The sky grows dark, and you


hear spooky howls in the
distance. The party encounters a
werewolf, but it vanishes into
the village. The residents aren't
happy to have visirors during a
full moon. Use Mind Read to
learn their true feelings.
'
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. Cfiapter '1\vo:
The Pirates of Champa

MAP LEGEND
l. Mimic (Lucky Medal)
2. Smoke Bomb
3. Cookie
4. Stonn Brand
5. Sleep Bomb
6. Fujin Shield
7. Psynergy Stone
8. E lixir
9. Vial
10. Clarity C irclet
11. 666 coins
12. Vial
13. Psy Crystal
14, Flora
15. Reveal

'\ --:..·.
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"'-;;;..a~~J rfJ.+.1➔
P.RlMAGAArnS.COM
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' Two:
tt!f"
The Pirat Champa
'
Riding the Wind push the second stone to the left
using Move. Leap the gap, drop
to the ledge below, and ride the
wind back up. Head left and
climb until you reach a
foggy area.

The Wind Stone Puzzle

Use Move to slide the brown


sronc imo the hok next to it,
then backtrack as if you're rrving
to reach die ledge wid1 the rwo
Notice the gust~ of wind
'>Ji-4 4IJM@fjikilt~l.
1
traveling between ledges. These
brown stones in the previous
area. Climb the wall next to the
g usts can carry you b.:tween
ledge and keep moving up. You
ledges. Move to the bonom
You'll find a Wind Stone as you cnrer rhe foggy area again fro m
right corner to collect the Storm
enn:r Air's Rock. These stra1~ge a different side. Climb the wall
Brand, an excellem weapon for
crystals magnify the power of where the brown stone stood
fclix. Climb up and ride the
Whirlwind and can redirect the and hit the Air Stone with
wind back to the ldi: to reach
spell. To use chem, cast Whirlwind. The fog clears,
the next area.
Whirlwind on the stone. The allowing you to climb further
resulting blast travels in thc without gccring lost. You can get
The Wind a Fujin Shield if you backrrack
direction oppositc of where
you're standing and can cur Riding Puzzle and climb the right s ide again.
through sand barriers. Otherwise, head up the wall's
left side to move on.

R.dcr to the map for assistance


in using the stones. Hit chem all, Use Whirlwind on the Air Stone
or you'll miss some treasures. ar the rop of Air's Rock ro reveal
The path lead., to a huge Air a hidden cave. This challenge
Stone in the back. Cast has just begun.
Wh irlwind on the Air Stone co
create a twister d1ar reveals
handholds in the wall behind it. Head up the wall to the ledge
containing two bmwn stones.
Sli de the left stone to d1e side
using Move. Go to die ledge
below, drop to the ledge below
chat. Ride die wind up, and

,, PRIMA.GAMES.COM
-~~
P.RLWA.'S OFFICIAL STRATEGY GUIDE

Inside Air's Rock The Geysers The Shifting Wall The Stone Tablet

Air's Rock is a big, confusing As you cnter the room with With the moai activated, head
pbce. Head through the..: cave, three blue dots nnder the door, into the area you previously
and b~'pass cvcrything you sec )'Oll find a maze of ledges and cleared to the room with three
unril you pas) through a door ropes. Use the Wind Stone to red dots under the door. Just
wirh a single dot below ir. adjust the wall in the center so it north of the..: door there's a
Beyond rhar arc two doors. acts as a bridge. Hit it once brown stone that Sl:cms to have
Emcr rhe one with rwo red dors from the right, t hen cross and no purpose. Move..: the stone
under it. strike it from the top. Do this in once to the right so it's in lint:
As vou enter the room with the ncxt room, but from the with the hall above. Check the
bottom, then the right. room's north side to find a now-
three red dors bclow the door,
you find several geyser puzzles. activated moai. Ride the wind to
Use Move..: ro slide the brown Activating Air's Rock t he nearby Wind Stone and
stones around and change the shoot :1 Whirlwind blast south.
geysers' paths. In the northeast The hlast carries the brown
corncr, Move the brown stone srone to the room's south side.
right ro slide past the geyser, Push the brown stone rig ht, :rnd
then Move the stone back to irs use it to reach the stone tablet,
original position and use it as a Flora, in the corner. Backtrack
to the ,1rea with the giant moai
bridge. Follow the p:uh to the
brown sronc on the southwcsr Statue.
side. Move..: it in front of the..:
gc~rscr, then backtrack to the Back to the Beginning
geyser on the right that's
deactivated.

The next room contains a tricky


puzzle. Three brown stones .ind
rwo gray stones arc on the floor.
Arrange the stones as shown in
the picture, so you can cross In the center of Air's Rock you
from left ro right, but without find another Air Srone. Using
blocking the sand to rhc norrh. Whirlwind o n it causes the area
Pass over the rocks and use the to kick inro action. Once-silenr
Wind Stone to destroy the sand moai heads shoot air in all
above. Head through the open d irections. Ride the wind up
p:1ssage and use the second and blast the second Ai r Scone
Wind Stone to destroy the sand co activate the remaining moai.
to the sourh. You can reach the Ride· the wind ro the right to
brown stone on the room's reach the chest.
sourh sidt: <1nd rn.:ate a bridge to After you activate the 111oai
the west door. statues, you're back near rhi:
entrance. Go through rhe door
marked with a single dot, then
through the door with rwo blue
dots. Show the brown stone to
1 / / ~
~ I 'll

, Cf,apter. Two:
The Pirates of· Champa
.. .,
the left, then ride the air blasts Reveal village chieftain. H e invites you
left. Push the moai head above
Secrets of Garoh to spend the nig ht at the l nn
ro the to p of the room, and ride free o f charge. l n the morning,
the air left to claim the chest. the rownsfolk are friendlier. ln
Push the mo ai head back to the fact, the weapo n and armo r
WEAPON SHOP
south and ride the air again to Broad Sword . .. . .. 1,000 coins shops are now open to you .
reach the next door. Hunter's Swo rd ..... 520 coins Remrn to Maha and speak wid1
Battle Axe . .. . ... . . 280 coins him. H e sheds some light on d1e
Foi,r Blue D ots Heavy Mace . . . . . . . . 500 coins o rigin o f d1e werewo lves and
Witch's Wand . . . . . .. 860 .:oins
g ives the parry d1e Ether Djinni.
At the end you find a stone ARMORSHOP
tablet. Touching it gives Sheba Leather Armor , .. . . . 240 coins
the Reveal Psynergy. When used, Adept's Clothes .... . 850 coins
Reveal shows any hidden objects Travel Robe .. . . . ... 200 coins
such as doors o r steps within a Bronze Shield .... . . . 500 coin;
Leather Gloves . ..... 220 coins
small area. When you leave that
Lcatl1cr Armlet .... .. 180 coins
area, the o bjects vanish and can't Open H elm . ...... . 180 coins
be used again unless Reveal Wooden Cap . ... . .. 400 coins
is recast. Circler .... . ... . . . . 120 coins
Safety Boors . . . .. . .. 700 coins Before leaving town, claim
Hypnos' Sword. Check the caves
POTION SHOP
behind the ho mes and sho ps to
H erb . . ... . ..... . . . JO coins
Antidote . . ... ... ... 20 coins find a circle of stones in the
Eli.xir . . . ...... . ... . 30 coins southwest corner. Use Reveal to
Sacred Feather .. . . . .. 70 ,oins discover a path across the.: chasm
and fo llow the pad1 to Hypnos'
On the west side of the room Tracking the 'Werewolf Sword.
with four blue dots beneath the
doo r is a Wind Stone. Blase it Use Reveal by follo wing the
wit h Whirlwind twice, once co path on the left. When the path
the left and o nce down. The lcfr stops, use Reveal to discover a
blast clears the path, but the hidden block that allows you to
blast down pushes a moai statue reach the chest in the distance.
o nro a southern cliff. Use the Then use the sa1m: trick to cross
moai's new position to reach a the right path and leave Air's
chest on the cliff across the gap. Rock to return ro Garo h.
Now that you have the Reveal It's rime to leave Garo h. H ead
The Long Hall Psynergy, go to the nord1east south, then west from the
part of rown where you saw the village. Stay near the sho re to
--"'Ii'~- werewolf run in and our
o f the large stone
encounter d1e town of Mikasalla.

structure. Use Reveal and a


hidden door appears.

ln the room wid1 five blue dots


under t he do o r there arc rwo
long halls. Go up rhe left hall
fi rst, and Move the moai to the
right so it can' t shoot air blasts
do wn the rig ht hallway. Advance E nter d1c cave to see the
through the right hall withom werewolf. Follow it when it runs
being pushed backward. away. You meet Maha, the
..
Miluualla
ONE-STOP SHOP
Broad Axe ... ... .. 1,400 coins
Psynergy Am1or . . . . I ,000 coins
Armlet ... .... . ... . 900 coins
Rrom,c Helm ... . . . . 600 coins
H erb .. . . .... ... . . . LO co ins
Antidote . .... . . . .. . 20 coins
Elixir .. . . . . .. .. . ... 30 coins
Sacred f eather ....... 70 coins
Blessed Ankh .. .. . . 1,600 coins

T here's little to do in Mikasalla. 111 the southwest corner of town


T he local shop sells decent ircms, arc a couple of farm animals.
bur your gear may ,tlready Use Scoop in this area to
surpass these offerings. Shop and uncover a ladder. The ladder
;1 explo re, then head to Madra.

.{fb~
leads to a valley o n t he town's
north side, wh ich you can also
m see if you use rhc watchto wer ar

,! ~
,,, rhe town's t:ntrance to leap onto
the cliff to the right. At the
valley's end sits tht: Spark Djinni.
11
.... m
m
,\lAP LEGEND
l. Elix ir
2.Nut
3. Herb
4. Lucky Pepper
5. 82 coins
6. Spark Djinni

-......
.., ,,
"
\ l
l

Chapter Three:- .
The Great Gabomba
Checklist o.fEvents Gondowan Cliffs
Mark off each event and
objective as you complete it!

0 Rcrurn t o Madra to ic.:,lrn o f


the l(jbombo arrack.
0 C ross the Go ndowan CliAs.

0 Sneak thro ugh the Kibombo


Mountains by evading the ....
........
Kibombo waniors. ~

.. ..
0 Find Piers mid convince him to
join your party .. ·~
,. To O u tside,.
. .. .. ..,f,.,. .
0 Reverse die gears inside of die
,. ,. .. • .. ..
Grear Gabomba and repair the
damaged circuits.
Returning ro M adra, you learn
MAP LEGE:'\Q
1. S leep Bo mb ... .. I,
.. ....• .... ..•...... •
2. Kindle Djinni
••
,!;, ,. • : .e. ..
0 that the tow n was attac ke d
Rcrurn ro Madra widi news of
your success ,Uld acquire rhc
Cyclone Chip.
again. The g ro up behi nd the
arrack is a Go ndowan tribe
3. Laughing Fungus
4. Healing Fungus
~
....... ....
0 Travel co East Indra Shore, known as die K ibo mbo. The
clear the ship of mo nm:rs, and purpose o f their attack seems Crossing into Gondowan
resto re t he power. clear, as the B lack Orb stored in
die mayor's ho me was take n. ....
T he orb belonged to Piers and
PSYNERGIBS LEARNED he's left the village ro purSllc the
Cyclo ne thieves. Rest up and head west
to find the Go ndowan Cliffs and

DJINN OBTAINED
Kindle, Cl1iU, W.1 ft, Steel,
Char,Mud T he cliffs arc rreachcrous and
there's no clear-cur pa th ~r first.
T he dog near die entrance is
interested in a spot 0 11 the
g round. Use Scoop on the spot
to reveal a hidden geyser.

. .- ....
- ,'4' ~-,...
••
~
•' :- --:,.~
'.
Djinni Ale1"t:
Kindle t/Je Mars Djinni
Chill tin Me1·cmy Djinni

,. .. "' ~i]
.. ,.,~ • ,. :•-, ~
• (!

• ..• .,. •"'"' • • •


4l
~ Before crossing the rope bridge
• ~ that leads into Gondowan,
• • •• ll explore the cliffs above it.
follow the paths to the Kindle
Stay near the bottom of the
cliffs while crossing the first Djinni. Defeat it in battle and
time. On the west side, find a it's yours.
jumping puzzle with one piece
missing. Look fo r a brown stone
near the puzzlc's top and push it
into t he water below to create
the missing step.
,\ lAl' LEGEND
The Easy Ufa
1. Elixir
2. Sleep Bomb
3. Thom Crown
4. 18 coins
5. U nicorn Ring

WEAPON SHOP
Broad Sword . .... . 1,000 coin.<
After leaving the Gondowan Battle Rapier . .. . .. 2,900 coins
Cliffs, cross the bridge to the Broad Axe . . . .... . J,400 coins
no rthwest before the town o f Battle Mac.: ..... . . 2,600 coins
Witch's Wand . .. _ ... 860 coins
aribwe, then head south. As Psyncrgy Rod ..... 3,800 coins
you explore the woods, you
encounter the C hill Djinni. Ir is ARMOR SHOP
handy as you fight your way to Adcpt's Cloches . _ .. . 850 coins
Kibombo. Silk Robe .. . ..... l ,400 coins
iron Shield . . ... . . 1,200 coins
Armlet . . . ...... ... 900 coins
Bronze Helm .. . .. . . 600 coins
Wooden Cap .. .. . .. 400 coins
Silver Circlet ...... 1,300 coins

POTION SHOP
Herb . . ....... . .. . . IO co ins
Antidote . . ... .. ... . 20 coins
Eli;,.;r ........ . •. . .. 30 coins No rth of the Gondowan Cliffs
Sacred Feather . .. .... 70 coins lies the small village o f Naribwe.
This village offers an
;,
\ /' - 111
\ )

Ch"fi,ter «J,ree:
The Great Gabomba
. .
oppommiry·_to rest and purchase Kibombo Mountains
wme equipment. The villagers
also know about the Kibombo
and the disturbances of late.
There's a fortuneteller here who
can shed some light on your
adventure. Find him when you
can't figure our what co do next.

Truky Treasure MAP LEGEND


1. Disk Axe
2. Power Bread
3. Tear Stooc
4. Smoke Bomb
5. Waft Djinnj

Use Whirlwind 011 rhe wn:d-


covered ladder near th<: huts on
Lhe town's west side. Use Revell
on the rocks pibl above to find
a hidden chest containing a
Unicorn Ring. Use T.ash to
reach th<.: <.:hcsr in the vilbg<.:'s
sol1thcasr corner.

P.RllKAGAMBS.COM
-s.,,_
On "ITTitch The Second and The Guard Dog
Third Guards

The Kibombo Mountains arc


north of Naribwc and south of
Kibombo. Crossing would be
easv bur the Kibombo arc rcadv
for';ctaliation and have posted '
guards all thro ughour the
mountains' main path. T here arc
five guards to sneak past. If a
guard secs you, you gcr stopped
and escorted off of the mountain.
The second guard sr:inds near
two boxes. Push the boxes so
The First Guard 1 ear the north exit n0ticc a
they block the guard's view as
Jupiter Djinni sitting on a cliff.
you climb :icross the ledge above
The Djinni is out of reach at
him, then use Lash on rhc rope
first, bur after Piers joins your
ro pass over the third g u:ird.
parry, you can use his frost
Psyncrgy to reach the high
The Fourth Guard There are rwo w;~ys to deal with ledge. You also need to equip
the guard dog. T he easiest way someone with Mars and Venus
is ro trap it in the small alcove Djinn so you can use d1c Grow
ro the south using the brown Psynergy. Come back here then.
stone above, but doing so means
missing the chest in the
alcove. 13lock him out o f
the alcove and get the
chest. Then sneak ro
rhe nord1 and look for
a bone on a crate. Use
Tremor to knock d1c bone
Look for rwo boxes south of the down and distract the pesky
first guard. Push them near each pooch. To pass the fifth
other to create a pair of g uard, pass the pup
platforms char you can jump once it's distracted,
across. Follow the trail over the and use Whirlwind
guard's head. on the vine-covered
A box sits above the fourth doorway. This leads to a
guard. Push the box omo the ledge char passes over
guard's head so he can't see you. the .guard and on ro rhe ,
ff you miss, leave the screen to northern exit.
rry again. You could stay in d1e
trees to sneak past the guard, but
you'd miss the chest next to him.
-
, I
.,
a;

ChtfPter 'l:hree:
The Great Gabomba
,\ lAI' I.Hi E:\'D
l. Lurky Pepper 6 ..Mimic
Great Gabomba
Kibombo 2. Nut
3. L ucky Medal
(Hard Nut)
7. Bone Armlet
4. Piers 8. Steel Ojinni
5. Psynergy Stone 9. Elixir

Tu Gobomba
Ca,•en,s

To lnner
Sanctum
gears. lo make it work, Pound
the two stakes next ro the gear
into the ground. Om: is on the
WEAPON SHOP
left ,rnd one is 0 11 the right.
Cla\'mon: •. .. .. .. 4 ,000 coins
13at~lc Rapier ... . . . 2,900 coins Travel down the lefr and right
Broad Axe . .. ..... 1,400 coins sides of rhe Great Gabomba to
Rarrlc ,\lb cc . ...... 2,600 coins reach them. When both st:1kcs
Ps\'ncro-v Rod ..... 3.800 coins arc pounded, you can pass the
1-'r;>st Wand ....... 5,400 coins
You arrive in Kibombo to tind gears at the rop of rh<: stanie and
ARMOR SHOP rhat an initiation ceremony is reach the head.
Chain Mail .... . . . 2,000 coins undcrwav and Piers is nowhere
Adcpt's Clothes ..... 850 coins
to be fot;nd. All of the buildings
Silk Rohe .... .. .. 1,400 coins
Tron Shield . . . . . . . 1,200 coins arc dosed and the villagers arc
Gaunclcrs . . . . . . .. 1,600 coins choking the road ro rhe
Armlet . ... .. .. . . . . 900 coins ceremony, all hoping to glimpse
lmn Helm ..... . . . 1,600 coin~ their new witchdoctor. Look in
Silver Circle{ . .. . . . 1,300 coins
rhc vi lh,,>c's southwest c:onicr
Tht: Grear Gabomba is a huge
POTION SH OP :rnd sec: path onto the poles
machine with lots of spinning
Herb .. .... ... ... .. 10 coins running :ilong the southcrn
Nm . . .. . .. . ...... 200 coins gears in its bclly. Tht: gears can
cnrrancc. f'ollow rhcm .1round
Amidore ..... . . . . . . 20 coins block vour path if tht:y'rt: plact:d
and p:ist the crowd, then use thc
Elixir . ......... ... . 30 coins dose c~gethcr and spinning in
Sarn.:d Feather .. . . ... 70 coins
rooftops to rcach the kdge on
rhe direction opposite of the
tht: west. This kads you to Picrs,
way you wish ro go. Thus is the
who joins your parry afrer you
G re:u Gabo mba's d1allcnge. You
Fi.,,uling Piers move the stom: to the norrh.
cncounrer gears char block your
path in sevcrnl arc:1s, bur near
The Great Gabomba the top, rwo large orange gears Not ,111 gears srand in your way.
block the parh to t he staruc's You can us<: some as moving
head. While orher gears can be bridges. If a gear is moving in
tied up o r bypasse<.I, you musr the direction you wish tu go ,ind
tind a w:iy ro switc h the rornrion ir's standing on end, you can
of che final rwo. jump onro the gear and ride it.
This also allows for jumping
onto gears on their sides, which
vou can walk across.
To enter the sta rue of the Grt:at
Gabomba, go a round rhe back
and look for :1 sofr spot in the
ground. Use Scoop to reveal a
staircase.

In the lower lcvds ~1ou find ,rn


unusual glowing gear. This is
the magic gear, which can
reverse the direuion of' l11c other
1
i r
.,· ~ I

Chtfllter !J;hree:
The Great Gabomba
.. ,

Rearrange the circuit to match


the screenshot above. This is one
example of how to solve this
puzzle. The puzzle solutions
are random.

Claiming the Orb

Passing through the Great


G:ibomba, you see a Venus
Djinni surrounded by gears. It's
impossible co reach the Djinni
until the direction of the gears is
altered. Once this is done, there
arc two gears on the edge of a
hole on the floor above the
Djinni. Ride the left gear to land
on the Djinni's platform.

The Busted Circuit

When the mechanism is fixed,


the Black Orb is sucked into the
statue, bur it disappears. Inspect
the statue on the floor below the
circuit pLIZzle. Follow Akafubu
to the statue's inner chamber,
where the parry is challenged to
complete the maze below the
statue's base. The maze is
impossible tO complete for the
moment, so don't worry about
it. Rest in the town, take
ad van rage of t he local shops,
then head back to Madra.
The ceremony o utside isn't
working because the circuit in
the statue's head is trashed. The
circuit must be fixed to get the With Piers noJP in your parPy,
Black Orb back. Shift the claim the mtft Djinni in
circuits' directions by stepping Kibombo Mountains andget
on the left and right plates at the the Healing Fungus from the
back of the room, then Pound Gondowan Cliffi.
them into place. If you make a
mistake, Pound the stake at the
back of the room to eject the
circuit tiles. One ball of energy
from both the red and blue
poles must reach the center post .,,-4,-:.
for the mechanism to work. ·.. ~

PRIMA.GAMES.COM
~~~
F
I ~

T~rl-0:r.r'i-r-rt-;.,i-'
PRIMA.'S OFFICJ.AL STRATEGY GUIDE
-\f 1:>e Lose ,;z\<.-;€
llll."-QO·..,~
Madra Catacombs

F'teir~. I must 11;.,olc-~r: ~ ,~.,,.. •


1
' t-!1, tro1.1l,1,.. ,u~\,,, ,:11u~1rd 'JC'.J .
l"m so...-,...;,, ,.11e ic rt yc,Jr J~11 , :•••

The mayor and his party have


returned from Alhafra, but ,\lAP LEGEND
without thei r boat. The mayor is 1. Apple
happ)1 tO sec Piers and the rest of 2. Lucky MedaJ
the party and glad that the Black 3. Mist Potion

..,
Orb's retrieval was a success. He 4. Ruin Key

~~
gives the parry a Cyclone Chip as 5. Stone Tablet (Moloch)
a reward. The Cvclone Chip
allows you to use Cvclone
Psynergy, which ren;ovcs small
plants and can be used on twisted
platforms as a transporter.

If you picked up the Healing Before leaving Madra again, visit


Fungus from Gondowan C liffs the city's catacombs. The
on your way back tO Madra, you entrance in the graveyard is
can trade it for a new Djinni. closed, so use the one near the
Give the Healing Ftmgus t0 the Inn. The tunnels lead to ruins,
elderly couple with a Djinni on but the ruins arc locked. Use
the second floor of their house. Reveal near the doors t0 find a
In rernrn they give you the switch on the right wall.
Char Djinni.
1'
l 'II

ChtfPter ·7;hree:
The Great Gabomba

East Indra Shore

The ruin's t rue tn;asurc is at its


heart. To reach it, fi nd the Ruin
Key, which is in the chest on top
of a bookcase. C limb over the
wall outside the building in the
northwest corner and enter t he
door at th<.: top. rind the
bookcase and use Tremor co
knock the chest imo the hole in
the floor. Go downstairs to get
rhc key from the chest.

I
r ,\IAl' LEGEND
l. Cookie
2.EIL-tlr
3. Potion
4. Antidote
5. Oil Drop

Use the key to bypass the locked


doors outside of the treasure
chamber inside of che ruined
building. There you'll find the
scone tablet for Moloch, a new
beast for summoning in battle.

-.
PRIMA'S OFFICIAL STRATEGY GUIDE

Cleaning House Aqua Jelly Puzzles Boss Battle: Aqua Hydra


~Q:4
Tbe chest left after the b1ittlc
can't be reached until yoii get
Parch and the ship docks iu
Ltmtaria, whic/J won't happen
for some time. Fo'l'lf&t about it
for norv.

There arc two rooms with Aqua


Jelly puzzles. All of rhem arc
Restore Power
simple. The first puzzle requires
defeating and freezing the two
Aqua Jellies at the room's
bottom. Push t he crate between
the ice pillars to creare a bridge
ro rhe room's right side.
Return to the Easr Indra Shore The path to the engine room is
north of Madra where you last blocked by a horde of Aqua
saw the Lumarian Ship. Now Jellies. When you approach, they When the battle's over, head
thar you have the Black Orb, the transform into a menacing Aqua below deck. The door is locked
s hip can be unlocked and H ydra and arrack. Use Iron and by a puzzle. Push the right pillar
powered. There's just one Shade to bolster your defense, into the spor on the floor, rhcn
problem-rhc ship is overrun and Kindle to strengthen your fill ir with water using Douse.
with monsters. arracks. The H ydra is vulnerable Enter the engine room and the
to being stunned, so use Blirz ro boar springs to Life. Now you can
For tht: second puzzlt:, defeat all travel the world in style and visit
paralyze the boss for several
of the Aqua Jellies in the room. che islands in the eastern sea.
turns. Use your summons and
Each one creates a step to a new
srrong arr:1cks and this will
area. Slide the crate in t he
be an easy barrle. Beware
room's middle down one space
of irs group attacks, and
and to the left to finish one of
have someone ready to
the necessary bridges.
heal ar all times.

Small creamrcs known as Aqua


Jellies lurk in every room. When
an Aqua Jel ly is defeated ir
leaves behind a small pool of
water. Freeze rhe water using
Piers's Frost Psyncrgy, which
creates frozen column that you
can jump on co reach disranr
ledges. -
I .I"
/

1 I
a;
't

ChtfPter ~';i:hree:
The Great Gabomba

At the rnd of rhc cave the Great


Gabomba gives you a
onc-ofa-kind treasure, the
Tmncgathericon, which changes
vour Character C lass when
cquip1xd. R.t:treat from the
dungeon and beg in exploring
the eastern st:a.
fight tht: currem in the next
room and run ro the north, then
around the rot:ks at the top. Use
cave's hidden cmr:rncc. Stand in Cyclone to uncover another pool
the middle of the weeds on the of warn and freeze it. Go to tht:
floor's left side and use Cvclonc. other side through the w:iter to
You can 1411de1talw the Great The resulting twister drops you us-: the rempor:t1)' bridge.
Gabomba-'s c/Jallcnge a11y time to the floor below.
after you obtain the Cyclone
Chip, but it's best to 111ait until
you get the boat to mal,c
tra11cling baclt to Kibombo easy.
A Djinni is on the second floo r
of rhc cave. Reach it by standing
below the blocked off patch of
weeds on the right side of tlK'
floor :ibove. Use Cyclone- you
get pulkd co the floor below
and land next to the Djinni.

Keep Cyclone
ready and usc ir
on chc weeds
below co uncover a
puddle of water, which
Find a good place to drop you can freeze to create a bridge.
anchor somh of Kibombo, and Use Reveal on the circle of
head to the statue of the Grear weeds co the north co find a
Gabomba. Use the stairs in the hidden door.
inner sancrum to reach
Gabon1ba's challenge. Use the
power of C yclone to find the

·'
~~ -rrrrr TM ) •l•,•1•1,lfflf
·rrrr-rr
PR.IMA!S OFFI CIAL STRATEGY GUIDE

Cb11 ter FOur:


The Tri ent ofAnkobl
Checklist ofEve1its Daila Village Shrine of the Sea God
Mark off each event and
objective as you complete it!

0 Get chc: Sl'.1 God's 1,:ar from


the Daib Village shrine.

0 l;cr the Righr l'mng from rhe


Shrine of the Sc:1 God.

0 'Jhvd ro A1xijii Islands .md


casr Douse on th<.: Aqu.1 Rock. Srop in Daila, the village at the
beginning of your journey. 1\1\oor
0 Enter Aqua Rock and learn rhc your boar at rhe beach north of
Parch l'sy111.:11,Y\'.
the village.
0 H<.::id south ro ·n111daria Tower
and :1cquirc: rhe Burst Bnxx:h .111d
th<.: (:.:nrcr Prong.

0 Visir Izumo and a-awl ro G.1i.1


Rock to defi.:at the Seqx:nt and
·r
k~u·n rhc Sand l'sym:11:,1

0 Go co Ankohl Ruins and


.icquirc the Lt:fr Pmng.

0 Rcnirn to Alhafr.i .111d use


Bursr ro n.:movc tl1l· mck from
rhc ship's 111:1sr.

0 Pursue B1iggs ro Ch:1.mpa and


have the three pieces of rhc
rridenr forgcd togl·thc:r.

0 Head ro Lemuria rhmugh rhc


Sc.1 of Time .md use rhe nidcnr ro
dd~ar Poseidon. Enter the town's temple and use
Piers's Frost Psynergy to freeze
0 pe,tk with rhc king or the puddles on the floor and
Lemuria and gcr the Grindsrone.
obtain the Sea God's Tear. Don't
0 Use Grind to p.1s., through the return to your boar. H ead south
Gondmv:m Cliffs. from the town and "1AI' LEGl-,l\"I>
visit the Shrine: of the 1. Rusty Staff
Sea God. 2. Right Prong
.___ ____
PSYNERGIBS LEARNED
Pru:ch, Bun.--t, Sand, Gd.nd

DJINN OBTAINED
Haze, Steam, \.Vheeze, Reflux,
Coal, Rime, Meld, Flower
f
t;
1 . I ;

C. pte~ ]?our:
The Trident ofAnkohl

and create a rcmpor::iry bridge ro


the 11orth door.

To cross the spires, use the lcti:


path first and push the brown
srone imo the ll'ater. Follow the
right path over the bm w11 s1011e.

To top of S hrine & ~


Look for two cracked bridges in
the next room. Step 011 the
cracked bridge to the far right to
reach the Rustv Sr;1ff. Walki11g
on rhc cracked bridge near rhc
top t:ikcs you to the south door.

The R.i.ght PPong

Now d1at Piers has joi11ed your


To reach the statlle at the end,
group, you c:in explore this area.
use Reveal to tind ,\ hiddc11 path
Head to where you captured a
across the water. Use the Sea
Djinni earlier in the game. To
God's 1car on the statue to fi.nd
the left of the square strucntre,
the Right Prong of tht: legendary
notice several puddles o n the
ground. Use Pier's Frost
Tridem of Ankohl. You still must
find two more pieces.
.....
,r
Psyncrgy to freeze the puddles

PRIMAGAMES.COM
. -s--
Apojii Islands
While traveling the sea, p1·ess
<i> to search fo1· items in the
white sba!loJ1Js found near a
la11dmass and in the ocean's
middle. Most seat·chcs come up
empty, but you may get luclry.

The Aqua Stone

~IAP LEGEND
The Long Ride to Apojii
1. 32 coins 4. 182 coins
2. Mint 5. Bramble Seed
3. H erb 6. Haze Djinni

ONE-STOP SHOP
G reat Sword . ... . . 7,000 coin,
Armored Shell ... . . 3,600 o.:oi11s Your next srop is Apojii Island, or much is going on in this
Knight'~ Shield . .. . 3,000 min~ which is to the easr near the edge
Steel Helm .. .... . 3, I 00 coins town, bur the huge stone in rhe
of the world. Ir isn't di lfo.:u lr to center is worth invesrigating.
Guardian Circler . .. 3,400 coins
Herb . . ............ IO coins
find, bur it's a long ride. l 'i1lk to the people around town
Nu r . . . . . . . .. . . ... 200 coi ns ro learn th;1t ir's called rhe Aqua
Anridurc .. . .. . ..... 20 coins Stone. A little mind reading
Elixir ........ . ..... 30 coin,
Sacred Feather . .. .... 70 coins reveals that the stone m ust be
Dragon Axe .... . . I 0,300 coins wet to reveal its seen:r. Use
Angelic Ankh .... . 8,400 coins Douse on the stone and its
\½rcr of Life . . . .. . 3,000 coins magic is unleashed. The
resulting magical stream clears
the passage ro Aqua Rock.
! .T t;

• • '»

ChJ,pteA !]our:
The Trulent ofAnkohl

.AJJ.uaRock

In the back of the village, notice


a Djinni on a small cliff that's
o ut of your reach. You need the
Sand Psynergy to reach the clifl~
which yoll won't get until you
finish Gaia Rock. When you
have it, go to the beach on the
rown's wcsr side and use Sand ro
move under the rocks. Follow
rhc shallow water ro a cave
behind the waterfall. Use
Whirlwind to reveal a passage
inside of u:hc cave d1at leads
to Haze.

--~~
PRLMAGAMES.COM
,\IAI' Ll·.GE;\; I)
l. Nut
2. Elixir
3. OU Drop
4. M.ist Sabre
5. Psynergy Stone
6. Vial
7. Crystal Powder
8. Tear Stone
I
9. Water of Life
10. Mimic (Potion)
, 11. t>synergy Stone
12. Aquarius Stone
I
13. Lucky Pepper ~-_J
14. Parch Psynergy
15. Rusty Sword
16. Mercury Djinni Steam
-.
i
/
.
Ch/ipteP. Jlour:
.
"

The Trident ofAnkohl


. ..

. ...
- , 4,
. • ...

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,r

PRIMAGAMES.COM
...5_
PR.IMNS OFFICIAL STRATEGY GUIDE

The Gua'l'dian Moai two water moai. Push the


brown stone past the fi rst moai
and park it in front of the right
moai. T his allows you co climb
the wall on the right.

1f you visit Aqua Rock before


.~topping at Apojii Islam.ls, the
passage is blocked by several
stone heads, or guardian moai.
To get past the moai, visit Apojii Staying co the right, ride the
Islands to the north and use waterfall down, then drop again
Piers's Douse on the Aqua Stone ro find a ledge with a gray muai.
in the middle of the village. T he Use Douse on the moai to get
Aqua Srone's magic clears Aqua the water flowing, then ride the
Rock's entrance of moai. waterfall you've created to the
bottom.
Entering Aqua Rock

The path leads to another Aqua


Stone. Use Douse on d1e Aqua
Scone to reverse d1e flow of the

l waterfall behind it. Climb co the


left, d1en ride up the waterfall.

Aqua Rock is watery, with


puddles and waterfalls
everywhere. To gee inside of
Aqua Rock you must master the
waters. Head up the wall's left
side until you reach a ledge with
!-----~- ~-- -,-,,- ----~-- - ~---
,I"
, I
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ChJipte~ Four:
The Trident ofAnkohl

The next arc:i has four doors in


the no rth wall. Use the one o n
the far left. Douse the moai in
the next room and hop across
the gold platforms.

Use rhe blue srones ro cross rhe Raise or lower the warcr levels bv T he next room is a circuit
rushing water and grab the Dousing or blocking moai. In · puzzle. Push the top righr pillar
dwsr, rhcni use Piers's Frost to the next room, use the sronc to one space righr :ind one space
cross the gap .1bove and grab the block the moai so you can cross. down. Use Douse o n the moai,
Misr Sabre. then o n the Aqlia Stone to
create a bridge over rhe water. T here arc two puzzles in the
room ahead. ·nl
ger the Water of
Pa.st the Second Lik, move the blue stone left
Aijua Sttme o nce, Frost the puddle, then
Douse the 1\lloai. To rc:ich the
door, move the blue stone
left twice.
The path wraps aro und coward
The road ends ar anorher Aqua the cmrane<: and places you at
Srone. Us-c Douse o n rhe srone an Aqua Srom;. Use Do use 011
and a porral opens in the warer the stone to create a magical
below. Climb down and use the bridge to the northwest doo r.

~
porral to cnrcr Aqrnt Rock.
Past the First 9 / 1>0
Inside A.qua Rock A.qua Stone

The road ahead is smooth until


you reach a rushing river. The
rrick ro crossing the top is to
Go ro rhe righr, which is the starr heading lcfr from the rop of The path is e:isy to follow unril
To get past the two geysers, go ~•o u reach the nexr Aqu.1 Stone.
only open path, to find rwo the waterfall. If you st:irr below,
around to the left and push the There's .1 complex circuit pu:ale
geysers blocking your parh. Use vot1 won'~ make it :icross. Ar the
brown stone in front of rhc right to solve, so work b,1ckw:1rd ro
the brown stones to block the bottom of the river, push the left
geyser. Let the left geyser push
geysers. To ger the chest above, brown stone to rhc right, then make ir e:isicr. Onlr three
you down and head north. columns move. Move the one
move each srone twice so rliey're use it ro jump ro the chest
next to each ocher, bur move before moving on. o n rhc left to the top right
past the geysers after d1e first corner, the middle column rwo
move with each srone. spaces lefr, :ind the right column
to the bottom row's center.
Douse the moai and the Aqua
Srone ro create a magic bridge .

. , .... ...,
--~ r

t tr R J1·rr-1 iTi
PRIMAGAMES.COM
-~
Past the Third
Aqua Stone
Tundaria Tower

The hard parr of your trip is


over. You pass a large Psynergy
Stone and find yourself ;H one
lasr Aqua Sronc. Use Douse on
ir and cross the bridge ro the
sourh afrer claim ing the Lucky
Pepper in rhc chesr in rhe T<rnch rhc stone tablet and Piers
norrhwcst corner. Find rhe learns the Parch Psynerm; which
A9u,1rius Srone in the room's allows him to dry up pools of
center. water. Use your new Psynerg)'
on the water surrounding the
parry. As you head south, use ir
again to get the chesr containing
a Rusty Sword.

Djinni Alert:
Steam t!Je Me1·cuiy Djinni

Srav in rhis area and rrav<.:I down


rhe right side to the botrom.
Use rhe lcfr door to enrer the
hall with the four doors on the
north wall. Use rhe cenrer door
across the water to find a pillar
with ,rn opening. Use the
Aquarius Stone 011 rhc pillar and
rhe warer ro the north dividL\~, You still have one thing lefr ro
giving you safe passage ro the do in Aqua Rocle Use the door
room above. on the far right of the room
with four doors 0 11 the north
w,111, then the door on the
immediate right. T his leads you 1. 355 coins
to a rushing river. Cross ro the 2. Mint
left, then back to rhe right so 3. Crystal Powder
you reach the ladder. At the top, 4. Hard Nut
find a moai crca·ting the river 5. Reflux Djinni
and a Djinni below it. Use Parch 6. Burst Brooch
to dry up the moai so you can 7. Sylph Feather
reach the Djinni. 8. Lucky Medal
9. Vial
10. Lighming Sword
11. Cent.er Prong
J
;,
, I .,

f ChJ,ipte'P Four:
The Trident ofAnkohl
..

; .:
j

Before you enter the rower, you


can collect anothcr Djinn i.
Roam the area south west of the
rower to encounter a Jupiter
Djinni. Dcfi::ar ir in combar and
Wheeze is added to vour Djinn
collection.

Inside the Tower

The Deep South

Entering rhc cower, ~rou find an


item locked inside an ice crystal
on rhe bortom floor. Find
something to break it open. The
doors in rhc front fover are
blockcd lw warcr. Usc Parch ro
drain the water and enter the
doors. If you don't havc Parch,
visit Aqua Rock before
challenging rhc 'fimdaria Towcr.

Tundaria Tower isn't easy co


find. It's on the l,irge icy
comincnt at the map's bottom.
T here's only one beach on the
continent's far cast side and the
tower is to the far west.

;
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PRIMA.GAMES.COM
-s
l

...~""....~~™-rr:r--
' 1 ~ • ~ ....................-.
PRIMA'S OFFICIAL STRATEGY. GUIDE

The Ice Puzzle Use Move to push the brown The Left Side of
stone above them down, lefr, the Tower
and up. Climb onto rhe brown
stone )'OU just moved and use
Move ro s hifr the right stone in
the center to the right. Go down
and use Move again to push the
stone column on the rig ht to the
left, then up, then righr. Jump
onto the center p latform and
Through rhc righr door lies an shove the left stone to rhe righr
icy puzzle. "fo reach the door at ro clear the door. Now that you have the Burst
the r<x>m\ mp, you need ro Brooch, check out t he tower\
Starr from t he room's left side, Going through rhe middle door
place.~ you next ro a long bed of The Ice Wall and the left side. Use Burst to blast :i
so cross the room to the north . hole in the ice wall, then search
ice. Slide o n the ice to land next Burst Brooch
As you move onto the ice, keep the four chests bcvond. T here
nuking left rum~ each time ,·ou to Reflu x. It cakes a precise path
across the ice to rc,tch the .ire great items in ·th is area.
come to rest .111d •you slide rietht
t>
to the dcx>r. Go righr on the la~t l)jinni. Go left, up, right, up,
lefr, down, right, up, right, then The Cent:er Prong
rum to rc:Kh rlK· d,c,r in the
corner. You 'II have to repeat the right .1g.1in. D efeat the Djinni in
puzzle from the hcginnin" ro battle and Reflux is yours.
get ro the d <X>r. ~ ::-
Ice and Stones Puz zle
The Three Stairs

U,c Buri.t to dcstrov the ice


crystal on t he botto;n floor. T he
Cemer Prong is freed from the
ice. You need o ne m ore piece!
O nly one last obsrack: stands
After rhc ice puzzle you find in your wa}; a huge wall of
three doo rs in one rcx1111. T he ice. Use Reveal to discover
left door le.id~ ro a valu.1ble a pad, through the ice and
item, while the right door goes find the Burst Brooch at
ti,rther into the rower. T he the ladder's top. Now vou
middle dcxlr le.1Js to ., Djinni can use Burst ro rree rl~c item
and .1 trick)' ice puzzk. fro m the ice at the rower's base.
Practice by using Burst o n the
blocked door below die
Burst Brooch.

At the cop of the rower's rio-ht


. 0
side, met,11 squares block off two
icy areas. Begin by Pounding the
right and center ice colum ns.
l
. .,
. ./
Ch;JipteP- Four:
The Trident ofAnkohl
. .

Izumo GaiaRock

.I.

~ .g
..,
1111 m
,mt ft ~s,,..~ ., '~

! fi• • ,lo

[I]
- $31 t.lJ

,\lAI' Ll·,G u,, I>


l. Festival Coat
2. Smoke Bomb
3 . Antidote
4 . Antidote
5. Water of Life
6. L ucky ~\iedal
7. Elixir
The people of Izurno are
terrified of a dragon that lives in
rhe nearby moumains. 1b
appease the beast they must
ONE-STOP SHOP
occasionally sacrifice one of their
W.1r Mace . ....... 6,200 coim
Silver Vest . . ...... 3,200 coins daughcers. In chis case the
Platinum Circlet ... 4,200 coins sacrifice is to be Kushinada, but
Herb . ...... . ...... JO coins her lover, Suza, won't accept ,\L\I' LLGl·.:'\D
Nut .............. 200 coins Kushinada's fare. H e left the l. Nut
Antidote ...... . . , .. 20 coins
village to go to Mt. Mikage to 2. Apple
Elixir . . . . .. . .... . . . 30 coins
Sacred foathcr .... . .. 70 coins destroy d1e dragon and save 3. Dancing Idol
Shamshir ........ 10,000 coin;, Kushinada's life. Mt. Mikage is 4. Mad Plant (Potion)
Ninja Blade . .. ... . 8,800 coins actually Gaia Rock, which lies 5. Mimic (Game Ticket)
War Gloves ... . ... 4,000 coins
Psy Crystal . . . . ... 1,500 coins
southeast of the village. If the
dragon is co be destroyed, your
6. Rusty Mace
7. C loud Brand
-.
. , .". ......
~
party must face it.
PRIMA'S OFFICIAL STRATEGY GUIDE
t
~
J ' ~
·Chp,pter, !lour:
The Trident ofAnkohl
. .

You face several small puzzles on


the way to the top. To start, head
left from Gaia Rock's entrance
and climb up. Push che stone to
the right so it resrs in the notch
and creates a bridge. Head right,
go back to the ground, and climb
up the left side.

As you head up the cliffs, srarr


to the right, then work your
wa~, up and down to the left.
You can climb or swing on
green vines hanging from the
cliffs. 1o swing on a vine, blast
it with Sheba's Whii-lwind.
The Dancing Idol

As you near the top, you find a


The outside of Gaia Rock is a long path of handholds beyond
twisted maze of smaU cliffa. It's two moai st atues. T:1ke the long
an optional area, but path up. The short path is
recommended. If you acquire treacherous and hidden moai
the Dancing ldol from this area, pop our of the cliff, knocking
you can weaken the boss before you down. The long path has no
fighting it. such obstacles.

This puzzle is random, so rooms won't


atn,ays appear in this ord,:r. -,,....
~
......
, r
PRIMA'S OFFICIAL STRATEGY GUIDE

,.

At the rop, slide down the T hings are tricky fro m here on
brown stone, then follow the o ut. T he misty maze is a strange
path ro a sm all altar. Use Reveal bbyrinth where o ne wrong ntrn
to find a Da ncing Ido l on the may eject you from t he maze. To
altar. Pick it up, t hen use Retreat get thro ugh, cast G rowth 0 11 the
to renirn to the entrance. plants in the center o f each
junctio n and the plams point the
Weakening the Serpent wa)t Otherwise fol low these
Enter the left hallway this rime Go to the previous room and directions to get tO the end : left,
and yo u com<.: to the fl oating climb o n tJ1e wall to the room's up, up, rig ht, up, rig ht, right,
plant platfo rms. Ho p across right side. The next altar is down, right, rig ht, up, rig ht,
them and follow the hall to a trapped in a spider web. Use right, up.
second altar. Use Cyclone o n the Cyclone to destroy the web,
plants next to t he altar, and a then follow the altar into t he
beam of lig ht shoots through
t he hole in rhe floor, striking the
d ragon. Use the Dancing Idol
ho !<.:. Use the Dancing Idol,
then Retreat to the entrance. Qm'JQ:4
Upon entering Gaia Rock, you This puzzJe is random. This
sec a small altar and rwo d ragon on the altar to move o ne of the The Mi-sty Maze is only &ne solution.
masks. Use the D ancing ldol dragon statues and strike rhe
from the top of Gaia Rock on Serpent with a second beam of
the altar and tJ1e masks slide to light. Each beam weakens the
the side. Venture behind tJ1e Serpent, and there arc still two
rig ht mask fi rst. beams left to fi nd.

T he path leads to a room with H ead left and fol.low the trail to a
many p lants on the floor. Stand room witJ, a climbing wall.
in the center of tJ,e plants and Bypass tJ1c wall and enter tJ1e
use Cvclone. The plants are door on tJ,e right. Use the
When the Serpent is weakened,
transformed into floating Dancing Idol on the altar in the
head up the center hallway. l\vo
platforms, which cannot be next room to move a11otJ1er
scones block tJ1e path. T he trick
reached from this side. Rentrn dragon statue a.nd hit the Serpent
to d1e puzzle is to focus o n one
co the entrance. with another beam of light.
stone at a t ime. Move the lower
stone o ut of your way, pass it,
then move it to its original spor.
Move the top stone into the
alcove on tJ, c far rig ht.
l
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I. ,-· I -~

f ChJipte~ /lour:
The Trulent ofAnkohl
/ . .. .
Boss Battle: Se,pent a character lacks powerful singlc-
targer Psynergies, use group Djinni Ale1--t:
EnemyDnta spells i11stea<l. Don't hold back. Coal tbc Mm·s Djimzi
The Serpent can heal 300 hit
Serpent points of damage each turn, so
HI' rr srl\ l)E}• 11'1.AK!\ESS
.l,53(, 160 24</ 79 IVind cause at least that much to
progress with each round of
battle. This is a long fight, and
one of your characters, probably
Jenna, needs to focus on keeping
the parry hc:ilrlw. Replace effects
as they dissip:1te.
Return to lzumo and give the
Dancing Idol co d1c village
leader. l n remrn, she gives you
her per Djinni, Oia l.

IzumoRuins

After the battle, a stone rabler


appc:irs and i:-=clix learns the
Sand Psym:rgy, whid1 allows the
The Serpem waits at the maze's parry co move through sand as if
end. Rcsto1·c your HP and PP swimming through water. Use it
and save your g;:imc prior to immediately to move under the
battle. This isn't an easy march. Serpent's remains and collect the
The Serpcm has two actions Cloud Brand hidden under the
each rurn. Ir may choose to water on the right side.
attack twice, atr;ick once and
heal once, or heal itself twice
each turn. The Serpem uses
many devastating group attacks
and a kw crippling single
strikes. Be ready m cure poison
and revive a fallen comrade if
necessary.

Start rhe battle by bufting your Rerurn to lzumo for vour


parry with I ron, Kindle, Steam, rewards. The rown is back to
and Shad<.: Djinn. Use Megaera 11ormal, bm there's one thing
.\ !Al' LEGE;\."D
and other summon crcarures to left to do rhcre.
bolster your attack. Use strong
single-target Ps~,nergies such as
Ragnarok and Serpent Fume. If
l. Phantasmal Mail
2. Ulysses
.-
. ,_. .., ·...;.•
r::

PR.IMA.GAMES.COM
-~
PR.IlfA'S OFFICIAL STRATEGY GUIDE

On lzumo's east s ide, several I n t he next room, head up the


brown sro11es arc in a circle. One ladder to the right and claim the
o f rhe sroncs is slightlv our of Pln11tasmal Mail before
pbce. Moving the..· stone back Po und ing o ne o f the stakes into
into place o pens .1 hidden door the ground. At the cave's left
in the circle's center. Use R eve,11 end is a large poo l. Use Parch to
to sec the doo1; which leads ro reveal a hidden door.
the lwmo Ruins.

Reyond the door is n sronc


The ruins arc small and simple, tablet. After reading it, the party
bur there arc a few puzzles. can summon Ulysses if two
When you eme,~ you find ewe Mcrrnry :111d two Mars Djinn
stakes and two puddles. l e> reach arc 0 11 standby. Retreat from the
the left puddle without Pounding ruins and head fo r the Ankohl
om: o f the stakes, use S,rnd co Ruins to the west.
pass under the stakes.

Ankohl Ruins

He::id right first and Po und rhe


stake, use Sand to move under
rhe rocks, then Move the brown
scone o ne spot co the rig ht.
C ircle aro und to the left to reach
the next area.
? .1 . J
ch/4te~J?tiur:
The Trident ofAnkohl

MAP LEGEND
L 210 coins
2. Crysta.I Powder
3. Nut
4. Tbanatos Mace
5. Power Bread
6. 365 co ins
7 . Vial
8. Muni :Robe
9. Slyph Feather
10. Potion
11. Left Prong
P.RlMA'S OFFICIAL STRATEGY GUIDE

...

I
L
1

II

L
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f ChJi,,pteP. Jlour:
The Trident ofAnkohl
...
Locating the Move to slide the center piece of
Ankohl Ruins each head forward and explore
behind it. There are several
treasures. Ignore the center
head, which is open. The path
behind iris useless at first.

The Southwest Path


D rop through the hole in the
room and you land in a large
room with a stone head in three
The Ankohl Ruins arc o n rhc pieces. Your goal is co rebuild
south side of rhc continenr wcst this head. Push the p ieces on
of lzumo. Look for a large your side into plan:, then enrer
beach with a tower to the no rth. ~he door above. Move the
brown scone at the end of the
Sand and Stone hall. Return to the previous
Backtrat.:k to the room before
room. Use the door below to
the seven stone heads. Use
return ro the area t.:ontaining
Whirlwind to uncover a door in
seven sronc heads.
the top wall and enter. Lt lead~
to the room you filled with
sand. Use the Sand Psynergy to The Southeast Path
pass under the wall and continue
through the north door.
From rhe seven srone heads,
Before you can challenge the rhere's a southwest and a
Ankohl Ruins, you must have southeast door. Use the
the Sand Psynergy. Learn this a t southwest door first. Follow the
Gaia Rock, on an island cast of hall south and around. When
Ankohl Ruins. Sand allows you the hall scops at a patch of sm1d,
to burrow through sand-covered use the Sand ability to move
areas in the same manner as the under the wall. At the end of the
King Scorpion from Yampi hall lies a broken scone head.
Desert. If you do n't have the Aheatl, you enter a room char
Push the piece into place and
Sand Psyncr~~ ~1ou can enter the fi lls with sand when you step on
the room below fills with sand.
ruins, bur you won't get far. a switch near the door. Step on
the second switch before the
The Seven Stone Heads rising sand covers it. If you're
too slow, you have to leave
• - --.;;;:-..., the room a nd try again. To use the southeasr path from
The rising sand cannor kill the seven stone head s, you muse
you, so fear nor. have full~• explored the
southwest path. Otherwise a
brown srone blocks the
southeast path. There arc few
obstacles on this side. You face
another room eonrai.ning rising
Enrer the ruins by using sands, bur the only d ifforcnt.:e is
Whirlwind to blow away the that this room fills quicker, so
vines cove,·ing the door in the you musr aa fast<.:r.

. -·-;.•
first room's center. Beyond the
door arc seven huge stone heads. . ~.".,, .,..
Beginning from die righr, use
the stone head in the room's
center and a sand river is
created.

l. Viking Helm 4. 12 coins


2. Golden Ring 5. Sleep Bomb
3. Smoke Bomb 6. Lucky Meda.I
Afi:cr you have all d1rcc pieces of
the trident, return to Alhafra.
Use Burst on the large rot:k
trapping the ship's mast. The
ONE-STOP SHOP
mavor arrives and thanks ~'OU M,1srcr Rapier ... .. 6 ,800 coins
for.your help and invites you to Grear Axe . . ..... . 5,200 coins
his home. Briggs escapes jail just Plate Mail ... . . ... 4 ,400 coins
as the boat is finished. Return to Silver Armlcr .. .... 4 ,000 co ins
rhc.: dock and warch as Briggs Silver Helm ...... . 3,900 coins
At rhe end of the path, ~' OU are 1-lerb .. .. . ....... . . IO coins
o n the righr side or one or the and company sec sail fo r their Nur . . .......... . . 200 coins
homeland, Champa. Antido te . .. . . ... .. . 20 coins
broken stone heads from before.
Elixir ... . .....• .. . . 30 coins
Push the piece inro place, and Go ro the second hallwav and cut Sacred Feather ...... . 70 coins
rhe head's eyes glow. Backrraek under the sand to get to.the sand
ro the left side o f the same river's opposirc side. Walk ro the
room. When ~•ou jump in front bottom of d1e room and use the
of the head, it charges forward. Sand Psynergy to ride up the
While vou'rc being pushed over river. Repear 0 11 the second river
the sm; II sa11d patch in the floor, co reach th: rop of Ankohl Ruins
use the Sand Psynergy so the and the Lefr Prong of the
stone passes harmlessly over the legendar~• Trident of Ankohl. You
party. Explore the hall behind it. should now hav1.: all three pieces
o f the trident. If nor, check die
previous secrim1s to learn how to
collect d1e other pieces.

T he hall leads co a room


containing a single piece of a
scone head trapped in a square.
Use Reveal, and a hole appears
in the floo r's center. Move the
piece into the hole and head
downstairs. Shove the piece into
/~
/ -...
~
I y

C1'}ipte11 f!our:
The Trident ofAnkohl
/ •

Sailing to Champa panic. Follow him through the

I caves to a room ac d1e top where


his grandmother, Obaba, spends
her time. Briggs begs for his
grandmother's assistance and she
obliges by summoning a
ferocious Avimander.

Boss Battle: Avimander


After you have all three trident
BneniyData
pieces and Briggs has escaped Avimander
Alhafra, visit the town of Ill' l'I' SJ R OH WliAK:--rss
Champa. The town is east of 3,792 87 281 $9 WJtcr
Ankohl Ruins.
O
~o: o
1 H~'~~a ~~n41~0 ~P~d''f~ r.~e4~e
f'P 16s PP 1e3 P~ 22~ PF- ,z-:,

r:;. ~;:~~t~Jt:
Feizhi

' .... ~ "..


......,..-;_~-·
,:_
.-~• ,-
~· '' " '' ., ..J.:,, ' ,1 , .... , , , " ' j '

Upon entering town the parry


encounters Fcizhi, a young g irl
Isaac helped in another village.
She gives the parry a Golden ·1~1 ~- ,,nJ.,.,·,·1,,,_._. · .l ,,,. j,,.•
Ring and asks them ro deliver
it ro Isaac should they encoun- The Avimander is a tough fire
ter him. This event only happens creature capable of devastating
if you saved Feizhi's brother in damage. It attacks twice each
Golden Sun. round like d1e Serpent from
Gaia Rock. Most of its attacks
Briggs and Obaba strike multiple targets, but it
does use some single strikes.
Make sure you have some way
to revive downed characters, just
in case.

Use Iron, Steam, Kindle, and


Shade to strengthen your parry
Use st rong single strikes such as
Ragnarok and Serpent Fume.
Summons such as Nereid,
Neptune, and Bo reas are also
effective. Keep Jenna o r anyone
with a group healing spell
casting every or every o ther turn
co keep the parry ,llive. This will
be a lengrhr battle, so you may
need to restore her PP using d1c
Tr doesn't take long for the Ether Djin11j.
piraces to spot Feli.x. They warn - ~ ·-:.;
.,.
.l
_ j Briggs and he nms off in a
I '

PRIMAGAMES.COM
-~
The hicient Tt-ident SeaofTime the middle of a whirlpool for as
ofAnkohl long as you like without fear. To
After you defeat the Avimander get o ut o f a whirlpool, wait for
and Briggs leaves, speak with the boat to spin in the direction
Obaba and g ive her the three )'OU want to go. Three quarters

trident pieces. She places the of the way through the spin,
pieces in her forge, creating the push in rhe direction you want
ancient Trident of Ankohl. With to go and the boat should
it you can diminate Poseidon's break free.
force field when attempting to
enter Lemuria.

Alex, Karst, and .Agatio


As you leave Champa you
encounter Alex, but he's no
longer travding alone. H is new
friends leave something to be
desired and it appears your
Must uf the rushing currents are
alliance is over. There won't be a
bad news. You only need to hit
fight this time, but you can bet
one d1e entire time. If you get
things arc going to get
unfriendlv soon.
----- caught in a fast current, it will
rake you out to sea.

Finding Lemuria

The volcanoes are rhe real


kickers. Spinning around a
volcano three rimes causes
nearby currents to vanish for a
moment, g iving you time to
Lemuria is the large fog-covered Reaching Lemuria isn't easy. cross to the next section. You
island in the ocean's middle. Rapid currents, whirlpools, and must act quickly. Whenever
Head for the fog and you active volcanoes protect the you're stopping a current, figure
encounter rocks surrounding the island. The path through is out which way you' re going
island. Look for the entrance on simple, but getting there first. Spin around rhc volcano
the south side. The entrances on requires timing, which takes from the po int where )'OU want
the other sides don't lead practice. to be when the currents stop. If
anywhere. you're in the wrong spot, the
currents will pick up before you
make it across.

After you have the riming down,


d1c rest is easy. Fo llow 1hcsc
directions to get through fast:

♦ Up to first volcano, then


Whirlpools catch your ship, bur
no rth to current running north.
d1ey won't sink it. You can sit in
..
I
/
.
/· ~
, ' '
E
CIJ/ipte'P- ]lour:
The Tndent ofAnkohl
... ... ., ~
~

♦ Northeast. to second volcano,


then across rhe river to the norrh.
Lemuna
♦ West to durd volcano, then
across river tO the south.
♦ South to fourth volcano, ci1en
across river to the south.
♦ South to fifth volcano, then
across river to the west.
♦ Northwest ro sixth volcano, First, use the Trident of Ankohl
then across riv<:r to the nord1. against Poseidon. He's protected
by a frircc field, and the trident
Boss Battle: Poseidon is the only thing rh:n can destroy
Enemy Data it. After the tidd is gone, you
can continue using the trident
Poseidon evcrv turn if ym.1 wish for a MAP LEGEND
1. H ard Nut
HT• Pl' .\TR DEF \\'I- ·\KN! S~ powcrti.tl magic attack.
I IO 0 ·l2 None: 2. Lu cky Medal
3. Grind stone
,-.,,..
~,•
4. Rime Dji n n i
._
·.·,

~
i1f
., ..,. ,1, •

Summon Meteor as one of your


Save at the last volcano, because first attacks, then follow it with
you're about to come face-to- other fire summons. From that
facc with the god of the sea, point 011, build your defenses.
Poseidon. This is the roughest Focus 011 elemental defenses and
battle yet. Poseidon gees d1ree increasing ~,our attack power.
actions every turn, and he's Poseidon deals a lot of damage,
capable of harsh amounts of so you need two or three
damage. He even has a few characters capable of healing.
attacks char can drown one of Also have two -characters capable
your characters. of Reviving downed allies.
Sometimes rhis b,ttrlc comes
down to sheer survival. Don' r
hold back. Use your strongest
attacks and Poseidon will fall.
PRIMA'S OFFICIAL STRATEGY.G UIDE
..
•' The Coin Toss the nearby statue. Use Tremo r
to knock the D jinn i o ut, and it
surre nde rs w itho ut a battle.

Gondowan Cliffe
Breaking Free

In the center of ruwn lies a large


fountain where you can play a
min igame. 1oss coins and Luckv
Medals into the fou nta in ro rrv ·
to w in a prize. Fo r each coi n
vou throw into the fountain,
you c m win as m all)' as 20 . If
With the Grindstone i11 h,111d,
you toss Lucky J\llcda ls, you can
scr sail for Gondowan C liffs.
w in some coo l p rizes such as the
Use Grind ro destroy the large
Eclipse summon, Psy C rystal,
W,irer of Lifr, Hestia Blade, brown rock that blocks the
channel. Now you have access to
Flo ral D ress, and Aegis Shield .
t he world's west side.
Practice w ith w ins unril you get
a feel for how rhc game works,
then toss Lucky Medals. Save
before tossi ng ~nyt hing, so if
Don't leave the cast roo quick.ly.
you do n't get wh at you wanr,
You still can find lo ts of cool
you can reload your game: and
things here. C heck o ut the
t ry again.
following locatio ns for a kw
extra advenn 1res.
Djinni Alert:
Visiting Le-mttria Pie rs's uncle's ho me. H e g ives
Rime the Me1•cu1y Djinni
Piers some bad news, bur he E Tundana Islet
contacrs Lunpa so you can meet
h im. H ead to the town's cast
side ,rnd climb into Lunpa's

;.f
ho use. H e rakes you to the
palace, where you learn abo ut
Alchem y a nd t he world's fate.
You're given the Grindsrone,
which allows you to use the
Grind Psynergy. Grind c 111
de molish sto nes. As you leave Lemuria by boat,
go into the cave under the cirv.
H ead to the left a nd use G rind
o n the large brow n sto ne ,\IAP LEGJ.oND
blocking a passage in the corner. 1. Lucky Medal
Fo llow the wate r to a dock. 2. !>synergy St one
Explo re the area and look for a
Leave yolu· boat at the dock and g rass patch behind a wall o n t he
head into Lemuria. Your first west side of the ruins. Use
stop is the palace, bur it's locked Cyclo ne to disrupt the grass,
for the m o m ent. Head south and a Djinni po ps o ut . It runs
and check the left house. This is fro m the parry and hides under
.. ,
J
J ,/
/ I

ChJipteP. /lour:
The Trident ofAnkobl

The Trading Game N Osenia Islet W Indra I slet


(Step 1) [~I- =]
L,,c>,
= McdaJ
f'
The Trading Game
(Step 2)

The Trading Game [ ! , L••>, M<d,I ]

(Step 3)
The Trading Game
(Step 4)

otice a penguin in yellow near


che shore. Read its mind ro learn
diac the penguin on the opposite
shore is hurt and needs help.
There's little on this island.
Ride the ice floes across the
There arc two boxes, one high
water and push the log down to
and one low. Near die entrance,
create a bri,dgc. Then push cht:
tliere is a puddle. Use Frost on
penguin acrnss the log. The
the puddle, and you can reach
yellow penguin is gratefuJ and the vine above it. PLL~h the rop
gives you a Prett)' Stone in
box over die cliff, then two
rnanks. Take the Pretty Stone to
spots to the right of d1e frozen
SE Angara Islet.
colLUnn. Push the second box
onto the first. You can hop from
SE Angara Islet the boxes onto the ice and climb
the vine. At the top, the parrot
.-q, g flies to its nest. Use Mind Read, There's a cow in a pen on the
and the parrot trades your Prett)1 town's west side. Use Sand to
Stone for its R ed Clod,. Take pass under the pots on the Look for a dog in the water. Use
the Red Cloth co I Osenia Islet. soudiwest corner. Cast Mind Mind Read on ic, and it gets
Read on the cow, and it notices excited about d1e Milk you carry.
die Red Cloth. Felix tics the Red Give tl1e Milk to the dog, and it
Cloth to a nearby u-ee and the gives y'Oll a Li'J Turtle in
cow gives him Milk in exchange. exchange. Take the Li' l Turtle ro
Take the Milk to W Indra Islet. tl1e Sea of Time Islet. • ~ -
' r•

PRIMAGA.MES.COM
--.::;i ~
Sea of Time Islet 7

r•tvrn, but I c •n •how you ...


my .s•cr•t .spot- ,

Look for a turtle along the


beach. Use Mind R.ead on the
turtle to find he's lonely and
wants a friend. Give him the Li']
Turtle, and the turtle offers to
.\!Al' LhGEND show you his secret spot-
l. Lueky Medal Isler Cave.
2. Turtle Boots
3.Meld
4. Rusty Staff Islet Cave

The Trading Game


(Step 5)

The cave contains many cool


treasures. RoU on the logs to
c•ll mv own .... reach tl1cm. The best treasure is a
Venus Oji.Juli near the back of the
cave. After you leave the cave,
you can rerun1 at any time by
using Mind Read o n the turtle.

Complete tl1e trading game by


giving the turtle tl1e Li' l Turtle. .\L\P LH_;J•:\'D
He takes you to the Islet Cave 1. 16 eoins
where you'll find many treasures, 2. Antidote
3. OU Drop
including Meld. You have co
4.Masamune
defeat the Djinni in battle, so
. ------~ be ready
\ . ~ {'
\ ./'' J
,, t .,

1 Chjpte14i "J]our:
\ The Tndent ofAnkohl
them into powerful weapons,
armor, and equipment. These
include any items that are listed
WEAPON SHOP
as "forgeable" when inspected,
Claymore ....... , 4,000 coins
Battle Rapier .. . . . . 2,900 coins
or rusty weapons found while
Broad Axe . . . , . .. , 1,400 coins adventuring. His services aren't
Battle Mace . , . . ... 2,600 coins free, but they're worth the cost.
Forgeable materials and msty
ARMORSHOP
weapons are rare. If you find
Jerkin ........... 2,400 coins
Heavy Annice ... .. 2,000 coins
either, bring it to the blacksmith.
Mail Cap ..... . ... 2,000 coins Othe1wise by the time you pay
to have it forged, the item you
POTION SHOP get may be less powerful than
Herb .. , ......... , , 10 coins
what you already have equipped.
Nut , ... , , , , .. , ... 200 coins
Antidote ..... , , , , .. 20 coins
Elixir .............. 30 coins
Sacred Feather ..... . , 70 coins

The Master Blacksmith

On Yallam's east side, kids sing a


song that has a hidden meaning.
They're describing the proper
way through the Sea of Time
outside of Lemuria. Because you
have this strategy guide, you
won't need to learn their song.

Things to Cume

Yallam lies east of Alhafra. The


only way to reach the village is
to drop anchor on the southeast
corner of O senia and hoof it
north through the wilds. The
town doesn't have a significant
role in the game's story, but
On the town's west side is a log
don't miss it.
standing on end. The log can't
be tipped without the Force
Psynergy, which isn't acquired
until the Jupiter Lighthouse is
cleared, and then only if the Orb
of Force was found in Golden
Sun and transferred to Golden
Sun: The Lost.Age. The clearing
behind the log hides a cave
_J
A master blacksmith in town
seems unmotivated. Bring him
containing a powerful
Masamunc sword. .. ,. .
~ -.....
' ~
special items and he'll forge
rI
.t ~ f J 4
~,,..,,,,,..., --rrrrr,
TM " _. j 1
~rr-r-r-rrr-rr
' ' , j I

PRIMA'S OFFICIAL STRATEGY GUIDE

,__
[

L__
l
j ~~
Chjpte14 !]our:
The Trident ofAnkohl
..,
The bubbles are large enough to
stand on, and they lift you out
of the murky waters. Run from
bubble to bubble to reach the
opposite side. If you get sucked
under, you reappear where you
entered the water.

Djinni Ale1~: The top entrance to d1e east


F/0111,.,. tlJL' Vt.·1ms Djhmi leads to a long series of caves.
Passing through, you see divots
in the ground. Use Douse on
these divots to create pools of
water. Use Frost to freeze the
pools to create ice columns.
Steam vents melt ice columns,
so once a puddle is frozen, cross
it before it melts.

,\1:\1' LU, I :\ID


1. Tear Stone
2. Cookie
3. Bramble Seed
4. Tear Stone
5. Mad Plant (Lucky Medal)
Taopo Swamp. You need to
6. Flower Djinni
explore this area if you want to
7. Vial
find all the Djinn.
8. Star Dust Use the bottom entrance on the
swamp's right side to find a
Bubbling ~ters Djinni that's out of reach. To get
The Lost Swamp
it block the steam vents near the
Djinni with brown stones. When
the vents are blocked, the Djinni
gets knocked to the room below.
Follow the Djinni over the edge The bottom of the cave flows
by sliding down the Lip at the with lava. Use Douse on the
edge of d1e huge hole in d1e burning rocks to cool them off,
floor. You can slide at several then Move d1em co create
spots. Use the one co the right of bridges across d1e lava. On d1e
the Djinni's initial position, d1en area's east side is a scone precari-
hop over co the Djinni's new ously balanced on a post. Use
position and prepare for battle. Tren~or co knock the stone off of
the post, which drastically airers
the landscape and allows for
access co the deepest parts of
d1e cave.
The swamp waters are deep and
Leave YaUam through the north thick. Swimmers are rapidly
exit, then head west around the sucked under to an unforrunate
mountains and south through demise. Scattered throughouc
the valley to encounter a weU- the water are large air bubbles . ,,·~~"
. ..,._;..
hidden dungeon known as coming from some unseen force. •r
PRIMA'S OFFICIAL STRATEGT (;UIDE

· Chapter ·F ive:
The Relnnh ofAlchemy
Shaman Village Cave
Checklist o.fEvents
•,.
r••u • .,._,,,,,.., :.•,•-•t.,'J >- 1•." ~
~0 • 0 HP --;,;:;n HP ':•.JO H? "'_i?--:" 1-1;::- 1::.::C

:~ '
·0 · ! pr-, ,.i'3 PP 73 Pl-' ':'-l F;;,. 0::0:-

Mark off each event and


objective as you complete it!
, '

f .. ~· - •- - ;r-~- --1
0 Meet Moapa in Shaman •:.••·. •t•~·. r~
., ,'--.
' ·.u ,"'·
, . ::',,r.- ~..
Village and defeat him on Trial · · · J.· O .. ~
Road to earn the Hover Jade. ti.,-~-,,1,t. .·,.·.1-••: . .• ~ --

0 Activare rhe Jupiter


Lighthouse and encounter Isaac After you clear the Jupiter
and company. Lighthoi1se, return to the
Shaman Village Cave. When
0 Explore Magma Rock to you do, you may encow1ter
learn Blaze and obtain the
Magma Ball. Navampa, Azart, and Satrage
from Golden Sun if you fought
0 Visit Loho and destroy the them in the first game. They
wa!J using the cannon and the challenge you to a rematch they
Magma Ball.
can't win. They're easy to defeat.
0 Enter the Northern Reaches Use Psynergies that strike all
and destroy the ice wall with the three enemies simultaneously
cannon and Magma Ball. and have fi.m with the battle.
0 Pass through Prox and head
Use your strongest summon just
to the Mars Lighthouse. for grins. After the battle,
forgive them and they hand over
0 O btain the Mars Scar. a Golden Shirt.
\L\1' LI (, I,:'\ I)
To Outside
0 Light the Mars Lighthouse. [,....,n;lnni

PSYNERGIES LEARNED The Road to Use the left passage to go


Shaman Village around tl1e outside of tl1c main
Hover, Blaze, Teleport
room, then out the door on the
other side. There's notl1i11g to it,
DJINN OBTAINED but it's obvious th at there's more
Eddy, Aroma, Petra, Gasp, Geode, to do later. The party just lacks
Salt, Core, Whorl, Tinder, Gel, the power at tl1e moment.
Fury, L ull, Mold, Serac, Crystal,
Gale, Fugue
Navampa_, Azar;
and Satrage
Shaman Village sits in the center
of Hesperia, surrounded by
mow1tains. The only way in or
out of the village is through a
short cave known as the Shaman
Village Cave, which lies south of
tl1e village. Your first trip ..~-
through tl1e cave is uneventful.
y t '•
,,_i.:.,,
~pter.Five:
The Rebirth oJAlchemy

POTION SHOP
Herb ........ . ..... 10 coins
Nur ........ . , . . . . 200 coins
Antidote .... . . ..... 30 coins
Elixir ...... . . ...... 30 coins
Sacred Fearhcr ....... 70 coins

Silence Is Golden

In the main room, you sec a


Djinni on one of the plateaus in
the center. You can't reach it
until after the Jupiter
Lighd1ouse when d1c second
party joins the quest and you
have Lift. Enter d1e cena·al area The citizens in chis town seem
through d1c middle door past unfriendly. T hey won't speak to
the southern cave cna·ance. Use you, and reading their minds
Lift to move the rock right, go betrays only thoughts of
around and back, and do the anno yance. Most of the homes
same to me rock second from are locked, so you can't shop.
the right, then the left rock. You gain little information other
Frost the puddle of water o n the than the name Moapa, who
ground before using Whirlwind seems to be their leader. Look
ro clear the weeds at the back of for his home in the town's
the cave co reveal seeps. Climb northwest corner. When you try
up and use the frozen pole to ro enter the home, Moapa
leap across the gaps and reach appears and gives you rhc cold
the Djinni. Defeat it to claim it. shoulder.
m
,\ IAP LE(;l-.ND
l. Elixir
2. Spirit Gloves
3. Weasel's Claw
4. Hard Nut
5. Lucky Medal
6. Aroma Djinoi
7. Lucky Peppe.-

PRIMA.GAMES.COM
- ~"'>-
:, • I ,
-r,r,-r
PRIMA'S OFFICIAL STRATEGY .GUIDE

Trial Road

Show Moapa the Shaman's Rod, After completing Trial Road,


which bas been in your inventory you can reach Aroma on the
from the game's beginning. It village's east side. The buildings
entitles you to receive tl1e town's and tents are m1locked, but
Hover Jade, but Moapa and his Moapa's home and tl1c house
people won't hand it over nortl1east of tl-1.e entrance arc tl1c
without proof of your power. keys to acquiring the Djinni.
Follow Moapa to Trial Road at First use me upstairs exit in me
the back of the village. northeast house and follow d1e
ledge to a brown stone. Push
tl1e brown stone over tl1e wall's
edge, tl1cn use the downstairs
exit in Moapa's home to reach
tl1c ledge above tl1c house and
follow it to me Djinni's location.

Demonstrate your power by


using Whirlwind on the Air
Stone to clear the sand from me
pam. Almough he's impressed
by me display; Moapa isn't ready
to give you tl1e treasure. First
you must pass tl1e challenge of Explore tl1e area north of
Trial Road and defeat Moapa in Shaman Village on the opposite
battle at its peak. side of tl1e mow1tains. You'll
cnco1mter Petra lurking among
me trees. Defeat Petra in battle
before it flees and it's added to
your inventory.

To Shaman Village

1. Potion 8. Potion
2. Vial 9 . Vial
These maps change randomly.
3. Vial 10. Vial
4. Potion 11. M ad Plant
5. Vial (Lucky Pepper)
6. Vial 12. Elixir
7. Nut 13. G asp Djinni
/
f
i I:
'):

Cl/apttr.Five:
The Rebirth ofAlchemy

·r

Trial Road is an Adept's obstacle


course. T here arc two paths to
r the mountaintop. Both contain
simple puzzles rh,1t require the
use of Ps~1ncrgy. After each set of
puzzles is a p:iir of treasure
chests next to a door. When a
party reaches these doors, it
must alx1ndon one or two
"hc;1vy" items (weapons and
armor) by stowing them in the
chest. T he ti rst te~\111 co reach the
door abandons only o ne item,
but the second team ro reach the
door must abandon rwo items.
You can onJ~, stash weaponry
and armor, so be fi rst ro reach
the doors. When t he two parties
n.:ach the end of Trial Road, thcv
battle. If Moapa wins, the party
can tr~· again. If the party wins,
Moapa surrenders the
H over Jade.

,I

PRIMAGAMES.COM
--S:-
Before the trial begins, choose Boss Battle: Moapa Djinn to prepare summoned on the stone and the Djinni
the left path. Ir's faster dian die creamres and cast Psynergies should meet you in the center.
right one. As you pass through Enemy Data that attack aU three enemies at
die rooms, ignore die chests. the same time. Also boost die
Moapa
Come back and clear the chests
UP Pl' STR DeF WF.AKNESS
party's defensive and offensive Attekain'let
when die trial is over. Doing so 3,042 0 354 219 F.vei,tf1i11g stats to make up for any
now costs tuo much time. Don't equipment that was left behind
take too much time deciding on Trial Road. The Knights are
which items to drop. Give up Knight susceptible to negative stams
HI' Pl' STR. flF.r WEAKNESS
one piece of armor from each of effects such as stun. Use this to
1,954 0 321 J 15 1 Evcrishing
your four characters. Use the your advantage and take one or
following tips co help )'OU bodi of the Knights out of the
through both paths: battle temporarily.

lSTPUZZLE

Left Path
Sand climbs the fall
Right Path
Center stakes down and
covered with pillars

When die batde is finished, trade


2NDPUZZLE
the Shaman's Rod for die Hover
Left Path Jade. By now d1e Shaman's Rod
Log up, log kfr, pole up, is worthless to you and you need
and fina l log right the Hover Jade to clear the
Right Path Jupitcr T,ighthousc.
Posts to the back, align right t • •I J,<
tp J · ~-~ l ff' "~, l ~l
side first • t · 0 Pf• t'.?2
Djinni Ale1-t:
Gasp t/Je Jupiter Djinni
3RDPUZZLE

Left Path
Middle down and sides in
- f ,...-1.•-'., ;; , pl .I' 1ta-··, .~,,,_, ,
Right Path I , d ,I ,I , t ,,; o-
t, a ~
-, -, , j_ , , . .. ,
I

•••',

Climb die bottom to jump


on and crnsh the right pole When Trial Road is clear, you
face Moapa and his two
Knights. If you cleared Trial
4THPUZZLE Road first, this battle is easier. If
not, it is challenging because Revisit Trial Road after complet-
Left Path
you gave up more equipment. ing the Jupiter Lighthouse. At
Pass pole and Scoop right
Moapa isn't a pushover, but h.is its end, you find a cave off to
spot on gr-o und
Right Path group isn't the fiercest group the side. At the end of the cave
you'll face. Rather dian LL~ing a is Gasp the Jupiter Djinni. This
Use Torch to melt ice on
lot of Psynergy, they use items one is hard to card,. It mimics
left, cross, and Frost
such as Bramble Seed and your.movements, but in reverse.
Crystal Powder to pe1form If you move up, it moves down.
devastating group attacks. They If you go right, it goes left. To
also use Nuts to restore 202 hit capmre it, use Reveal. Place a
points. The key is to have a pool between the party and the
steady healer, preferably Jenna, Djinni. Use Reveal to uncover a
who can take care of die entire stone in d,e pool's center. Hop
group each round. Use your
l'
f ,
'_r 1
£".~ht t
~.l'_
u.'-'
et".rwe:
The Rebirth ojAlchemy

The Long Trek to Contigo


Atteka Inlet

I
• • IT]
In the rown's southwest corner
you see a bou Ider next ro a
weed. Using Cyclone on the
'IDOutal e
weed reveals a Venus Djinni, but
the boulder prevents you from Gambler's Paradise
reaching it. After completing the
1. Power Bread
Jupiter Lighthouse, return to
2. Bramble Seed
Finding Atteka Inlet isn't easy. this spot and use Lift ro move
3.Com
The village is set back in a cove the boulder o ut of the way to 4. Salt Djinni
surrounded by jagged rocks. To get Geode. 5. Shine Djinni
reach it, enter o ne of the rivers
southeast o f the village, then
weave thro ugh the rushing
water ro the cove's entrance on
the contine nt's west side. WEAPON SHOP
Great Sword ...... 7,000 coins
Master Rapier . . .. . 6,800 coins
Great Axe ........ 5,200 coins
War Mace ........ 6,200 coi11s
Silver Blade ... . . . 12,000 coins
Swift Sword ..... . 9,400 coins

ARMORSHOP
Steel Armor ....... 4,900 coins
Silver Vest ..... .. . 3,200 coins
Silver Armlet . .. ... 4,000 coins
When you reach Arteka Inlet, nor Knight's Helm ..... 4,600 coins
much is happening. The loc.'lls Platinum Circlet ... 4,200 coins
guard what appear ro be g iant POTION SHOP
wings, but othe1wise there's Herb , ............. 10 coins
nothing here. Leave the town Nut ..... .. . , . , . .. 200 coins
and travel north to Comigo. Antidote ...... . .... 20 coins
Elixir .... ..... .... . 30 coins
Sacred Feather . . ..... 70 coins Contigo offers an unusual
Potion . . .. .. ..... 1,000 coins
oppo rtunity. Several establish-
Water of Life .. .. .. 3,000 coins
Mist Potion ... .. .. 9,000 coins ments allow you ro gamble your
coins to earn additio nal coins
and prizes. Use your Gam e
Tickers at the Lucky Wheels Slot
Gamero win prizes such as Silk
Shirt, Psy Crystals, and more.

- .,' ".'=..;.-
. .,..._
The Stranee Circle Jupiter LJghthouse
R ,..,..,..__,,....,,......,.,.,.

if
I
In the town's center is an ornate
circle. It's a teleport pad used
with the Teleport Psynergy to
enter the Anemos Inner
Sancnun on the town's east side.
The Teleporr Psynergy is still a
long way off, but keep this circle
in mind for later.

-i

1. Mint
2. Mad Plant (Mint)
3. Psynergy Crystal
4. Erinyes Tunic
5. Meditation Rod
6. Red Key
7. Psy Crystal
Look for a patch of weeds to the
8. Mimic (Psy Crystal)
right of the town's southern
9. 306 coins
entrance. Use Scoop on the bare 10. Blue Key
earth in the center to uncover 11. Mlst Potion
Salt the Ven.us Djinni. 12. Potion
13. Whorl Djinni
14. Water of Life
15. Phaeton's Blade

A second Djinni hi.des u1 a stump


on the town's northwest side.
Use the Force spell (second
parry) to knock Shi.tie the Mars
Djinni out of d1e stump and imo
your arms, after you complete
the Jupiter Lighthouse.
~
-......
. r-
[_ --- -
1/ .
,/ l 'fl
GJ!apter.Five:
The Rebirth ofAlchemy
I

13
--1

. r

--~~
PRIMAGAMBS.COM
'
into the tower and follow the
halls. There's only one way to
go at first. Use Cyclone on the
twisted spots on the ground to
move up and down from level to
level, and use Hover on the
purple hover pads in the floor to
reach high ledges. Th is leads you
back to the locked doors at the
entrance. Push the post onto the
switch to unlock them, then
head into the lighthouse.
Southeast of the Jupiter
Lighthouse is a wood~, area west
of the river. Explore this region
to encounter Core the Mars
Djinni. Defeat it in battle and it
joins your ranks.

Activating the
Hover Pads

The path leads to a pole puzzle.


Push the top one up, then
follow it with the pole on the
left. Push the pole in the center
to the left, then the right pole
up. Roll what was the center
pole back to the right to solve
the puzzle. Continue d1rough
the connecting halls. In the
room with a dangling chain,
push the pillar to the right.
Your first goal is ro activate the Bypass the Cyclone tra1Jsporter
power to the hover pads to the south, and follow the hall
scattered throughout the tower to a room with many pillars.
so you can use the Hover The door on the left side of the
Psynergy to move about. Head back wall leads co a room with a
1 \
L
=-
Cl/apter Five:
The Rebirth ofAkhemy

huge mechanism set in the floor. Activate the mst Archer


Stand on the central pillar and
use Hover. The power of the
Psynergy snaps the device
mro acnon.

Getting the Red Key

Use the Cyclone transporter on


the room's left side at the bottom
of the lighthouse. Ir leads ro a
ledge with a brokcn circuit. Move
the missing piece into the hole to
activate a hover platform on the
ledge above. Renirn co the room
with the Cyclone tr.rnsporter and
You need ro have anivated the
I lover onto the beam in the
hover pads. Use the northeast
middle. Head right ro find the
door to find the key\ location. After activating t he west archer, blue doo1; which lead~ to the
Use the purple hover pad on the head down to the room wirh rhe cast tower.
room's south s ide bv casting heavily cracked floor. D rop
Hover o n the large dot at the through the cracked spot in the
end, then quickly run to the cemer near the bon o m. This
key's ledge. When you have the mkc~ you to rhe Blue Key. To
Red Key, you rnn reach the get the left treasure in the room
archer in the west rower. abow t he kc); ,1pproach from
With rhe Red Kev, backtrack the room's sourh side, rather
than the north.
through the room of many
pillars using the central door to
the first Cyclone transport. This Activate the East A1•cher
leads to the red door above ::111d
on ro the west rower. Dodge the
wind gusts to reach the rower
and climb ro the top, b~'passing
rhe Blue Kev and trt.:asurc chests
for rhe moment. In the room
with two hover pads, use the left
hover pad fi rst to reach the pole Hover to the rower' ~ walkwa);
on the room's left side. Move then head into the rower :111d
the pole o nto the swirch, then ahead to .1 largt.: circuit puzzle.
walk tu the rig ht hov<.:r pad and Mow the right pict:c into the:
float over the cracked floor ro hok on the right, then Hover ro
the right wall. Walk down ro the the platform .1r the back of the
door below, which leads to the room. Move the second pit.:cc
rower's top. Move the loose inro the back hole :111d use t he
circuit piet:e imu the hole on the hover pad in the corner ro reach
ground and watch the magic the northwest door.
unfold.

,'"'.---:.
.. r

PRIMAGAMES.COM
-s-
Copy the shots above to reach Reunited H ~ ::_,;_ -~ - l'i ' ::·· ••-·.

Djinni Alert: the chest on the right and the


Wl,orl the Jupite1• Djinni door on the left.
:~ I ~t,,. .-,
( 1..... .. ..
•• : : I.· I .: ' -' '!'J ,, , j

i ,.,,- ~ • _, ' • - • • ,.,, ' J l ~•


H' ,t t. I .-. - • ' ,l '•" • ,..

Now ir's Felix and Piers against


rhe tearsome duo of Karsr and
Head to the tower's base and
1.._. 1 Agario. Ar first, just cry to
·--~ ride the energy beam again. Use
survive. H old om as best as you
In the room above, rwo Statues the Cyclone transporter to reach
Inside the circuit room in the can against your opponents.
blow wind gusts across thl'. floor. the r~om with dangling chains
cast rower, a Djinni rests on a After a couple of wrns, Jrnna
Go left from the door, then and cross to the left side. Head
platform along the left wall. joins the battle. Keep healing
down across the stable broken out the southwest door to find
After moving the right circuit and work on boosting your
tiles to the second statue. Ride Isaac and party in trouble due ro
pieces into the hole on rhc defenses for a few more rums.
the wind across the pit to reach a Karst and Agatio trap. Get to
floor's right side, move the piece Don't launch an all-our assault
the door on rhc opposite side. the platform where the fight is
in the back of rhe room ro the yet. Once a kw more rurns have
The room above is covered with raking place. After a conversa-
hole in the cenrer. Use rhe passed, Sheba steps in and the
hover pads and there arc several tion with the villains, gllide Felix
activated hover pad to reach the party is complete.
wind-blowing starnes. Use and Piers to the rower's top, and
Djinni, which ~1ou must battle. Hover and stay to rhc outer use the Jupitcr Star to light Focus on either Karst o r Agatio,
cdo-c of the hover pads. Slip to the rower.
and use strong single-strike
thei:, outside over the cracked tL·1cs
attacks ratht:r than those that hit
to dodge the wind gust to reach BossBa'ttle: both bosses. 11·)1 ro eliminate
the north exit and the top of the
cower. Move the broken circuit
Karst and .Agatw one then the other. After you
E11e111yDnta eliminate one of the two, getting
back into place to activate the
rid of the other is simple. Take
west archer, and the lighthouse
Karst advantage of your Dj inn's
is ready to be activated.
111' l'I' S1 ll l)Fl· WhAKNl'i>.\ strongest single strikes, then
., , 186 320 :.5{ 107 summon creatures into battle .
One character has to play healer
Agatio throughout the battle, probably
rr s·11t DJ-1 WP.AK,l'SS
Jenna, and someone needs to
280 :.77 .144 \V,ucr feed her Pl~ most likely Sheba o r
whoever controls the Ether
Djinni. Anyone who isn'r
healing or restoring PP should
be attacking. Winning this battle
is optional.
After the Djinni's room comes a
pillar puzzle. Use the cin:uiL
piece as a step to reach rhe floor
and move around the columns.
r""
CtaJJttf' .Five:
The Rebirth ofAlchem,y

The Flying Ship Hesperia SW Atteka Islet


Settlement

When the battle is over, rerurn \1.\1' I I l,I :'\I)


Kalt Island
tO Contigo to meet with Isaac
and his friends in the north
1. Tlndct· Djinnl
2. 166 coins [= l . Drag=on Ski.n ]]
t
i:J
= = ·· -~ _, > 0 •• ~
house. The two reams are united
wirh the sole purpose of lighting
Djinni Alert:
the Mars Lighthouse, the final
of rhe four lighthouses. Go tO
Tiud,.,. tbc ,llm~· Djimzi
Atreka Inlet and board rhe
modified ship. Now ir can fly at
low altirudes, which makes ir
possible tO cross over low rocks
in rhe water. The ship runs on
the party's H over Psynergy, so
while you fly, the party's PP
drains away. Jf the parry runs
our of PP, the ship can't fly until
you've rested. Cross the shoals
south of the village, then head -----
--- ------ --------
our to sea. - ------- - -- - -
. - --------
This area holds one small
puzzle. Start at the waterfall's
low end on the left, and push
the brown stone into the water.
The only thing to do here is Go up and ross the crate into
caprure Tinder. Above the Djinni the water. It falls and is
is a box. Push the box over the stopped by the stone you
cliff on the far left side, then slide just placed, making a step
it to the right over the next to the d1est containing a
ledge. Use Move t0 slide it once Dragon Skin.
more co the right, and use the
box as a step to hop to the
Djinni and add ir co your
inventory.

PRIMAGAMBS.OOM
-s
,\!At• LEC; hND Magma Rock
I. Star Dust
2. Lucky Medal (Reveal)

There's ftm ro be had in Kalt,


In the Gondowan Settle111ent,
such as ice skating to reach a new
use Cyclone on the weeds to the
Djinni. Head onto the ice on the
left of die entrance to find a
town's west side and slide down
hidden cave. Look for a Lucky
(use Catch to grab the Apple in
Medal hidden in the rocks to
the tree), right, up, left, up, right,
the rig ht.
up, left, up, right, up, lefL, down,
and left to reach the ladder in the
corner. Lash die rope and walk ro Atteka Cavern
die Djinni, which doesn't even
put up a fight.

Gondowan
Settlement

.\JAi' LI<, I·,;\;()


1. Mimic (Apple)
2. Oil Drop
3. 383 coins
4. Salamander Tail
5. Mist Potion
Use the flying ship to reach
6. Fury Djinni
Atteka Cavern on Atteka's south
7. Lucky Medal
end. Use Parch to dry up the
8. Salamander Tail
water inside of the cavern so
9. Golem Core
you can reach the stone tablet in
10. Stone Tablet (Blaze)
the center of pond and learn to
11. Magma Ball
summon Coatlicue.
~ ~
J /. . ,
, Cl/aptet:'.Fwe:
• l '•

The Rebirth ofAlchemy

j." :.....
..,
PRIMA~S OFFICIAL STRATEGY (lUIDE

Bursting the Moai


J
' CJ/iipter.Five:
The Rebirth ofAlchemy

Hop on the middle pole twice larger ones. T he contact causes


to destroy it and fall to die the large moai to spit out lava,
ground. Use Burst on the moai fill ing the basins below. To clear
to dcstrov the barricade to the a basin, look for a nearby dam.
right and. head through the Step on the switch, the dam
passage. opens, and the lava vanishes.
Some areas can be reached onlv
The Back Door when there's lava, and others ·
Head up the side of Magma only when the basins arc clear.
Rock before going inside. You Look for doors with blue gems
find moai sitting around the above them. T hese arc what
area. They have two purposes. you're trying to reach. None of
Casting Burst on some moai the doors can be reached when
causes them ro shoot explosive the basins are full of lava.
balls of energy capable of
destroying barricades. Using
Burst on others causes them to Before activating the next large
At the top of Magma Rock you
flash. Get on rop of these moai, moai statue, explore the basin.
find a Fire Scone near a moai
and when they blow their tops, Push the posts inro phKc and get
statue. Use Bmst on the statlle to
they lift you into rhe air :rnd vou what items vou can. Return to
blast the Fir\.'. Swnc and create a
can reach higher ledges. As y~u the large moai, activate it to till
backdoor into the Magma Rock.
climb higher, usc Grow to the area with lava, and explore a
transform sccdlings into ladders. second time to collect the items
Equip one of your characters Ups and Down ofLava
you couldn't reach the first rime.
with a mixmr~ of Venus and After you explore, drain the lava
Mars Djinni to have access to and head southcasr to find the
the Grow Psynergy. marked door.

The First Ledge

8lasr the large moai near the


cntranl'.e, then hop across the
floating platform in the room to
the north. Follow the hall around
so you're on the opposite sidc of
the large moai. C lear the lava,
then head into the basin, pushing
the pillar into place, d1en through
the hole in the top wall to die
first marked door.
Before activating the second
larg\.'. moai stan1c, explore the
basin below it. A Djinni is on a
small island that can't be reached
when lava is present. Approach
the Djinni and be ready for a
Getting through die minor
bacdc if you want to add it to
obstacle course at the top of
your collection.
Magma Rock isn't easy. T hree
poles sic ac the back. Move the The area vou enter has several
left pole to the right one space, huge moai statues next to
then climb around to die right smaller moai statues. Use Burst ..
sidl'. and jump across the poles. on the small Starnes co nail the

I ~l=PJ F~ -1-~J
PRIMA.GAMES.COM
room behind the p illar and
follow it around to the molten
rock. Ex,lmine the rock to find
the Magm,1 Ball. That's
<.:verything you need from
Magma Rock, so head out the
entrance and return to your ship.

Lobo

You're back at the start of


M<1gma Rock. Push the column
on the l<.:dge over the side to
ere.He a step to the door on the
left. This leads ro a fiery <.:avern.
Hop across the small rock strips
on the right co the cave in the
back where you find the power
A<.:tivan: th<.: third larg1.: moai of Blaze, which shoots a stream
statue ,1 nd cross the lava in of combustible material that
search of the drainage gare. creates a blowtorch when shot
Lower the lava level and head through a Oamc. Try it on the
back to the room with the large room's left side. Stand to the left
moai. Move the pillars inro of rhe flame, and shoot through
position to reich the south it at the burnt <)Lit candle on
ledge. Activate the moai again tht: right.
MAP LEGEND
and cross the pillars. Push the 1. Golem Core
pilJar near the marked door inro 2. Crystal Powder
the lava, then drain the bva 3 . .Mythril S ilve,·
again. Retum to the area near 4. Golem Core
the marked door, and use the 5. LuJl Dji11ni
pill.u· as a step co reach the
ladder to the marked door. The Big Bang
Loho is a ruined rown where
Blaze and the miners search for o res and
Mng111aB11ll artifacts. Their progress has
come tO a halt due to a large
stone wall. To help Lhcm, you
need the Magma Ball from
Magma Rock. Use it on their
canno n to destroy the wall and
in rernrn the miners install the
cannon on your ship. This
Head back to the beginning of allows you to pass through the
the area and use the last flame Northern Reaches to Prox.
before th<.: door ro light the two
candles tO its left. Enter the
j /
, CJ/aptet' .Eive:
The Rebirth ofAlchef1o/

Northern Reaches Pro8C

After destroying the wall, climb


the vine behind the wall, and
follow the ledge to the Djinni.
Hop the gap and th<.: Djinni
1s yours.

The o nly way to reach i>rox is


through the Northern Reaches.
Angara Cavern Unforrunatelr a huge ice wall
has blocked the Northern
Reaches. To destroy the ice, you
must have the Magma Ball and
L111.:: cannon from Loho. When
vou have both of these irems
you can go to Prox at any rime.

>

ToOutside '...;J
2 ,,,~ , ssJ ~

MAP Ll•:GEND
1. Potion
2. Dark Matter
3. S"crcd Feather

To reach the stone tablet, use


Carry co pick up the oddly
shaped cubes, and stack them
between tl,c ledges on the left
and right. H op across tl1e
stacked crates to reach the stone Herb , ...... . ...... 10 coins
tablet and learn how co summon Nut ... .. ....... . . 200 coins
Vial .... . ..... .... 500 coins
Haures. Mist Potion . ..... . 9,000 coins
Amidotc ........... 20 coins
Vial . , ... . ......... 30 coins
Sacred Feather ....... 70 coins
Warcr of Life . ..... 3,000 coins
Psy C ryscaJ .... .. . 1,500 coins
Potion ........... 1,000 coins .. -..
M ysterious Rob<.: .. 36,500 coins
..

PRIMAGAMES.COM
.~
of the Mars Lighthouse and
your destiny.

~Q:4
Though pt·esented prior to the
Mars Lighthotue, you should
attempt the Sea ofTi~ne lslet
and I.slet Cave, Yampi Desert At tl,c back of the cave you
Cave, Treasure Island, and encounter a tough customer
Anemos Inner Sanctum after known as Sentinel. It is a stro ng
you gaiti the Teleport Psynergy fighter and is immune to
from the M ars Lighthouse. As you head down the hall, Psynergy, so throw away all of
notice a bobbing statue. Stand your old strategics. Use your PP
next to the statue, and use to strengthen your party's
Sea of Time Islet Tremor to scare a Djinni o ut defense, arrack, and resistances.
and Islet Cave from behind the statue. You Then use your Djinn to arrack
must stand in just t he right spot the Sentinel while keeping at
(Teleport Psynergy fr>r the Tremor ro work. If it least one character on constant
Obtained) doesn't work at fo·st, move and healing dury. As you LJ.~e your
rry again. Djinn, you'll prepare summoned
Walk up the center path in the monsters. Use them! Even
lower pare of Prox. A Djinni is
though the Sentinel is immune
on a parch of ice ~l few feet
Boss Fi,ght: Sentinel ro Psyncrgy, it can be harmed by
,ihead . Slick at the D jinni and
summoned beasts, so tl1ey're
knock it into a pile of snow. Use Ene11iy Data your uitical hits and the key to
Scoop co dig ir our. winning rhe h::ittlc. Sentinel is
Sentinel
Ill' Pl STR Ill f WI Ak.:--1-~, one of the easiest bonus bosses
8,736 780 608 216 C..ui-h in the game. Keep up your
You should have already visited health and rhe healer's PP using
the Sea of Time before entering the Ether Djinni to win. After
the western seas. After you learn tl,e battle, the parry fi nds a stone
the Teleporr Psynergy from the tablet witl, instructions on how
Mars Lighthot1Se, go back to the to summon Catastrophe.
lslet Cave, the reward for the
trading gm:sr. Hop on the turtle
and allow him to take you to
tl1is secret hideaway.

The news in Prox isn't good.


The weather is getting worse,
Use the teleport pad inside the
Agario and IKarsr have already
cave and you're transported
left for the Mars Lighthouse,
across the water to a ledge on
and Felix's parents arc nowhere
the opposite side. The long hall
co be found. Leave rhe village
ahead is filled witl, beasts, so be
through the north exir and head
ready for battle, but a couple of
into the frozen rundra in search
wild secrets can be found.
Tumpi Deserl Cave

1. Water of Life
2. Mythril Silver
3. Dark Matter
4. Orihalcon
5. Crystal D jinni
6. Stone Tablet (Daedalus)

........
J r
PRIMA'S OFFICIAL STRATEGY. GUIDE

Secrets of the Boss Fight: Valukar use them in the next round
Desert Sands causing serious damage.
Enem,yData Boosting your attack power and
1. 161 coins
2. Lucky Medal
Valukar defensive strengd1 helps in this
3. Jester's Armlet
HI' pp STR llH \1%\KNE..'il>
batde and should be used
4. Mimic (Power Bread)
12,960 0 550 175 Wind liberally. When the batde is over,
5. Cookie
you find a stone tablet that
6. Psy Crystal
reaches d1e Daedalus swnmons.
7. 911 coins
8. Sylph Feather
Treasure Island 9. Rusty Axe
10. Star Dust
11. Iris Robe
12. Gale Djinru
13. Fire Brand
14 . Stone Tablet (Azul.)

Enter Yampi Desert from the


northeast. Look for nine scones
in a square pattern on the
ground. Use Reveal on the first
set to find a Lucky Medal, bur
the second set reveals an arrow.
Use the Sand Psynergy to climb
the last sand faU on the far left
to find a cave at the cop. Inside
the cave is a teleporr pad. Use it
to go deeper within the cave.

Djinni Alert: At the end of the cave an intimi-


c1,,stal tbe Venus Djinni dating boss awaits. This creep
has an wrnsual ability d1at
allows it to drain your Djinn,
placing them on standby. Each
time the boss docs so, it lowers
characters' stars and interferes
wid1 yom attack plan. He can
also use your Djinn to swnmon
a beast.

As you explore d1e cave, you find Healing is job one. Keep your
an area where something is parry healed at all times. Focus
crawling tmder the sand, mud1 on powerful single-strike
like the King Scorpion from long Psynergies and avoid using your
ago. Use Scoop on the object in Djinn, as this sets d1e enemy up
d1e sand to w1cover a Djinni. for bigger and more dangerous
summoning. ff your enemy sets
your Djinn on standby bur
doesn' t use them, use them
yourself. Od1e1-wise, Valukar will
,,,
v/ .Ja_ e
<;Jjapter . Ftve:
'' The Rebirth oJAlchemy

Big Blocks and


Larger Rocks

Treasure Island has a Djinni and


some tricky puu.les. Use Grind
to remove the rocks that stand
in your way and Lift to move
the smaller boulders, but be
careful. This is a dangerous area,
At the end of tl,e cave, vou
so don't take the monsters you
encounter tl1e toughest boss in
face too lightly o r your parry
tl,e game. This is an optional
will suffer.
fight, so skip it if it is too
challenging. The Star Magician
Boss Battle: gets tl1ree attacks every mrn, and
Star Magician has four balls tl1at aid him in
battle. These can be Thunder
Enem:yData
Balls (uses Psynergies with
Star Magician electrical effects), Guardian Balls
lf-~-1r- J~r-r I snt ~ wEA-:i<NESs (boosts the Star Magician's
7,4116 T 560 I 460 I 139 I Fire defense), Recover Balls (casts
powerful healing Psynergies), or
Anger Balls (hit hard and self
Thunder Ball
H r "" j srn n-HP- -\ \-'
F..A
_K_N_:s
li --s-'' detonate). Each ball can attack
280 43 329 123 Earrh once every mm, giving the Star
Magician as many as seven
attacks every rum.
Recover Ball
HP l'P STll Dill' 1 Wi:;A.KNESS
360 43 317 124 Fire
Defeating the Star Magician isn't
easy. Focus on defeating tl1e Star
Magician, but watcl1 the balls
Guardian Ball around him. Destroy any
HP l'I' STR l)lil· WEAr.::NESS Recovery and Anger Balls that
52CJ' 43 31 7 127 Wind
appear. Recover Balls can restore
as many as 1,000 of the Star
Anger Ball Magician's hit point~. CaLL~ing
f----,-
HP PP STR DEF WEAKNESS 1,000 points of damage to the
460 43 I 357 I 125 l½tcr Star Magician takes a long time.
Eliminating Recovery BalJs is
your main concern. Anger Balls
aren't ve1y powerful, but when
they self-destruct tl1ey cause lots
of damage. Get them before
tl,ey get you. Thunder and
Guardian Balls are annoying, but
tl1ey don't present tl,e tl,reat of -..·,
the other two. -r

' PR.IMAGAMES.GOM
-s-►.
0

P.RIMA'S OFFICIAL STRATEGT .GUIDE

When attacking, use your Djllm Anemos Inner Sanctum


as much as possible. Keep one
character, probably Jenna,
devoted to healing your party
each nu·n. Have the others
prepare to sunm1011 creatures.
Most summoned creatures cause
at least 100 points of damage to
the Star Magician, even if
regular attacks only hir for 20,
and cause serious damage to any
balls in play. Try to Destroy
several balls at a time. Keep him
from having more than one ball
onscreen at a time by carefulJy
planning your attacks.

Be ready to use d1e Ed1er Djinni


every chance you get to keep
everyone's PP high. Play it
steady and pay attention. This
will be a long battle, especially if
things don't go smooduy. Once
d1e Star Magician is defeated,
you gain d1e ability to swnmon
Azul, plus a huge chunk of
experience.

Gale is in a room wid1 several


plateaus blocked by boulders.
Use Lift on the center boulder
in the bottom row, then climb
up the ladde1· behi11d it. Jump
across the gaps ro reach the
Djinni and initiate a battle.
.\1.\1' LH,I :\D
l. Stone Tablet (Charon)
2. Duk Matter
3. Orihalcon
4 . Dullahan/Stone Tablet (Iris)
5. Dragon Scale
'Y I
'j

,i,.:,,,. ~ '
' CT(ffpter .Fwe:
The Rebirth ofAlchem,y

PRIMA.GAMES.COM
-s--
The Secttet of Sec-rets As the new gmup joins the
;\1AP LEGEND
battle, summo n all of those
1. Apple
powerful creatures again. Keep
2. Mim.ic (Cookie)
hitting Dullahan over the next
3. Orihalcon
couple of turns. With a little
4. Balm Djin n i
luck, you' ll finish the boss before
5. Teleport Lapis
the bo.~s finishes you. Afrcr the
6 . V..lkyrie Mail
battle, you find a scone tablet
7. Sol Blade
with rhc Tris summon.
8. Fire Dragons (Mars Star)

.Mars Ughthouse 9. Alastor' s Hood


10. Psy Crystal

Head back to due reltporr pad


in the cenrer of Contigo. Using
the:: pad pl,w.:s vou in the
Anemos Inner Sanctum (the
nearby building everyone is so
anxious to .:nter). Though )'Ou
can get in using the Teleporr
Psynerg~~ vou mav nor get for. Ar the end of the sanctum, you
Inside lies a gate, and unless )'O U find another c hallenging boss
have even · Djinn from Goldc11 named Dull.ihan. This characte r
S1111 and Colden S1111: tbc Lost Age uses a wide arra\' of powc::rful
you can't gcr past it. ;1ttacks and tops it off with the
Charon sum111o ns. Go ing roe-to-
You musr have already collecred roc with this guy isn't advised.
the Balm and fugue Djinn from It's best to e111ploy a risky
the Mars Lighthouse and ever~• strateg)\ one that's known ro
other Djinni previousl)' work most of the rime. Before
mentioned, along wirh a save rhe barrk, put nearly all of ~'o ur
game from the o riginal game Djinn on srandbv for both of
rhar contained evt:r)' Djinni. your groups, leaving only one
This is you r big prize for playing Djinni on each characrc::r, and
both games all of the way o nl)' if those c haracters have
through, so enjoy it! Just for nine Djinn each.
entering the area vou get the
C haron summon, bur go deeper As the battle bc::gins, summon
and the rewards grow g reater. your strongest creamn:s. With
But, so do the challenges. luck vou'II summon all four
before the next round begins.
Boss Fight: Dullahan Keep fig hting, but don't heal the
first group. You want chem ro
Enemy Data use as many summo ns as
possible, but thcv should all be
Dullahau
HI' rr SIR DH \\1 -1.K!'l:1 s~ eliminated at the end of the
Unk 1.; nk 676 269 11·;11<1 second round.
' ~
/v I ')

' CJ/apter.Five:
The Rebirth ofAlchemy
...

Al

.. -.,;:-:.

PRIMAGAMBS.COM
-s--
PRIMA'S OFFICIAL STRATEGY.G UIDE

D
ii

""
t ~ .
j / ~
, CJ/aptJ.. .Five:
The Rebirth ofAlchemy
.,
... ,I
..


.. ~.-">-;
• , 4 ......

'
-~
PRIMAGAMBS.COM
Head left to the hall's end and
enter the next room. Use the
statue against the wall to block
the flames shooting from the
wall as you move to the door on
the right. Slide onto the ice,
then go up, right, down, and
left to reach the opposite side.
Use Blaze to light the dragon
head statue, which puts a huge
crack in a block of ice below.
Backtrack across the ice and go
down to find the cracked ice.
Your first goal upon cnrcring rhe Finish it off wirh Rursr. Though
Mars Lighthouse is to earn the you can't see it at first, there's a
Tclcport Lapis, which grants the teleporc pad on the floor behind
Teleport Psynerg), Venture the ice.
inside the Mars Lighthouse, and
enter the right door. Follow the
halls up to an ice block sticking
through the floor. Use Grind on
the ice to shatter the visible
chunk and to crack the larger
chunk below. Head back
downstairs and use Burst to
destroy the cracked ice, creating
a passage into the Lighthouse.
...
l /2
,./
' .
'
The Rebirth ofAlchemy
,,
Clfapter.Five:
..
d1e left. If you're slow, the flame you're in for a surprise. Take d1c
will light the dragon head at the Mars Star from them and place
end of die hall and you'll be it in me dragon starue at the top
blown back·ward by an of me room. This causes much
enormous fireball. Go past the of the ice d1roughout the castle
next teleport pad and follow the to melt and ignites many of
hall to another dragon statue. d,e torches.
Block the flame above me
Enter the right door and use dragon by using the statue Djinni Alert:
against the wall, then return to
Blaze to light the dragon head. Fu.._quc t/Jc Mn1"s Djimzi
the tclcport pad and use it.
This clears a path to the door
below. Go to the hall's right end Wimin moments you're staring
ar a huge wall of -ice. Use Burst
and enter the next door. Clear
to destroy d,e ice. ...
the ice stakes from bodi sides of
d,c room, then run down die
center, ducking into the alcoves
on the sides to dodge the huge Search the chest in the next room
fireball. You find yourself at to fmd die Tcleport Lapis. Equip
another ice puzzle. it and use the tcleport pad below
me chest to ex.it me room.
Djinni Alert:
Rn/m t/Jc 1Wc1·cm:l' Dji1111i Boss Battle:
Flame Dragons
Enemy Datn

-
Flame Dragon (Left) ,___________ .....)

HJ' l'l' <;J R l)LF Wh\K:-.;~.ss


5724 250 400 137 \'rater
Remrn to the lighthouse
cna-ance after you ddcat the
Flame Dragon (Right) Flame Dragons. Light the
fll' I'!' I STR Ohf \\'f.AK.\;hSS
dragon statue on die left side of
5348 320 1Ts9 IJ34 W.ircr
the entryway and it smashes the
ice on the room's right side.
Follow this hall to its end to
encounter Fugue, the Djinni you
passed earlier.

This fight isn't difficult. The


To reach me Mercury Djinni and Flame Dragons are strong, bur
cross the room, Move die statue stay on top of healing and
to the left of me door so it slides they're not led1al. Boost me
across die ice. Slide onto die ice party's attack, defense, and
and go left, down, left, up, elemental resistance, d1en pick
right, up, left, down, left, and off the Flame Dragons one at a
down. Battle the Djinni, then go time. Use your best si11gle-strike
up co reach the right door. attacks in combination with
Djinni powers and slm1moned
crearures. Use d,e Ether Djinni
Rcmrn to the room with me to maintain your party's PP,
invisible teleport pad and use it. especially the healer's. When you • ,/4"::':'.
Drop onro d,e switch in me .• --✓
destroy the r-wo Flame Dragons,
next hall, then race the flame to ·· "--I
4: ..'
'
PB.IMA'S OFFICIAL STRATEGY GUIDE

on both the left and right sides Jliiter (the Fish) Air (the Bird)
Q~Q:4 of the brick wall. Use the left
path fi rst to ignite the flam e on
the back wall. T hen use the right
When yoii have both Djinn
and the Teleport Psynergy, path ro reach Aamc behind the
abandon the Mars Lighthouse dragon stanie. Use Blaze on the
and e.~plore further. Check the fla me ro ig nite the dragon statue
prei>ious pages for any secrets and crack the wall below. Use
you might have missed. Blast o n the cracked wali and
hop to the ex.it.
The Four Fires

. .
. ...
",..
.. .
.
~
-~,·'
. ...
... . ♦
.. '. -.
..

.
Enter t he door in the bottom
left co rner (d1e fish) and follow
E nter the top left door (the
bird) and follow d1e hall to a
March to the Mars Lighthouse '
the hall to a tower. Slide across tower. Use Cyclone to go
entrance and enter the center ... ... . . ..A... the ice by going left, down, between levels. Go to the left so
door. Cross the platforms and
come ro a room with four large
eng ravings on the doors. Behind
.·. ! ·;: ·i ·. ·. .. .... . .. . "
right, up, left, and up. In the
room above, rearrange the pipes
by pushing the top horizontal
you can block the flame with the
statue, then use the right
transporter. Use Reveal to find a
~ ••· "!- . ••
each door, a series o f puzzles pipe up, then Frosting the two hidden portal between the circle
leads to a flame for each one of pudd les on the ground. Push all o f rocks o n the floor. Dodge the
the clements. Lig ht all four In the pipe room , push the left three pipes into place to light flame o n the back wall and push
tfamcs before using the M a r·s pipe up, then cmss tO the right. rhe fire on rhe floor below. Head die circuir piece back into place,
Star to ac.:tivan: the lighthouse. Block che flame widi the staruc back co the ice and go left, then use Hover ro glide over the
and go up and around the next down, right, up, r.ight, and up flames to d1c a-anspon:er in die
Fire (the Drnoon) flame. Push the pipe down and to reach tJie flame. Use Blaze o n room 's center.
go b:ick and squeeze between the tJ1e fi re to light the statue on the
pipes and the to p right dragon back waU, then the large dragon
head to readi d1c exit below. Use starue. Cross tJie room by going
Blaze on die flame to light the left, down, rig ht, down, and left.
back wa!J in the next room, then
Retrt.-at to the room with the
four symbols on die walls.

H ead to the top of d1e tower.


Use Blaze on the flame to light
d1e •icon on the back wall, then
• -~ renirn to die room wim four
icons on d1e wall.
E nter d1e door in d1e bottom Dodge d1e flame-spewing
right corner ( the dragon ) and dragon srame while moving
follow the hall to a tower. Inside south. Use Reveal ro cross tJ,e
the rower, use Blast to put ho les gap and reach the top of the
I r
4 •

Cl/apter .Fwe:
The Rebirth ofAlchemy

cower. Blast the flame with Blaze When the Doom Dragon has happens, switch yorn· focus from
to light the mural on the.: wall, two heads, it gers fierce and uses attack to survi\·al. Use Mist
then return to the room with stronger attacks rhar target your Potions and Waters of Lite to
four icons on the walls. entire part)\ Its strongest attack, recovl.:r as necessary. They won't
a powerful Ps~•ncrgy known as be worth anything to you after
Earth (the Man) Cruel Rain, causes huge this battle, so don't hoard them.
amounts of damage in one shor,
but the dragon onl~· uses it pcri- Hang in there until your Djinn
Use Blaze on the flime ,It the odicall)' for now. Keep healing recover and your party's basic
rop of the rower to lighr the every nrrn, even if you don't :ibiliries .ire restored, then go
think you need it. Use the Ether back on the attack. Use
back wall, then backtrack to th<.:
room with four icons on the Ojinni to keep your healer's PP powerful single strikes to fin ish
wall. If all four rowers arc high. Though the second stage off the dragon and throw in a
complcr<.:, a tcleport pad is tougher, ir isn't challenging. summoned creature when
appcars. This is your last chance possible. Defense is as imporrnnr
When rhe second head is in this b,mle as offense. Drop
to explore the.: world. Don't go
any farther until you've done ,111 dcscroycd 1 things get cough. your guard for a second and
that you want to do. Now the dragon uses stronger your party will be wiped out.
attacks ,rnd combines them with
a blast of Cruel Rain almost
The Final Battle: every turn. To make m:itters
Doom Dragon worsc, it can put every one of
EnemyDatn your party's Djinn in recovery at
the drop of a hat. This is a
Erm:r the top right door (the
crippling attack that reduces
man) and follow the hall to a Doom Dragon
your p,1rry's stats and eliminates
tower. Move.: the.: statue on the.: Iii' 1'1' \Ill l>F.I WI \fu~f.SS
rhe best Psynergics. When it
far right ,md enter. Move d1e link Un, link IS, IIC,n<l
statue on the.: far left in the next rt>
hall and enter the.: door there. This battle has rhrec.: p:irts
Stack the crates to cross the because the dragon h:is three
ledge by Carr}'ing the c rates to heads. You must destroy the
rheir positions. Place the two heads one at a time, but you
crates on the.: bottom floor into cannot target a specific head. To r,
the.: slots on the.: ledge, then pr·epai'e fo1· the battle, spread our
move the final crate to block the your Potions, Mist Potions, Psy
flame and reach the rope.:. Bvpass Crysr:ils, and Waters of Life.
the.: nc.:xt p.1ir of tlarm:s by using These items come in handy and
the Sand Ps~rnergy while make the barrle easier, but only
standing on the s:ind riles. if they arc evenly distributed
:imong your parry.

You've challenged many bosses


char wen: cougher rhan this boss,
but don't be deceived. T his is
only the first stage. Strengthen
your part~• and prepare for the
second stage b)' keeping
everyone hcalrhv and preparing
a couple of strong summons.
When the first head is defeated,
the battle intensifies.
0

-PRIMA'S f)FFICI.AL STRATEGY.GUIDE

c§>~EJPun
Weapons., Armor.,
Equipment., and Items
You can find or buy a lot of stuff while exploring Golden Sun and Golden Sun 2. We've split this
chapter into two sections covering the things you can obtain in Golden Sun and in Golden Sun 2.
The following tables are divided into four categories: Weapons, Armor, Equipment, and Items.
Each table shows statistical information on each item, its resale value, special effects, and which of
your four party members can use it. In addition, each table also reveals where and how you can
obtain each item in the game.

Golden Sun lVea


Angd ic Ankh 83 6,400 Smff X X Unlca,hcs Lite Leech Found under Arrifucts in the 1o lbi Weapon Shop

Arctic Blade 55 2,600 Long Sword X X Unleashes Blizzant Found in a crc-.isurc chest in die Fuchin Falls C;1vc

Assassin Blade 90 7,800 Light Sword X X X Unbshcs Morr.ii D.mger Win from the Lucky fount.tin in Tolbi

Bandit's Sword 12 700 Light Sword X X X Unleashes Rapid S111,1Sh Dropped by Bandit, leader of die thieves in ½ ult

Barrie Axe 24 280 Axe X X Possesses no special abilities Buy in the Vaulr, Bilibin, and lmil Weapon Shops

Battle Mace 56 2,600 Mace X X X Possesses no special abilities l3U)' in the Xian, Alrin, and Kalay Weapon Shops

Barde Rapier 58 2,900 Light Sword X X X Pos~cssc~ no special abilities Buy in the Xian :rnd Altin Wc.1pon Shops

Blessed Ankh 46 1,600 Sraff X X UnlcJShes l'S)'Phon Seal Found under Arrif.icts in die [mil Weapon Shop

Blessed M:1cc 126 14,500 Mace X X X H P Recovery + 2' Dropped by 171llndcr Lizards

Broad Axe 50 1,400 Axe X X Possesses no special abilities Buy in the Kalima, Xian, and Altin Weapon Shops

Rroad Sword -!O l.000 Long Sword X X lhsses.,;cs no spcci,1J abilities Buy in rhc Bilibin, Imil, Kalima, and Xian Weapon Shops

Burning Axe 8-! 7,500 A,,c X X Unlt-:1shcs Broil Wio from the Lucky fountain in 1olbi

Clavmorc 70 4,000 Long Sword X X P(~~'iC$SCS no ~pccial abiliri~s Buy in d1c Alrin and Kala)' Weapon Shops

Crysml Rod 106 13,400 Sraff X X Unleashes Drown Found under Artifacrs in the Lalivcro Weapon Shop

· When tLscd as :m item it rccm-crs up to 200 HP


Unleashes Poison Cloud;
Demon Axe 132 16,000 Ni.e X X - - Cursed lrcm Found in a chest in the Crossbone Isle Cave
Unleashes Bad Omen;
Demonic Sraff 92 10,000 Staff - - X X
Cursed !rem
Found under Artifum in the Lw1pa Weapon Shop

Dragon Axe IOO 10,300 Axe X X - - Unleashes Heat Mirage Found under Artifucts in Lunpa Weapon Shop

Eh-en Rapier 44 2,200 Light Swonl X X X - Unleashes Vorpal Slash Found in a treasure chest in Bilibin Cave

Frosr \'½nd 76 5,400 Staff - - X X Unleashes Frost Bite Found under Artifucrs in the K:ilay \\'capon Shop
Unleashes liton Blade; l11crcascs
Gaia Bh1dc 135 17,000 Long Sword X X - - Earth Power and Rcsimncc + 20 Found in a treasure chest in rhc Venus Lighthouse
Gianr Axe 114 14,000 Axe X X - - Unleashes Meltdown Dropped by Earth Golems

Great Axe 80 5,200 A:i.e X X - - Possc,;scs no special abilities Buy in the Kalay and 1blbi Weapon Shops

Grear Sword 90 7,000 LongSwonl X X - - Possesses no special abilities Buy in the Tolbi Weapon Shop

Grievous Mace 88 7,000 Mace X X - X Unleashcs 1crra Strike Win from the Lucky Fountain in Tcilbi

Heavy Mace 26 500 Mace X X - X Possesses no special abilities Buy in the Bilibin, ]mil, and Kolima Weapon Shops

Hunter's Sword 28 520 Light Swonl X X X - Possesses no spec;al abilities Buy in the Bilibin, Tmil and Kolima Weapon Shops

Kik·uichimonji 128 13,400 Light Swonl X X X - Unleashes Asura Dropped by the Fcnrirs in the Venus Lighthouse

Long Sword 14 200 Long Sword X X - - Possesses no special abilities Bu)' in the V.1.le, \'ault, and Bilibin Wc-apon Shop,

Mace 6 80 Mace X X - X Possesses no special abilities Buy in the Vale and V.1t~t Weapon Shops

Magic Rod 16 380 Staff - - X X Unleashes Murk Found under Artifac-u, in the \ault, Bilib,n. md !mil \\'c.ipon Shops

Master Rapier 86 6,800 Light Sword X X X - Possesses no special abilities Blly in the Tolbi Wc.-apon Shop
Unleashes Demon Fire;
Mur.unas.1 126 13,600 Long Sword X X - - Cur..ed Item
Found in a chest in the Crossbonc h ie Cal'c

MystCt)' Blade 84 6,400 Light Sword . X X X - Unleashes Life Nourish Found in a treasure chest in the Crossbonc Isle Cave

Ninja Blade 94 8,800 Light Sword X X X - Unleashes Cydone Attack Found under Artifum in Lunpa WeJf)()n Shop

Psync,gy Rod 64 3,800 Staff - - X X Unleashes Psyncrgy Leech Found Lmder Artifacts in the Altin Wc.-apon Shop
Unleashes Blinding Smog;
Rightc.-ous Mace 112 8,400 Mace X X - X HP Ret:Ol'CI')' +3 Found under Artifucr.s in the Lalil'ero \\\:apon Shop

I( Shaman's Rod 10 N/A Scaff - - X X Possesses no special abilities Found among the thieves' loor in Vault

Shamshir 99 10,000 Long Sword X X - - Unleashcs Acid Bath Found wider Artifam in Lunpa Weapon Shop

Short Sword 8 120 LighrSwonl X X X - Possesses no special abilities Buy in the Vale and Vatut Weapon Shop

Silver Blade 108 12,000 LongSwonl X X - - Unleashes Aqua Strike Found under Artifacts in the Lalivero Weapon Shop
Unleashes Sonic Smash;
Swift Sword 104 9,400 Light Sword X X X - increases Wind Power +10
Found under Artifaets in the Lalivero Weapon Shop

Vulcan Axe 76 4,600 Axe X X - - Unleashes Barrage Found in a chest in Lamakan Dc.sert

War Mace 84 6,200 Mace X X - X Possesses no special abilities Bu)' in the Tolbi Weapon Shop
1,

I
r· ,,,, '

., 201 ,.
' '\;
,
,.~, .
~
Wicked /·vi.Kc 130 13,800 i\llace X X X Unlcashelo Poison De.1th; Found in ,1 chesr in rhc Cmsslxmc Jslc C.wc
Cur..cd Irem
found under AnifactS in the Eilibin .md
Witch's Wand 32 860 $raff X X Unleashes Snm Volragc Koluna Weapon Shops
\\loodrn Stick + -HJ St,111" X X Po!>.lc~c; no special :1bilirk1 Buy in rhc Vair Weapon Shop

Zodiac Wand 102 11,400 Sr.1ff X X UnlcashL-s Shining Srar Dropped b1• Grand Golem,

Golden Sun Arnior


Adept\ Clorl1c~ 18 850 Clothing X X X X lncrc,t\l'' PP +8 Purd1.1sc ,\I the lmil, Kolim.1, Xian, ,md Alrin Armor Shop,

Aclcpr's Helm 29 3,700 Helm X X lncrc:t,c., PP x1.2 Win from the Lucky Fountain in ·1c>lbi

Armlet 17 900 Br.Kck1 X X Pcx-,t:,,c, no d k rn, l'urch,1sc liu111 the Kulima, Xi.m, :md Alrin Armor Shops

Armored Shell 30 3,600 Armor X X Posscssc, no cflccrs Purchase from the Tolbi Armor Shop

A,ur.i's Armor +2 15,000 Armor X X ATK +5; 111' Rwwcry +8 found in .1 chc,r in rhc ·n111nd Ruins

Aura Glove, 36 6,500 Glove., X X X X Use as an item ro increase Dropped by Magicorcs


Rcsisr:111,·c
Barrie Glove., 26 2,100 Glove, X X X X ATK +8 Win finm rhc Lucky Founr.1in in "folbi

Blessed Robe 36 7,000 Rooc X X HP Rcrnvc1y + 5 Found w1tkr ArrifactS in the Lunp,1Annor Shop

Bronze Hdm 14 600 lklm X X l'os,csse1 no ctfocrs Purchase linm the Kolinu ,111d Xian Armor Shops

Bronze Shield 14 500 Shield X X Pos.'ICS.~L'S no cffrcts Purchase from the Bilibin, lmil, and Kolima Am,or Shops

Ch;1i11H1il 25 2,000 Armor X X Po,~t.,,se~ 110 cilcct~ Purch.1sc from the Alrin and Kalay Armor Shop,,

China Dre.,;.~ 19 1,600 Robe X Use as an ircm m drop the round under Arrifacrs in the Xian Am1or Shop
enemy's ATK
Circlet 6 120 Circler X X Pos.scssc~ nu dfrcrs Purcha.,;;: tium the V.1ulr, Jlilibin, .111d lmil Armor Shops

Cocktail Dress 29 -l-,000 Robe X Incrca~cs PP + 15 \.\lin from the Luck)' Fountain in Tolbi

Corron Shin '


,> 20 Clorhing X X X X l'o.,sc.,sc, 110 dkct, l\ 1rch.1,c :ir the Vale Armor Shop
Wind Rcsisrnncc -IO;
Demon Mail 50 17,000 AmlOr X X
Cur~cd !rem found in a chcsr in tile Crosstxme Isle Cave
Dr1in11 S~.11~, ~ 17.000 Armor X X Fin: .md \\~ccr
Found in ;1 rllm III rl1c Cro~bonc lsk Live
Rc.1isr.111cc +30
Dragon Shield 26 2,400 Shield X X rirc Resistance +30 Found in a chest in the Altin Mine

E,uth Shield 31 4,100 Shidel X X E.mh Rc.1i1r;mcc +20 Win tium the l.11ck1• fount.1in in 'lhlhi

Elven Shirt 22 1,700 Clothing X X X X lnm·ascs Agiliry x 1.5 FOLmd in a chcsr in the Mogall Forcsr
Fcarhcred Robe 45 14,000 Robe X X Wind Power + 20; Wind
Resisrancc +30; Agiliry +30 Dropped by Wild Gryphons

Fur Boors 2 1,200 Boors X X X X W1ter Resisrance + 15 Win in the Tolbi Slot Game

Fur Coar 16 400 Clod1ing X X X X Water Rcsisrancc + 20 Found in a chest in the Kolima Forest

Gaunrlcrs 23 1,600 Gloves X X X X Possesses no effects Purchase at the Altin, Kalay, and Tolbi Armor Shops

Circler X Use as an ircm to Win from rhe L11cky Fountain in Tolbi


Glittering Tiara 27 3,600 prevent dclusio1t5
X X Use as an item ro Win from the Luck)' Founrain in Tolbi
Guardian ArmJer 27 2,600 Bracelet boost defense
G11ardia11 Circlet 25 3,400 Circlet X X J>OSSL'SSCS 110 dlccrs Purchase from rl1c Tolbi Armor Shop

Heavy Armlet 25 2,000 Bracelet X X Possesses no dfocrs Purchase from the Kalay and Tolbi Annor Shops

Hypcr 8(>0ts 4 2,400 Boors X X X X Critical Hit ll:ttio + 12 Win in rhc Tolbi Slot Game

Iron Helm 20 1,600 Helm X X l'ossc.sscs no cllcm Purchase from the Xian, Akin, and Kalay Armor Shops

Iron Shield 20 1,200 Shield X X Possesses no diem Purchase from the Xian, Altin, and Kalay Am1or Shops

Jerkin 26 2,400 Robe X X Posscs.<;es no cficcrs Purchase ar the Kalay and Tolbi Am1or Shops

Jeweled Cmwn 35 4,000 Crown X X X X L11ck +5 Fotmd under Artifuets in rhe L1livero Weapon Shop

Kimono 25 2,800 Clothing X X X X


Fire Resistance +IO; Win from the Lucky Fountain in Tolbi
Agility + 10
Knight's Heh11 33 4,600 Helm X X Possesses no dlccrs Purchase from the 1-'llivero Weapon Shop

Knight's Shield 28 3,000 Shield X X PosscsSl'S no cfft-crs Purchase from the Tolbi Armor Shop

LL-arhcr Amiler 7 180 Bracelet X X Possesses no eltccts Purchase from the Vaulr, Bilibin and Imil Annor Shops

Leather Armor u 240 Armor X X Possesses no eflccrs Purchase from chc Bilibin, lmil, and Kolima Armor Shops

Leather Cap 3 30 Har X X X X P=cs nucflcm Pu11:hasc from the ½k and Vaulr Armor Shops

Leather Gloves 10 220 Gloves X X X X Possesses no cffecis Purchase at the .Bilibin, Tmil, and Kolima Annor Shops

Lucky Cap 33 5,200 Crown X X X X PP Recovery + 2 Fom1d in a chest in the Venus Lighthouse

Lure Cap 20 3,000 Har X X X X Increases monster encounters Prize for winning the Colosso

Magical Cassock 39 9,000 Robe X X PP Recovery + 2 Found under Artifal,:s in rhc L1livero Weapon Shop

Mail Cap 23 2,000 Har X X X X Possesses no cffo:c, Purchase from the Kalay and Tolbi Armor Shops

Shield X X Use as an item to Found under Artifucrs in the L.'llivcro Weapon Shop
Mirrored Shield 39 5,200 delude enemies
Mythril Circler 34 7,000 Circlet X X PP Recovery + 3 Fom1d in a chest inside Lunpa Fomcss

X X X
Increases HP +5; Can be Win in the Tolbi Slor Game
Mythril Shirt JO 2,900 Shirt X worn over od1cr armor

Ninja Garb 36 6,900 Clothing X X X X Wind Resistance t 10; Fom1d in a chest in the Crossbone Isle Ca1•e
Agility +30
Ninja Hood 28 4,600 Hat X X X X Aoilirv + 20 Win from the Lucky Fountain in Tolbi
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PR.IMA.GAMES.COM
One-Piece Dn:ss 4 25 Robe X Possesses no effocts Purchase at die \('lie Armor Shop

Open Helm 9 180 Helm X X Possesses no cl½ecrs Purchase from the Bilibin and !mil Am1or Shops

43 13,500 Robe X HP Recovery+ 10; Found in a chc11r in the Twmcl Ruin~


Oracle's Robe \½ter Resistance +40
P:iclded Gloves 2 10 Gloves X X X X Possesses no cffccrs Purchase at the Vale and Vault Armor Shops

Pbrc Mail 33 4,400 Armor X X Possesses no ct½


ccts Pmchasc from die Ltmpa Armor Shop

Platinum Circlet 29 4,200 Circlet X X Possesses no effects Purchase from die Ltmpa and Lalivero Weapon Shops

Prophcr's Hat 30 2,800 Har X X X X Predicts die possibility of Dropped by Dread Hounds
death when used as an item
Psyncrgy Armor 21 1,000 Armor X X Increases PP + 20 Fom1d in a chest in the Mercury Lighthouse

Quick Boors 3 2,100 Boots X X X X Agility +20 Win in the Tolbi Slor Game

Running Shirt 400 Shirt X X X X Increases Agility+ 15; Can Wm in the Tolbi Slot Game
be worn over other amior
Silk Robe 20 1,400 Robe X X Possesses no eflccrs Purchase at the Xian and Altin Armor Shops

Silk Shirt 6 1,800 Shitt X Increast-'S Luck + I; Can be Win in the Tolbi Slot Game
worn over other arnior
Silver Armlcr 30 4,000 Bracdcr X X Possesses no cfli::cts Purchase from the u.mpa Amior Shop

Silver Circlet 16 1,300 Circlet X X Possesses no efl:ccrs Purchase from die Xian, Altin, and Kala)' Armor Shops

Silver Helm 30 3,900 Helm X X Possesses no cffocrs Purchase from die Lunpa Armor Shop

Silver Vcsr 28 3,200 Clothing X X X X Possesses 110 cfleas Purchase at the Tolbi Armor Shop

Spiked Am,or 34 1,400 Armor X X ATK + 10; increases


critic.ii hits Dropped b)' Chimera Mages and Botddcr Beasts

Spirit Armlet 38 9,000 .lktcckt X X Incrc,t~cs E.mh and Found under Artifucts in the blivcro Weapon Shop
Water Power + l 0
Spirit Armor 32 4,000 Armor X X fncrcases all clcmcnt:il Win from the Lucky Fountain in l o lbi
r<:sist:incc + 15
Spirit Gloves 34 5,200 Gloves X X X X [11Cl\.'3Ses all elemental
power +5 Fotuid in a chest in Kalay Sewers

Steel Armor 36 4,900 Annor X X Possesses no cfl-ccrs Purchase from the L, livcro Weapon Shop

Steel Hehn 27 3,100 Helm X X Possesses no effects Purchase from die Tolbi Arn1or Shop

Sronn Gear 42 9,800 Clodiing X X X X Fire, Wind and Fomid in a chest in the Crossbonc Isle Cave
Water Resistance + 30
llimidcr Crown 40 7,500 Crown X X X X PP Recovery +4;
Found in a chcsr in the Venus Lighthouse
Cursed Item
1i-:ivcl Robe 10 200 Robe X X Possesses no cflccts Purchase at the Bilibin Annor Shop

Trnvcl Vest 7 50 Clothing X X X X P='SSes no effects Purcliase ar the Vale, Vault, and Bilibin Armor Shops

Turtle Boots 3 600 Boors X X X X Halves Agility Fmmd in tl1c parch of torest ll'CSt of Kolima Forest

Vambrace 27 1,800 Gloves X X X X AIK+5 Fowid in a chest in Vault Cave


.,

X Increases Fire and Found in a chcsr in the Suhal\a Desert


Vim1ous Armlcr 35 7,000 Bracclcr X Wind Power + Io• •

War Gloves 32 4,000 Gloves X X X X ATK +JO Found under Artifacts in the Lunpa A,mor Shop

X Earrh Power + IO; Fmmd in ;1 chcsr in Lalivcro


Warrior's Helm 35 10,000 Helm X Critkal Hit Ratio+ 10
Clothing X X X X Water Resisrance + 30, Fow1d in a chest in Hammer's Mansion in Kalay
Water Jacket 30 3,000 Fire Resistance +20
Purchase from the Bilibin, !mil, Kolima,
Wooden C~p JO 400 Har X X X X Possesses no eflccts and Xian Armor Shops

Wooden Shield 6 40 Shield X X Possesses no effects Purchase from the Vale and Vault Armor Shops

'Use as an item to cure stanis ailments · · Use as an item to n.-cowr lip ro 100 HP

Adept Ring 3,100 Ring X X X X Use as an ircm to restore 7 PP Win in d1e Tolbi Slot Grune

X Makes it fJ95Siblc to use the Fow1d in a chest in the Venus Lighthouse entrance
Carry Stone N/A Ps}~1c1-gy !rem X X X Ps ·nc • Ca when e ui
Makes it possible to use d1e Given to Isaac as a gifr from his mod1er when leaving Vale
Carch Beads N/A Psyne1-gy Irem X X X X Psyneri,'V Catch when equipped

Cleric's Ring 6,400 Ring X X X X Use as an item to cure a curse Fow1d in a chest in me Crossbonc Isle Cave

Makes it ~ iblc ro use the Ger this from Babi in lolbi when you speak to him afrcr d1e
Cloak Ball N/A Psync1-gy Irem X X X X event where you receive the pri1,c li-0 111 rhc Colosso
Psync1 · Cloak when c ui ·d

Douse Drop N/A Psyncrgy Item X X X X Dropped by the KiUcr Ape bo.5s in Mogall Forest

Fair}' Ring 2,900 Ring X X X X Use as an ircm ro cure stanL~ailments Found in a chest in rhc Crossbonc Isle Cave

Frost Jewel N/A Ps}~1ergy Item X X .x X Dropped by the first Living Statue in the Alllin Mines

X X Makes it ~ ssibk ro use the Found in a chcsr in Vale Cave


Hair Gem N/A Psync11,•y !rem X X Psync1-gy alt when cqui d
Recovers up to 70 HP when Found in a d1esr inside Trct's cnmk in the Kolima Forest;
Healing Ring 800 Ring X X X X Dropped by Ni hm1ares
used as an item
X X Makes it )jftible ro use the Found in a chcsr in rhc Altin Mines
Lifting Gem N/A Psyncrgy Item X X Ps •ncrgy ifr when equi ped

Orb of Force N/A Psynergy Item X X X X Found in a chest in the Fuchin Falls Cave

X Sends enemies ro sleep when Win in the l o lbi Slot Game


Sleep Ring 1,400 Ring X X X used as an item

Unicom Ring 1,100 Ring X X X X Cures poison when used as a11 item Fowid in a pot inside me Sancnm1 in Fuchin

Boosts vour att.Kk when Win in the Tolbi Slot Game


\lhr Ring 2,600 Ring X X X X used as '.111 item

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t J;t 1·i:An·~ 7 i : 205 ·. ': ~


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PRIMA.GA1'mS.COM
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.... ·:··*'i
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-Golden Sun Items
N.im<· \'.1luc I Cl.l" 1-.fht

Anchor Chann N/A Event lre111 Lucky charm in the shape of an anchor diat belongs to the ship caprain who sails between Ka!ay and Taibi

Apple 500 Smm~Item lncr<.-ases the user's Attack raring

Antidote 20 Common !rem Hcrb used to cure poison

Black Orb N/A Event Item A strange orb used to control Babi's SJX.-cial ship

Blue Kc)' N/A Evcnc !rem A blue key used to solve a puzzle in die Cf0.5Sbonc Isle Cwe

Boar licker N/A Event Item licker on die ship mar sails between Kalay and Taibi; it costs 150 ooins/pcrson

Bom· /A Evmr Item R.>und in the kitchen of die V.1ulr Inn; give one to die dog by the tombstones to kam about thr Vault Caw

Bramble Seed 50 Common !rem Used in battle, summons a diomy attack against die enemy

Cell Key 30 Evem Item 17ic key ro die locked cell doors in the Lunp,1 Fom-css

C.OOkie 500 Smms Item Increases the user's PP

Corn 12 Event Item A special Colosso concession focxt; n:covers up to I00 HP

Cryst:tl Powder 60 Common !rem Used in battle, summons an ice storm against die enemy

Dmgon's Eye N/A Evcnr Item Found inside die Fuchin Falls Cave; when fit inside rhc eye of rhe Dragon sramc, it illuminates a secret path

Hard Nur 500 Sr.mis Item Increases die user's Defense rating

Herb IO Common Item Recovers up to 50 HI'

Hermes Ware,· 2,000 Event Item A bottle filled widi die healing warers from the Mercury Lighthouse

Eli., ir 30 Common lrcm Cures Delusion, Stun, and Sk-cp

Empry Bottle 1,000 Event Item Found in a chest inside Mia's grandparents' house in lmil; fill widi water from the Mercury Lighdiousc

Game Ticker 50 Common !rem Special tickets given our when you purchase ircms at stores; use to play die Slot Grune in Tolbi

Lucky Medal 100 Common Item Special medals mat you can toss into die Tolbi Fountain for special priz.es

Lucky Pepper 500 Smm~ !rem lncn.':IS<'S die user~~ Luck rating

Mars Star N/A Event Jrcm Elemcnral Smr of.Fire; the only one left in your possession after die events in die Sol Sanctum

Mint 500 Srams !rem Increases the user's Agility raring

Mystic Draughr N/A Event Item Strange medicine found in Altmiller Cave

Mythril Bag N/A Event lrcm Given to /'°u by Kraden inside die hidden chamber at die hearr of die Sol Sancrum; these bags arc specially made ro hold the
Elcmenra Sr.ITT
Nut 200 Common Item Restores up co 200 HP
Oil Drop 30 Common Item When used in battle, summons a fiery arrack against die enemy
.
N,lllll' Val11c CI.M E!li:ct

Potion 750 Common !rem Rcsto1.:s all of rhc user's HP

Power Bread 500 Stanis Item Incrcascs the llSer's Kl'

Psy Crysta.I 1,500 Common Item Rcsron.-; ,11! of 1hc user\ PP

Red Key N/A Event !rem A red key used ro solve a puzzle in the Crossbonc Isle Cave

Sacred Fea rher 70 Common !rem Reduce, monster mrnunrcrs for a sho1t while

Sleep Bomb 60 Common !rem When used in battle, produces an aroma rim makes enemies fall asleep

Small Jewd N/A Event lrem Small jewel., u.,cd to complete p117.z b in 1hc Sol Sancrum

Smoke Bomb 30 Common Items When t11ied in b,mlc, produces enough smoke ro blind an enemy

Vi.ii soo Common Item Re.stores up ro S00 1-1 I'

W.1rcr of Life 3,000 Common Item Resron.--s a fallen ally ro life

Wc~1scl's Cl,1w -rn Common !rem When used in battle, ,ummrn1, ,1 fimx wind attack ag;1inst rhe enemy

"Weapons., Annor, Equipment., and Items in Note:


A/I 1r>mpo11s mui rrm1or 1Pitb 1:ffects rrrr considered
Golden Sun: The Lost Age Anifacrs. If lisrrri rrs bougbt Ji-om rr shop, they cm, be
formd in tbc sbop '.r Artifacts 111c1111. When rrn
A11ifacr fr m•rrilnbh-jo1· pure/we. it becomes al'fliln/Jlc
The following tables are divided into fow.- categories: Weapons, Armor, i11 nllfi1t111·c shops. Sboulri .ww sell m1 Anijirct ton
Equipment, and Items. Each table shows statistical information on each .<bop. it 111ill be listed for .rnlc 111 c1•c1:i1 shop tb111 sells
item, its pm-chase price, special effects, and which of your four party mem- thnt typt' ofA11ifnct. lfyou sell n sll'urri Artifact, it
bers can use it. Each table also reveals where and how you obtain each item. becomes nmiln/Jlc i11 n1~\' 11'cnpo11 s/Jop or ,me-stop .i/Jop.

Golden Sun: The Lost


Angelic Ankh 83 6,400 Sr.tff X X Unleashes Lite LCl'Ch Bu)' from Apujii Islands Shop

Barde Axe 29 280 Axe X X Posscs.c;cs no special abilirics Ruy from Madra, Alhafra, Garoh Weapon Shop

Barrie ,\!lace 56 2.600 Mace X X X Possesses no spcci.11 .1bilirit:~ Bu)' finm Naribwc, Kibombo, .md YallJm We:1pon Shop

Battle R.1picr 58 2,900 Light Blade X X X Possesses no special abilities Buy from aribwc, Kibombo, and Yallam Weapon Shop

Blessed Ankh 46 1,600 Sr.,ff X X Unbtshcs !'syphon Seal Buy fr<Jm Mik,is,111.1 Weapon Shop

Blow Mace 45 2.800 Mace X X X Unleashes Boost Hack Chest in Yampi Desert

Broad Axe 50 1,400 Axe X X Possesses 110 special abilities Buy in Mikasalb, Naribwc, Kibombo, and
);illam Weapon Shop

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PRIMA.GA.MES.COM
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PRIMA'S OFFICIAL STRATEGT..GUIDE

Bro.id Sword -W 1,000 Long Sword X X Possc,scs no special ,1bilirics Buy in Alhati~1, G,1roh, and Naribwe We,1po11 Shop

Capmin's Axe 95 6,800 Axe X Use ro boost Defense


X (use in battle/chance to break) forged from Rusty Axe
Cl.1y111nrc 70 4,000 Long Sword X X l'ossc~s,e:, 110 ,pccial Jbiliries llui· in Kilxnnbo and Yal!Jm Weapon Shop

Cloud Brand 130 J 1,800 Long Sword X X Unleashes Raidcn's Wrarh Wuer behind d1~1go11 after you defear him in Gaia Rock

Demon Mace 11 5 9,200 ,vb,c X X X Unleashes b·il Ew Forged l'ium Rusry Mace

Demonic Sraff 92 10,000 Sraff X X Unkashcs Bad Omen Buv in Champa Shop

Di,k Axe 76 4,700 Axe X X Unlc.tshes Power Dri,·e Chc,r i11 Kilxnnbo Muunrains

Dracomacc 128 10,700 Sraff X X Unleashes Aging Gas Forged from Rusty Staff

D1~1gon Axe 100 10,300 Axe X X Unb~hes Hear Mir.tgc Buy fium Apojii Islands Shop

Fire Brand 176 23,400 Long Sword X X Unleashes PuJbr.1to1y Chcsr in 'D-casurc Island

Frosr Wand 76 5,400 Sraff X X Unk.u.hes Fro,r Bire IIL1y in Kibombo Weapon Shop

Glower Staff 126 10,100 Sraff X X Unleashes Flash Force Forged from Rusty Srnff

G1-c:1r Axe 80 5,200 Axe X X Prn,se,,cs 110 ,pcci.tl .tbiliries Buy from Ch.trnp.t and Conrigo Shop

Great Sword 90 7,000 Long Sword X X Poocsses no special abilities Bu)' from Apojii Island~and Contigo Shop

I lc,1vy M,Ke 26 500 Mace X X X Posses.,c., 110 s1x:cial abiliries Buy limn Alhali~t and Caroh Weapon Shop

Hestia Blade 145 12,900 Long Sword X X Unkashes Cmcible Fire Win ar Lemuria (coin toss)

1-1unrer's Sword 28 520 Light Bl,1dc X X X Pos.,cs.,es no spcci.11 abilities Buy from Alh.tfra .uul Garoh Wea1xm Shop

Hypnlt,' Sword 49 2,900 Lighr Blade X X X Unleashes Moon Air Chest in G,troh

Lighming Sword 134 11,400 Long Sword X X Unlc,1,hc., Fb,h Edge Che~r in Ti111dari,1 ·1,,wer

Long Sword 15 200 Long Sword X X Pos:;csscs no special abilitit-s Buy in Daila, Madra, and Alhafra Weapon Shop

Mace 6 80 Mace X X X Possesses no special abilities B11y in Daib .md Madra Weapon Shop

Magic Rod 16 380 Scaff X X Unlca~hes Murk Bt1)' in Madr.t, Alhafra, Garoh, and Mikasalla Weapon Shop

Masamunc 161 16,400 Light Blade X X X Unlca,hcs Rising Drngon Chest in Y.illam

Master Rapier 86 6,800 Light Blade X X X Posse~-s no special ahilirics Buy in Champa and Contigo Shop

Medication Rod 150 13,400 Sraff X X Unkashc., Nirvana Chest in Jupirer Lighthouse

Mist Sabre 110 8,600 Light Bladt X X X Unleashes Scaring Fog Chest in Aqua Rock

Ninja Blade 94 8,800 Light Blade X X X UnbL,hcs Cyclone Slash Buv in lwmo Shop

Phacron's Blade 151 13,600 Light Blade X X X Unleashes Light Surge Chesr in Jupiter Lighthouse
Pi1~1rc', Sword 34 2,000 Lighr Bbdc X X X Unkashcs Drcamridc CheM in Osmia Cliffi

Psyncrgy Rod 64 3,800 Staff X X Unleashes l's)' Leech Buv in Kibombo Weapon Shop

Righrwu, MKc 11 2 8,400 Mace X X X Unlcashl:S 131inding Smog Buy in Conrigo Wc.1pon Shop

Robber's Blade 101 7,600 Long Sword X X Unlcashcs Shred Forged from Rusry Sword

Shaman's Rod 10 N/A Sr.1ff X X Posses"' no special abiliric~ Srarr., in ln\'cnrory

Shamshir 99 10,000 Long Sword X X Unkashcs Acid Bath Buy from lzumo Shop

Shorr Sword 8 120 Light 1!l.1de X X X l'rn,,c.\,c., no special abilities Buy from Daila .ind 1\ibd ra Wc,11xm Shop

Silver Blade 108 12,000 Long Sword X X Unleashes Aqua Sock Buy from Conrigo Weapon Shop

Sol 81.ide 200 31.200 l,ong Sword X X Unleashc., i\lk giddo Chc.~t in M:u-s Lighthouse

Soul Br.111d 141 11.600 l.ong Sword X X Unleashes Soul Shatter Forged from Ru.II')' Sword

Srorm Bmnd 60 3,900 Long Sword X X Unk.t,h,s I lurrie.mc Chc, r in Air's Ro,:k

Swirr Sword 104 9,400 Light Blade X X X Unleashes Sonic Sm:\Sh Buy from Contigo Wc:1pon Shop

·111an,1rm 1\ilacc 125 10,400 1Vl:1Ce X X X Unlcash..:., Hcamlm:ak Chc,r in Ankohl Ruin.,

17,cmis' Axe 30 1,900 Axe X X Unleashes Stone Justice Chcsr in Dehkan Plateau

Viking Axe 137 11 ,000 Axe X X Unlca,hc, Srun Bolt forged from Ru.sry Axe

W.1r Mace 84 6,200 Mace X X X Possesses no special abilities Buy in Contigo Weapon Shop

Witch's Wand 32 860 Sraff X X Unk·,Lshcs Srun Volragc Buy in G.,mh Wr.1po11 Shop

Wooden Stick 4 40 Staff X X Possesses no special abilities Buy in Daila Weapon Shop

Golden Sun: The Lost eArmor


Adcpt's Clothes 18
■ 850 Clothing X X X X Boosrs PP Buy from Garoh and Naribwc Armor Shop

Aegis Shield 41 6,700 Shield X X Raises Evade Win at Lemuria (coin toss)

.p U:1<: ro haunr a foe (u~ in


Ah,~ror's Hood 11 ,800 Hood X X X X barrlc/chance ro break) Chest in Mars Lighrhousc

Annlct 17 900 Bracelet X X Possesses no special abilities Bur from Mikas.11la and Naribwc A□nor Shop

Annorcd Shell 30 3.600 t\m1or X X Possesses no special ,1biliti1:S 8111• ti,,m Apojii Islands Shop

Blessed Robe 36 7,000 Robe X X Replenishes HP Ruy fmm 01ampa Shop ..


PRIMA'S OFFICIAL STBATEGT GUIDE

Bone Armlc! 30 3,000 Bracelet X X Use ro h,mnr a foe (use in Chest in Kibombo
barrlc/chance to break)
Bmnzc Hdm 14 600 1-lclm X X Po,,sc:;scs no ~pccial abilities 8111' from Mikas,1lla and Nmibwc Am1or Shop

Bm1m: Shield 14 500 Shield X X Possesses no special .1biliries Buy fium Gamh Armor Shop

Chain Mail 25 1,000 Am1or X X Possesses no special ,1bilirics Buy from Kibombo Armor Shop

Circler 6 120 Cirdcr X X Possesses no special .1bilirics B11y fium Mad1~1, Alhafra, and Garoh Armor Shop

Clarity Circlet 21 1,500 Circler X X Raises 'v\'ind Power Chest in Air's Rock

Corron Shin 3 20 Clothing X X X X l'o,m,scs 110 spcrial .1hiliries Buv from Daib Armor Shop

Erinycs limic 45 10,400 Clothes X X X X Raises Attack and Ev,1dc Chest in Jupiter Lighthouse

Festiva I Co,1t 28 2,100 Clothes X X .X X Raises Luck Crate in lw1110

Floral Dn:ss 38 6,600 Clothes X X Use to bllt enemies to sleep Win at Lemuria (coin ross)
(u~c in attic/chance ro b1c-:ik)
Fujin Shirk! 23 1,400 Shield X X Resists Wind Chest in i\ir's Rock

f ull Metal Vest 21 1,100 Clothes X X X X Possesses no , pi:cial abilities Chest in Dchkan Plateau

G.111111krs 23 1,800 Gloves X X X X Possesses no special abilities B11y from Kibombo Armor Shop

Golden Shin 12 2,400 Shirt X X X X R,1iscs 1-1P and Defense Shaman Village Cave (event)

G11,mlian Cirdct 25 3,400 CiKlct X X Possesses no special .1hilirics B11)' from Apojii Island, Shop

Heavy Am1lct 25 2,000 Bracclcr X X Possc.1scs 110 spcciJJ ,1hiliLil'!> Buy from Yallam Armor Shop

lri, Robe 47 16,600 Rohe X X Raises I.11ck, Resrnrc., PP Chc., r in ·1i'cas1m: Island

Iron H elm 20 1,600 Helm X X P0-,scssc1 no sp(xial abilities Buy from Kibombo Annor Shop

lmn Shil'ill 20 1,200 Shield X X l'<lssessc, no special .1bilitic, Buy from Narib\\'C and Kihombo Armor Shop

Ixion Mail 26 l,300 Armor X X Resist, Wind and Water 0 1cst in Alhafra Cave

Jerkin 26 2,400 Robe X X l'os.m,sc, no special abilirie, B11y from Yall.1m Armor Shop

Jester's Armlet 39 5,100 Bracelet X X Raises PP Chest in Tn:asurc Island

Jeweled Crown 35 4,000 Crown X X X X Boo,rs Luck Buy from Conrigo Armor Shop

Knight's Helm 33 4,600 Helm X X Possesses no special abilities Buy from Conrigo Annor Shop

Knighr', Shield 28 3,000 Shield X X Possesses no special .1bilitic., Buy rinm Apojii lsl.111ds Shop

Leather Armlet 7 180 Bracelet X X Posscs.scs no special abilities Buv from J\1ladra, Alhafra, and Garoh Am1or Shop

L1•arht:r Ammr 12 240 Annor X X Po,o;:;~;m:~ no spcrial .1biliti~s BIi)' from Alhafra and Gamh Armor Shop

Lc,1rhcr Boors 6 270 Boors X X X X Possesses no special abiliti~ Buy from Madta and Alhafra Armor Shop
Leather G-ip 3 30 Har X X X X Possesses no special abilirii:s Buy from Daila, Madra, and Alhafra Armor Shop

Lead1er Gloves IO 220 Gloves X X X X Possesses no special abiiitics Bll)' from Alhafra and Garoh Am1or Shop

Magic.ti CasS<xk 39 9,000 Robe X X Replenishes PP Buy from Comigo Annor Shop

Mail Cap 23 2,000 Hat X X X X Possesses no special abilities Buy from Y.1Uam Annor Shop

Mirmred Shield 39 5,200 Shidd X X Deludes enemies (use in bar- Buy from Comigo Armor Shop
rle/chancc to break)
Mtmi Robe 39 6,300 Robe X X Restores HP Chest in Ankohl Ruins

Mysterious Robe 48 36,500 Rolx: X X Replenishes HP and PP Bui• from Prox Shop

Nurse's Cap 18 1,200 Cap X X Use ro release healing power Chest in Madrn
(u11: in banlc/chancc to break)
Onc-l'iccc Dress 4 25 Robe X X Possesses no special abilities Huy from Daib Armor Shop

Open Helm 9 180 Helm X X Possesses no sp<.-cial abilities Buy from t\lhafrJ and Garoh Armor Shop

l~tddcd Gkm;.~ 2 10 Gloves X X X X PosS<.:SSCs no special abilities 811)' from Daila and Madra A1111or Shop

Phanrasmal Mail 38 5,800 Armor X X Use for some magical Luck Chest in lzumo Ruins
(use in batdc/chancc co break)
Plate Mail 33 4,400 Armor X X Possesses no s1x:cial abiliti<es Buy from Clumpa Shop

Placimun Circlet 29 4,200 Circlet X X Possesses no special abilities Buy from Conrigo Annor Shop

Pmphct's 1-1:tr 30 N/A H:ll X X X X Prcdicrs being clowned (use in Drop !rem
battle/chance to lm.-ak)
L'syncq,,y Am1or 21 1,000 Armor X X Boosts PP Bu)' from Mikasalla Am1or Shop

Safcn· Boots 12 700 Boots X X X X R.1isc Ddcnse, Lower Speed Bu)' from Garoh Annor Shop

Silk Robe 20 1,400 Robe X X Possesses no special abilities Buy from laribwc and Kibombo Armor Shop

Silver Armlet 30 4,000 Bracelet X X Possesses no special abilities Buy from Champa and Contigo Shop

Silver Circlet 16 1,300 Circlet X X Possesses no special abilici<.'S Buy from Naribwc and Kibombo Annor Shop

Silver Helm 30 3,900 Helm X X Possesses no special abilitil-S Bu)' from Champa Shop

Silver Vest 28 3,200 Clothing X X X X Possesses no special abilities Buy from C'.oncigo Annor Shop

Spirit Gloves 40 7,200 Gloves X X X X Raises PP Chest in Shaman Village

Steel Armor 36 4,900 Armor X X Possesses no special abilities Buy from Concigo Annor Shop

Steel Helm 27 3,100 Helm X X Possesses no special abilities Bu)' from Apojii lslancl<; Shop

TI1orn Crown 28 3,300 Crown X X X X Raises Attack Chest in Naribwc

Trnvcl Robe 10 200 Robe X X Po.\o;csscs no special abiliri..:s Buv from AJhafr,1 :md Gamh Armor Shop

Travel Vcsr 7 50 Clothing X X X X Pos-scssc.s no special abilities Ruy from Daila, Madra, and Alhafra Annor Shop
..
]iutlc Boots 3 600 X X Boosts Ddcnsc,
Boots X X lowers Agility Chest in Isler C.wc

Valk-yrie Mail 53 25,500 Am,or X X Raises Evade Chest in Mars Lighthouse

Viking Hdm 30 4,000 Helm X X Resists \ \~rcr Cht',r in Champa

War Gloves 32 4,000 Gloves X X X X Boosts Attack Buy from Izumo Shop

Wooden C,np 10 400 Har X X X X Possesses no special .tbilirics Buy from G.troh and Naribwc Armor Shop

Wooden Shield 6 40 Shield X X Possesses no special abilities Buy from Daila, Madr.1, and Alhafra Annor Shop

Golden Sun: The Lost


Burst Brooch Psvncrgy Irem X X X X Bestows Burst when equipped Top oflimdaria Tower

Cyclone Chip !'synergy Item X X X X Bcsrows Cyclone when equipp1:d Rewarded by Madra's ,\llayor

Golden Ring Ring X X X X Raises ckmenral rcsismncc Che,r in Champa

Guardian Ring Ring X X X X Increase Max HP by 20 Chest in Y:1111pi Desert


and Defense lw 4 ·
Hover Jack Psyncrgy Irem X X X X Bestows Hover when equipped Dctcar Moapa in Shaman Villagc( frial Ro,td

Lash l'cbblc !'synergy Item X X X X Bestows Lash when equipped Ckar Kandorcan Temple's cave

Ml'Stc1iou, Card Class lrcm X X X X Equip to ch3ngc your class Cht'st in Kandorcan Temple

Pound Cube Psp1crgy Item X X X X Bcsrows Pound when equipped Taken from Djinni in Dehkan Plateau

Sccx>p Gem Psyncrgy lrc111 X X X X Bcsto\\'S Scoop when equipped Hattie King Scorpion in \'.1111pi Dcscit

Telcpon Lapis !'synergy !rem X X X X Bcsrows 1ckport when equipped Chcsr in Mari; Lighthouse

To111c;garhcricc>1t C1.1ss lrcm X X X X Equip to d1angc your cb.s Grc.it G.ibomb,1 's prize

Trainer's Whip Class Item X X X X Equip ro change your class Chest in Y.1mpi Desert

Tremor Bir Psyncrgy lrcm X X X X Hcsrows Tremor when equipped Chest in Mad111 Catacombs

Unicom Ring Ring X X X X Use ro remove poison Chcsr in Naribwc


Golden Sun: The Lost
:--.11111: \ :1lm: Cl.1ss Etfrci

Ancidorc 20 0.>mmon lrcm Curc.1 Poison Misr Potion 9,000 Ran: !rem Rcsro1-cs 300 I IP ro enci11: pMT)'

Apple I /A Scams 1rem Boosts Arrack Mythril Bag N/A Evcm Item Holds the Elemental Stars

Aquarius Stone /A Event !rem TI1c srone rim leads rhe chosen one Mythril Silver N/A Forgcablc Irem Legenda1Y dw,11wn mcral (forge-able)

Black Crystal N/A Event !rem Controls rhc ancient ship Nut 200 Common Item Replenishes 200 HP

Blue Kc)' N/A Event Item Key ru blue door in Jupirer Lighthouse Oil Drop N/A Common Item C:mscs damage " ~ch flames

Br:unblc Seed N/A Common !rem Causes damage \\~d1 thoms Orihalco11 N/A Forgc.1blc Item An ore of great power (forgcablc)

Center Prong N/A Event lrem l l1e center piece of a cridenr Potion 1,000 Rare Item Replenishes all HP

Cookie N/A Starusltcm Boosts maximum PP Power Bread N/A Sratus Item Boosts maximum HP

Corn N/A Common Item Replenishes I00 HP when used Prcny Stone N/A Evenr Item A shining stone

Crystal Powder N/A Common Item C.1ll5es damage with ice Red Cloth '/A Evenr lrem A funcy neckerchief

D:uJCing Idol N/A Event Ircm A sacred idol of unknown JX>wcr Red Key N/A Evcnr !rem Kc)' co red door in Jupirc-r Lighd1ousc

Dark ivlarrer N/A Forgeable !rem Tlvistcd black stuff (forgcablc) Right Prong N/A Event Item TI1e right tine of a oidcnt

Dragon Skin N/A Forgcabk !rem Scaly dr.1gon hide (forgc'ablc) Ruin Key N/A Event Item A key found in the niins under Madra

Elixir 30 Common Item Cures Delusion, Stun, and Sleep Sacred Feather 70 Common Item Reduces monster cncou nrcrs

Game Ticker N/A Common Item Ticker for use in special g.1mc Salamander T..,il N/A Forgeable Item A ticry liz.1rd's rail (forgcablc)

Golcm Core N/A Forgcablc Item An Earth Elcmcnral's hcrut (forgcablc) Sea God's Tear N/A Evcnr Item A jewel tiom die sea god's eye

Hard Nut N/A Sran1s !rem Boosts D& nsc Sleep Bomb N/A Common !rem Lulls enemies to sleep

Healing Fungus NJA Event Jrem A rare and delicious mushroom Smoke Bomb N/A Common !rem Obstmcts enemies' sight

Herb 10 Common Irem Replenishes 50 HP Star Dust N/A Forgeablc Irem Rare mcral from space (lorgcable)

Large Bread N/A Evcnr Item Nourishing bread that fight.1 hunger S)'lph Fcad1cr N/A Forgcablc Item Wind essence feather (forgcablc)

L1ughing Fun!,'llS N/A Il.1rc lrcm A rare and suspicious mushroom Tear Stone N/A Forgcable Itern Warer essence crystal (forgcablc)

Event Item A wc.1pon with a uniqL1c


Left Prong N/A Event Item TI1e right tine of a rridcnr Tridcnr N/A purpose ( +20 Resist)
Li'I Turdc N/A Event Item A nutlc who's far from home Vial N/A O mm1011 Item Replenishes 500 HP

Lucky Pepper N/A Srarus Item Boosts Luck \½tcr of Life 3,000 R.m: Item Re\~ves downed characters

J\llagma Ball N/A Evcm Item A glowing, red ball of volcanic rock Weasel's Claw N/A Common Item Causes damage with claws

Milk '/A Event Item 'utritious, delicious m:sh milk

Mint N/A Srams !tern Boosts Agility

• 213. '"'.'j
PRIMA.GAMES.COM 4:
,,.:-.t.,~;
-
-s-►.
·PRJMA'S ()FFICIAL STRATEGY GUIDE

c§o/detn E?wn
- Psynergy List
This chapter lists the Psynergies available in both Golden Sun and Golden Sun 2. The tables for
each game's list of Psynergies are divided into five categories (Attack, Defense, Support, Recovery,
and Field) based on how and where the spell can be used. Attack Psynergies inflict damage on
enemies in battle. Defense Psynergies hobble enemies by reducing their stats or hindering them
with status ailments. Support Psynergies increase your own allies' stats or provide protection from
both physical and magical attacks. You can use Recovery spells both in battle and on the field, they
also heal and cure your party member. Field Psynergies have specific uses while on the field. This
table includes both spells that can only be used on the field (such as Retreat) and those whose
effects change when used on the field (such as Douse, Growth, or Frost).

Attack Psynergies
~The Damage stat "Blow +x" indicates that the totnl damage inflicted
by the attacll i.s based on the strength ofthe b/0111 (dctmnined /~y the user's
attacll strength) plus or multiplied by the mm1bcrgiPen.
I l!UiMP.NT_I DAMAGE I pp I RANGE
ANNIHILATION I 1'. 1nh I llluw d.S I rn I
:£P11 6CT I Ancmpt 10 :mniliilatc a frx:

hLl!AI ENT DAMAGH PP RANGE


ASTRAL BLAST \Vind lllow + 35 5 I

Atrnck wirh cclcsrial force

lil.l..\UiN'I' DAJ\\AGf: Pr RANGB


AVALANCHE l~1rth 160 30 5
Arrack with blast of rock.s

BLl!llt£NT DAMAGE pp RANG E


BLAST Fin: 25 5 3
Hl'PECI' Attack wid1 an explosive blast

I l!LllAf£NT I DAMAGE I pp I RANGE


BLAST J Fire I 40 I 7 I 3
EFFECT I Arrack with a massive explosion
t.Ll!MENT DAMAGE pp RANGE
BLUE BOLT \Vi1Kt 90 14
Acrnck with a lighming bolt

ELl!AIV," r DAMAGE pp RAN G E


BOLT Wind 2U -! I
Attack with lightning bole
1

Psyltergy ·List
I E LEMENT I DAMAGE I pp I RANGE I ELEMENT I DAMAGE I pp
I RANGE
BRIAR I E.mh I 70 I I FIREBALL
II 3 I J·'i1t I 65 I 12 I 5
E FFECT I Att,ltk with ,h.u-pcnl'.d bri,H'- EFFECT I AmKk with a ~rnrd1ing fireba ll
I ELEMENT I DAMAGE I pp
I RANGE I ELEMENT I DAMAGE I pp
I RANGE
CARPET BOMB I Fin.: I 130 I 29 I 7 FLARE I Fin: I Iii I .. I .,
EFFECT I Atta,k with a bomb hi.isl EFFECT I Att,ick with tbring flame.,
I ELEMllNT I DAMAGE I PP I RANGE I ELEJ\tll.NT I DAMAGE I Pl' I RANGE
CLAY SPIRE I E.11th I 85 I I FLARE STORM ~o .,
13 I Fire I I 12 I
EFFECT I t-\tt.u:k wii-1, carrhcn :,.pirc EFFECT I Arrack. with i1ll:intr;tring O;ttllcs
KLEMENT OAMAGl:Z pp RANGE I E LEJ\fENT I DAMAGE I pp I RANGE
CLUSTER BOMB FLARE WALL
Fi1'-· 6:i II 5 I Fire I 40 I 7 I
EFFECT Arr.1ck wi1h ,l bomb h l."1 EFFECT I Att:Kk. with '-t::1ring tl:lmc:-.
ELEMENT DAMAGE pp RANGE I ELEMENT I DAMAGE I Pl' I RANGE
CUTTING EDGE \ V.H1..T Hirn, -t 32 ;; FLASH BOLT I \ Vind I 40 I 7 I
EFFECT Inflict dan1.1gl' with :1 ,hcxk w:wc E FFECT I Arrark wirh a lighrning bolt
I ELEJ\1ENT I DAMAGB I pp
I RANGE I ELEJ\tENT I DAMAGE I pp I RANGE
DEATH PLUNGE I \Vi1Kl I lllrn, ➔ 40 I 14 I FREEZE PRISM I \ V:m,·r I 190 I 31 I s
EFFECT I Plunge vour 1vc.1pon into .1 fix: EFFECT I Aruck. wirh ice crysrJis
I E LEMENT I DMIAG b I pp
I RANGE I E LEME NT I DAMAGE I pp I RANGE
DELUGE I \V.,1c1 I 120 I 20 I ;; FROST I W.u,:r I 20 I s I 3
EFFECT I Ana.:k wirh .1 dc,1d\v flood EFFECT I Attack wirh frigid blasts
I E l,EMENT I DMIAGE I PP I RANGE I IlLEJ\1ENT I DAMAGE I Pl' I RANGE
DEMON NIGHT I F..111h I (,()
I 12 I FROTH I \\~uc.:r I 28 I :i I -'
EFFECT I Unlc.bh :1 111yri:1d of mon~lcr.'\ EFFECT I Art;t(k. wirh frothing hubhks
I EL EMENT I DMIAG& I PP I RANGE I ELEMENT I l)AMAGil I pp I RANGE
DESTRUCT RAY I I I 21 I FROTH SPHERE I I ():; I I
EFFECT J J\ tt;,ck with :1 nugnclic :-.rorm
\Vind I SO
EFFECT I f\tt,Kk with frenzied buhbb
\\'.111.:r 12
"
pp I ELEMENT I I pp I RANGE
DOUSE
ELEMENT
\\~111.-r
DAMAGE.
2;;
·'
RANGE
FROTH SPIRAL I W,Hl'f I ,,o
DAMAGE
I 31 I i
EFFECT Arr:Kk wirh .t -.,urge of w.m:r BFFHCT I Art:Kk with a buhhlc vortex

I ELEMENT I DMIAGE I pp I RANGE I ELEMENT I DAMAGE I pp I RANG E


DRAGON CLOUD I Fin· I 8() I 6 I GAIA I E..1rch I -10 I 7 I .,
ll.ffECT I Srrikr the rn,rny ll'ith ., dr:1go11 , h.ipnl cloud EFF ECT [ t\rt,Kk wirh rhc c.mh's mig hr

I ELEMENT I DAMAGE I pp I RANGE I E LEMENT I DAMAGE I pp I RANGE


DRENCH I \\~\ll'r I (,O I IO I 3
GALE I \ Vind I 18 I -' I .,
EFFECT I Att.u.:k w ith .t torrent of w.m.:r EF FECT I Atr.Kk wi th rhc wi11d's mig ht

I ELEMENT I DAMAGb I pp I RANGE I ELEJ\JllNT I DMIAGE I pp I RANGE


EARTHQUAiffi I E.ui h I 35 I 7 I 5
GLACIER I \\~m·r I 100 I 15 I -'
EFFECT I Arrack wirh .t mighry rrcrnor EFFECT I Attack with frigid bla.srs
I ELEMENT I DMIAGE I pp I RANGE I BLEMllNT I DAMAGE I PP I RANGE
ERUPTION I Fin_· I <)() I 1-1 I ., GRANDGAIA I E.uth I 200 I 32 I
EFFECT I J\1 t.Kk. with volcmic mighr EFFECT ] Arrack with the c:urh's mig hr

I ELEMEN"T I DAMAGE I pp I RANGE I ELEMENT I DAMAGE I pp I RANGE


FIERY BLAST I Fin: I 110 I 19 I ii
GROWTH I E:uil, I 2Fi I + I I
EFFECT ) Att;H.:k with :\ll cxplo.sivc hbsr EfFEC'f [ Att:Kk with wild pl:1nr.s

ELEMENT DMIAGE. pp RANGE I ELE.1ENT I DMIAGE I pp I RANGE


FIRE !·in.· .3~ 6 ., HAIL PRISM I \ \'.m:r I 90 I 16 I 5
EPFECT t\rr.ick 11·i1 h :1 ,rnrching !iid).tl! BfFilC'f ] Arrack wi rh in· crysrals

I BLEJ\1EN"T I I
EFFECT
FIREBOMB
At r.1ek wirh :1 bomb blast
BLE.'1ENT
Fin.·
DMIAGE
,'):l
PP
5
RANGE
HEATWAVE
E F FECT I Attack with ficn· bolts
I Fin: I
DMtAGil
Blow +33 I
PP
6
I
I
RAN G E

..
r-'_
PRIMA'S OFFICIAL STRATEGY GUIDE
I lildlM.l!NT I DAMAGE I pp
I RANGE
PRISM I \\~ll'-"r I I
-1()
I 3
EFPECT J Artack with ice cr)'l>l~ I, V-'
BLF.J\lENT DM[AGE PP RANGB l!LE.UllNT DAMAGE PP RANGE
HELM SPLITTER F..inh l\km + 30 g I PUNGI 1-:.,nh -!5 3
EFJ;ECT P.u-.1l)"'t.e .1 l(x with .1 mighty hlow EFFECT t\rr,,ck with ., bamboo \\'c.1pon

I ELEMliNT I DAMAGE I pp I RANGE I EW!MENT I DM1AGE I pp I RANGE


HURRICANE I Win~I I 150 I 25 I 5
PUNGI STRIKE I 1-:mh I 150 I 24 I 5
rwn-:cr I AttJck with th<.· wi11d':-. might BFFEOT I Aruck I\ i1h ., lumboo \\c,1po11
F.LF..\IHNT DAMAG.li pp RANGE I FLllMENT I DM1AGE I pp I RANGE
ICE PUNGITRAP I I u
\\~,rcr 35 5 E.,nh 85 I I 3
R~FH."I' Ai-t.,ck with ,pike, nr ice EFFECT I f\tr:H..·k wirh a hamhoo weapon
I EJ.J,:MJ;NT I DAMAGE I .l'P I RANGE I BLEM.ENT l DMIAGE I PP I RANGE
ICE HORN I \\~lll"r I 70 I II I 3
PYROCLASM I Fin· I IXO I 2'1 I
EFFECT I An.tck with ~pikt..·, or ice EFFECT I Art.1,k wi1h vok.rni, migh1
I ELllMbNT I DAMAGH I pp I RANGE I ELEMENT I OAMAGB I pp I RANGE
ICE MISSILE I W.11c.· r I )6() I 23 I 3
QUAI<E I E.t1·1h I 12 I -! I 3
hlH.CT j Arr.Kk wn h ,pike< of ice EFFECT j A11-a,k wnh ., powerfol <]ll,1ke

I RLF.MJ-:N'I' I llAMAGR I PP l lt,ANGR R l,Pl\tRNT OAMAGE r1• RANGE


INFERNO I l~in: I 1-10 I 23 I QUAiffi SPHERE Emh 6S 15 7
LJ.>Ecr I t-\n;1ck with .1 M."orching tin:h~tll 6FFECT A,r.Kk v11ilh ,l ma,:-.iv,: q11.,kc

I ELE.\IEN'I' I DAMAGE I pp I RANGE I BLhAillN1' I OMtAGB I Pr I RANG!!


LAVA SHOWER I Fil\' I -1() I -! I I QUICK STRII<E I Wir~d I 1\11>w\l.N J 12 I
61TECI' I 1\n.1rk wid1 a vok:-1110 \ might EFPECI' I Blind your cm:my wirh ., r.1pid ,trike
I ELF.MhNT I DAMAGE I pp l RANGE l ELl!MllNT T DMtA.G B I pp I RANGF.
MAD BLAST I rin: I 50 I 9 I RAGNAROK I F.trrh J Hkm 135 I 7 I
·'
EFflC:t'T I Arr.1ck wi1h .u1 cxplo,iw bl.ist liFPECr ( Strikt.· with .\ 111.,s,iVL" ,word

I ELEM.ENT I DAJ\IAGE I pp I RANGE I ELEMENT I DAMAG£ I pp I RANGE


MAD GROWTH I E.lnh I (>0 I 10 I 3
RAY I \Vind I .l5 I (> I 3
I Au-;wk with., nug.nLTk storm
- f rfT("T J Anat.:k w1rh ti.-rocious pl.rnrs bfl'ECT

J 81.hMEST J DMIAGB I pp
I RANGE f BLllMENT f DAJ\IAGE I pp I RANG!!
MAGMA STORM I h1\· I 120 I 27 I 5
ROCICFALL I E.mh I .~O I 5 I 3
EHM,,- I t\t1.1 d. wi1h .\ 101Ci111o's mighr l!FEECT I A1r,Kk wirh .1 hla,r of ro,ks
I fil.hlllhNT I DMIAC'Ji I pp I RANGE 1 ELJ!lllJjNT I OA-'IAG.6 I PP I RANGf:
MOLTEN BATH I l'in: I 70 I 12 I 3
ROCKSLIDE r E.tnh 7 ()() I 15 I 5
EUhCT j Arr.,ck wirh ., volcano's might IIPFECT I Arr.Kk with a hl,1,r of rock,
I Ul;AIF.NT I OMIA(IB I pp I RANGE l 6LEMF.NT 7 DAll1AG6 l'P I RANGE
SHINE PLASMA
J

MOTHERGAIA I l·~1nh I IIKI I 17 I 5 I \Vino.I I )()(I I 18 I ;;


F.HECT J Arrack with rhc carrh·, might l!FFECI' I t\rt.tck with .1 barrage of bolr,
I BLBMENT I OA~tAGll I PP I RANGE ELF.l\t.HNT DAMAGB r1• RANGE
NETTLE I F_u,11 I 1-10 I 23 I
SHURil<EN WinJ Him, ,0.8 R 3
E.FF•:cr j J-\rr.,ck wirh sringing ncrtlcs EFFJ;Or Arr.u.:k with ., huge rhruwing knit'i.:

I EL£11UiNT I DAll1AG.B J pp I RANGE I BLEMEN'I' I DAMAGE I pp I QANGll


NOVA FIRE I Fin: I 70 I 13 I 5
SLASH I \Vnkl I 25 I 4 I I

llFH(.."I' I Attai:k with ri nussivc explosion BFPECI' ] Arr.,ck wirh ., bb,k of focu,ed air

1 £LbMbNI' , DAJIIAGJl r pp I RANGE l F,LEMllNT I DAJ\tAGE I pp I RANGE


PLANET DIVER I I I
SONIC SLASH I Wind I 12(1 I I 5
I l-ir\'.' Bk,w+ 36 7 I 20
EFFECT J l.e.ip ,kyward and lunge into li,c El'TTl:I' I Att;,ck with .1 bl~dc uffocu,cd air
I BLBlllENT I DAMAGE I pp I RANGE T ELEMENTl DAMAGE I P l' I RANG.B
PLASMA I \Vmd I 45 I 8 I 3
SPARK PLASMA I Wind I 180 I 37 I 7
EFFECT I Attack wirh a barr'1ge of bolts ll"6CT I A1t.1ck with ~ barr.1ge of hoh,
·r - ---=-- --_L.,_-,:::;:-:===-t--::-:-:-----:--:~::.....:___'._'._,~--
SPIRE I ELEME,V T I DAMAGE I p p I IIA,'IGll
I E,nh l -IO I 5 I
EFFECT ] Arr,ek with C'1rthcn spire

I BLEJ\tllNT I DAJ\tAGB I pp 7 RANGl!


STONE SPIRE I l:.:1rth I I(~) I 22 I 3
EFF6CT I t\tt,l<k with c.mhcn spire
BLEME.'IIT DAM AGB pp
STORM RAY \Vmt.1 fl:i 10
l!FFECT At~ck with a magncric ~rorm

llLl!Ml'.NT DAMAGE pp
SUPERNOVA hn· 150 .ii
P.PF£CT An.h.· k with .1 m,l'.,..,ivc l.'.xplo~ion

l!LF.MllNT DAl\tAGR 1>p


TEMPEST Wine.I 1(,0
EFFliCT Arr:1ck wirh ., fi:.u·.:..omc wim.l"rorm

lil,BMBl'ff
THORN l·..1rth .,:,
IIFFllCT /\tt;t..:k with ,tabbing rhonh

HLBMBN1' DAll1 AGll pp


THUNDERBOLT \\1111,I I 10 l<J
EFFtiCT l\tt.ll:"k with 1hr •aorm \ ri1rr

E LllMllNT DAM.AGE pp RANGE


THUNDERCLAP \Vi1Kl ~o ')

EFFECT Arrack wi1h tht." ,rorm's fury

THUNDERSTORM It-1-1
BLIIMBNT f DAMAGE I
;;-\l;1-1~
,d:-+l=:':'
I\IO
PP
';:==-!-l.....;.l.9
l RANGB
:.__-1-1..:::::::7~ ~
BttBc'r I An.1ck with rhl· .storm\ fury
EW!MENT DAMAGE pp
TORNADO Wind 81) 14
BITECT Ari-;14,,:k with :t mighty torn.ulo

BLJ!,\UINT DAl\JAOB P l'


TUNDRA W,111:r 45 s
EFFl>CT t\ruck with frigid h la.m

l!LEl\1Jll'ff OAlltAGll
TYPHOON W111d 76
llFFE-01' Arr,.:k with die wind's might

U.BMENT
VOLCANO

ELB.\IENT
WHIRLWIND \Vmd
BFFECT Arrack with " swirling rorn;ido
.,
I BLE.\lllNT I DAAtAGB I rr I RANGB
WILD GROWTH I E~,nh I 110 I 19 I 5
EFFECT I Arrack with gi:inr p lant>
I BLl!.\lllN'l' I DMtAGJl I
.. PP
~-
I RANGJI
WIND SLASH I \\li11<l I 50 I 9 I 3
BFFECT l t\rr;ick with " blade of focu,,d air ~

.•
PP RANGE PP RANG F.
BIND 4 I
ANGEL SPEAR 12 AH AIIIL"'
llFFECT lllock .1 frx;', P,yncrgy 6FFECT II••"' Air.,ck \\ith ., h,·.wrnly hl.ldc
J 6LEMENT J Pl' I RANGF. I llLEMF.NT I pp I RANGE
BLUNT I 'Wind I II I ., DEMON SPEAR I Wiud I 7 I I
EFFECT I Drop enemy's an"rk EFFF.GT I Boo,, i\11.11..k w11h .1 1..k111011ii: bl.tdc

I ELllMENT I pp I RANG6 I ELE MENT I pp I RANG E


BREAK I \ \~111.·1·
I 5 I ,\II E l'k..'11111.."\ GUARD I 1·111.: I , I
EFFECT I Eliminatc :'Ill cnc:mf~ honusts llFFECT I llnu,r .111) \ lklc11"·

I ELElllllNT I pp
I RANGB I ELF.l\lENT I pp
I RANGE
CONDEMN I Eanh I ~ I
GUARDIAN I hr\.· I .l I I
SFl-'ECT I Di,.,bk your cm:my with rvil power E FF>:C'l' I B<K"I I lc li:11,c I\ 11h div111c ,night

I KLEAIRNT I pp
I RANGK I KLEAIENT I pp I RANG6
CORSE I I <, IUGHIMPACT I \\'ind I
E.u1h I I 12 I All 1111"'
EFFECT I Dr.m the ,pirit of l)c.nh to ., li>c RFFF.CT I Hoo,1 r•.ary\ Att.1i:k

I BLEAIENT I pp
I RANGE I EL8\1ENT I pp I RANGIS
DEBILITATE I 1-u\" I
IMPACT
(, I .l I \\111d I I
EFFECT I Drop l'lll:my p.trty\ JcfL·11,L' LFFECT I 11,.", .illy\ 1\11,Kk
I llLEAI.RNT I Pl' I RANGE I L Lb MENT I pp
I RANG E
DELUDE I \\'iuJ I 4 I .l
MAGIC SHELL I \\'111J I I
EFFECT I Wr.1p 11111lriplc i<K:s i11 dcl11,io11 hHhCT I Bou,1 Fh.:1m,:11t,ll Ri:,1,1,111'-..:

J l!LEAtBNT I pp
I RANGB I F.l,F.M >:NT I PP I RANG!-.
DRAIN I \Vin~.I I :l I
MAGIC SHIELD I Wukl I 5 I 1\II \ll1'-"'
EFFECT I Drai n enemy', HP (.1pprr»i111.udy SO) inw y1111rsdf EFFECT I lktthl 1-:lclll\..'lll,ll Rl·,1,t.Uh..l."
I BLllMENT I Pl' I RANG~ I EU.M F.NT I pp
I RANGF.
DULL I Wind I (,
I I
PROTECT I h t\.' I , I All All«,
llfl'£CT I Dro p enemy\ .ur.lck SFfllCT 1 1~00,, r·'n"\ Ddt·11,c:

I 81, RMJ!NT I rr I RANGE I liLP,M ENT I rP I RANGE


ENFEEBLE I \\'inll I 6 I
PROTECTOR I hn; I 5 I 1111 Alh"
£1-'FECT I D,up cnrn1y l'"rry\ rc,i,ra111:c E FFl!CT I Boo,t t)t..·IC1N..' w11h d 1, int· 1n1glu

I BLfu\UiNT I rr I RANGB liLEAtENT pp .RANGh.


HAUNT RESIST \\'md ;; All All1e,
I F.l11h I 5 I 3
ISFFECT I I I.tum ., l(>c: "irh .tn 1..•vil ,pirir EFIECT Boo,r 11,1n~·\ ll.c'1,t.l1Kl'.'

I ELEMl!N1' I rr I RAN(lB
WARD I lll.EMJiNT I rp I RANGE
IMPAIR I l'irc I -I I I I Wiud I , I I

6FFECT I Orop crn.:my\ dcfcll!-iC: SF~ECT I Boehl Rt.:'1,IJIILC

I ELll.\l.l!NT I PP I RANGE
MIST I \\'i11d I -I I 3
EFFECT I \V101p a foe in ., cloud of ddu,ion
BLEMBNT l'P RANGB
PSYDRAIN Wind I
Sl'FECT Dr.1in enemy\ Pl' (.1pproximardy 15) into your,clf

I ELEMENT I pp I RANGB
SLEEP I Wind I I :;
EFFECT I Lull multipk fn,~ m ~krp
I ELEMENT I PF I RANGR
WEAKEN I \Vind I 4 I I
llFl'ECT I Drop cncm~~'s R.\'.sisramx
PsyfteroY ·List

RANGE
Field Ps
CURE 3 I AVOID l'.l..Hl\O:NT pp

W.m.:r 5
llFFJ'-CT lk,torc 70 Ii I' l'PFECT Encounter fewer monsters

I BI.BAI RNT I rr I 11.t\.'IGJ! I l'Ll!MHNT I rr


CURE POISON \\liter CARRY
I I 2 I I
I Earth I 2
t.FFECT I Cleanse 1hc body or poison EFFF.CT I Lift and move light objcctS
I liLEMl;:i..'T I rr I R.-\N<lll I Rl,I\MllNT I rp
CURE WELL I l~inh j 7 CATCH
I I I 1-.onh I I
llFtP.CT j Re,rore 150 11 P llFPF-CT I Grab light objects from afur
I U.,fM.liNT I N' I RANGII. rr
PLY j \V.ucr CWAK
l·L£MliNT
J 4 I I \>V.m:r
HFl-'ECT I Rc,rorc 100 I IP wirh faith\ power EFFECT Hide in shadows

1 E l, llM EN'I' J pp
I RANG.E j llU,MENT I
PLYWELL DOUSE rr
I W.m:r I 8 I I \Vat..:r I 5
RPFE,-J I Rc~tur~ 200 1-11' wirh 1:1irh'• power EFFECT I ixllLIC lire with w.ircr
j 1!1,1,MllNT I er I l!ANGt
POTENT CURE FORCE
ELFM.El,"t' PP
I E.irth I 10 I
6F1!1,CT j Rc.wre 300 HI' El"FF.CT Strike a clisr:mt object

I El, EMP.NT I r•r I RANOe I lll,llMJiN'I' I rr


PURE PLY FROST
I \\~Ul·r I 12 I I
I W;m.·r I 5
BFFEOT I Restore 1,00() 1-1 I' wirh foirh's power R>TF.Cf I rrcl7..C pud1..llcs of warcr
j I I R.\NGH
PURE WISH
I
BLl<,\\F.NT
IV.ucr I
""
20 I All /\Ilic,, GROWTH I llLll•lliNT I
I F.inl, I
rr
4
EYFliCT I Re>IOI\: 400 HI' to the whole parry F.Fl'ECT J Stim11l:.uc the growth of vines

I 8 1,EMSNT J I
RESTORE
I I
''"
3 I
RANGJ-:
HALT I llLll~ll!NT I rr
\\l,H('r
I Wind I 2
BPPl', l;I' J Remove s leep, '\tun, and delusion EFFl!CT I Stop a moving object
I RLP.M.liNT I PP I RANI, !! I lll.EMENT I l'P
REVIVE I E.1,th I 15 I LIFT I \V,m.·r I 2
61'A,CT J Revive J downed .illy EFFECT J Lifr an object vertically
I IIL FJ\IJiNT I r r• I RANGR I BLliMll,NT I PP
WISH MIND READ
I W.,rcr I 9 I /\IIAllic-s I Wind I I
EYFECT J Restore 80 HI' ro rhc whole parry EFFECT J Read someone's mind
E.LEl\lliNT pp
WISHWELL l!ANGJi l(LPJ\lSNT rr
W,111.·1· 13 /\11/\llic.,; MOVE rirc 2
61'FECT Restore 160 HI' to the whole pony tFFECf Move an ohjt.'Cr on the ground

IILEl\lEN'I' rr
RETREAT Eard1 6
Rcnirn to the dungeon's cnrr.mcc

t:LW.'IENT l'P
REVEAL Wind
Perceive hidden m1ths

l!L£lll liN'I' pp
wmRLWIND Wind 5
Clear away vines with a srrong wind

-r:_.
. ., ... .....

• '-"'ill~

PRIMAGAMES.COM
I C•
DEATH LEAP 1 EL EM ENT I
I ll'ind
DMlAQB 1
-, lllow + I 10 I
---
1'P
22
I
I
RANG B
I
EFFECI' I Bc3t :1 fr>c with :1 ~trangc fan
T ELEMENT l DAMA GE I pr I J<ANGI!
DIAMOND BERG I ll~tcr I Blow + 92 I 17 I I
Golden Sun: Th e Lost Age 6FFECT I l'reczc and crush a foe

Psynergy List DIAMOND DUST


EFFECT I Attack with C.-\'srallinc ice
1 6 LE.\IENTl
I 11'.ircr I
DAMAGE
Blow +34
I
I
pp
<,
I
I
RANGE
I

The following is a list of Psynergies exclusive I l!LEMJlNT I DAl\tAGI! I pp I RANGE


DINOX r F.1nh l lllow +-IO I I I
to Golden Swti: The Lost Age. All other EFFECT I t\ttack with sharpened fangs
Psynergies are available in both games.
I ELEMJlNT I DM IAGE I Pl' I RANG.Jl
EMU I \Vind I Blow +75 I 10 I I
EFFECT I Call a giant bird to daw a toe
I ELEMENT I DA.\elAGE I PP I RANGE
EPICENTER f Firc I Blow J.98 I 33 I I

AttackPs RANGB
l!Fl'ECT I Strike :m enemy wirh Dr;1gon Clo ud
I BLl!J\1Jl1''T I DAMAGE I pp I RANGE
BACl{STAB 16 FIBRY ABYSS l rirc l 90 I 18 I s
EFFECT Attack a foe from behind BFf1:.CT I C:111 forth the fires o f the pir
lil,l!MllNT DMlAGJ; PP RANGE
BEAM FIRE Fire 45 7 3 FIBRY JUGGLE !'ire 150 25
Efl'£0T Arrack with a scaring heat beam BFFJ;CT Skillfully to,s balls offlamc

I ELllll1BNT I DAMAGE l PP I RANGE I l!Ll!MENT I DMlAGE I Pr I RANGE


BLUE DRAGON I l·l cuer l 130 l 17 I s FIRE BREATH I Fire I 85 I 13 I 3
E FFECT I Art:1ck foes with an iC)' bla,r BFFECT I Arr.tck wirh .t ~hcer of lhmc,
1 ELl!MbNT r DAMAGE , l'P I RANG£ I ELhMENT I DM t AGE I PP I RANGli
BRAMBLE CARD I E.,rrh I 130 I 22 I 3
FIRE DRAGON I ,ire I 1-10 I 17 I ;
EFFECT I Throw a c.ml o f rhe Thorn ,uit EFFECT I Arrack foe., wirh ., lien• bla,r
I BLEJ\11iNT I DA.\lAGE , PP I RANG B I EL BMEN"r I DAMA.Gil I PP I RANGE
CALL DEMON I Earrh T!lk,w+90% T 13 I
FLAME CARD I i:;,,., I <>0 I II I .,
EFFECT I Strike wirh a demon's ti,rr EFFECT I Throw .1 c,ml of rhc Fl.1mc suir
I E Ll!M l!NT I DAMAGE T PP I RANGE I 8LEJ\1JWI' I DAMAGS I l.'P I RANGE
CALLDULLAHAN I \Vm,I 1 flk,w+2()()'l(,j 21 I FROST CARD I ll'.11cr 1 175 I 28 I 3
EFFECT I Srri ke \\'ith Dull.1han's might SFFECT I Thmw .1 card of the Ice su ir
I ELl!l\fl!NT I DAMAGE I Pl' I RANGE I E!.$1.ENT I DAMAGE I pp I RANGE
CALLZOMBIB I \\\m•r I 1111111 HO I I
FUME I Fire I 50 I 6 I I
linBCT I Comm:rnd .1 zombie to strike a foe I Arrack wirh a plume of flames
I BLEM.E NT I DAMAGE I pp I RANC:6 pp MNGE
CERBERUS I f;,,, l so l 7 I 3
FUME DRAGON
EFFBar I Arrnck with the sou l's tire RFFBCT I-
I liLl!l\f:ENT I DMIAGE I PP I IW\'G6 I BLBM:SNT I DAMAGI! I pp I RANGE
ClllMERA I Fin: I 55 I 7 I 3
GHOST SOLDIER I Wind I lllow +170 I 22 I I
F.Pn,cr I Arrack a foe with a fiery blast EFFECT I t\track wirh phanrom javelins
I SLEJltJ!NT I DAMAGE I PP I RANGE I ELEMl!NT I DAM AGE I pp I RANGB
COOL I IV.m:r I 35 I 6 I 3
GRANDGOLEM I E.uth l 111ow+ l50 J 22 I I

EFFECT I Arrack wich freezing cold El'l'ECT I Arrack with a fist of stone

I ELEMENT I DMIAGB I pp I RANGE I ELEMENT I DM IAGJ! I pp I RANGE


CYCLE BEAM I-! I 5
GRYPHON I Wind I Blow + 85 I 10 I I
I Arrack with a scaring heat beam EFFECT J Arrack with a razor-sharp beak
l I

Psy11er9y ~Iiist
I ELEMENT I DAMAGE I pp I RANGE I ELEMENT I DAMAGE I pp
I RANGE
HARPY I Wind I I SERPENT FUME
Blow +80 10 I I I Fire I 130 I 14 I I
EFFECT I Arrack with boosted mor.ik EFFECT I Arrack with a plume of flames
I ELEMENT I DAM.AGE I pp
I RANGE I ELEMENT I DAMAGE I PP I RANGE
HEAT JUGGLE I Fin: I I I SKULL SPLITTER I I
75 13 I Earth Blow + 30 8 I
EFFECT / Skillfullv mss balls of flame EFFECT I Annihilate a foe by cmshing irs skull
I ELEMENT I DAMAGE I PP I RANGE I ELEMENT I DAMAGE I pp I RANGE
JUGGLE I Fin:: I 4() I 7 I I SUPERCO I WaR·r I 80 I 14 I 5
EFFECT ISkillfully toss balls of flame EFFECT I Arrack with freezing cold
I ELEMENT I DAMAGE I pp
I RANGE ELEMENT DAMAG.B PP RANGE
LIQUIFIER I Fire I mu"· +90 I 17 I THORNY GRAVE E.uth Blow + 50% 24 3
BFFEcr I Sl:izc a foe with the fires of trurh EFFECT Summon a lo,1thsomc fiend

I ll.LEMENT I DAMAGE I pp I RANGE ELEMENT DAMAGE pp RANGE


LIVING ARMOR I Earth I Blow + 130 I 17 I THUNDER CARD Wind 100 17 3
EFFECT I Attack with a big axe EFFECT Thro\\' :1 card of the Thunder suit

I ELEMENT I DAMAGE I pp I RANGE I ELEMENT I DAMAGE I pp I RANGE


MACETAIL I fin: I 60 I 7 I 3 THUNDER MINE I W ind I Blow + 85 I lo I I
llFFllCT I Arrack foes with a fierv blast EFFECT I Attack with ball lightning
I ELEMENT I DAMAGE I pp I RANGE ELEMENT DAMAGE pp RANGE
MINOTAUR I Earth I lllow + 90 I IO I I
TROLL Earth Blow + 45 3 I
EFFECT I Arrack with a mighty axe EFFECT Artack with ficndish might

I ELEMENT I DAMAGE I pp I RANGll I ELBMENT I DAMAGE I pp I RANGE


ODYSSEY I E.1rth I 9.:; I 18 I I VIOLENT COOL I \-\':m.:r I 180 I I
EFFECI' I Pierce a foe with a colo~sal sword EFFE cr J Attack with freezing cold

I ELEMENT I DAMAGE I pp I RANGE I ELEM.E NT I DAMAGE I Pl' I RANGE


ORC I None I Blow +35 I I I WHIPLASH I \Vind IBlow + 4-0% I 6 I I
EFFECT I Artack wirh your body's mass HFFECT I Attack with a whip
I ELEMENT I DAMAGE I PP I RANGE I ELEMENT I DAMAGE I pp I RANGE
PLANETARY I Fir\: I Rlow +98 I 19 I WILD WOLF I None I Blow +30 I 3 I
EFFECT I Strike a foe with fire from the heavens EFFECT I Call on a feral allv's aid
I ELEMENT I DM1AGll I PF I RANGE I ELEMENT I DMIAGE I Pl' I RANGll
PLUME EDGE I \,\ ~ucr I Blow + 80 I 15 I
WYVERN I Fit'\." I 120 I 17 I 5
BFF£CT I Atuck with a fo,1ming geyser BFFECTr I Arrnck locs with tier,· breath
I ELlll\1ENT I D.MIAGE I PP I RANGE
POISON FLOW I Wind I 125 I 28 I 5
EFFECT I Conjure a blast of poisoned wind
De ense Ps
I ELEMllNT I DM1AGE I pp I RANGE 1'1' RANGE
RAGING HEAT I Firt I 45 I y I 5
BAFFLE CARD 4 3
EFFECT I Call forth the fi res of the pit EFF ECT Envelop foes in an illusion

I ELEMENT I DMIAGE I pp I RANGE I ELEMENT I pp I RANGE


ROC I Blow +140 I DEATH CARD I E:trth I 8 I I
I :--.'one 22 I I
EFFECT I Strike with the sweep of a mighty wing EPFECJ' I Call the Reaper ro cl:tim )'OClr foes
ELEMENT DAMAGE l'P RANGE i!LeM!lNT PP RANGE
SABRE DANCE faith lllow +50% 7
Fm.E PUPPET Earrl1 7 3
EFFECT Attack with dancing blades EFFECT Paralyze your foes with fc:ir

ELEMENT DAMAGE Pl' RANGE llLEM:ENT pp RANGE


SALAMANDER Fire 45 7 3
SLEEP CARD Wind 3
EFFECT Call forth a fiery reptile's breath EFFECT Put foes to sleep

I SEARING BEAM
I ELEMENT I
I Fire I
DMIAGE
170
I
I
PP
36
I RANGE
I All Enemies SWORD CARD I ELEMENT I
I Fire I
Pl'
6
I
I
RANGE
... .....
I Eli'F ECT I Arr:.1ck wirh a scaring heat beam EFFECT I Reduce a foe's attack ....
PRI.MA'S OFFICIAL STRATEGY GUIDE

RANGE
Field Ps ELBMJ!NT l'l'
AURA 7 All Allies
BLAZE ..in:
llfFl<(,T Restore 50 HP to the parry EFFECT Manipulate flame,

I ELEM£NT I Pl' I RAN G.ti I l!LBMl!NT I pp


COOL AURA I 1-11-c I 16 I All Allies BURST I Fin: I 2
RFPF.CT I Rcsrorc 200 HI' ro the party EFFSC'r I Break cracked objects

ELDER WOOD
J = 1ENT J
pp I RANGll - CYCLONE
I BLBMl!NT I pp

I W:i1-cr I 14 I I I \Vim.I I 2
EffECr I T,1p the le ,rests to restore I 70 HI' liJ'FllCT I Omjurc wind to scatter
I ELl!MJ,11,'T I PP I RANGB I l!L&IJINT I pp
ESTREWOOD I W:111,., - I 14 I All Allies GRIND I E.t1t.h I
BFFBCT I Restore 180 HI' to all allies F.FPBCT [ Pulverize large object,

I llLEM1INT I l'I' I RANGH I HJ,MJl!NT I rr


FAIRY I W,1u;r I I 1 HOVER I \Vim! I 2
llfTEOT I Conjure faeries to restore 120 11P BJ'FBCT I Hover in the :iir
I ELBMBNT I PP I RANGE I l!LBMENT I pp
HEALING AURA I Fin: I II I All Allic-s LASH I \Vu'K..I I
BFl'ECT I Restore I 00 H I' m the parry BPFECT I Lift and move very lighr ohjccrs
I ELEM JlNT I pp I RANGE I BU !Ml!NT I l'P
LICH I E:1rth I 10 I I PARCH I \V~lTrr I 2
RFF~;cl' I Revive ,\11 ally with the undcad's aid EFFBCT I Ev.1porare sr:inding w.1ter
I BLEMl!NT I pp I RANGB J BL&IENT I pp
MANTICORE I 1-i rc I 16 I All Allies POUND I l-in.· I
EFFECT I Restore 300 HI' with cleansing tlame EFF ECT I D rive objects into rhc ground
I ELIIMENT I pp
I 'R.ANGF I ELl!MENT I pp
PHOENIX I Fil'C I 10 I SAND I E.mh I 2
BPF£CT I Revive :rn .1lly with rhc phoenix's tire HFl'l!CT I ,vlclt inro s~nd
I BLF.JllllNT I rr I RANGB BLEMJlNT rr
PIXIE I \V.ucr I 5 I I SCOOP l~trth 1
E FFECT I Conj11l"l' pixies to resrorc I 15 HI' KJ'FllCI" Dig in soft ground

I llLEMl!NT I pp I RANGE EL£M.P.NT PP


SUCCUBUS I W.H(."r I 9 I TELEPORT \\li,id

l!FFECT I Conjure faeries ro rcsrorc 250 HP llFFllCT

I lll,l!MHNT I pp I RANGE
WEIRD NYMPH I VJ.:m:.T I 5 I
EFFECT I Conjure pixie, ro re.tore 125 H I' •~F'F'BM'
-
/ /' I

S ecve ts af
·-·- ---
Goltle• SuaT: Th e L ost A9e
Thllam's Blacksmith
Xylion Armor 50 DEF, 12 ATK
In Yallam, a town cast of Alhafra that can be reached only by ship,
there's a blacksmith who forges items and rusty weapons into powerful Big Bang Gloves 47 DEF, 40 PWR Fire
equipment. Forgcablc items arc rare, so look for them. When you get Millenniwn Helm 45 DEF, 20 HP (max)
a forgcable item, take it to the blacksmith. If you don' t, by the rime an
Dark Matter Fear Helm 48 DEF, 10 ATK
ite m is forged from the material, it will probably be weaker than the
equipment the party is already using. Save the game before giving any (all cursed items) Terra Shield 48 DEF, 5 ATK
forgeablc items to the blacksmith. If you don't gcr the item you want, Stealth Armor 48 DEF, 10 E. Resist
reset t he game and try again. Herc's a list of the possible items: 50 D El; Critical hits raised
Demon Circler
Dark Sword 210 ATK (Acheron Grief)
Mythril Silver Mytlu·il Clothes 49 D EF, Critical hits raised
Mythril Helm Unknown DEF
Myth1il Armlet 46 DEF, Critical hits raised
Psychic Circlet 39 DEF, 12 PP per round regen
Mytlu·il Sword Unknown ATK
Levitan Unknown Eflecr
Dragon Skin Dragon Boors 13 DEF, 10 E. W E A Resist
Items Forged at Tallam Blacksmith Dragon Mail 44 DEF, 10 WE Resist
Dragon Robe 42 DEF, 18 W. E Resist
Dragon Shield Unknown DEF, Unknown W. E Resist

Dragon Helm Unknown DEF, Unknown W. E Resist


Tear Stone Clear Bracelet 31 DEF, 25 PWR Water
Golem Core Clu-onosMa.il 47 DEF, 20 HJ> (max)
Spirit Ring Use co heal 160 HP to all
T itan Gloves 43 DEF, 30 HP (max)
Pure Circler 29 DEF, 20 PWR Water
limgsten Mace 159 ATK (Harnmersphere)
Cloud Wand 98 ATK (Snm Cloud)
Gaia's Axe 163 ATK (Mother Eartl1)
Sylph Feather Aerial Gloves 37 DEF, 30 AG!, 20 PWR A.
34 DEF, 1.2 Luck, 20 A. Resist
Huge Sword 155 ATK (Heavy Divide)
Floating Hat
Fae,y Vest 38 DEF, Use to restore 200HP
Sylph Rapier 124 ATK (Mad Zephyr)
Star Dust Stardust Ring Case Psynergy Seal
Comet Mace 105 ATK (Ice Cm~h)
Luna Shield 30 DEF, 30 E. Resist
Asa-al Circlet 32 DEF, 15 PP (max)
Planet Armor 36 DEF, 10 PWR E. W E A.
Salamander Tail Salamander Rod 156 ATK (Fire Dance)
Flame Shield 44 DEF, 60 E Resist
Bm,ung Sword 157 ATK (Blaze Rush)
Apollo's Axe 158 ATK (Flare Burst)
Ardagh Robe 44 DEF, 20 PWR E, 40 E Resist
Orihalcon Nebula Wand 165 ATK (Reverse Star)
Stellar Axe 171 ATK (Supernova)
Cosmos Shield
Excalibur
49 DEF, 10 E. W. E A. Resist
180 ATK (Albion's Legacy)
...
' ,,.,, p

~-· 223 . :,..· .


~ .• ,... {
PRIMA.GAMES.COM • ,1.'

-~~
:PRIMA'S BFFICIAL STRATEGT;/;UIDE

Summoned Creatures
Stone tablets hidden around the world contain the secrets required to
summon powerful beasts. Most are found in caves, but others are in dLmgeons
protected by fierce guarruans. Finding them isn't easy, but it's worth the
challenge. To summon a creature, you must have a certain number ofDjinn
on standby while in battle, then select the creature from the Summon menu.
The following are all of the game's smnmoned creatures with their location
and Djinn requirements. If a creature is listed without a location, it can be
summoned when you have the required number of Djinn without finrung a
stone tablet for that beast.

Summoned Creatures

Ramses 2 x Venus Guardian of an immortal pharaoh

Cybele 3 x Venus The great mother of the card,

Judgement 4 x Venus The might of die apocalypse

Nereid 2 x Mercury Princess of d1e sea spirits

Neptune 3 x Mercury An incarnation of the sea king

Boreas 4 x Mercury The god of the north wind

Kirin 2 x Mars A mystical beast cloaked in flame

Tiamat 3 x Mars The queen of all dragons

Meteor 4 xMars A meteorite from deep space

Atalanta 2 x Jupiter The heavenly huntress

Procne 3 x Jupiter A goddess in bird form

Thor 4 x Jupiter The mighty god of thunder

Zagan Cave north of Madra 1 x Venus, 1 x Mars Earth's might enflamed

Megaera Cave near MikasaJJa 1 x Mars, 1 x Jupiter The goddess of vengeance

Flora Air's Rock 1 x Venus, 2 x Jupiter The sacred ice monster

Moloch Madra Ruins 2 x Mercury, 1 x Jupiter The sacred ice monster

Ulysses Cave under Izumo 2 x Mercury; 2 x Mars A legendary wandering mage

Haures Angara Cavern near Lobo 3 x Venus, 2 x Mars A beast that sunders darkness

Eclipse Prize in Lemuria (coin toss) 2 x Mercury, 3 x Jupiter A dragon whose wings span the skies

Coatlicue Cave on sQuth end of Atteka (Atteka Cavern) 3 x Mercury, 3 x Jupiter A goddess bearing the water of life

Daedalus Yampi Desert Cave 3 x Venns,_ 4 x Mars Master craftsman of ancient times

Azul After boss in Treasure Island 3 x Venus, 4 x Mercury An awakened dragon from the deep

Catastrophe Islet Cave in Sea of Time 3 x Mars, 5 x Jupiter The embodiment of destruction

Charon Entrance to Anemos Inner Sanctum 8 x Venus, 2 x Jupiter The boatman of the river Styx

Iris After boss in Ancmos Inner Sanctum 4 x Mercury, 8 x Mars Goddess of rainbows, guide of souls

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