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CHAPTER 2: INTRODUCTION About This FAQ This FAQ (short for Frequently Asked Questions which you should already know) should be a helpful guide to anyone stuck and wanting tips for the Gameboy Advance game Golden Sun. This FAQ was written by me, Ikillkenny, for use on Gamefaqs. com and my web site Golden Sun Anonymous (see the link in the header). I wrote this FAQ because I love Golden Sun and I wish to help others playing it. If you'd like to contribute to this FAQ, give me an e-mail easy navigation to the chapters, hold Control and hit F (when you " re on Windows any ways) in your browser window and type in the chapter you want to go to. For example, type in CHAPTER 3 to go to the walk through chapter. Coming Soon Additions to the Monster List-Finish Djinn Guide-Make Portions of Walkthrough Less Cryptic-Psynergy List-Work on the Item List-Level 45-ish right now.

Djinn / Class Changing Section gets updated when Reach Level 54. -Version 2.0 Will Probably Be The Last Version of this FAQ (coming soon!) FAQ Versions 1.96 a-Updated my e-mail address to. -A few minor changes. 1.96-A little bit of on and off work from about January 3rd, 2002 - January 28th, 2002 (most work was done on January 26th - January 28th). -Added Psynergy Section with a little information on when certain characters learn certain Psynergy. Thanks to Koop and Levitation 0 for that information.

-Updated Frequently Asked Questions and Boss Strategies-Added Codes, Secrets and Tips section. -Added Further Information section. -Spell Checked-SECOND TO LAST VERSION OF THIS GUIDE! 1.95 - Started and Finished on January 1st, 2002-Added information to the Boss Strategies section-Added walk through for the southern path in Venus Lighthouse (not sure how Missed putting this in.) -Changed web site information, turned off Instant Messenger-Minor additions 1.94-Fixed all of the Chapter number errors-Added a good Item List-Added several notes to the chapters to clear up confusion-Corrected several errors (far too many of these for my liking) -Fixed 'Issac's pelling error 1.93 - Off and on Work from December 11th, 2001 to December 19th, 2001-Started Item List-Semi-finished Level 29 Class Changing Section (Level 54 coming soon) -Update to the Linked Battle section-Help Wanted added for Item List-Added Screen Shot Link 1.92 - Off and on Work from November 30th-ish, 2001 to December 10th, 2001-Won the 'FAQ of the Week' award; -]-Added several minor things.

-Worked a little more on the Class Changing section (I'll have part 1 of that finished in the next version) 1.91 - November 27th, 2001 through November 29th, 2001-Changed 'Robin' to 'Isaac'-Added Pointless ASCII Art-Started Several New Sections-Many New FAQs 1.9 - November 26th, 2001-Spell Checked everything-Added Monster List by Nova Mage-Added SPOILER! (spelled backwards): EGA SOL EHT: OUT NUS NEDLOGchapter. -Added Coming Soon Section-Starting to Tidy Things Up A Little More-Added More FAQs-Added ASCII Art Request 1.8 - November 25th, 2001 through November 26th, 2001-Finished the Walkthrough (now a blue dot worthy FAQ) -Added Djinn FAQ by Baby M 1.7 - November 25th, 2001-Expanded Walkthrough up to and including all of Venus Lighthouse (save the boss) and some of Crossbones Island. 1.7 a - November 25th, 2001-Expanded Walkthrough up to and including some of Venus Lighthouse and some ofCrossbone Island-Pre-release version. 1.6 - November 24th, 2001-Expanded Walkthrough up to and including the first part of Suhalla Desert-Added Help Wanted ad (see above) 1.5 - November 22nd through November 23rd, 2001-Expanded Walkthrough up to and including Collosso. -Walkthrough about 2/3 done now.

-100 KBs 1.4 - November 22nd, 2001-Expanded Walkthrough up to the boat to Tolbi 1.3 - November 21st, 2001 through November 22nd, 2001-Expanded Walkthrough up to and including Altin Peak-Added a little to the Djinn section. 1.2 - November 21st, 2001-Expanded Walkthrough up to and including Mercury Tower. 1.1 - November 20th, 2001-Expanded Walkthrough to Kolima 1.0 - November 17th, 2001 through November 20th, 2001-First Version of this FAQ-Walkthrough up to Vault-Game play Section-FAQs barely started CHAPTER 3: GAMEPLAY Controls D-Pad: Select choice Menus / Battle/Conversation: A: Yes / Confirm/Next, R: Next: No / Back Walking: D-Pad: Move: Talk To Someone / In-game Menu Select: In-game Menu Start: Pause Menu, R: Use preset command: Run / Back Notes: Golden Sun's controls are pretty straightforward and you shouldn't have any problem with them. Regular Play A good deal of Golden Sun is spent in regular play, where your character is walking around performing certain tasks within towns, forests or dungeons.

In regular play, you can talk with different people, use Psynergy that will have effects on the map (for example: using Move will move a rock out of the way), and move around accomplishing whatever goal you may need to achieve. Whenyou " re outside of protected towns or villages, each step you take will have a small chance of a random enemy coming up, unless that attempt is thwarted by obtained a feather or something to that extent. World Map The World Map operates much like Regular Play, except there won't be any people to interact with or villages to explore. Instead, the World Map (which is available once the first temple has been beaten) allows a player to move from one place to another quickly due to the greater scale of movement (you " ll notice that your character is more pixilated because he is zoomed in on more.) You will be able to go through trees, but not over water or mountains. Random battles occur here, too.

Battle Screen The battle screen, like most other RPGs, is a separate screen from the regular game window where you and your allies fight various enemies that come along. You will have the option of picking what attack, item, etc. each character uses and on who before each round of attack. Generally your faster characters will attack first, then the enemy will attack, then your slower characters will attack. This cycle is repeated until you or the enemies are dead. There are several important things to look out for in the Battle Screen. Each character has HP which represents how much health he has left, and PP which represents how much Psynergy he or she has left.

When HP runs out, that character will die and can only be brought back by an item that revives, or a Djinn that has a revive move. When PP runs out, a character can no longer use Psynergy attacks with Psynergy requirements greater than what is left. PP can be restored by finding energy stones. Villages Inside each village there are several things to look out for. The first is an Inn where you can rest for a small charge and replenish all of your party's Hand PP (note: this doesn't affect passed out characters who have no HP left.) To revive a character, cure a poison or a bad spell, look for a Sanctum which is a building with an old man in it (note: If all of your party members die in battle, you " ll end up in the last one of these you visited.) For a larger fee than what you paid in the Inn, you will be able to get treated with the things listed before.

Other important buildings include the Armor and Weapons shops where you can buy the latest and greatest attack and defensive boosts for your characters. I recommend getting the most expensive weapons and armor that you can afford for each character in each town, because it is very important. Also in each town is a shop where you can buy items, but this is not a very important shop because you should have plenty of the items that the lady sells from random battle collections. Djinn These little characters probably made their way into the game thanks to the success of Nintendo's Pok " em on, but they are a very welcome addition. Djinn a recollected usually by battling them (they usually put up a pretty good fight) when you encounter them in the wild.

A Djinn has the power to alter a character's stats, moves and even his or her type. Djinn are useful because they expose different abilities in different characters, so mix and match between characters to find the best combination for your situation. When Djinn are on standby, a character can summon an extremely powerful elemental attack that uses the power of many Djinn's combined to inflict strong blows on the enemy. If you fight a Djinn and it runs, head out of the screen and come back to fight it again. There are 28 total Djinn located in a variety of places along the map. Use this FAQ to find the Djinn as you go along, or in the future use this section as a stand alone to find where the Djinn are.

And now, Baby M's Djinn Guide (exclusive to this FAQ). Note, this section is not written by me, and I can't be held accountable for inaccuracies in this section: Golden Sun Database Guide by Baby M-Version 2.011. Thanks OK everyone, thank you to Camelot / Nintendo for making the game and me for my amazing RPG skills, and other web sources. 2. Copyright copyright this data base that means you can put it on your site or whatever provided you DON'T ALTER IT IN ANY WAY (That means KEEP MY NAME ON IT!

). Baby is a worker of Mario Nursery, a subdivision of the division of Useless Products Inc., which is a division of Sushi World. Please send mail regarding Sushi World or any of its divisions / subdivisions to: Sushi World Tower Main Tower of Crystal Street Kirby's Dream Land-The closest thing to Heaven in your mortal life. 3. The Guide Well... here it is. Part 1-The Djinn Djinn are vital to your quest.

When I was constantly being wiped out at Venus Lighthouse, I went back and got all the Djinn I missed. My HP nearly doubled, my Psynergy was much stronger, and my stats were greater! Don't skip a single Djinni-you " ll regret it later if you do! Set and Standby-some of the simplest yet toughest strategy decisions you " ll make in your RPG gaming life. To get the great stats, you must put your Djinn on set. So why, you ask, would you put them on Standby?

The answer is summoning. When you summon, a great being will come out and make a great attack on your opponent. Your Djinni won't be able to be on Set or Standby after being summoned until it has recovered. Summons can be anything from the weakest summons (yet still powerful) such as Mars and Venus to the amazingly powerful wrath's of Judgment and Boreas. Experiment a bit... and save a lot! ALSO: Save before you try to get a Djinni.

Some might runaway! Earth Djinn 1.) Summon 1 Earth = Venus 2 Earth = Ramses 3 Earth = Cybele 4 Earth = Judgment 2.) Set Name-Ability-Setting Effects-Location Flint-Swift Strike-HP+8, PSY+4, ATK+3-When you leave Vale, he " ll come right up to you (just walk forward on the world map). Granite-Reduce Damage-HP+9, DEF+2, AGL+2, LUCK+1-In Kolima Village, you " ll see him behind a fence. Walk directly into the back of the house the fence is connected to (you can't see the door, camera angle). Follow that secret passage and you " ll come out to him. Quartz-Revival-HP+10, PSY+3, AGL+3-In Mog all Forest, you " ll eventually see an Earth Djinni.

There is a puzzle involving moving a rock into a hole, pushing logs, etc. to get to him. Vine-Lower Foe's Agility-HP+12, PSY+4, DEF+3, LUCK+1-At the end of LamakanDesert, go north then left over a bridge to a central island in the middle of a circle river. Keep walking around and battling here until a Djinni attacks you. Sap-Steal Enemy HP-HP+10, ATK+3, LUCK+1-Revisit Vault when you have Reveal.

Group to the bell tower and ring the bell. A Djinni will run to a certain spot. Goto the west side and climb the stairs. Now go around until you find a dog with bunch of tombstones. Use Reveal, and then go into the cave and on the other side will be the precious Djinni. Ground-Stun Enemy-?

-He's above the mudslide at Kalay Docks. To get him, you " ll have to sail across the sea to Tolbi, and then walk back (top of sea) to the docks. You will be only accessible to the mudslide platform, but that's all you need! Grab that Djinni! Bane-Attacks w / Venom-? -He's in Crossbones Isle Cave.

You will need the Cloak Ball, and several other things. First, go to the place where you got Flash, the Fire Djinni. Go into the cave, which ends at a pink tornado. Let it suck you up, it " ll transport you to an off-map place... go under the mountains and then into the gap to get into Crossbones Isle. WARNING-Dousing the cloud will cause a fight with the Tempest Lizard-a monster you may not be ready for yet! Fire Djinn 1).

Summon 1 Fire = Mars 2 Fire = Kirin 3 Fire = Tiamat 4 Fire = Meteor 2.) Set Name-Ability-Setting Effects-Location Forge-Raise Attack-HP+10, ATK+2, AGL+2, LUCK+2-In Goma Cave, he's on a ledge above a man. You " ll have to Move a bottom pillar so you can jump over later. Fever-Delude Enemies-HP+12, ATK+3, LUCK+1-In the Northern part of Imil (top floor), you will see a snowman. Move it with your Psynergy onto the ice. Now godown to the ice and slide around until you get into the waterfall, where you will find Fever.

Corona-Increase Defense-HP+12, ? +3, DEF+3, LUCK+1-When you leave Xian, head North past a bridge. A Djinni should be around. Scorch-Stun Enemy-HP+8, ATK+3-Go to the top right part of Kalay and go up on the two story house. Jump onto the grass and head North.

Move the statue to get into a tunnel. Block the water pipe with a statue and get the Djinni. Ember-Recover PP-HP+9, PSY+4, ATK+2, AGL+2-In the southernmost part of Tolbi, squeeze right and grow the vine, freeze the puddle and then go to the inn, jump across using the ice pillar and get the Djinni. Torch-Lowers Defense-? -In Lavilero, look for a house on the east side with a ladder going to the roof. Go into the house and climb the ladder, then jump on the wall, jump to the roof with a Djinni on it.

Flash-Block Damage-? -In Suhalla Desert, you " ll come to a ridge (before the big storm tornado). At the beginning of it (when you come out of the narrow crevices) use reveal to show a stump. Jump across and climb down to the Djinni. Wind Djinn 1.) Summon 1 Wind = Jupiter 2 Wind = Atalanta 3 Wind = Procne 4 Wind = Thor 2.) Set Gust-Repeated Wind Attack-HP+9, ATK+2, AGL+2-Climb the stairs on the right side of the town, and walk south to get onto the fence. Whirlwind the vines and enter the cave.

Move the statue inside to get the Djinni. Breeze-Element Resist Up-HP+12, PSY+5, DEF+2, LUCK+1-He's hiding on the highest branch on the right at Tret Tree. Zephyr-Raise Agility-HP+11, PSY+3, AGL+2, LUCK+1-In Fuckin Temple, there is a puzzle you can solve to get the Djinni. Smog-Delude Enemies-HP+9, ATK+3-At the top of the second screen in LamakanDesert, one of the circles of stones will have a Djinni in it (use Reveal to see it). Kite-Move Twice-HP+8, PSY+4, AGL+3-When you have Lift, go to vale and Lift the boulder near where you met Kraden. Inside the small cave beyond you " ll get the Halt p synergy after solving a puzzle, which you must use on the Djinni to catch it.

Squall-Paralyze Foe-? -I forgot how I got this one... ^ ^; its in Altmiller Cave though. Luff-Seal Psynergy-? -At the entrance to Babi Lighthouse, there are two ladders. Go down the left one and Move the pillar. Now go to the one on the right and Move the other pillar.

Jump across and go outside, grow the vine, go through the door, and jump down the slide. Water Djinn: 1.) Summon 1 Water = Mercury 2 Water = Nereid 3 Water = Neptune 4 Water = Boreas 2.) Set Fizz-Recover HP-HP+9, PSY+4, DEF+3-When Mia joins your party, she " ll have this with her. Two-for-one! Cool, huh ^ ^?

Sleet-Lower Enemy ATK-HP+12, ATK+3, LUCK+1-At Mercury Lighthouse in the room with 6 waterfalls, and Sleet will be behind one of them. Mist-Put to Sleep-HP+11, ATK+4-In Xian there is a girl on the dock that carries water. Go right of her to the second door on the right. Go right up to it, but don't go in.

Wait for her to come over. When she stops moving (as you are in her way), talk to her. She " ll get ticked off because you spilled her water. Freeze the puddle and climb upstairs, now jump across to the Djinni. Spritz-Recover Party HP-HP+8, PSY+4, AGL+3-Defeat the water spitting beasts in Altin Peak (all 3), then enter the bottom mine. Go on the path to the right, and solve a puzzle to get the Djinni.

Hail-Lower Defense-HP+9, ATK+4, LUCK+1-Leave Tolbi. Go west until you come to a vertical bridge (go over it). Head Northwest over the other bridge. Run around for a while, the Djinni will eventually pop up in this area. Dew-Revive the Downed-? -On the third screen at Suhalla Gate, go down the third dirt slide from the left.

Tonic-Cure Party Ailments-? -After beating Toadonpa and seeing Master Hammet off to Bona at the cave, go back and find Donpa's quarters. He " ll open a path for you to get the Djinni. Part 2: Psynergy Outside of Battle: Name-Effect-PP used-How to Get Move-Move an Object-2 PP-Isaac and Garret know this automatically when you get to start playing again after the "Three Years Later... ".

Retreat-Return to Dungeon Entrance-6 PP-Same as above, but Garret doesn't have it. Mind Read-Read Someone's Mine-1 PP-Ivan knows this all the time. Force-Hit from Distance-2 PP-Get this from a special item you get in FuchinFalls Cave. If you are stuck in the Dragon room, simply go back, get onto the left ledge in the room, and feel along the ledge until you start walking in air.

Just feel your way to the next part. Lift-Lift Rocks-2 PP-You get this in the treasure chest at the bottom of Altin Peak (tiled room, after beating the big, BIG statue). Reveal-Show Hidden Stuff-1 PP-At Lama Temple, Master Hama will give Ivan this Psynergy. Cloak-Invisible in Shadows-1 PP-After winning Collosso, go to Babi's bed and " borrow" (heh, not likely; ]) his Cloak Ball. Halt-Stop Moving Object-2 PP-When you revisit Vale with the Lift and RevealPsynergies, enter the cave near Kraden's house and solve the puzzles to get the Halt p synergy before Kite, the Wind Djinni. Carry-Lift and Move certain things-2 PP-Use Reveal on the weird stone with faint pics on it.

Inside you " ll get Carry somewhere. Catch-Grab Hanging Things-1 PP-When you leave Vale, a girl will give you a present from your Mother. It " ll be Catch Beads. Grow-Grow Vines-4 PP-Several weird classes have this, but the easiest way to doit is give Isaac a Fire Djinn and he " ll have the Grow Psynergy.

Whirlwind-Blow away leaves-5 PP-Ivan also knows this, as long as you don't give him Djinn besides Wind Djinn. Frost-Turn Puddle into Pillar-5 PP-Mia should automatically know it, but you can also get it from beating the first water statue thing at Altin Peak. Douse-Put out Fires & Tornadoes-5 PP-Give Mia Wind Djinn and she should learn it, or you can get the Douse Drop, which you " ll get somewhere along the way (I forgot ^ ^; ) Cure-Recover 70 HP-3 PP-Isaac automatically knows this move. Cure Well-Recover 150 HP-7 PP-Evolves from Cure. Potent Cure-Recover 300 HP-10 PP-Evolves from Cure Well.

Ply-Recover 100 HP or Honor Statue (used in some puzzles) -Mia knows automatically. Ply Well-Recover 200 HP-8 PP-Evolves from Ply. Pure Ply-Recover 1000 HP-12 PP-Evolves from Ply Well. Wish-Party Recovers 80 HP-9 PP-Mia learns in time. Wish Well-Party Recovers 160 HP-13 PP-Evolves from Wish.

Pure Wish-Party Recovers 400 HP-20 PP-Evolves from Wish Well. Revive-Self Explanitory-15 PP-Isaac learns in time. Cure Poison-Self Explanitory-2 PP-Mia automatically knows it (if not, she will learn it over time). Avoid-Less Enemy Encounters-5 PP-Many mix and match Djinn classes have this move. Example: Isaac as a Defender. Gale-?

(Theory: Whirlwind Substitute) -3 PP-The Ninja class knows this. Isaac: 2 Earth = Knight 4 Earth = Gallant 6 Earth = Lord 1 Fire = Brute 2 Fire = Ruffian 4 Fire = Savage 5 Fire = Barbarian 1 Wind = Apprentice 2 Wind = Illusionist 4 Wind = Enchanter 6 Wind = Shaman 1 Water = Swordsman 2 Water = Defender 4 Water = Cavalier 6 Water = Shaman Garret: 1 Earth = Brute 2 Earth = Ruffian 4 Earth = Savage 5 Earth = Barbarian 2 Fire = Soldier 4 Fire = Warrior 6 Fire = Champion 1 Wind = Page 2 Wind = Illusionist 4 Wind = Enchanter 6 Wind = Ascetic 1 Water = Swordsman 2 Water = Defender 4 Water = Cavalier 6 Water = Ascetic Ivan: 1 Earth = Seer 2 Earth = Diviner 4 Earth = Shaman 6 Earth = Enchanter 1 Fire = Pilgrim 2 Fire = Wanderer 4 Fire = Ascetic 6 Fire = Enchanter 2 Wind = Magician 4 Wind = Mage 6 Wind = Magister 1 Water = Hermit 2 Water = Elder 4 Water = Scholar 6 Water = Savant Mia: 1 Earth = Seer 2 Earth = Diviner 4 Earth = Shaman 6 Earth = Cavalier 1 Fire = Pilgrim 2 Fire = Wanderer 4 Fire = Ascetic 6 Fire = Cavalier 1 Wind = Hermit 2 Wind = Elder 4 Wind = Scholar 6 Wind = Savant 2 Water = Scribe 4 Water = Cleric 6 Water = Paragon More coming soon! CHAPTER 4: MONSTER LIST Here is a very small, but growing monster list by Nova Mage written for this FAQ. This will be the next section that I myself will work on, so it will get much large pretty quickly. Note: Nova Mage has discontinued working on this section and if you have experience writing FAQs please e-mail me your resume if you'd like to help. My e-mail my Exp.

Gold Item Found Vermin 2 2 Herb Vale Bat 1 1 Herb Vale Wild Mushroom 1 2 none Vale Slime 2 2 none Sol Sanctum Amaze 3 3 Oil Drop Sol Sanctum Zombie 7 8 none World Map: Vale Thieves 66 110 Bandits Sword Vault Skeleton 10 11 none Goma Cave Will Head 9 10 none Goma Cave Ghost 9 9 Oil Drop Goma Cave Rat Soldier 15 14 none World Map: Bilibin Rat 14 17 none World Map: Bilibin Ooze 26 40 none Bilibin Cave Troll 37 42 none Bilibin Cave Ghoul 34 42 none Bilibin Cave Gnome 34 40 none Bilibin Cave Drone Bee 19 25 none Bilibin Cave Mauler 37 45 none World Map: ImilLizard Man 54 67 none Mercury Lighthouse CHAPTER 5: ITEM LIST The item list is a currently incomplete list of all of the items in the game. Please the top of this FAQ for how to contribute items that I have missed on this Item List. Format: ITEM: Type: Details: Location Key: (C) = Cursed; = Blank; (R) = Random Battle; Weapons / Armor Note: My Weapons / Armor section was removed due to the fact that there are several existing (and better) guides. Here's some further information on item drops in Venus Lighthouse and a few surrounding areas from BlackMaurader from the GameFAQs. com message board-The Prophet's Hat is dropped by Dread Hounds in Altmiller Cave (This one is outdated by the time you get to the Venus Lighthouse though). -The Feathered Robe is dropped by Wild Gryphon's in the Venus Lighthouse, this one is GOOD.

Get two, one for Ivan and the other for Mia, if you can. -The Blessed Mace is dropped in Venus Lighthouse, I don't know who drops it though... it's by an enemy on the top floors (where the music changes) though. -The Aura Gloves are dropped by Magic ores in the Suhalla Desert... I have no clue if these are good or not, since I'm looking for them now. -The Giant Axe is dropped by Earth Golems (this is only what I heard from one source, I do not vouch for it's accuracy), and it's special is supposed to be good. -The Kukuichimonji Sword is dropped by Fenrir's on the top floors of the Venus Lighthouse.

-Spiked Armors are dropped by Boulder Beasts at the top floors of the Venus Lighthouse, they " re not all that good since, although they do increase attack, it's usually not enough to make up for the defense loss compared to other items. -Finally, Grand Golems in the Venus Lighthouse top floors drop Zodiac Wands. Idon't have these either. And finally here's a much more complete item guide: LJUMP 12'S GOLDEN SUN ITEM GUIDE VERSION 1.5.

1 WEAPONS Name Effects of Equping Details -- Axes -- Battle Axe ATK +24 Axe Great Axe ATK +80 Axe -- Light Blades -- Short Sword ATK +08 Light Blade Hunter's Sword ATK +28 Light Blade Battle Rapier ATK +58 Light Blade Mater Rapier ATK +86 Light Blade Swift Sword ATK +104 Light Blade: Unleashes Sonic Smash -- Mace's -- Mace ATK +06 Mace Battle Mace ATK +56 Mace -- Long Swords -- Long sword ATK +14 Long Sword Broad Sword ATK +40 Long Sword Claymore ATK +70 Long Sword Great Sword ATK +90 Long Sword -- Staves -- Wooden Stick ATK +04 Staff Shaman's Rod ATK +10 Staff Witch's Wand ATK +32 Staff: Unleashes Stun Voltage Zodiac Wand ATK +102 Staff: Unleases Shining Star Frost Wand ATK +76 Staff: Unleashes Frost Bite -- Unleashes... -- Bandit Sword ATK +12 Unleashes: Rapid Smash Magic Rod ATK +16 Unleashes: Murk Eleven Rapier ATK +44 Unleashes: Vorpial Slash Blessed Ankh ATK +46 Unleashes: P syphon Seal Arctic Blade ATK +55 Unleashes: BlizzardPsyEnergy Rod ATK +64 Unleashes: Psyenergy Leach Angelic Ankh ATK +83 Unleashes: LifeleachMystery Blade ATK +84 Unleashes: Life NoursishBurning Axe ATK +84 Unleashes: BroilAssasin Blade ATK +90 Unleashes: Mortal Danger Ninja Blade ATK +94 Unleashes: Cyclone AttackShamShir ATK +99 Unleashes: Acid Bath Burning Axe ATK +100 Unleashes: Heat Mirage Crystal Rod ATK +106 Unleashes: Drown -- Extra Abilities -- Blessed Mace ATK +126 Mace: Unleases shining Star HP Rec. +2 Demonic Staff ATK +92 Unleashes: Bad Omen CURSED Silver Blade ATK +108 Unleashes: Aqua Sock - Wind Power +10 Righteous Mace ATK +112 Mace: Unleashes Binding Stone HP Recovery +3 Mura masa ATK +126 Unleashes: Demon Fire CURSED Demon Axe ATK +132 Unleashes: Poison Cloud CURSED Wicked Mace ATK +132 Unleashes: Poison Death CURSED Gaia Blade ATK +135 Unleashes: Titan Blade - Earth Pow / Res +20 ARMOR Name Effects of Equipping Details -- Robes -- One Piece Dress DEF +04 Robe Jerkin DEF +26 Robe -- Gloves -- Padded Gloves DEF +02 Gloves Gauntlets DEF +23 Gloves -- Circlets -- Circlet DEF +06 Circlet Silver Circlet DEF +16 CircletGaurdian Circlet DEF +25 Circlet Platinum Circlet DEF +29 Circlet -- Hats -- Wooden Cap DEF +10 Hat Leather Cap DEF +03 Hat Mail cap DEF +23 Hat -- Helms -- Open Helm DEF +09 Helm Iron Helm DEF +20 Helm Steel Helm DEF +27 Helm Knights Helm DEF +33 Helm -- Clothing -- Cotton Shirt DEF +03 Clothing Travel Vest DEF +07 Clothing Silver Vest DEF +28 Clothing -- Armor -- Leather Armor DEF +12 Armor Chain Mail DEF +25 Armor Armored Shell DEF +30 Armor Steel Armor DEF +36 Armor -- Shields -- Wooden Shield DEF +06 Shield Bronze Shield DEF +14 Shield Iron Shield DEF +20 Shield Knight's Shield DEF +28 Shield -- Braclet -- Leather Armlet DEF +07 BracletHeavy Armlet DEF +25 Braclet -- Extra Abilities -- Mithril Shirt DEF +10 Shirt: Boosts HP Max HP +05 Running Shirt DEF +01 Shirt: Boosts Agility AGL +15 Silk Shirt. DEF +06 Shirt: Boosts Luck LCK +01 Dragon Shield DEF +26 Shield: Resists Fire - Fire Resist +30 Earth Shield DEF +31 Shield: Resists Earth; Restores HP - Earth Resist +20 - Number of Uses - It might Brake - If used in Battle Hyper Boots DEF +04 Boots: Critical Hits Increase Quick Boots DEF +03 Boots: Boosts Agility AGL +20 Fur Boots DEF +02 Boots: Increases Resistance to Water - Water Resist +15 Turtle boots DEF +03 Boots: Decreases Agility Agility X. 5 (1/2) War Gloves DEF +32 Gloves: Boosts ATK ATK +10 Spirit Gloves DEF +34 Gloves: All elemental power +5 - Fire power +05 - Earth power +05 - Wind Power +05 - Water Power +05 Aura Gloves DEF +36 Gloves: Use to resist all elements. - Number of Uses - It might Brake - If used in BattleGaurdisn Armlet DEF +27 Braclet: Boosts Defense - Number of Uses - It might Brake - If used in Battle Spirit Armor DEF +32 Armor: Resists all Elements - Earth Resist +15 - Water Resist +15 - Fire Resist +15 - Wind Resist +15 Spiked Armor DEF +34 Armor: Boosts Attack; Crit. Hits Increase ATK +10 Dragon Scales DEF +44 Armor: Boosts Water and Fire Resist - Water Resist +30 - Fire Resist +30 Elev in Shirt DEF +22 Armor: Boosts Agility AGL X 1.5 (1-1/2) Storm Gear DEF +42 Armor: Boosts Water, Wind, And Fire Resist - Water Resist +30 - Fire Resist +30 - Wind Resist +30 Ninja Garb DEF +36 Armor: Boosts Agility; Boosts Wind Resist AGL +30 - Wind Resist +10 Demon Mail DEF +50 Armor: Decreases Wind Resistance - Wind Resist -10 CURSED Asura's Armor DEF +42 Armor: Boosts Attack; Replenishes HP ATK +05 HP Recovery +8 Water Jacket DEF +30 Clothing: Resists Water & Fire.

- Water Resist +30 - Fire Resist +20 Blessed Robe DEF +36 Robe: Recovers HP HP rec. +05 Feather d Robe DEF +45 Robe: Increases Wind Power Water Resist; Agility AGL +30 - Wind Power +20 - Water Resist +30 Kimono DEF +25 Robe: Resists Fire; Boosts Agility AGL +10 - Fire Resist +10 Oracle's Robe DEF +43 Robe: Resists Water; boosts HP recovery - Water Resist +43 HP recovery +10 China Dress DEF +19 Robe: Drops Enemy's Attack - Number of Uses - It might Brake - If used in Battle Magical Cassock DEF +39 Robe: Replenishes PP PP Recovery +2 Mirrored Shield DEF +39 Shield: Deludes Enemies - Number of Uses - It might Brake - If used in Battle Vambrace ATK +5 Gloves: Boosts Attack DEF +27 Battle Gloves ATK +8 Gloves: Boosts Attack DEF +26 Spirit Armlet DEF +38 Braclet: Used to cure Ailments -Earth Power +10 -Water Power +10 - Number of Uses - It might Brake - If used in Battle Virtuous Armlet DEF +35 Braclet: Used to restore 100 HP - Fire Power +10 - Wind Power +10 - Number of Uses - It might Brake - If used in Battle Lucky Cap DEF +33 Crown: Boosts Critical Hits; Restores PP Critical Hits Increase PP Recovery +2 Thunder Crown DEF +40 Crown: Restores PP PP Recovery +4 CURSED Jeweled Crown DEF +35 Crown: Boosts Luck Luck +05 Prophet's Hat DEF +30 Cap: casts Cure - Number of Uses - It might Brake - If used in Battle Ninja Hood DEF +28 Cap: Boosts Agility AGL +20 Warriors Helm DEF +35 Helm: Critical Hits Increase - Earth Power +10 Lure Cap DEF +20 Cap: Increase battles when equipped. Boosts monster encounters ITEMS Name Effects of Equping Details -- Psyenergy Items -- Catch Beads Bestows Psyenergy Bestows Catch When Equipped Orb Of Force Bestows Psyenergy Bestows Force When Equipped Frost Jewel Bestows Psyenergy Bestows Frost When Equipped Douse Drop Bestows Psyenergy Bestows Douse When Equipped Lifting Gem Bestows Psyenergy Bestows Lift When Equipped Halt Gem Bestows Psyenergy Bestows Halt When Equipped -- Rings -- Healing Ring - Ring: Used to restore 70 HP -- Healing Items -- Herb Single-Use Replenishes 50 HP Nut Single-Use Replenishes 200 HP Vial Single-Use Replenishes 500 HP Potion Single-Use Replenishes all HP Antidote Single-Use Cures Poison Psy Crystal Single-Use Replenishes all PP Water Of Life Single-Use Revives Downed Characters -- Attack Items -- Crystal Powder Single-Use Causes Damage with IceWeasles Claw Single-Use Causes Damage with Claws VERSION 1.5. 1 CREATED 12/2/01 MY E-MAIL IS: MY AIM S / N IS 'l jump 12' (NO QUOTES) Note: a Before name of Item = very rare Special the to lily 0706 for all the help getting back to the earlier cities, (and making me feel stupid for not knowing how to do it.) I would also like to thank him for giving me all the higher level weapons, and Armor. You " ve been a great help COPYRIGHT 2001 BRIAN GIARROCCOPLEASE DO NOT STEAL MY WORK BLAH BLAH BLAH. YOU MAY REPRINT THIS AS LONG AS ITIS REPRINTED I NITS ENTIRETY, AND I AM GIVEN FULL CREDIT.

CREATED BY LJUMP 12. UPDATE GUIDE. 12/6/01 Version 1.1 Added more weapons from earlier stages. 12/6/01 Version 1.1. 5 Put in order. 12/7/01 Version 1.2 Added more lower level items Fixed Formatting problems... i think... i hope.

12/8/01 Version 1.3 Added Categories Added Many Higher Level Weapons 12/17/01 Version 1.4 Finally Finished adding in all of the things that Lib 0706 has given to me. As i find new items in the game i will update it. This is close to the final, if not the final version. If you would like to make any corrections, Or add any any Items, put them in the format of this FAQ and send it to me. /18/01 Version 1.5 I added a New Items Section, There will be another Update contain more items 12/19/01 Version 1.5. 1 I added 3 new Rare Items (they were found off of monsters.) CHAPTER 6: WALKTHROUGH Introduction The first thing to do in Golden Sun is to name yourself.

The default name is Isaac, but you may want to change this because it will be the only name you can change (unless you press select three times to change the names of other party members. NEW: (source) After pushing select three times, pushup, down, up, down, left, right, left, right, up, right, down, left, up, and select to name Felix, his sister, and the girl that King Babi kidnaps.) Golden Sun starts off in a small village in Vale. Dora, your mother, tells you to get up and that a storm is brewing and a giant boulder will crush you if you don't make it to the town plaza. Well, after lots of conversation and cut away shots, you finally get to command your character. You " re told to get down to the town plaza in order to escape danger from falling boulders.

Ordinarily, you would be able to get to the town plaza by just going down the various steps in Vale. However, small boulders fall in all of these staircases (joe, what are the odds?) due to the storm, and prevent you from walking down. So, head north a little bit to find your first party member, Garret. After instructing him to leave his bags where he's standing so that he won't die, Garret joins your party and you two are off westward. Climb the ladder and cross the bridge westward. Eventually you " ll arrive at the western most part of the town, and at this point you " ll want to pull a U-Turn and start heading southeast.

Before doing this you " ll meet up with a guy who's faking an injury worse than a Brazilian soccer player (although if you say that he is going to die he will disappear and actually die.) He tells you to watch out for some monsters on the way. Heading back east you probably will encounter a few monsters, but they " re nothing to worry about at all. Climbing down a long staircase you " ll see a tragic incident in which a young boy, Felix, is hanging on for dear life to a small tree stump in a raging river. The tragic thing about it is that his relatives are all out of Psynergy and can't help him. Two sisters will be deployed for help after everyone is done talking, and, surprise, it's up to you to go to the town plaza to find someone with enough Psynergy remaining to save Fenix. Travel south under the bridge, then take a ladder back up and cross the same bridge.

Shortly there after you " ll arrive in the Town Plaza. Walk to some of the men in the southern part of the plaza and one of them will volunteer to help Felix (the other two will go to help save the town against the boulder). Jenna and a muscular dude with some Psynergy left will join you. After returning to the house where Felix is drowning, Jenna and her relatives engage in a conversation. Right as the muscular guy who's with you goes down to save Felix, the giant boulder breaks lose and tragically drowns the people on the dock and Felix. It's now up to you to go find someone to save everyone from drowning.

Head back towards the town plaza to discover a man and a woman talking about the awesome power of Alchemy and how it unleashed the boulder on the town. They then battle you. Don't worry about this one, because you " re meant to lose it (there is no way to win.) NEW: If you use a Game Shark and cheat to win the battle, you still will have the same result as if you lose the battle (like you " re supposed to.) Left for dead, so begins the first part of Golden Sun (as you " ll see by the intro screen appearing.) Three years later the town is still rebuilding. In fact, you " re patching up the roof for Dora which results in a really LONG conversation.

Jenna and Garret arrive and dish their deal about how you " ve now started to master Psynergy. After Garret breaks your roof, you " re off to see Kraden in the Western most part of the town. On the way you " ll meet up with the evil duo you met earlier. This time they won't want to fight, but instead will just run off to the mountains. Keep going a little further west, and head up the stairs to meet with Kraden. He " ll ramble for a while about Alchemy and how Saturos andMenardi seemed to have actually been in the Sanctum before, and eventually give you a mission: take him the Sol Sanctum up in the mountains.

Once the conversation is done, head back east back towards the direction of your house. Once you get across the bridge, head to the left of the brown sanctum. A guard will stop you and tell you that no one is allowed up there. Simply walk back that way again and you " re on your way to the first dungeon, Sol Sanctum. Sol Sanctum Once you arrive in the Sol Sanctum, head forward until you get to a steppingstone area over water. Use the right most path, and once you get near the top, turn left and then do a U-turn.

Head through the unusually long tunnel and fend off the easy monsters that will attack you. Eventually you " ll arrive in another room with stepping stones on it, and head up the middle, arriving on the other side in the middle path. Open the treasure chest at the end of the path and head back. When you " re on the stones again head right, advance in the pathway. Use the gem you got from the chest on the statue there to open up anew path accessible by traveling on the far left stepping stones. In the next room you " ll find a 'dead end' with lots of statues that Kraden doesn't think is the actual Sol Sanctum.

Obviously this isn't a dead end, so go up to the statue in the right hallway that has a white dash around it. Push that statue to the side and go through the door. You " ll end up in a large chamber with many different paths. Head left, then up, then right to the wall, then up to the wall, then left to the wall, then down to the second narrow path on the left where you " ll want to enter and find a treasure chest with a small gem init. Head back from whence you came (I love saying that) and go up to the narrow hallway to the left that you skipped earlier.

At the end of the hallway go through the door to find Kraden talking about using your Psynergy to move statues across the river. Go up to a ledge and press A to activate your in-game menu. Choose the Psynergy option and then choose Move under Isaac or Garret. The ledge you want to go to first is the one on the farthest left. Move this to reveal a figure that you will put a gem into.

This opens a path in the door all the way to the right of the room. Head to the right to enter the real Sol Sanctum room. Here you learn that Saturos and company were here to rob the Sol Sanctum (oh no!) Head right to enter the Luna room where Kraden will hang out until you find a secret passage. To activate this secret passage, head to the bottom of the Luna room and up the stairs.

In the first room with the four statues, don " touch anything because it's a trap. Instead, go to the left to the sun room. Push the two statues at the top corners onto the white squares, then hop intothe center and use your move p synergy to move the big statue into the lighted area. Move back to the room on the right and start pushing the statues intothe gray squares. Once all of the statues are in place, head back down to the bottom staircase if you want a Psynergy stone that will restore all of your PP (you may not need this though.) Then head back from whence you came (how many times will I say that in this FAQ?) and go back to where Kraden is. He " ll get very excited and tell you that you need to find something that's changed.

Head left and observe the crack of light coming from the wall. Once Kraden's done talking walk up to it, press A and open up a portal that takes you to the inner Sol Sanctum. You " ll find yourself on a small blue rock in the middle of a large room. Kraden will start talking his head off about the Elemental Stones and you and Garret will have to go retrieve them. You " ll obtain a bag to place the stones in. Now, go to the northeast corner of center rock and hop to the ledge.

Make your way to the right and eventually down once you can go right no longer. You " ll end up on an island with a white statue. Press A when facing it to get the first stone. Now, head back up north, and you " ll notice that it's now possible to get to the statue in the northeast corner. After activating this one, make your way back to the center island. Now, use the path leading from the bottom of the island and SAVE BEFORE YOU GET THIS STONE.

Once you get this stone get ready for one of the longest conversations of the game. When Kradendoesn't tell you to go get another stone, you both look back towards the center island to find Kraden and Jenna being held hostage by Saturos and company. They demand the elemental stars and want you to go get them the last one. Herein interesting plot twist develops, where it turns out that Felix is still alive and was in fact saved by the evil duo. Garret will give your current elemental stones to Alex who mysteriously appears on one of the stones. Finally you will take command of your character again, and you " ll want to save.

Head back right and to the center island. Go to the northwest ledge again, and start heading all the way north. Once you get all the way north, start heading to the left until about 3 squares from the Northwest corner where you " ll want to head down and the further left. Get the last stone and get ready for more conversations.

This time a giant eyeball who is actually the protector of the Sol Sanctum appears and starts creating a fierce eruption. The gang in the center will take off with Jenna and Kraden as their hostages, and the 'giant eyeball thing' as Garret calls it will transport you back intothe Luna room. Here you " ll want to use your 'Retreat' p synergy to get transported back to the start of the dungeon. Congratulations, the first dungeon is complete! Going Away... To Vault Head out and back towards town to find many people gathered near the brown building worrying that you two might be hurt in the eruption.

You go into the Sanctum and discover that the Great Healer had a vision from the GiantEyball / Protector of the Sol Sanctum. He says that Vale will be protected, but terrible power is coming to ruin Vale's future. Surprise, surprise, it turns out that the only ones who can save Vale and the rest of the world's future is you two. Once that sequence is complete, there's a going away party for you at the town gate. Your Mom, Dora, has Garret's sister give you the item Catch Beads which allows you to grab items that you couldn't normally get (such as nuts in the tree or keys beyond a jail cell.) You " re now in the world map. See the 'game play's ection for some more information about the World Map.

Start heading south to find your very first Djinn, Flint a Venus Djinn, flying around. He " ll come up to you and explain the advantages of collecting Djinn and exactly what they do. He " ll teach you the basics of using Djinn in battle, so pay attention if it's your first time playing. Once that's all finished, make your way along the dirt path, heading southeast to the town of Vault. Before you can enter the town, you " ll see Master Hammet, the greatest merchant of all time, leaving the town in his group of covered wagons. He " ll talk about how Ivan is responsible for his rod getting stolen, and how he has Psynergy that he " ll need to retrieve it.

Getting scared by a falling rock, he eventually ends up heading north to Luna. Now you " ll find yourself in the town of... Vault Note: There is a Djinn in vault in the trees. It may look like there's a way to get this Djinn, but there is no way (at this time.) Keep playing the game until you finally come to Vault... Again where you will have the skills necessary to get this Djinn. The first thing that you want to do in any town is head to the inn.

Here, fora small fee, you can get all of your characters' health and p synergy points completely restored. Next, head to the weapons shop in the northeastern part of town and buy the best weapons and armor upgrades that are available (you " ll want to do this routine at every town.) Now it's time to find Ivan, the one that Master Hammet said lost his rod. Head to the house on the hill in the northwest part of the town. In the northwest corner of the house stands Ivan. Talk with him and he " ll start to read your mind. You tell him about the works, and decide that you can use his Mind Read to find who stole the rod.

Ivan will then join your party, and you " re off to the inn in the south part of town. If you talk with the people in the downstairs floor of the inn you " ll discover that the two people upstairs were gone during volcanic eruption at the Sol Sanctum. So, head upstairs to find the two men with incredibly bad Beatles-es que haircuts. They " ll be scared of you, and no matter how hard you try you won't be able to corner one of them to mind read them.

So, leave the room and Ivan will suggest that you split up to corner them. You and Ivan will now easily corner one of them and he " ll read the criminal's mind. You end up outside of their room and Ivan concludes that the people upstairs are the criminals. He also reveals that the stolen goods are somewhere in the inn. Head outside the inn and climb up the ladder going up to the roof of the inn. Walk over the hole in the roof to fall into the hidden cellar where the criminals are hiding the stolen goods!

Use your p synergy to move the large box blocking the door, then jump across the gap and go into the room. Talk to the kid tied up to have the three bandits come in and start talking aboutLupna. To keep you from 'ratting' them out, the criminals attack you. Get ready for your first boss fight of the game! These guys are very easy to beat.

Have Ivan and Garret use their Psynergy on them, while Isaac uses Flint's attack and the Mercury Summon them. Youshouldn't even have to use any health boosting substances to defeat these easy evil do-ers. Now the mayor will come and get back his stolen Precious Urn. Ivan also finds Master Hammet's stolen rod in one of the chests.

Climb back out of the cellar and head back to the house where you found Ivan at (it's in the Northwestern part of town up on a hill.) The Mayor will give you some Water of Life that can revive a downed character. Before you leave town, stop back at the inn to get your HP and PP recovered once more. On The Road To Bilibin Note: If you have not yet completed your tasks in Vault, you will not be able to pass through the cave because Ivan won't follow you up there. Please seethe section above for more information. From Vault you want to head east.

Keep heading east until you cross the bridge, and from there you want to start heading north. Keep progressing this way until you find a cave entrance. Make your way up the ladders until you get to a gap with a tree stump covered by leaves. Your p synergy isn't going to help you for this one, so try jumping over. When you try this, Garret comes out and tells you that your Psynergy isn't going to work. By totally random coincidence here comes Ivan who will blow the leaves off of the stump thanks this new rod.

He now wants to join your quest, and you " re back in command. Now, move the stump, jump across and use Ivan's Whirlwind p synergy to clear the leaves at the gate to get in the cave. In this cave you " ll find a lot of ghosts and skeletons which aren't too tough. Primarily, you should use group attacking Psynergy that hits multiple enemies at once (like Ivan's lightening attack.) Inside the cave head up until you get to a stopping point (as in a cave wall.) Hop over the stepping stone there and head down. Next, head up the stairs and through the door. Head down the stairs and to the right.

Here you " ll see a traveler on the ground a Djinn on a ledge. Push the wood tree stump as high as it goes and so that it's in the middle of the two ledges. Now, head back from whence you came (3), but instead of going back up the staircases, head south and hop across a small stream. Continue along the path going through the various doorways. Eventually you " ll get to a stepping stone that you " ll want to hop across and to the other side. Go up the staircases and start ledge hopping.

When you arrive at a ledge with large tree stump, use Move to push it to the right. Hop onto this ledge then the ledge to the south, then Move the stump back to the left. Hop over and then over and to the right to obtain the treasure chest. Make your way back from whence you came (up to 4) and get back to the ledge surrounded by water. Go to the stepping stone to the right of the stairs, hop across and go up the stairs there. From here jump across the stump that you placed earlier to get a battle the Mars Djinn on the ledge.

This Djinn is harder than your normal enemy, but he's not too tough. Use your existing Djinn on him, and also use your lone summon plus Psynergy attacks to beat him pretty Handily. Once he's defeated you will obtain this Mars Djinn, Forge. Head back to the ledge with the staircases and proceed upwards.

You " ll see a stump blocking the ledge that you have to hop to, so use Move to push that into the water. Hop across, go up and across the bridge and at the end of the hallway you " ll be out of the tunnel. 3 seconds of moving right later and you " ll be in... Bilibin When you first enter this town you " ll find a tree that looks like a man and is spooking everyone in the town out.

Well, the deal about the tree is that it was cursed by the big, evil, die ing tree in the forest that you " ll travel to later. Head into the Inn to restore all your stats, then to the weapons shop not too far from there. If you were clever you would have noticed that there " sa statue in the center of town that you can move. This statue leads to an underground tunnel. However, you " re not going to be able to get the Djinn down there by this entrance.

Instead, head to the Northeastern part of town and take a walk on the wooden logs that make up the fence of the town. Make your way all the way to the western part of the town and whirlwind a leaf covered entrance. Go down the ladder, and move the statue back using Psynergy, then hop across and press A to the Djinn to get it (no battle required this time.) You now have the wind Djinn, Gust. Come back all the way from whence you came (5) and proceed to the north part of town. Go up the large stairs and arrive at the town castle.

Talk to the guard on the left and he " ll let you in. Keep heading forward to arrive at LordMcCoy's chambers. He " ll offer you the key to get past the Barricade he set up to block passengers from going to Kolima forest, but then he decides that he doesn't want to send warriors so young to their 'deaths's o he retracts his offer. However, thanks to another guard leaking some information you discover that the barricade was very hastily built. Head out of town and you " re now on your way to Kolima forest.

To Kolima / Forest Head southeast until you get to the Barricade. Here, go up to the box on the far left and use your Move p synergy. Tada! The Barricade has been broken, and you " re now off Northeast to Kolima. At this point you have a few options in the game. You can go either to the town of Kolima, to Kolima Forest, or to Imil to the north.

This guide recommends you go to Kolima first to obtain the Djinn there and then to Kolima Forest because it will be much easier than Imil. Kolima, as it turns out, has been completely turned into a log-person town. The opening cinematic shows how the people of Kolima were turned into log-people, and explains the instinctive Psynergy that occurs only when it's needed and can't be controlled. After the particularly long and dull explanation, you can start exploring Kolima.

However, the only way to figure out what's going on in Kolima is Ivan's handy mind-read function, but it really isn't too useful. in fact, the only thing to do in Kolima right now is head to the eastern part of town where there is a Tree-House with a Djinn surrounded by fence. Go in the non-visible door in the back of the Tree-House and travel around the especially long basement to end up in fenced-in area. Here you will obtain an Earth Djinn, Granite without a battle. Head back form whence you came (5) and out of the town completely. Kolima Forest Kolima forest is not a long walk away from Kolima. Head northwest and you " ll see on the map a forest with a gold entrance to it.

Go up to it and prepare to enter Kolima forest. The enemies in Kolima forest will start to become more plentiful and a little more difficult than usual. They " re still nothing to be afraid of, but make sure that you don't run out of PP on Isaac and get left without a heal. Head due north to get to the first easy puzzle of Kolima forest. Head northeast and go across the river using the log path that's already there. Head west, push the log that's in your way west and then go around it to the north.

Keep going west until you get to the next screen. Here you want to head south and then west, pushing the log in your way to the left. Keep heading north along that trail until the path pulls a U-turn that will take you to the next stage. On the next screen, hang to the right and go up.

Push the vertical log towards the west, then head north around all the stumps. Push the horizontal log down, then the vertical log east, then go down to the log on the bottom and push that one down. Push the horizontal log above it back up, and then push the vertical log all the way back to the west. This will place the log in the water, so jump across it. Head up the stairs and to the east to get to the next stage. This next screen is a little tricky, but at least there aren't any monsters on it.

Go east until you see a switch that a sign says do not touch. Obviously you have to switch that, so press A when you " re next to it to lower the water level. Now, head down the stairs and push the topmost vertical log to the left. Go back to the switch and hit it again to fill up the water level, then hop across the logs to get to the ledge on the other side. On the next screen you will find Tret and his lady counterpart. Head over to the east to find Tret, and climb the vine on the front of him to enter in the door above his head.

The main objective of the Tret 'Dungeon' is to get to the top floor where you will then proceed to fall down on a leaf in the middle, and continue to fall through those open holes in the middle of each screen to reach the basement where Tret is. So, when you first enter the tree give it a nice save in case you die later on. Now, head to the right, then proceed north and then to the left. Climb the vine to reach the next floor. On this floor, head all the way to the bottom most part of the ledge. Now, jump across the three leaves on the bottom to reach the other side.

Note: jumping back over a leaf you " ve already jumped on means falling down at least 1 floor. Head out the door on the right to end up in one of Tret's branches. Head east without deviating from the main branch to find a vine to climb up to. Do so, and then start heading back west. Once you " re back in the tree, head around the tree clockwise, until you can reach an inner ledge. Note: You can jump for the Psy Crystal at the north part of the screen, but you really shouldn't need it.

Jump to the leaf and continue north, as you don't especially need the treasure chest (it contains a healing ring that will restore 70 HP (thanks to Josh Moore for that correction) when equipped, although it gets worn out reasonably quickly.) On the next floor, head out the bottom door and go east until you get to a branch which you should climb up. Follow the branch until you get to the main one, and here head left just a little and then up the first branch to the north. Here you " ll find a Djinn that you " re going to have to battle, so save and heal before you fight him. This guy is a little harder than usual, so make sure that you keep your health up using herbs and Isaac's Cure Psynergy. Whenyou " re in the battle, use Flint to his best abilities, also try to summon any elements that you have. This Djinn doesn't like to be captured, so unless you beat him substantially he will run.

If he does run, head back to another screen and then back to where he was. He should show up again and you can give another shot at him. Once you defeat him you " ll get the Jupiter Djinni Breeze. Head back into the tree using the main branch to get a treasure chest that hasa nut in it. Then you " ll want to intentionally drop down to the previous level. Now that you " re on the previous floor, head counter clockwise and out the door on the left.

Go off the first deviant to the south and up the vine. From here, go back east until you get back in the room. Here, go to the southern most part of the room and hop to the middle leaf. Once there, hop one to the right and then back to the middle leaf to fall down the center and intothe basement.

Now that you " re in the basement, it's time to fight Tret. Save before you do this and inactivate all your Djinn. Make sure you have full health, as well. Tret has about 350-450 HP, so it's going to take you a few rounds to get him. Your best bet is using Summons, then Flint with Isaac, and using Psynergy with the others. Tret's attacks aren't too great, so you shouldn't have too much of health problem.

Once he's dead Tret will come to, realizing that he shouldn't have turned people into trees. However, he no long has the strength to cure Kolima, so you need to begin a trek to get an item to heal him (more on that later.) Once Tret is done talking the talk, use retreat to get to the entrance of the tree, then use retreat again to end up back at the start of the forest. Heading North The next village that you " ll have to go to is the plague infected Imil. Head back west to Bilibin Barricade. Here you will find several trees scattered. Hop up on the stepping stone and use Move to move the trees back to the land.

You " ll get a 'Hard Nut' (let's not make any bad jokes about that one; ) which boosts defense after you complete your tasks in Imil. Thanks to Thomas Kim for that information. First you " ll want to head back west to Bilibin to stop at the inn and heal all of your party members. Once you " redone, head out of Bilibin and start heading northwest. You " ll cross over abridge and have to go due west for a while, fighting a few easy monsters on the way. Cross the other bridge and continue along the white dirt path.

Finally you " ll reach the Bilibin Cave entrance. Hop the waterfall and enter in the open cave door there. Head right at the first fork and continue that way until you can go down the stairs. Do so and head east through a room with lots of ice cylinders around (it's getting colder.) Follow that straight through to get to the exit door and arrive very close to Imil.

Start traveling north and then to the west and gradually you " ll end up in the town of... Imil Imil is being plagued by a terrible cold, and the only one who can save them is Mia. The first house you want to enter is the first one directly ahead of you when you first enter town. First, go to the treasure chest and get the empty bottle. This is very important for later on! Now, talk with the old man and he suddenly becomes very ill (what did you do to him?

; -]) You " re told to go find Mia right away, so head out and take a rest at the inn. Hey, Mia can wait for you to regain health. Once you " re done sleeping, head to the northwest part of town, go up the stairs and then head south. Proceed to the church and talk to the girl near the entrance inside the building. She " ll say that Mia had just gone back to the old people's home and you must have missed her. So, go back to their home to find Mia curing the old man in bed.

Suddenly there " sa flash at the lighthouse and Mia runs off. Before following her to the lighthouse, let's get another Djinn! Go up the bridge in the north part of town, and go to the stairs on the right. Right before going down the stairs, go up and on the snow face the snowman there and move him to the left using your Psynergy.

Now, go across the bridge to the left, and head down until you get to the first opening of ice. Here's the exact movement that you have to do now: Right, Up, Left, Up, Left, Up, Right, Up, Left, Up, Right, Up and you " ll now find yourself in an ice cave. You " ll automatically slide right up to the Mars Djinn Fever, and without a battle you " ve obtained another Djinn! Head out of the cave and to towards the graves in the town.

Press A against the northwest grave to find a Lucky Medal. Thanks to kent smith for that information. Now, head to the east part of town and leave that way. Proceed the few steps to the large lighthouse on the coast. Mercury Lighthouse Go up the stairs and talk to Mia. Once she's done talking, go up the ledge to the right.