Golden Sun Essay

essay B

Get Full Essay

Get access to this section to get all the help you need with your essay and educational goals.

Get Access





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 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 at


For 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 walkthrough 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 I

reach Level 54.

-Version 2.0 Will Probably Be The Last Version of this FAQ (coming soon!)


FAQ Versions



-Updated my e-mail address to emailprotected

-A few minor changes.


-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 Levatation 0 for that information.

-Updated Frequently Asked Questions and Boss Strategies

-Added Codes, Secrets and Tips section.

-Added Further Information section.

-Spell Checked


1.95 – Started and Finished on January 1st, 2002

-Added information to the Boss Strategies section

-Added walkthrough for the southern path in Venus Lighthouse (not sure how I

missed putting this in.)

-Changed web site information, turned off Instant Messenges

-Minor additions


-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” spelling 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 TSOL EHT :OWT NUS NEDLOG


-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 Crossbone Island.

1.7a – November 25th, 2001

-Expanded Walkthrough up to and including some of Venus Lighthouse and some of

Crossbone Island

-Pre-release version.

1.6 – November 24th, 2001

-Expanded Walkthrough up to and including the first part of Suhulla 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







D-Pad: Select choice


A: Yes/Confirm/Next

L, R: Next

B: No/Back


D-Pad: Move

A: Talk To Someone/In-game Menu

Select: In-game Menu

Start: Pause Menu

L, R: Use preset command

B: 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. When

you’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.




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 HP

and 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.




These little characters probably made their way into the game thanks to the

success of Nintendo’s Pokemon, but they are a very welcome addition. Djinn are

collected 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


Golden Sun Database Guide by Baby M-Version 2.01

1. 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

I 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

M is a worker of Mario Nursery, a subdivision of the division of Useless

Products Inc., which is a division of SushiWorld.

Please send mail regarding SushiWorld or any of its divisions/subdivisions to:

SushiWorld Tower

Main Tower of Crystal Street

Kirby’s Dream Land-The closest thing to Heaven in your mortal life.

3. The Guide

Wellhere 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 wraths of Judgment and Boreas. Experiment a

bitand save a lot! ALSO: Save before you try to get a Djinni. Some might run


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 Mogall 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 Lamakan

Desert, 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. Go

up to the bell tower and ring the bell. A Djinni will run to a certain spot. Go

to the west side and climb the stairs. Now go around until you find a dog with

a 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 placego 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 go

down 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 Fuchin 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 Lamakan

Desert, 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 psynergy after solving a puzzle, which you must use on the Djinni to catch


Squall-Paralyze Foe-???-I forgot how I got this one^_^; its in Altmiller Cave


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 Bonza 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


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 Fuchin

Falls 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


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 Reveal

Psynergies, enter the cave near Kraden’s house and solve the puzzles to get the

Halt psynergy 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 do

it 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


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.


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


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


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


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!




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 emailprotected

EnemyExp. GoldItemFound



Wild Mushroom12noneVale

Slime22noneSol Sanctum

Amaze33Oil DropSol Sanctum

Zombie78noneWorld Map: Vale

Thieves66110Bandits SwordVault

Skeleton1011noneGoma Cave

Will Head910noneGoma Cave

Ghost99Oil DropGoma Cave

Rat Soldier1514noneWorld Map: Bilibin

Rat1417noneWorld Map: Bilibin

Ooze2640noneBilibin Cave

Troll3742noneBilibin Cave

Ghoul3442noneBilibin Cave

Gnome3440noneBilibin Cave

Drone Bee1925noneBilibin Cave

Mauler3745noneWorld Map: Imil

Lizard Man5467noneMercury Lighthouse




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.


ITEM: Type: Details: Location

Key: (C) = Cursed; _ = Blank; (R) = Random Battle;




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 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 Gryphons 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 Magicores 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


-The Kukuichimonji Sword is dropped by Fenrirs on the top floors of the Venus


-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


-Finally, Grand Golems in the Venus Lighthouse top floors drop Zodiac Wands. I

don’t have these either.

And finally here’s a much more complete item guide:






Name Effects of Equping




Battle AxeATK +24Axe

Great AxeATK +80Axe

–Light Blades–

Short SwordATK +08Light Blade

Hunter’s SwordATK +28Light Blade

Battle RapierATK +58Light Blade

Mater RapierATK +86Light Blade

Swift SwordATK +104Light Blade: Unleashes Sonic Smash


MaceATK +06Mace

Battle MaceATK +56Mace

–Long Swords–

Long swordATK +14Long Sword

Broad SwordATK +40Long Sword

ClaymoreATK +70Long Sword

Great SwordATK +90Long Sword


Wooden StickATK +04Staff

Shaman’s RodATK +10Staff

Witch’s WandATK +32Staff: Unleashes Stun Voltage

*Zodiac WandATK +102Staff: Unleases Shining Star

Frost WandATK +76Staff: Unleashes Frost Bite


Bandit SwordATK +12Unleashes: Rapid Smash

Magic RodATK +16Unleashes: Murk

Eleven RapierATK +44Unleashes: Vorpial Slash

Blessed AnkhATK +46Unleashes: Psyphon Seal

Arctic BladeATK +55Unleashes: Blizzard

PsyEnergy RodATK +64Unleashes: Psyenergy Leach

Angelic AnkhATK +83Unleashes: Lifeleach

Mystery BladeATK +84Unleashes: Life Noursish

Burning AxeATK +84Unleashes: Broil

Assasin BladeATK +90Unleashes: Mortal Danger

Ninja BladeATK +94Unleashes: Cyclone Attack

ShamShirATK +99Unleashes: Acid Bath

Burning AxeATK +100Unleashes: Heat Mirage

Crystal RodATK +106Unleashes: Drown

–Extra Abilities–

*Blessed MaceATK +126Mace: Unleases shining Star

HP Rec. +2

Demonic StaffATK +92Unleashes: Bad Omen


Silver BladeATK +108Unleashes: Aqua Sock

– Wind Power +10

Righteous MaceATK +112Mace: Unleashes Binding Stone

HP Recovery +3

MuramasaATK +126Unleashes: Demon Fire


Demon AxeATK +132Unleashes: Poison Cloud


Wicked MaceATK +132Unleashes: Poison Death


Gaia BladeATK +135Unleashes: Titan Blade

– Earth Pow/Res +20




Name Effects of Equipping




One Piece DressDEF +04Robe

JerkinDEF +26Robe


Padded GlovesDEF +02Gloves

GauntletsDEF +23Gloves


CircletDEF +06Circlet

Silver CircletDEF +16Circlet

Gaurdian CircletDEF +25Circlet

Platinum CircletDEF +29Circlet


Wooden CapDEF +10Hat

Leather CapDEF +03Hat

Mail capDEF +23Hat


Open HelmDEF +09Helm

Iron HelmDEF +20Helm

Steel HelmDEF +27Helm

Knights HelmDEF +33Helm


Cotton ShirtDEF +03Clothing

Travel VestDEF +07Clothing

Silver VestDEF +28Clothing


Leather ArmorDEF +12Armor

Chain MailDEF +25Armor

Armored ShellDEF +30Armor

Steel ArmorDEF +36Armor


Wooden ShieldDEF +06Shield

Bronze ShieldDEF +14Shield

Iron ShieldDEF +20Shield

Knight’s ShieldDEF +28Shield


Leather ArmletDEF +07Braclet

Heavy ArmletDEF +25Braclet

–Extra Abilities–

Mythril ShirtDEF +10Shirt: Boosts HP

Max HP +05

Running ShirtDEF +01Shirt: Boosts Agility

AGL +15

Silk Shirt.DEF +06Shirt: Boosts Luck

LCK +01

Dragon ShieldDEF +26Shield: Resists Fire

– Fire Resist +30

Earth ShieldDEF +31Shield: Resists Earth; Restores HP

– Earth Resist +20

– Number of Uses

– It might Brake

– If used in Battle

Hyper BootsDEF +04Boots: Critical Hits Increase

Quick BootsDEF +03Boots: Boosts Agility

AGL +20

Fur BootsDEF +02Boots: Increases Resistance to Water

– Water Resist +15

Turtle bootsDEF +03Boots: Decreases Agility

Agility X .5 (1/2)

War GlovesDEF +32Gloves: Boosts ATK

ATK +10

Spirit GlovesDEF +34Gloves: All elemental power +5

– Fire power +05

– Earth power +05

– Wind Power +05

– Water Power +05

Aura GlovesDEF +36Gloves: Use to resist all elements.

– Number of Uses

– It might Brake

– If used in Battle

Gaurdisn ArmletDEF +27Braclet: Boosts Defense

– Number of Uses

– It might Brake

– If used in Battle

Spirit ArmorDEF +32Armor:Resists all Elements

– Earth Resist +15

– Water Resist +15

– Fire Resist +15

– Wind Resist +15

Spiked ArmorDEF +34Armor: Boosts Attack; Crit. Hits Increase

ATK +10

Dragon ScalesDEF +44Armor: Boosts Water and Fire Resist

– Water Resist +30

– Fire Resist +30

Elevin ShirtDEF +22Armor: Boosts Agility

AGL X 1.5 (1-1/2)

Storm GearDEF +42Armor: Boosts Water,Wind, And Fire Resist

– Water Resist +30

– Fire Resist +30

– Wind Resist +30

Ninja GarbDEF +36Armor: Boosts Agility; Boosts Wind Resist

AGL +30

– Wind Resist +10

Demon MailDEF +50Armor: Decreases Wind Resistance

– Wind Resist -10


Asura’s ArmorDEF +42Armor:Boosts Attack;Replenishes HP

ATK +05

HP Recovery +8

Water JacketDEF +30Clothing:Resists Water & Fire.

– Water Resist +30

– Fire Resist +20

Blessed RobeDEF +36Robe: Recovers HP

HP rec. +05

Featherd RobeDEF +45Robe: Increses Wind Power Water Resist; Agility

AGL +30

– Wind Power +20

– Water Resist +30

KimonoDEF +25Robe: Resists Fire; Boosts Agility

AGL +10

– Fire Resist +10

Oracle’s RobeDEF +43Robe: Resists Water; boosts HP recovery

– Water Resist +43

HP recovery +10

China DressDEF +19Robe: Drops Enemy’s Attack

– Number of Uses

– It might Brake

– If used in Battle

Magical CassockDEF +39Robe: Replenishes PP

PP Recovery +2

Mirrored ShieldDEF +39Shield: Deludes Enemies

– Number of Uses

– It might Brake

– If used in Battle

VambraceATK +5Gloves: Boosts Attack

DEF +27

Battle GlovesATK +8Gloves: Boosts Attack

DEF +26

Spirit ArmletDEF +38Braclet: Used to cure Ailments

-Earth Power +10

-Water Power +10

– Number of Uses

– It might Brake

– If used in Battle

Virtuous Armlet DEF +35Braclet: Used to restore 100 HP

– Fire Power +10

– Wind Power +10

– Number of Uses

– It might Brake

– If used in Battle

Lucky CapDEF +33Crown: Boosts Critical Hits; Restores PP

Critical Hits Increase

PP Recovery +2

Thunder CrownDEF +40Crown: Restores PP

PP Recovery +4


Jeweled CrownDEF +35Crown: Boosts Luck

Luck +05

Prophet’s HatDEF +30Cap: casts Cure

– Number of Uses

– It might Brake

– If used in Battle

Ninja HoodDEF +28Cap: Boosts Agility

AGL +20

Warriors HelmDEF +35Helm: Critical Hits Increase

– Earth Power +10

Lure CapDEF +20Cap: Increase battles when equipped.

Boosts monstor encounters




Name Effects of Equping



–Psyenergy Items–

Catch BeadsBestows PsyenergyBestows Catch When Equipped

Orb Of ForcceBestows PsyenergyBestows Force When Equipped

Frost JewelBestows PsyenergyBestows Frost When Equipped

Douse DropBestows PsyenergyBestows Douse When Equipped

Lifting GemBestows PsyenergyBestows Lift When Equipped

Halt GemBestows PsyenergyBestows Halt When Equipped


Healing Ring-Ring: Used to restore 70 HP

–Healing Items–

HerbSingle-UseReplenishes 50 HP

NutSingle-UseReplenishes 200 HP

VialSingle-UseReplenishes 500 HP

PotionSingle-UseReplenishes all HP

AntidoteSingle-UseCures Poison

Psy CrystalSingle-UseReplenishes all PP

Water Of LifeSingle-UseRevives Downed Characters

–Attack Items–

Crystal PowderSingle-UseCauses Damage with Ice

Weasles ClawSingle-UseCauses Damage with Claws



CREATED 12/2/01

MY E-MAIL IS: emailprotected

MY AIM S/N IS “ljump12” (NO QUOTES)

Note: a * Before name of Item = very rare



Special thx to lilb0706 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









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

Adeed Categories

Added Many Higher Level Weapons

12/17/01 Version 1.4

Finally Finished adding in all of the things that Lib0706 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. emailprotected

12/18/01 Version 1.5

I added a New Items Section, There will be another Update containg more items

12/19/01 Version 1.5.1

I added 3 new Rare Items( they were found off of monsters.)







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 midgetjackietran) After pushing select three times, push

up, 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 (jee, 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 and

Menardi 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 stepping

stone 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 a

new 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 in

it. 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’t

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 into

the center and use your move psynergy to move the big statue into the lighted

area. Move back to the room on the right and start pushing the statues into

the 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 Kraden

doesn’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. Here

an 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 into

the Luna room. Here you’ll want to use your “Retreat” psynergy 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 Giant

Eyball/Protector of the Sol Sanctum. He says that Vale will be protected, but

a 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” section 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 Lupna.

Now you’ll find yourself in the town of…




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, for

a small fee, you can get all of your characters’ health and psynergy 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 psynergy

and 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-esque 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 psynergy 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 about

Lupna. 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. You

shouldn’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 see

the 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 psynergy 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 to

his 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 psynergy 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

a 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…




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, dieing 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’s

a 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 Lord

McCoy’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” so 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 psynergy. 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

a 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


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 incase 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


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. When

you’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 has

a 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 into

the 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

a 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



Heading North


The next village that you’ll have to go to is the plague infected Imil. Head

back west to Bilbin 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

emailprotected 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’re

done, head out of Bilibin and start heading northwest. You’ll cross over a

bridge 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 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’s

a 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

emailprotected 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

Get instant access to
all materials

Become a Member