||Today is Monday, August 3, 2020 - 11:22 PM GMT
|Page Name - Last Page Update|
|Golden Sun Walkthrough|
December 21, 2009
|This walkthrough was written by Marlin Beta (email@example.com). Permission was granted by Marlin to post up his walkrthroughs on The Lost Waters.
|As the game starts you will be told something about a boulder coming to squash your home town
of Vale. After a fairly long cinema scene you will be able to control Isaac. Head
up a little ways to find, Garet, your first party member. Start heading left after you pick up
Garet. Keep heading left and south across the nearby bridge. When you come up to a guy lying
on the ground, talk to him, and tell him he will live. Then, head south and east. You will run
into a few random battles. These will be good practice for you.
After, climbing down a long staircase you'll enter another cinema scene. Once you regain
control of Isaac, go south under a bridge, then take a set of stairs back up and traverse
that bridge. Keep following the beaten path right and down. You will come up to a big purple
stone and enter another shorter cinema scene. After the scene is over, walk back to the bridge
Felix is under. Another cinema scene will start. Once it is over, head back to the purple
stone. Another cinema scene will start and you will confront the two villans, Saturos and
Menardi. Isaac and Garet will enter a battle. You cannot win, so just die.
You will enter a painfully long cinema scene. Once it is over, Garet and Jenna will join your
party. Work your way through town in the direction that guy faking the injury was. You will
enter a cinema scene. Walk up a staircase just to the right of where that man was, and talk to
the man in the brown robes. This is Kraden. You will enter another cinema scene. Once it is
over, head back right one screen. Cross the bridge there and walk north. A cleric guard will
drive you away. Wait for him to walk to the right side of the structure nearby and then walk
past him to the north and west. Keep going north until you enter Sol Sanctum.
Take the right most path of stepping stones, then circle around to the left to continue. Walk
down the main corridor (fighting random battles) until you reach another stepping stone room.
Hop the middle set of stones to arrive on the right side. Open a chest at the end. Hop
across the stones back to the middle path upward. Put the small jewel in the minotaur eye
socket. A door will open at the end of the left path. Hop the stones to enter it. In this
room, push the right most statue left or right. When you enter the next room, you will see
many different optional paths to take. Go left, up, right (to a wall), up (to a wall), left (to
a wall), and down a path which ends with a chest containing a small jewel. Backtrack and head
down a hall to the left you passed by the first time. Enter the next room. In this room,
go all the way to the left and use Move on the statue there. Put the jewel in the minotaur
eye socket. Walk all the way to the right and Move the statue there. Go through the door and
you will enter the "real sanctum." After a cinema scene, go right. After another cinema scene
go down. Enter the spiral staircase. Head up. Don't touch any of the statues in this room
yet. Head left. In this room, push the two statues flanking the room up onto their respective
white tiles. After that, jump into the island in the middle of the room and use move to pull a
big statue into a hole in the floor (formed by light from the first two statues). Walk back to
the first room at the top of the stairs and start pushing statues into their white tiles.
After that, walk back down to Kraden. After he is done yammering, walk left. In this room
you will see a beam of light at the top wall. Walk up to it and press A. You can now enter the
"Elemental Star Room."
Nothing really happens in this room except a lot of plot development. Go and collect the
elemental stars starting with Venus, then Mercury, then Jupiter. After another cinema scene,
collect the Mars Star. Another cinema scene will start. Once you are warped back to
Sol Sanctum, use Isaac's Retreat psynergy. Walk south from Sol Sanctum and go back to Vale.
After another really, really long cinema scene (I've had just about enough of these things) you
will finally be able to enter the overworld.
Walk south to find your first djinni, Flint. Listen well to his instructions about using
Djinn (he is very helpful). After Flint is done talking, walk southeast. You will find here
the town of Vault (its name probably comes from its largish jail). Before you enter it, you
will see a cinema scene. Once you truly enter Vault, you are going to want to go to the house
in the far northwest part of town. In the upper left corner of the house is Ivan. Talk to him
and enter a brief cinema scene. He will join your party. Walk back to the inn in the center
of town. Go inside and head upstairs. You will see two guys that keep running away from you.
Start to leave the room, and then you will enter a cinema scene. Now you have the chance to
triple-team these guys. Trap one of them between Isaac and Ivan. Once that is finished, walk
back outside. There is a ladder which leads to a hole in the roof of the inn. Go in the hole.
Inside, use Move to push the giant crate left. Hop across the hole and enter the deeper part of
the attic. Talk to the man that is tied up. You will then enter a cinema scene followed by
your first boss battle.
Just clobber these guys. Have Ivan and Garet cast psynergy and have Isaac use Flint and then
summon Venus. It will be over before you know it. After the battle, head up to the house
where Ivan was. The mayor will give you some Water of Life to revive a downed character.
Leave town, heading northeast to Goma Cave. Walk across the logs and ladders until you come
up to a stump covered with leaves. Use Move on it. You won't be able to move it yet. Ivan
will come up and blow the leaves off it. He will then re-join your party. Use move on the
stump again, then use Whirlwind on the ivy-covered cave entrance. When battling in Goma Cave,
keep Ivan alive at all costs. Save often and don't use your Water of Life on him. From the entrance, head up
until you reach a cave wall. Hop across the stepping stone and head back down along the left
side of the river. Head left at the bottom to enter a door. Follow my instructions for
collecting Forgein this room. Go south across the stream
and follow a set of doorways. Eventually, you will reach a ledge with a large tree stump.
Move the stump to the right with the move psynergy. Backtrack to the room with the big lake
in it. Your stump will have fallen into the water by now. Jump across it and you will be able
to continue along the path leading to the cave's exit. At one point, before you can continue,
you will have to push another stump into the water. If you ever come back through Goma Cave,
this stump will be there for your convenience (you won't have to traverse the whole cave). |
While in Bilibin, top off your HP and PP. Also follow my instructions for collecting
Gust. Pick up some new weapons at the armory (do not get the
Hunter's Sword for Ivan). If you are interested in another cinema scene, walk up to McCoy's
Palace at the north end of town. After you have finished the formalities, leave town and head
southeast. In the hastily build Bilibin barricade, use Move on the left-most crate. Continue
on eastward to Kolima. When you enter Kolima, you will view another cinema scene. When the
scene is finished, follow my instructions for collecting
Granite. It is now at this point you have the option of
heading north a little ways to Kolima Forest, or heading north a long ways to the Mercury
Lighthouse. Kolima Forest fairly easy, the Mercury Lighthouse is a little harder at lower
levels (like you are at right now). Personally, I have always liked a challenge, so I'm going
to direct you to Mercury Lighthouse. |
|After collecting Granite, walk back to Bilibin. Then, head
north and slightly east to cross a bridge. Then head due west from the first bridge, crossing
a series of other bridges. When you reach the Bilibin Cave Entrance, equip Isaac with a Mars
djinni or Garet with a Venus djinni. Use Growth on the small swaying plant straight north of
you. Climb up the new vine and walk northeast along the ledge. Hop across to the other side
of the cliff. Walk south and east to a little slide for you to fall down. Don't go down the
second slide. Instead, walk north into the cave's upper entrance. Walk north from here and
open the chest there for the Elven Rapier (you should probably give it to Ivan). There is
another slide to the left of the chest. Go down it and then head down and left through the
cave (don't exit the cave through the main entrance). Keep going left, then up, then right,
then north through a door. Head north and right (notice the ice platforms) then south through
the cave's snow-covered exit. On the far side of Bilibin Cave, head northwest to the plagued
town of Imil. When you first enter Imil, walk into the house directly ahead. Talk to the old
man lying on the bed. He will go through a sickening spasm and the grandmother will ask you to
find Mia. Open the chest in the northwest corner of this house. You will get an empty bottle,
a very important item. Leave the house and slide across the ice to your left. Walk through the
cemetary and then northwest a short ways to the village's sanctum. Talk to the little girl
there. She will tell you that you just missed Mia. Head back to the old man's house. Mia
will be there healing him. Then, just as suddenly as Mia appeared, she will leave. Follow my
instructions for collecting the Mars djinni Fever (what an
approprite name for a djinni found in a diseased town). Leave Imil and head north and east
a little ways to the Mercury Lighthouse. |
As soon as you enter the Lighthouse, walk up the stairs and talk to Mia. Then Move the statue
out of the way. Mia will deactivate a water barrier and continue on by herself. Follow her
into the next room. Fight off the Lizard man for her. Once again, she will continue on.
Follow her through four more rooms until you see her again. Move the statue blocking the path
out of the way. Mia will then join your party. As long as you are in the Mercury Lighthouse,
Mia has unlimited psynergy, so use her abilities as often as you can. Continue on to the
next room, hopping over gaps. There are several waterfalls in this room. Keep going right.
Head down into the next room. In this room there are a bunch of pipes you can roll. Connect
them together to make high-pressure water shoot out of other pipes. Just push the vertical
pipe (the one that is in your way) to the right. Walk down, then down and up two staircases.
After that, walk down, then circle around a water jet to the left and walk back up. Use a
staircase there to walk under two pipes. Walk up and then take another pair of staircases
under four pipes. You will come back out where you started. Push the connecter pipe to the
left (this will turn off the water). Walk down and then left (you could not do this before
because the water was running). Go up, down across a pair of staircases, then down to the
room's exit, wew! In the next room, jump across the gap directly in front of you. Walk all
of the way around the perimeter of the room. Push the statue onto the switch nearby to open
the door. Jump on the slide to your lower right and walk up. Climb a ladder and enter the
door you just unlocked. In this room, fall down the slide. You will land in a room with the
big "goddess" statue. Jump from the little platform you are on and stand on the statue's
hands. Go to your psynergy menu and select Mia's Ply psynergy. Jump back onto the tile
platform. Three halos will appear over Isaac's head. You can now jump across the water four
times. All those tiles with the "X" on them have the power to grant you this ability.
Walk up through one of the doors by the goddess. You should probably enter the right hand
door in this room to collect some items. Jump on the X platform and enter the bottom right
door. This room has a mimic for you to battle (the mimic contains a Water of Life). After you
have dispatched the mimic, walk up through the far right waterfall. The chest here has some
awesome psynergy armor. Equip it on the person with the least amount of PP. Head back into
the room just above the goddess room. Then head north one room. Follow my instructions for
traversing this room.
1.) Step onto the X pad directly in front of you.
2.) Hop over to the X pad in your lower right.
3.) Hop over to the X pad directly to your right.
4.) Hop up to the X pad due north.
5.) Hop up three jumps then jump to the X pad directly to your left.
6.) Hop right one space, then jump up three spaces.
7.) Jump onto the X pad directly to your left.
8.) Hop down one space, then hop left three spaces.
9.) Hop left two more times to reach solid ground.
Circle around the back of the room to the left then down. Hop onto the X pad and jump down
four times. Enter the door directly beneath you. Hop onto the X pad and continue south.
In this room, enter the middle waterfall. Go up into the next room and get ready to push some
more pipes. To the upper left-right pipe and push it up. Push the other left-right pipe up
and then push the up-down pipe left. The previous room will fill with water. Use the X pad
ability to traverse the room. Head up three stairwells. In this room you need to push a statue
down a hole using water jets. First, push the up-down pipe to the far left. Then, go down a
starcase and roll it back to the right. After that, roll the up-down pipe back to the left.
Then roll the left-right pipe down. Finally, roll the up-down pipe back right one space. The
statue will fall down the hole, and you need to head back to the stairwell. Push the statue
onto the switch. The door will remain open and you can continue. In this room there are
statues with doors behind them. Walk, hop, and climb over to the far right statue. Use Move
to get it out of your way. Roll the left-right pipe up. This will move the wall out of
your way so you can continue. In this waterfall room you can find the Mercury djinni
Sleet. Head to the far left side of the room and
walk down through the door. After two straightforward corridors, you will enter another
waterfall room. The far right waterfall leads to a path in which you can continue through the
lighthouse. Push the statue out of the way with move, and climb the spiraling staircase.
Head down one last passage. In this last room, face the statue and use Mia's Ply psynergy.
The waterfall will reverse its direction, and start flowing upward instead of down. A cinema
scene will start as Mia rides the waves upward. You will land at the top of the Aerie.
Walk up to the center of the Lighthouse's Aerie and wait for a cinema scene to start. Once it
finishes, you will have your first real battle with Saturos. Try to put Mia on the offensive
as much as possible, as her attacks are the best against your Mars-adept enemy. Try giving a
Mercury djinni to Ivan so he can cast Prism (a pretty decent ability). Try giving some healing
items to Garet, as his abilites are weak against fire. When the battle is over, you will once
again resume your chase of Saturos and Menardi. Walk and then hop over to the far left side
of the aerie. It is really an elevator to the ground floor. Now that the lighthouse is lit,
collect some Water of Hermes in your bottle from the fountain at the lighthouse's entrance.
Return to Imil and buy a Blessed Ankh for Mia and Adept's Clothes for everyone except the
person with the psynergy armor. |
To reach Kolima Forest, head back to the town of Kolima and then head north and west a little
ways. Throughout Kolima Forest are many rolling log puzzles. None of them are too difficult.
In the third main area of the forest, things start to get a little interesting. Follow the
map below. Use the arrows to follow the paths of the logs.|
1,2,3=The three logs
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W S S S S
W W 1
WW W3333 1 S
W <-1 S
W 1 S
WWWWWSS S S S S
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W S S S S
W W 1
WW W33331 S
W | 1 S
W V 1 S
WWWWWSS S S S S
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W S S S S
W W 1
WW W 1-> S
W 1 S
WWWWWSS S S S S
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W S S S S
W W 1
WW W 1S
W 1 S
W3333 1 S
WWWWWSS S S S S
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W S S S S
W W 1
WW W ^ 1S
W | 1 S
W3333 1 S
WWWWWSS S S S S
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W3333S S S S
W W 1
WW W 1S
W <-1 S
W 1 S
WWWWWSS S S S S
W W S C CCCCC
W W S SCCCC
W W S S S
W W S S S S S
W W3333S S S S
WW 1W S
WWWWWSS S S S S
Use the log to hop over to the other side of the water and continue to the next section. In this
area you can go for the fur coat in the upper right corner of the screen by draining the water
and then following the numbered
arrows for pushing logs on the map below.
The fur coat isn't that good of an item defensively, but you can use it to reel in $300.
To enter Tret, the spiritual tree of the forest, just push the upper-left log left after draining
the water. Fill the lake back up and use the pathway to cross upwards.
Floor One: Climb the vine in the upper-left corner. Floor Two: hop across the leaves to the
right exit. Go right staying on the main branch. Climb the vine on the branch's end. Walk
left to floor three. Floor Three: jump a leaf and climb the vine in the upper-right corner.
Floor four: exit the bottom door and climb the vine on the far right side of the main branch.
Move left, and then climb up the first branch there. Battle the Jupiter djinni
Breeze there. Head back left and down and left
again to enter Tret's fifth floor. Floor Five: jump on one of the brittle leaves on the spider
web to fall down to the fourth floor. Floor Four (again): this time, exit the floor from the
left exit. Go down on a lower branch and climb the vine at the end. Stay on the main branch
and head right to re-enter Tret's fifth floor from the left. Follow the map below to fall down
to the basement.
You will now do battle with Tret's evil alter ego. He is weak against Mars/Fire, and is
resistant to Mercury/Water, so battle him using that to your advantage. Try starting off using
all of your summons at once if you are gutsy. Completing Mercury Lighthouse first will make
this battle a breeze. When you run out of djinn, switch to psynergy. Only heal if you
desperately need it. Once Tret is gone, head back outside and use the Hermes Water on Tret.
After a long cinema scene, use retreat to return to the Kolima forest entrance. Go to the town
of Kolima and get any armor or weapons that you missed at Imil and go east. Circle around to
the south and go north across the Kolima Bridge. Then head south to Fuchin Temple. |
Go to the top of the hill and use Mind Read on Master Nyunpa. You will now have access to cave
behind the waterfall. This section of your adventure is optional, but collecting the Orb of
Force adds depth to the plotline. Not to mention there is a djinni hidden behind the
waterfall. I also want to add that you can cover the entire dungeon if you want, but I will
just tell you the basic overlay for simplicity. Once inside Fuchin Falls Cave, roll forward on
the left log. The right chest is a mimic and contains a pitiful game ticket. Hop the stumps
across the water in the next room to enter the left door. There is a hard-to-see door in the
left-upper-left corner of this dark room. Enter it. Roll over to the treasure chest on the
left side of this room. It contains the decently powered Arctic Blade. Give it to Garet. Go
back to the upper log and roll down on it. Go down and enter the next room. Circle around to
the left of the spikes and roll right on the log to enter the door on the right. Roll right on
the next log. Go down. Collect the Jupiter djinni,
Zephyr. Now, return to that dark room you were
in earlier (backtrack or use retreat). In this room, there is an invisible bridge. Cross it
using the following map. Don't worry about falling off the bridge. Also noteworthy, it is
only one footpace wide.
Enter the next room and slide down the dirt ramp. Enter the door upwards (at ground level) and
collect the Orb of Force from the treasure chest. Use retreat and return to Master Nyunpa for
instructions. After the cinema scene, go south and enter the Mogall Forest.
Follow the map below to navigate your way through the Mogall Forest.
Go north from the exit of the Mogall Forest to the town of Xian. There are some nice cinema
scenes in the dojo at the north-most end of town. You can also find the Mercury Djinni
this city. After you have had a little fun, leave Xian and go due north until you reach a
little island with only one bridge attached to it. Walk around on this island. The Mars Djinni
Corona will appear here in a random battle. After collecting Corona, head south, then west to
the Alpine Crossing. Use growth on the little plant there to reach a chest that has power
bread in it. Once you reach Altin, move the statue near the town's entrance to get a psy
crystal. After that, go find the Living Statue causing all the trouble in the lower-left
corner of the town. Notes for battling Living Statues: They are weak against fire. Try
opening a battle with a big Mars summon (Tiamat) then use Garet's Heat Wave or Fireball
psynergy (if he hasn't learned them yet, he will soon).
--First Mine Shaft (after collecting the Frost Jewel). Head down a level and enter the
mine. Follow the cart tracks to the next room. Keep following them until you hear the sound
of flowing water (this will help you avoid dead ends). Head left and up. Switch the tracks
at the top of the room and hop into the mine cart to battle this cave's living statue. Use
retreat to return to the entrance. Go back into the mine and take the first passage upwards
that you see. Keep going up in the next room. Go right and hop in the mine cart. When you
get out, switch the tracks. Then get back in. After that, get back in again. Go up into the
next room. The chest to the upper left of the path is a mimic. It contains a lousy Game
Ticket. Head down, then left. Enter the next area. Before climbing the nearby ladder, walk
left and use frost on the puddle there. Hop over to the left door. Walk up, down a ladder,
then left. Walk up and freeze a puddle. Climb a nearby ladder, hop across the ice column,
and get in the mine cart. Collect the Dragon Shield from the chest. Give it to Isaac. Hop
back in the cart. Walk and climb to the upper-left corner of the room and switch the tracks.
Climb back in the cart. Walk right, down a ladder, and battle this room's Living Statue.
Use retreat and exit the cave. Head over to the armor and weapons shops and upgrade/sell for
battle items. After your transactions are finished, head for the lowest level of the mine.
--Last Mine Shaft. Go right at the first junction. At your next crossing go down and
collect a lucky medal. Then go right. When you enter the room with the Mercury Djinni, follow
these instructions. Use move to push the big log in the middle of the room left and then
freeze the puddle. After that, climb the nearby ladder and flip the switcher. Hop over to the
mine cart. Get in. When you get out, get in again. Walk down and left to battle Spritz.
Start off with big Mars summons and keep up a strong offensive. Equip Spirtz on Mia and she
will learn the immensely useful psynergy Wish. Hop back in the cart and walk over to the left
when it stops. Freeze two puddles and climb the ladder to the upper cliff. Hop across the ice
pillars to the upper door. Continue down a long passage. When you come out the other side,
walk up through the rock maze. Use Force on the stump to loosen a giant boulder and enter a
deeper part of the mine. Climb down the hole you have created using the broken cart tracks.
This lower area contains a battle with the Hydros Statue, a larger and much more powerful
version of the Living Statues. Just use the same strategy as you did on the little guys and
you will be fine. After the Hydros Statue is crumbled, collect the Lifting Gem from the chest
it was guarding. Return to the entrance of the mine and use Lift on the stone blocking the
exit. Use lift again in another passage to exit the mine. Go left to Lama Temple.
|Lama Temple & Lamakan Desert|
Walk up to the north end of the temple area and talk with Master Hama. After a long, drawn-out
cinema scene, Ivan will learn reveal. You then have two choices for continuing your journey.
You can go right and help Master Hama and Feizhi (you will get a slightly humorous cinema
scene), or you can continue on your journey west to the Lamakan Desert. Either way, set the
Reveal psynergy to an L or R shortcut, because you will be using this psynergy a lot.
--Lamakan Desert. As you navigate the Lamakan Desert, there are a few things that you
should keep in mind. The heat gauge on the left of the screen slowly goes up as you walk
across hot sand. At the same time, it doesn't go up if you walk on hard sand. Hot sand is a
light brown, and is very close to white. It has a regular, wavy texture to it. Cool sand is
dark brown, and is sort of a reddish-clay. Try to walk on the dark sand as much as possible.
The dark sand is usually near a cliff or a border of an area, as opposed to the middle of the
desert. If you have not done so already, set Reveal to an L or R shortcut. To find oases,
stand NEAR a ring of rocks (not in the middle of the ring). Some rings of rocks are home to
nasty Ant Lions that you don't want to battle if you don't have to. THAT is way you don't want
to stand in the center of a ring of rocks. When the heat gauge reaches the top, all party
members will take damage. Be careful and save often. In the upper-left corner of the first
area is the Volcan Axe, a good weapon. The exit in the first area is to the right of the
Volcan Axe. In the next area, walk up along the right-hand cliff. Walk up a little more and
use reveal in the ring of stones to find an oasis. Go north just a little bit from the oasis
and walk left. On the next ring of stones, use reveal to find another oasis. Go up and right
from that oasis to find the Jupiter djinni Smog. Then, continue left to the area's exit.
In the third area, be sure to hold B as you run left across the sand/waterfalls. When you
reach the waterfall at the far left end of this area, use reveal to find the hidden passage
behind it. In the next area, keep going left. When you reach the far left waterfall of this
area, watch out. You will have a boss battle. Heal your party members and cast reveal. You
will enter a battle with a manticore. Start the battle off summoning Mia's Boreas. You
should be able to lick the boss for 600+ hit points of damage. Be sure not to let Mia go
down. She is your key to winning this battle. Use other members (especially Isaac) to heal
and let Mia keep up an icy offensive. Use your Djinn one at a time, making sure to use both
defensive and offensive Djinn each turn. Walk past where the manticore was and leave the
Lamakan Desert. Head north, then walk left onto the first bridge you come across. Walk around
on this island until you find the Venus djinni, Vine.
Battle it and collect it.
After collecting Vine, walk south and then left to the town of Kalay. Buy or sell any weapons
you see fit (at least sell, there might be some better weapons in Tolbi). In the upper-right
corner of Kalay, climb the roof of the building and move the statue. Once in the Kalay
Tunnels, push the statue you see over the front of the waterfall. Then, collect the Mars
Djinni, Scorch. If you walk up into the palace at the north-most end of the city, you can
see a cinema scene that might clear up some details about Master Hammet. After the cinema
scene, go to the inn and talk to everyone there, except the innkeeper. When you try to leave
Kalay, you will have another cinema scene. You will now be able to sail across the Karagol
Sea to the town of Tolbi. Do not head that direction, yet. There are a few djinn that you
can collect first.|
Return to Vale. The bridge that prevented you from going south earlier in the game has been
repaired. Head over to Kraden's house. Use Lift on the boulder to the left of his house.
Walk up and enter Vale Cave. Once inside, hop across the stumps to the left. Use reveal to
expose the center stump. Climb a ladder and head deeper into the cave. Hop some more stumps
over to the left. Then, use move on the tall crate and slide it into the water. Use the
sunken crate as a stepping-stone and then roll right on the log there. Enter the door
upwards. Go left, up and around. Then go down. In this room, roll the two logs into the
middle of the water. Then, slide down. Roll the log at the bottom upwards to form a bridge.
Continue left and down to the next room. Climb a ladder and open the chest at the top of the
room. It has the Halt Gem inside. Walk down. The Jupiter djinni, Kite, will fly away from
you. Follow it. When it runs again, face it across the stones in a north-south manner and
cast halt on it. Walk over and pick up the frozen djinni. Leave the cave and head for the
town of Vault (where you first met Ivan). |
Climb the staircase in the upper-left corner of Vault (the mayor's building where you found
Ivan). Circle around to the upper-right corner and ring the bell in the tower. This will
scare the Venus djinni, Sap, out of the tree. You might have tried this on your first visit
to Vault, but did not know how to get the djinni. Now you can. After ring the bell, walk down
over to the cemetery (where the white dog is) and cast the Reveal psynergy. Enter Vault Cave.
The chest in the upper right corner of the first room is a mimic that contains a vial. Enter
the door in the upper right corner. Take the staircase to the right. Push the flaming pillar
onto the flame tile to open the locked door. In the next room, clear away the leaves on the
wall and collect the Vambrace from the chest. You will probably want to give it to Ivan. Use
Frost on the five farthest-right puddles to reach the next room. In the room, take the lower,
left exit. After that, take the first staircase on your right. Press the switch. Then go
back. Go down and take the lower staircase. Enter the next room. Push the flame through the
dripping obstacle course to the tile (follow the map). First push the upper pillar in the
direction of the green arrow. Then push the flaming pillar along the path of the red arrow.
When you need to pass a water droplet, (marked with the blue ovals) time your push so you can
get the pillar to safety before it gets put out. If you don't get the pillar on the first try,
go for it again.
Enter the door beyond the torches. Take the upper left staircase. Go down. Climb down a
ladder and enter the door. Hop across the gap and climb a ladder at the upper right. Continue
until the exit. You are now next to Sap. Collect this well-earned djinni. Re-enter the cave
and cast Retreat to return to the beginning. Climb the ladder to the entrance.
If you have not talked to all of the people at Kalay's Inn, do so now, or you will never be
able to leave on the ship. Otherwise, head west to the Kalay Docks. Enter the only building
at the docks and purchase a ticket. Get on the boat and walk over to the captain (the
white-haired guy with a ponytail). After a cinema scene walk down and try to enter the
pilothouse (the door on the ship's stern). After the man runs away, climb the mast. Face the
barrel at the top and press A. Collect the anchor charm. Climb back down the mast and enter
the passenger quarters on the foredeck. Walk forward to hear a conversation between Sean and
Ouranos. Then go back the pilothouse. After another cinema scene, walk up to the captain and
give him the anchor. After another cinema scene, climb down into the oarsmen's room at the bow
of the ship. After a cinema scene, you will have three battles with minor enemies and then a
boss battle with Kraken. Don't forget to reset your djinn after each battle. Kraken is strong
against water attacks and weak against fire attacks. He has many nasty attacks that can cause
alterations to characters' status. Jake like Manticore, he can attack twice in one turn. Use
Kite on Garet the turn before you want to summon meteor. Call the powerful summon, and then
have Garet lash out with a powered-up Mars psynergy attack. Other than that, keep up as much
offense as defense.|
Once your trip has ended, and you leave the ship, you will be on the west shore of the
Karagol. Leave the Tolbi Docks and head northwest to the town of Tolbi. In the center of the
town proper is the place for you to toss in your Lucky Medals for good weapons and armor.
There is also a slot machine in the northeast corner of Tolbi with some other good items. You
use your game tickets to gamble on the slot machines. After you get the some of the best items
in the game, head to the northwest part of Tolbi and enter Babi Palace for some cinema scenes
(if you are into that sort of thing). Then, follow my instructions for collecting the Mars
djinni, Ember. |
Before entering Altmiller Cave, there are two djinn that you can collect to make things a
little easier for you. Follow my instructions for collecting the Venus djinni, Ground, and the
Mercury djinni, Hail. After that, head north across the bridge to the west of Tolbi. Then,
follow the winding path northeast to Altmiller Cave. As you head deeper into the cave, you
will notice that your surroundings grow increasingly dark. Don't let this deter you. You can
dispel the darkness by casting reveal at any time. The first tunnel is just one long snaking
path. Walk to the end and don't worry about getting lost. In this next room, cast Reveal to
pass through the rock maze. Enter the stairwell on the other side. In the next room, walk
left, then north, right a little bit and then go northwest. You will encounter a strange
outline lying on the ground. Talk to it for a cinema scene. After you agree to help him,
head left and go deeper into the cave through a staircase. In this area, head left and
then up. Circle all the way around for a chest. Then head back and go south. Go right at
chance, and then north at your second chance. When some rocks get in your way, cast reveal to
navigate around them. Walk up and enter the downward staircase. This room is all lit up for
your convenience. Walk up, climb the stairs and collect the Jupiter djinni Squall. Then,
leave the room to reset the puzzle and push the left-most vertical cylinder right. Then, push
the bottom cylinder up. Walk down, around, and push the wooden pillar right. Jump across and
take the staircase. In the next room head down and then down and left until you find a rock
maze. Cast Reveal to work your way through to the north exit of the maze. Then head left to
another downward staircase. In the last room, don't be tempted to push the vertical column to
the left. Instead, head down and then left. Climb the stairs and circle around to the room's
upper-right corner. Slide down the slide and enter the door. There are five rocks on the
floor of this room. Stand by them and cast reveal. Rotate the blue one first and then the red
one (to rotate a rock and in front of it and press A). Five spinning lights will appear. When
the spinning lights stop, cast reveal again and rotate the rock that is the same color as the
color that is at the top of the five lights (the top light will also wiggle to indicate that it
is the color of rock you should rotate). Enter the last room and collect the draught that the
invisible man asked you to get. Now, cast Retreat (or work your way laboriously back to the
man). After casting Retreat, return to the man (quite easily I might add) and give him the
item. You will find out that he is Babi, the ruler of Tolbi and the missing man that the
guards were searching for. After a cinema scene return to Tolbi and enter the Colosso
tournament that Babi invites you to. |
First, give some Venus djinn to Garet, Ivan and Mia so they can learn Growth. Give the Frost
Jewel to Mia and the Halt Gem to Ivan. After that, change Isaac's class to Ninja by equipping
three Mars djinn and three Jupiter djinn (trust me, you will like this setup best). Once you
have entered Colosso, you will be given a brief overview of each obstacle course that you must
complete before your battle. In the first obstacle course, there are four areas for your
friends to cheer. Have Garet cheer in the first area, put Mia in the second area, and put Ivan
in the third area. Then return to the main guard. When you are given a chance to control each
of your party members, have Garet move the stump at the top of the area to the left. Use
Ivan's Growth on the vine. Then, when you control Mia, talk to the area's guard to end the
scene. When you regain control of Isaac, remember that there are chests that contain items for
battle. Most of them are not very helpful, though. For the first part of the obstacle course,
run right and jump across the stump that Garet moved. Keep going to the next area and roll the
pipe there to the left. Then jump right across the raised platform. After that, climb Ivan's
vine. In the last area, just go across on the rolling log and walk up to the battle arena.
You will get an iron shield. Once the other guy gets there you will battle Azart. Keep using
the Death Plunge psynergy to stun Azart. You should have no trouble with this battle if you
are at level twenty or higher. In the second obstacle course have Garet cheer in the first
stage, Ivan in the second and Mia in the third. When you can control your party members,
Garet can move one of the wooden pillars, but it won't help you that much when you return to
Isaac. Ivan cannot do anything. Use Mia's Frost to freeze the left-most puddle in her area.
When you return to Isaac, the first part of the obstacle course is an easy maze. In the
second area, hop left across the moving tiles. In the third area, roll left across the lower
log and hop across the ice pillar that Mia froze. In the fourth area, climb the wall and use
the middle slide to reach the fifth. The last area is just an easy log puzzle that requires
you to move each log two times to proceed. When you reach the arena, you will battle Satrage.
Keep using Death Plunge just like you did before. In the third and last round of Colosso,
arrange your party members like this: in the first stage place Mia, in the second place Garet,
and in the third stage place Ivan. When you can command your party members, use Garet's move
to push the wooden pillar to the right. Use Ivan's Halt on the man operating the stage and use
Mia's Frost on the puddle. When you can command Isaac again, jump across the pad that Mia
raised using Frost. In the second area, jump right onto a log and then jump again on the one
that Garet pushed. Keep going right through the third area. Climb the wall, walk the stairs,
and run across the conveyer belt. In the last stage, push all of the log pillars to the upper
wall and then roll the big log to the right. Jump across the pond and get ready to battle
Navampa. Use the same tactic that you did with Azart and Satrage (use Death Plunge). After
the battle, you will wake up in Babi's Palace. Go upstairs into the great room and have a long
cinema scene with Babi. Once it is over, you will get the
Lure Cap (this item is great for leveling up later in the game). After the cinema scene is
over, follow Babi over to the left down a flight of stairs and get the Cloak Ball from him
(that black ball to his left).|
After you collect the Cloak Ball, leave Tolbi and start heading south. Cross a drawbridge
(where you will pick up Iodem) and keep heading south and east. Enter the village of Suhalla
along the way and enter into a cinema scene by going into the southeast house in Town. Once
you are finished, head south into the Suhalla Desert. First, set the Douse psynergy to either
the L or R shortcut. If you walk through a narrow gap in a cliff and get caught in a tornado,
use Douse to put out the tornado and battle a Tornado Lizard (they are weak against earth).
When battling Tornado lizards have Isaac use Ground on them and then have the rest of the
party attack with status-altering djinn like Scorch, Squall, and Mist. As you enter the desert, head right and then down. Battle a lizard and get a chest that
contains a Virtuous Armlet, an excellent piece of armor. Then head
back to the left and down and battle another lizard. Follow the path of the cliffs until you
reach a section that gives you a choice of three routes. First take the center one, and battle
a mimic for a Water of Life (after you battle a Tornado Lizard). After that, take the right-most path and battle
another Tornado Lizard. Continue south and west along the path. In the next area, you have
another three choices for paths. The left path has a chest at the end that contains a Cookie.
The right path has a chest at the end that contains a Lucky Medal. The
middle one continues the rest of the desert. After getting the chests, follow the path of the cliffs.
Along the way, you may see a pink tornado (don't worry about it just yet). When you see the
tornado, walk down until the tornado is in the upper right corner of your game screen and cast
Reveal. You should see some shimmering footprints. Follow them across the stump to the left
and collect the best djinni in the game, Flash. After that, head back to the right and climb
down some steps cut in the cliff face. When you climb down those steps a giant tornado will
start to chase you. Get ready for a big boss battle with a green Storm Lizard. It is possible
to outrun the storm lizard, but you have to be very quick. Also, if you ever go back through
the desert, you will have to outrun the Storm Lizard again. Either way, you should battle the
Storm Lizard for experience. When the lizard catches you in its
tornado, cast Douse and fight it off with the power of Venus. This battle is very similar to
bosses you've fought before, but this one attacks twice per turn like the Tornado Lizard. Out the other side, walk east
until you reach an area called Suhalla Gate. When you enter the second area of the gate,
slide down an indentation and pick up a Mint from the chest. In the third area, slide down
on the third indentation to collect the Mercury djinni, Dew. After that, walk right and climb
a vine. Then head right again and enter Gateway Cave. Walk through Gateway Cave's only route
to the other side. When you come out, Iodem will see the wreckage of a ship and try to raise
it. He will not be successful and you can go back through Gateway Cave. Climb a pair of vines
in the Suhalla Gate and walk right to the exit. East of Suhalla Gate is the Venus Lighthouse,
but before you try to tackle it, continue east through the entrance and then head north to
When you enter Lalivero, you will encounter another cinema scene concerning injured soldiers.
When all the fuss is over, head for Faran's house in the lower left corner of the village.
Climb the ladder inside the house and jump into the top of the fence to the left. Follow the
wall left until you reach a vine. Climb down and collect the Warrior's Helm from the chest.
Return to Faran's house the way you came and enter the weapon and armor shop in the lower right
corner. Climb the ladder in this house and hop onto the city's wall to the right. Walk around
to the north and then left. There will be a little break in the wall. Before you jump over the
break, jump down onto the roof below. Climb a vine and cast Reveal. Once of the pots on this
roof is shimmering. Collect a Water of Life from it. Return to the wall and continue left by
hopping over the gap. When you reach the roof of the house in the upper left corner, hop right
onto the next roof. Climb a vine and collect the Mars djinni,
Torch. After all that, you might want to buy some
new armor and weapons in the shop. After you are done, head back to the south and enter the
Venus Lighthouse through the main entrance.|
Enter the Venus Lighthouse through the main entrance. Go through a room that is a kind of
foyer, (with a fallen scholar in it). In the next room you should see a scholar lying on his
back and a symbol of the tree on the floor. Stand on the wall above the tree and cast Reveal.
hidden door and collect the Carry Stone. This item is 100% necessary for completing the Venus
Lighthouse. Then, climb the staircase back up a floor. Enter the door on the north end of
the room. In the next room, walk to the right and enter the staircase. Navigate the
stepping-stones to another staircase. Collect the Lucky Cap from the chest here (this is a
good item). Head back through both staircases again and enter the left door. In this new
room, don't go up the first staircase you see. Circle around to the back and enter the door
there. In this room, use the Carry psynergy to lift and move the gray and marked block out of
the way. In this room, you should see some electric currents blocking your way. Cast Reveal
and head up the hidden staircase. In this room walk all the way to the north and talk to the
statue. Depending on how many times you talk to the statue, two different layouts will appear
on the floor.
Each layout corresponds to a different path that you can take in the Tunnel Ruins. If you want
the best armor the game has to offer, you will need to make four trips. One here to the Venus
Lighthouse to set the path, a second to the Tunnel Ruins to collect armor, a third to the Venus
Lighthouse to reset the path, and a fourth back to the Tunnel Ruins. I'm going to denote the
two paths later in this walkthrough according to these images (the left path corresponds to the
left image, and the right path to the right image).
In the entrance to the lighthouse, climb a ladder to the right. Then, climb down another
ladder right of it. When you see another pair of ladders to the right, climb the right one.
Push the gray box two spaces to the left and one space up. Then face it upwards and cast
Carry. Move it to the left. Climb down a ladder, go left and hop across the box over to the
chest on the right and get some Lucky Pepper. Now, climb down to the ground and head north.
In this area, find a pillar that is to the left of a ladder leading downwards into a hole in
the ground. Climb down the ladder. In this area, hop up onto the platform and cast Move to
pull the gray pillar towards you. Now, climb back out. Go over to the right and find another
tall gray pillar. Move it left or right. Climb down the ladder that is was covering. Walk
left and cast Move on the gray pillar to move it left. Then, hop up twice and leave the area
by another ladder. Walk south a little and cast Growth on the small vine. Climb it. Walk
around to the southwest and slide down the slide. Walk left into the lighthouse. Walk north
a little and save your game. Slide down the nearby chute. You will land next to the Jupiter
djinni, Luff. Save your game and battle it. After that, go down a nearby slide. In this
area, walk to the upper left and go up a flight of stairs. In the next room go right up
another flight of stairs. Of the two slide choices in the next room, select the upper one.
You will fall twice. When you land, don't go up. Walk down to open the locked door to your
south (this will make things easier if you ever come back this way, which you will if you want
the best armor). After that, head back up through the now open door and head to the upper
right. You'll enter into a cinema scene. Once the scene ends, walk up to the red door and
cast Reveal. Press the switch to the door's left. After another cinema scene, repeat the
process and reopen the door. Continue north to the Tunnel Ruins.
Here in the ruins, you will see the same layout on the floor that you saw and activated in the
Venus Lighthouse. From here, go south. In the next room, arrange the two pillars in such a
say that you can hop across them. Move the right pillar right two spaces and down one space.
Then, move the left pillar down one space, and right one space. Hop across them to the next
LEFT PATH: Hop across the stepping-stones to the left. In the next room is another
pillar-moving exercise. Move the right pillar down three spaces and left four spaces. Move
the left pillar down one space and left three spaces. Hop across the pillars. Go down into
the next room. In this room, go down to the ground floor and push the left pillar left three
times and the right pillar left three times. Hop across the pillars to the left side and cast
Whirlwind twice on the ivy. Once the pillar is free, push it left once and down twice so that
it falls off the ledge. Hop across the two pillars and return to ground level. Push the right
pillar right three times, them, push the ivy pillar along its track like this: down four times,
right seven times, and up one time. Hop across the pillars to the ivy-enclosed exit. Blow
away the ivy and enter the door. Walk south through this room to the exit. In this room,
there are three gray boxes with a scale system. First, push the right-most box left one
space. Then cast Carry on it. Move it down onto the scale. Push the middle box right one
space. Face it from the north and cast Carry. Move it down onto the scale. Circle around to
the left, hop left and then down to the exit. In this room, hop left and go down. Climb up
onto the pedestal and cast Reveal. Collect the Oracle's Robe from the chest and give it to
Mia. Now, go back to Venus Lighthouse and reset the path to the right one. Return to the
ruins and prepare to tackle the right path.
RIGHT PATH: Go south across the stepping-stones to the exit. In this room, push the
water-filled pillar onto the tile marked with the water drop. Hop to the left. Walk down.
You'll notice another pillar without water. Push the pillar to the left onto a water tile and
cast Douse. The pillar will fill up with water and you can continue to the southern exit.
In this room, hop around to the right exit. There is a Venus Statue in this room. Stand near
it and cast Reveal. Collect Asura's Armor from the hidden chest. Now, go back and hop around
to the left exit. Climb down to the ground floor and Move the empty pillar around to the
upper-right slot. Face the pillar and cast Douse. Then, climb up and cast Frost on the
pillar. An ice column will rise out of the pillar's bowl. Climb up to the op level of this
room and hop across it. Go down to the south and into the next room. Hop left and then go
down. In this room, you have to arrange the five colored statues in a particular order.
Follow the arrangement below to solve the puzzle quickly.
Go through the opened door and then
up a staircase into the upper levels of the Venus Lighthouse.
|From the Tunnel Ruins, head up into the main lighthouse. From here, head over to the far left. Enter the door. Walk over to the gray box and push it once to the left. Then, cast Carry. Move it once more to the left and continue to the northern exit. In this room, ignore the downward staircase. Circle around to the north. Then head right. Press and hold B. Run across the sand-waterfall by pressing both up and right on the control pad. Use this sort of technique whenever you need to cross a sand-waterfall. Head for the south door first. Open the chest and collect the Thunder Crown, a cursed piece of headgear. Now, head north and north again past the sand-waterfall. In this room walk all of the way to the far right sand-waterfall and walk up through it as if it were a regular, water-waterfall. In this room, walk to the right and hop down on the stones. Walk to the left and through the southern exit. In this room push the block into the hole. A spark will slide across the floor and open the door. In the next room, step on the switch. A set of blocks will glide left opening a new path
deeper into the lighthouse. Walk around to the left and head down the staircase. You have
returned to the second room of the upper lighthouse. Walk south, hop across the pillar and
climb down a ladder. Walk north and climb up another ladder. Run across the sand waterfall
to the right and enter the door upwards. In the next room, walk around to the southeast and
climb down a ladder. Move to the left pillar of the pair down and walk up through the door.
In the area past the door, push the lone pillar all the way to the left. Climb back up to
the top and hop over to the north stairwell. Climb down a ladder to the south, continue south
and climb up another ladder to your right. Enter the stairwell to your right. Go down in the
next room. In this room you have to push three blocks into the third proper holes. Push the
bottom right pillar into the bottom right hole. Push the lower left block into the upper right
hole. Lastly push the upper-middle block into the lower-left hole. Exit the room through the
upper-left door. In the next room hop left across the lone stepping-stone, continue left
across the sand-waterfall, and head for the upper-left corner. Hop across another
stepping-stone to the left and go down into the bottom-left door. In this room, walk through
the right sand-waterfall and collect a set of Dragon Scales from the chest. Walk back down
and enter the left sand waterfall. Walk up the stairs. Just like in the tunnel ruins, use
Carry to get the gray boxes onto the platform to the left to raise the right platform as a
series of scales. Hop to the right and head down. In this room go right and step on the
switch. This will cause sand to flow in the room below. Jump up and head down the staircase.
Bingo! You are right back where you started. Walk down on the flowing sand and head into the
door in the lower-left. Walk around to the right and head down. This room contains flowing
sand arranged in somewhat of a maze on the ground. First, you will want to collect the Gaia
Blade in the room's southeast corner. Keep an eye on how the sand flows and you will work your
way over to the chest just fine. Then go into the right-hand door. You shouldn't have much
trouble at all. In the next room, just go to the right and head down. Now you have a much
trickier track-and-block puzzle to solve. Follow the map below and you'll do fine. Just push
the numbered blocks into the holes that share their corresponding numbers.
In the next room, walk left, step on the switch and watch the switcher move right and create
another sand-waterfall. Jump up, circle around to the north and walk down the staircase. In
the next room head down. You'll come out of the center sand-waterfall where you started
again. Run quickly to the upper right and head upstairs twice. In this room, save your game.
Once you go down the chute in the center of this room, if you save your game you will not be
able to go back and do anything else in the game. Save and don't save again! Head down the
chute. You will land on a little platform and be whisked to the lighthouse's aerie. After a
long cinema scene you will have a battle with Saturos and Menardi, followed by a shorter cinema
scene and then a battle with the final boss, Fusion Dragon. During the battles use the
following strategies. Unless you levels are at 40 or higher, you'll probably want to keep each
character's elemental djinn equipped to that character. However, if your levels are high
enough, give four Mars djinn to Isaac and four Venus djinn to Garet, and then three Jupiter
djinn to Garet and Isaac each. Their class will change to Samurai and they will each learn
the best offensive psynergy in the game: Quick Strike. Not to mention a host of awesome
defensive and offensive psynergies, as well. If you make these changes fight like this: have
Isaac and Garet cast offensive and defensive status-altering psynergies. Go back and forth
with attack psynergies in that manner. Give healing items to Ivan and let him use those,
while Mia attack and heals when necessary. If you make these status changes, don't unleash
Isaac or Garet's djinn. If you don't make status changes, just use the same tactics that you
did when battling Saturos in the Mercury Lighthouse. In other words, just go back and forth
with each character unleashing attack and status-altering djinn. Never unleash more than three
Mercury djinn from Mia whether you make class changes to Isaac and Garet or not. Also, try to
use Flash to protect everyone when HP gets low. Then, have Mia heal the same turn.
After you've beaten Fusion Dragon, you'll have another long cinema scene ending at Faran's
house. Walk outside and try to leave town. Iodem will give you the Black Orb. Finish any
purchases at the weapon and armor shop and then head for the building in the northwest
corner of town. Talk to the guard there in front of the door and head inside. Walk left and
up a dock. When the screen changes walk to the end of the dock and use the Black Orb from the
items menu. That's it. Follow the credits sequence to the end. If you are planning on
playing The Lost Age anytime soon, you'll want to save some clear data for continuing the next
game. After you get the option to create clear data, you'll get a preview of The Lost Age
before you are cut short with a cliffhanger ending.
||Advertisement and Top Click