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Golden Sun Djinn Locations
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Vault
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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 Garet 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.

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On The Road To Bilibin
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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, Garet 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...

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Bilibin
------

When you first enter this town you'll find a tree that looks like a man and is
spooking everyone in the town out.  Well, the deal about the tree is that it
was cursed by the big, evil, 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.

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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.

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Kolima Forest
------

Kolima forest is not a long walk away from Kolima.  Head northwest and you'll
see on the map a forest with a gold entrance to it.  Go up to it and prepare to
enter Kolima forest.  The enemies in Kolima forest will start to become more
plentiful and a little more difficult than usual.  They're still nothing to be
afraid of, but make sure that you don't run out of PP on Isaac and get left
without a heal.

Head due north to get to the first easy puzzle of Kolima forest.  Head
northeast and go across the river using the log path that's already there.
Head west, push the log that's in your way west and then go around it to the
north.  Keep going west until you get to the next screen.  Here you want to
head south and then west, pushing the log in your way to the left.  Keep
heading north along that trail until the path pulls a U-turn that will take you
to the next stage.  On the next screen, hang to the right and go up.  Push the
vertical log towards the west, then head north around all the stumps.  Push the
horizontal log down, then the vertical log east, then go down to the log on the
bottom and push that one down.  Push the horizontal log above it back up, and
then push the vertical log all the way back to the west.  This will place the
log in the water, so jump across it.  Head up the stairs and to the east to get
to the next stage.  This next screen is a little tricky, but at least there
aren't any monsters on it.  Go east until you see a switch that a sign says do
not touch.  Obviously you have to switch that, so press A when you're next to
it to lower the water level.  Now, head down the stairs and push the topmost
vertical log to the left.  Go back to the switch and hit it again to fill up
the water level, then hop across the logs to get to the ledge on the other
side.

On the next screen you will find Tret and his lady counterpart.  Head over to
the east to find Tret, and climb the vine on the front of him to enter in the
door above his head.  The main objective of the Tret "Dungeon" is to get to the
top floor where you will then proceed to fall down on a leaf in the middle, and
continue to fall through those open holes in the middle of each screen to reach
the basement where Tret is.  So, when you first enter the tree give it a nice
save 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
quickly.)

On the next floor, head out the bottom door and go east until you get to a
branch which you should climb up.  Follow the branch until you get to the main
one, and here head left just a little and then up the first branch to the
north.  Here you'll find a Djinn that you're going to have to battle, so save
and heal before you fight him.  This guy is a little harder than usual, so make
sure that you keep your health up using herbs and Isaac's Cure Psynergy.  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
forest.

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