Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
In the first area, go right, then down. The sandy bit to the right here doesn't lead anywhere, so follow the path around the bottom. Whilst you're here, set Pound to whatever space Whirlwind is set to. | In the first area, go right, then down. The sandy bit to the right here doesn't lead anywhere, so follow the path around the bottom. Whilst you're here, set Pound to whatever space Whirlwind is set to. | ||
Line 12: | Line 10: | ||
==Boss Battle: King Scorpion== | ==Boss Battle: King Scorpion== | ||
One way of approaching this battle is to have your two Mercury Djinni (who would probably do best to be on Jenna) set to Standby, as well as Felix's Iron and Sheba's Ether and Breath. This way, the first turn, Felix can unleash Echo, Jenna can use Nereid and Sheba can use Flora. Next turn, Ragnarok from Felix, Jenna unleashes Cannon and Sheba unleashes Blitz. Felix should either be unleashing or using Ragnarok for the rest of his turns, Jenna doing the same, and Sheba either using Summons or healing (with items if possible). The King Scorpion only has 1000HP which means he shouldn't last that long, especially since you should be dealing about 60-100 damage a turn (Flora does about 200). | One way of approaching this battle is to have your two Mercury Djinni (who would probably do best to be on Jenna) set to Standby, as well as Felix's Iron and Sheba's Ether and Breath. This way, the first turn, Felix can unleash Echo, Jenna can use Nereid and Sheba can use Flora. Next turn, Ragnarok from Felix, Jenna unleashes Cannon and Sheba unleashes Blitz. Felix should either be unleashing or using Ragnarok for the rest of his turns, Jenna doing the same, and Sheba either using Summons or healing (with items if possible). The King Scorpion only has 1000HP which means he shouldn't last that long, especially since you should be dealing about 60-100 damage a turn (Flora does about 200). | ||
Line 18: | Line 17: | ||
Keep going. The next area has a load of sandy circles, one of which contains 315 coins. Go into the cave ahead. There are a lot of fast-moving sand currents here - you need to navigate them. For the first bit, get to the very top and run across the sand current flowing downwards. Hop back on at the bottom and get off in between the rocks to reach a chest containing a Hard Nut. Use this on whoever has the lowest Defence. Get back across, and then go upwards (the spaces in between the rocks are big enough to allow you to run across without losing too much ground). When you reach the top, get off on the square surrounded by rocks with a Pound pillar near. Use Pound here, then go past it after stepping on the current again. The chest here contains a Blow Mace, a good weapon for Sheba. | Keep going. The next area has a load of sandy circles, one of which contains 315 coins. Go into the cave ahead. There are a lot of fast-moving sand currents here - you need to navigate them. For the first bit, get to the very top and run across the sand current flowing downwards. Hop back on at the bottom and get off in between the rocks to reach a chest containing a Hard Nut. Use this on whoever has the lowest Defence. Get back across, and then go upwards (the spaces in between the rocks are big enough to allow you to run across without losing too much ground). When you reach the top, get off on the square surrounded by rocks with a Pound pillar near. Use Pound here, then go past it after stepping on the current again. The chest here contains a Blow Mace, a good weapon for Sheba. | ||
Let the current carry you down again, and get off on the right where you can. If you miss any of these you'll have to go all the way around again. When you get off, go down the ladder and exit the cave. There are sand waterfalls here - you can either let either of the two you can get to carry you off the ledge or use the climbable wall. Either way, at the bottom run northeast | Let the current carry you down again, and get off on the right where you can. If you miss any of these you'll have to go all the way around again. When you get off, go down the ladder and exit the cave. There are sand waterfalls here - you can either let either of the two you can get to carry you off the ledge or use the climbable wall. Either way, at the bottom run northeast and climb the wall on the far right. Run across the two sand waterfalls here and use Lash on the rope. Let this waterfall carry you down, but stay on the right-hand side - if you don't, you'll get caught behind the rocks. If you get it right, you can get off the right side of the waterfall and grab a Trainer's Whip from the chest (oooh, kinky!). Let the waterfall carry you off and go back to the right. | ||
Run across these two sand waterfalls again, and climb the wall. Go around the top of the left-hand waterfall, and let the right-hand one carry you on top of the rocks below so you can exit the desert. You can go south here but it leads to a one-way sand waterfall - leading back to Air's Rock. So go northeast, out of the desert. On the world map, head north to enter Alhafra. | Run across these two sand waterfalls again, and climb the wall. Go around the top of the left-hand waterfall, and let the right-hand one carry you on top of the rocks below so you can exit the desert. You can go south here but it leads to a one-way sand waterfall - leading back to Air's Rock. So go northeast, out of the desert. On the world map, head north to enter Alhafra. | ||
{{Footer Nav|game=Golden Sun: The Lost Age| | {{Footer Nav|game=Golden Sun: The Lost Age|backpage=Garoh|nextpage=Alhafra}} |