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              Treasure Isle 
               
            
             
            
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                 Treasure Isle is located in northeastern part of the world. To reach it, don't forget to Teleport to a nearby town, it's quicker. Treasure Isle is northeast of the Continent of Angara.  You should sail to the north of the island and go counter clockwise along the rocks.  There should be an opening that leads to a beach. | 
               
             
               
            
            
            
               
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                    Click here to view the map 
                     
                    Enter the cave. Go north then turn west. Go to the third cave 
                    and take some items. 
                  Go back east and go north through the door. Here, jump all 
                    the way to the north and you will step on a red switch. Rocks will appear and block your way. Ignore 
                    the first two rocks as they lead to empty treasure chests. 
                    Use Grind on the eastern rock and it will sink. Jump all the 
                    way to the east and go south, entering the next room. 
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                |  Here, jump south a whole bunch then 
                  east twice. Walk counter clockwise along the rocks and jump 
                  north. You will eventually land on the same ledge. Move the 
                  pillar south, avoiding the button on the ground, to the east, then up one, so it's beside 
                  the switch. Jump back around to the other side and face the pillar. Use 
                  Move to push it onto the switch. Go clockwise along the rocks 
                  and climb up the ladder. Walk across the rope and follow the route to enter the next room. | 
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                |  Here, jump north and 
                  you will step on a red switch. Jump east to the end and use 
                  Grind on the eastern rock. Jump north, climb the ladder and 
                  walk south across the rope. Jump west and take an Jester's Armlet. Go 
                  all the way back to the rope and walk across it. Climb down 
                  and jump west. Use Move to push away the pillar. Push it one 
                  more time and jump north on the remaining platforms to reach the next room.
   
                    
                  In this room, go west then south. Go to the 
                    west end. Go north to fight a mimic, if not go south to the next 
                    room. Here, jump south across two platforms and move away 
                    the pillar. Jump south on the platform, then jump west. Climb the 
                    ladder and jump west. Open up all the treasure chests here. Now go all the way back to the previous 
                    room. 
                  Here, go east then north. Continue north and 
                    follow the corridor into the basement. 
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                   Click here to view 
                    the map of the basement 
                  In the basement, go south then west and use Lift on the rock.  Go north then west and take the robe.  Now go south then west and eventually you will see another rock.  Lift it and enter the next room. 
                    
                    
                  Here, go north and Lift the rock directly in front of you.  Go north and climb the ladder.  Jump east and walk south across the rope to get a sword.  Go back to the ledge with the ladder. 
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                |  Jump west onto another ledge.  Go west and jump west past the rope.  Jump west again onto another ledge.  Walk across the rope to the south and get a Djinni. Now go all the way back to the previous room.
   
                    
                    
                  In here, go north and enter the room again.  Go west and Lift the western rock.  Go north and Lift another one.  Go east and jump across two gaps.  Go south and Lift the rock.  Jump west and climb the ladder.  Jump west and walk south across the rope.  Go east and jump across two gaps.  Climb down the ladder.  Take the northern door. 
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                |  In this room, go north and ignore the splitting path.  If you did not transfer your data, follow the corridor and you will get a Venus Djinni. Now go all the way back south to the splitting path.  Go east and follow the remaining pathway.  Before entering the next room, save your game and be prepare for a tough boss battle.
   
                  Battle:: In this room, you need to fight a 
                    Water Guard. He has psynergy that can chop off half of your 
                    HP. But the most harmful thing in this battle are the balls around him, 
                    and he can summon replacements if they are defeated. The four 
                    balls are:  
                    Purple ball: Thunder attack. 
                    Green ball: Create a strong barrier on the Water Guard. 
                    Red ball: Explosion attack. 
                    Blue ball: Recover Water Guard over 1000 HP. 
                  The green and blue balls are highly annoying 
                    because you can only do tiny damage on Water Guard if green 
                    ball creates a barrier on him, and the blue ball will recover his 
                    HP almost every round. The purple ball has less damage on 
                    you. The red ball will explode itself once. Get rid of the 
                    green and blue balls and best leave the purple ones. The most 
                    effective attack is Felix's and Isaac's Super Ragnarok. You 
                    need a strong defensive curing member in your team, too. Jenna 
                    is a good one. Actually you need two members to cure your 
                    team in the first couple of rounds. You may think of Mercury 
                    Adepts, but they are weak in this battle. Luckily, you can 
                    change your dead members out so don't be too worried if someone 
                    is downed. Let Garet standby 8 Mars Djinn, and change him 
                    out when the green and blue balls are gone. Standby 3 Mercury 
                    Djinn and 3 Jupiter Djinn as this summon, Koadri, will recover 
                    your members' HP for four rounds. Standby Felix's and Isaac's 
                    Djinn to get two Judgements. Don't forget: you should summon ONLY when the green 
                    and blue balls are gone, or else your summons will have no effect 
                    at all. 
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                |  You will receive a stone tablet in return.  Leave.
   
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