________ .__ .___ / _____/ ____ | | __| _/____ ____ / \ ___ / _ \| | / __ |/ __ \ / \ \ \_\ ( <_> ) |__/ /_/ \ ___/| | \ \______ /\____/|____/\____ |\___ >___| / \/ _________ \/ \/ \/ / _____/__ __ ____ \_____ \| | \/ \ / \ | / | \ /_______ /____/|___| / \/ \/ ____ __ / __ \____ ______/ /__ / / / / __ `/ ___/ //_/ / /_/ / /_/ / / / ,< /_____/\__,_/_/ /_/|_| ____ / __ \____ __ ______ / / / / __ `/ | /| / / __ \ / /_/ / /_/ /| |/ |/ / / / / /_____/\__,_/ |__/|__/_/ /_/ FAQ/WALKTHROUGH VERSION 1.2 Authored by: BkStunt_31 ( Gregorio31 @ gmail . com ) ______________________________________________________________________________ ______________________________________________________________________________ .___ __ .___ __ .__ | | _____/ |________ ____ __| _/_ __ _____/ |_|__| ____ ____ | |/ \ __\_ __ \/ _ \ / __ | | \_/ ___\ __\ |/ _ \ / \ | | | \ | | | \( <_> ) /_/ | | /\ \___| | | ( <_> ) | \ |___|___| /__| |__| \____/\____ |____/ \___ >__| |__|\____/|___| / \/ \/ \/ \/ ______________________________________________________________________________ ______________________________________________________________________________ Hey guys, Bkstunt here with a walkthrough for Golden Sun: Dark Dawn. It's been awhile since we had a Golden Sun game, huh guys? Made by Camelot Software, the first Golden Sun game came out for the Gameboy Advance in 2001, and was followed closely by the sequel: Golden Sun: The Lost Age (also on the Gameboy Advance) which came out in 2003. They were excellent; some of the best and most original RPG's on the system. I have no idea how it took 7 years to get a new Golden Sun game, but the draught is over. This guide will strive to bring you everything you need to complete Golden Sun: Dark Dawn. I am by no means perfect, and have always viewed my guides as community driven. With that in mind, if you see something that can be improved, or that I missed, feel free to email me at the address above. Onto the table of contents. Also, a quick note, this guide is being updated as I work on it. This game is still very new, so be patient. Heck, anything is apt to change at anytime, but what IS here so far is good. Look for updated versions in the future. ______________________________________________________________________________ ______________________________________________________________________________ ___________ ___. .__ _____ \__ ___/____ \_ |__ | | ____ _____/ ____\ | | \__ \ | __ \| | _/ __ \ / _ \ __\ | | / __ \| \_\ \ |_\ ___/ ( <_> ) | |____| (____ /___ /____/\___ > \____/|__| \/ \/ \/ _________ __ __ \_ ___ \ ____ _____/ |_ ____ _____/ |_ ______ / \ \/ / _ \ / \ __\/ __ \ / \ __\/ ___/ \ \___( <_> ) | \ | \ ___/| | \ | \___ \ \______ /\____/|___| /__| \___ >___| /__| /____ > \/ \/ \/ \/ \/ ______________________________________________________________________________ ______________________________________________________________________________ Note that you can quickly navigate this guide by using the codes to the right of the section that you want. Use CTRL + F, type in the code, and there you go! CONTROLS ------------------------------------------------------------[DD 1.00] WALKTHROUGH ---------------------------------------------------------[DD 2.00] Part I: Every Tale has a beginning... -----------------------[DD 2.01] Part II: Finding Tyrell. -------------------------------------[DD 2.02] Part III: Patcher's Place -------------------------------------[DD 2.03] Part IV: Carver's Camp & Konpa Ruins -------------------------[DD 2.04] Part V: Harapa, Passaj, and the Alchemy Forge ---------------[DD 2.05] Part VI: Kaocho ----------------------------------------------[DD 2.06] Part VII: Ayuthay ---------------------------------------------[DD 2.07] Part VIII: Barai Temple ----------------------------------------[DD 2.08] Part IX: Ouroboros and the Sol Mask --------------------------[DD 2.09] Part X: Harapa Ruins ----------------------------------------[DD 2.10] Part XI: Craggy Peak Ruins -----------------------------------[DD 2.11] Djinn List -----------------------------------------------------------[DD-DJN] Locations: ------------------------------------------------------[DD-LOC] Descriptions: ---------------------------------------------------[DD-DES] Class List -----------------------------------------------------------[DD-CSL] Weapons --------------------------------------------------------------[DD-WPN] Armor ----------------------------------------------------------------[DD-AMR] Items ----------------------------------------------------------------[DD-ITM] Encyclopedia --------------------------------------------------------[DD-ENCY] Frequently Asked Questions -------------------------------------------[DD-FAQ] Credits --------------------------------------------------------------[DD-CRE] ______________________________________________________________________________ ______________________________________________________________________________ _________ __ .__ \_ ___ \ ____ _____/ |________ ____ | | ______ / \ \/ / _ \ / \ __\_ __ \/ _ \| | / ___/ \ \___( <_> ) | \ | | | \( <_> ) |__\___ \ \______ /\____/|___| /__| |__| \____/|____/____ > \/ \/ \/ ______________________________________________________________________________ __________________________________________________________________[DD 1.00]___ [Coming Soon!] ______________________________________________________________________________ ______________________________________________________________________________ __ __ .__ __ __ .__ .__ / \ / \_____ | | | | ___/ |_| |_________ ____ __ __ ____ | |__ \ \/\/ /\__ \ | | | |/ /\ __\ | \_ __ \/ _ \| | \/ ___\| | \ \ / / __ \| |_| < | | | Y \ | \( <_> ) | / /_/ > Y \ \__/\ / (____ /____/__|_ \ |__| |___| /__| \____/|____/\___ /|___| / \/ \/ \/ \/ /_____/ \/ ______________________________________________________________________________ ___________________________________________________________________[DD 2.00]__ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part I: Every Tale has a beginning... [DD 2.01] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Leather Cap | \ \_\ \ | [] N/A | | [] Short Sword | \______ / | [] N/A | | [] Sun Saga 1 | _________\/ | [] N/A | | [] Padded Gloves | / _____/ | | | [] Herb | \_____ \ o--------------------o | | / \ o--------------------o /_______ / \/ -------------- Lookout Cabin -------------- Upon starting the game, you will be prompted to name the main character. I'm going with the default name: Matthew. Read the rather lengthy intro to the game and learn about the land's back-history, as well as the four alchemic elements: wind, water, fire, and earth. This first portion of the story will be familiar to you Golden Sun vets as it basically tells you what happened before and during the events of the first two Golden Sun games. The next portion of the story focuses on what happened after the Golden Sun was releases. Basically, it let alchemy loose, giving back the planet it's life but also releasing chaos in the form of natural disasters as the planet goes through some re-birthing woes. The people, like most humans, are impossible to please, and so some thank the heroes from the first Golden Sun while others blame them. After the story and title logo, you'll finally see Issac as his grown-up self. One thing to note here is that the game will often underline words in your dialog, which you can tap to view in your encyclopedia. I will put the entries in the guide when they come up, but remember you can also go check out the encyclopedia section of the guide at [DD-ENCY]. There will be a lot of new encyclopedia entries near the start of the game, but that's to be expected. Also, notice that the game retains the emoticons to show you how the characters feel, which is neat, as the first two games also did that. o-----------o | Matthew | o-----------o----------------------------------------------------------------o | | | This young man is a promising Earth Adept, just like his father was when | | he started his adventures 30 years ago. | | | | And just like Isaac, who led the famous Warriors of Vale, Matthew is a | | person of few words but strong convictions. | | | o----------------------------------------------------------------------------o You live with your dad in a cabin, near the foot of Mt. Aleph. Keep talking with your dad about the view to unlock several new encyclopedia entries. o---------------o | Mount Aleph | o---------------o------------------------------------------------------------o | | | This mountain, home to Sol Sanctum, was mostly destroyed when the Golden | | Sun effect exploded above it. | | | | The mountain once stood over the town of Vale, which was obliterated by | | that cataclysmic event 30 years ago. | | | o----------------------------------------------------------------------------o o--------------o | Golden Sun | o--------------o-------------------------------------------------------------o | | | This powerful explosion happened above Mount Aleph 30 years ago, releasing | | elemental energy throughout Weyard. | | | | Though the Golden Sun event brought the dying world back to life, the | | magnitude of the power released has caused disasters. | | | o----------------------------------------------------------------------------o o-----------o | Alchemy | o-----------o----------------------------------------------------------------o | | | The force of the four elemental powers and the study of how they combine | | to create reality is known as Alchemy. | | | | The ancients sealed away the force of Alchemy, and the Warriors of Vale | | went on their Golden Sun quest to restore Alchemy. | | | o----------------------------------------------------------------------------o Issac will re-iterate the main story that you just read, but also goes on to give you a geography lesson. Sounds like more encyclopedia entries to me! o---------o | Angara | o---------o------------------------------------------------------------------o | | | This continent is in upper Weyard. It is divided by long mountain ranges | | that make travel between its regions difficult. | | | | The northern side of Angara is cold, while the southern part is very dry. | | Mount Aleph and the Goma Plateau are in the west. | | | o----------------------------------------------------------------------------o o----------o | Weyard | o----------o-----------------------------------------------------------------o | | | The world of Weyard is a flat, disklike planet, composed of four elements: | | earth, wind, fire, and water. | | | | The elemental forces of Alchemy, once sealed away, have returned to | | Weyard, bringing new life - but also destruction. | | | o----------------------------------------------------------------------------o o---------------o | Sol Sanctum | o---------------o------------------------------------------------------------o | | | This ancient temple hidden in Mount Aleph was said to be the birthplace | | of Alchemy and the repository for the Elemental Stars. | | | | After the stars were used to start the Elemental Lighthouses, creating the | | Golden Sun, the resulting havoc ruined the temple. | | | o----------------------------------------------------------------------------o Issac will continue to ponder on the events that have happened, and then appeal to the Wise One for guidance on what to do next. Read the encyclopedia entry for an interesting tidbit on the Wise One. o------------o | Wise One | o------------o---------------------------------------------------------------o | | | This absolute being looks like a floating boulder with one central eye. He | | watches over Weyard and holds unimaginable power. | | | | The Wise One is now known to be what the ancients called a Philosopher's | | Stone, a creature they forged through Alchemy. | | | o----------------------------------------------------------------------------o Afterwards, you'll get to meet Garet in HIS grown-up form. Huh, mustache. Did NOT see that coming. Looks good, though. It's cool that these two friends are still by each-other's side after all this time. By his dialog, it seems he hasn't changed a bit either. You can get a lot of entries here, and learn about something interesting called Psynergy Vortexes. Also take note of the particular vortex that was named the Mourning Moon. o---------o | Issac | o---------o------------------------------------------------------------------o | | | This Earth Adept left his hometown of Vale over 30 years ago - and | | returned to find it destroyed by the Golden Sun event. | | | | He lives in a cabin that looks upon distant Mount Aleph, where he trains | | his son, Matthew, in the use of Psynergy. | | | o----------------------------------------------------------------------------o o---------o | Garet | o---------o------------------------------------------------------------------o | | | This old friend of Isaac's fought alongside him as a Warrior of Vale in | | the events leading to the Golden Sun phenomenon. | | | | He is Tyrell's father and a Fire Adept just like his son. He lives near | | Mount Aleph, helping Isaac monitor the area. | | | o----------------------------------------------------------------------------o o---------------------o | Psynergy Vortexes | o---------------------o------------------------------------------------------o | | | These are distortions in space that suck the elemental energy out of the | | world - and from Adepts. | | | | They're thought to be an aftereffect caused by the Golden Sun event. | | | o----------------------------------------------------------------------------o o----------------o | Mourning Moon | o----------------o-----------------------------------------------------------o | | | This immense Psynergy Vortex once unleashed unimaginable destruction in | | the center of Angara. | | | | The misery it caused was so widespread, it became known as the Mourning | | Moon. | | | o----------------------------------------------------------------------------o They will go on to discuss another friend who traveled with them, Ivan, who has made a device that can glide upon the winds. Leave it to a wind adept... o-------o | Ivan | o-------o--------------------------------------------------------------------o | | | This Warrior of Vale traveled with Isaac during their quest 30 years ago. | | He now lives in the nearby land of Kalay. | | | | He and his daughter, Karis, are Wind Adepts, descendants of the Anemos, | | an old civilization thought long gone. | | | o----------------------------------------------------------------------------o o-----------o | Soarwing | o-----------o----------------------------------------------------------------o | | | This remarkable invention allows its wearer to glide upon the winds. | | Soarwings are hard to make and so are quite rare. | | | o----------------------------------------------------------------------------o o-------o | Vale | o-------o--------------------------------------------------------------------o | | | This village lay at the foot of Mount Aleph until the Golden Sun event, | | when Aleph exploded, devastating the area. | | | | The people of Vale have settled elsewhere, with most making their home | | around the new Goma Plateau and the Goma Mountains. | | | o----------------------------------------------------------------------------o o---------o | Karis | o---------o------------------------------------------------------------------o | | | This young Wind Adept has long known Matthew and Tyrell, often visiting | | them at their Goma Plateau cabin. | | | | Her father, Ivan, was a Warrior of Vale. She has inherited her father's | | indomitable spirit and powers of observation. | | | o----------------------------------------------------------------------------o Oh, fun! It sounds like we get to take soarwing lessons! But not before we get to meet Karis and Tyrell in person. It seems Tyrell is a bit like his father used to be. In other words: brash and prone to get into trouble! Here, you'll also learn how to reply to what people say using emoticon's. You're four choices are happy, gleeful, worried/sad, and angry. Make your choice to carry on the conversation. You'll now be given control of Matthew for the first time, and can inspect your menu. Not that you have much in there, but I'll give you a quick run-down anyways. Note that the game will also scroll instructions on how to navigate the menu as you look at it. The "Y" button opens up a map of your current location. A very welcome addition to the series. From here on, if I say anything like "according to your map" or "reference your map to see..." or anything like that, you know what I mean. The "X" button has a wealth of menu options for you to explore. From left to right, they are: "Settings": Here you can change your message speed, speech sounds, and the quick select option (Which makes a selection when you tap it twice. For use with stylus players). "Psynergy": Here you can use psynergy from the menu. Selecting this option will then let you select WHO you want to pick, and than the psynergy to use. Notice that you can also set psynergy shortcuts here by selecting the person and psynergy, and than setting it to either the "L" or "R" buttons. This is a very useful feature. Use it to set up psynergys that you know you will be using a lot. Also note that Matthew has already learned several earth-based psynergy spells already. "Items": Here you can use items from the menu. Selecting this option will then let you pick WHOSE items you want to use. You can also see equipped items at a glance here, if you so wish. "Status": Ah, what would a RPG be without a status screen? Here you can look at your party members in detail. Just select the party member and than you can view their stats, how many Djinn and what types they have equipped, as well as their current psynergy build and items. "Encyclopedia": Here we can view all of those descriptions I've been writing out. Useful if you want to learn about a certain subject, or get caught up with something. "Atlas": Here you can check out your current surrounding, as well as a Map List, which shows you where you have been. Ok, not that we've covered that, let's continue. Climb up the ladder nearby to continue the game. Karis will edge you over to Tyrell, who is ready to try out the soarwing without being given instructions. Sheesh, talk about brash! Anyway, before getting a chance to talk him out of it, he's off. And, of course, he'll start to lose altitude right away. You'll also get a few new encyclopedia entries. o----------o | Tyrell | o----------o-----------------------------------------------------------------o | | | This young man is a Fire Adept, following in the footsteps of his father, | | Garet. | | | | He has a reputation of being a troublemaker, but Matthew is still proud to | | call him his best friend. | | | o----------------------------------------------------------------------------o o------------o | Psynergy | o------------o---------------------------------------------------------------o | | | Controlling the elements with the mind is known as using Psynergy. | | | | Those who use Psynergy are called Adepts - masters over earth, wind, fire, | | and water. Many effects are possible through the use of Psynergy. | | | o----------------------------------------------------------------------------o o----------o | Adepts | o----------o-----------------------------------------------------------------o | | | Those who can use Psynergy are known as Adepts. | | | | Adepts are the rare descendants of an ancient culture that has long since | | passed. Wind Adepts are especially rare. | | | o----------------------------------------------------------------------------o Well, Tyrell is too low now to be saved, so Issac advised him to fly to a peak on the otherside of the forest and wait for them there. Thankfully, Issac will recommend that Karis and Matthew come with them to find Tyrell (even if Garet thinks they will only slow them down). Cool, now we have something to do. Issac will leave us to gear up and meet him at the bridge nearby. In the cabin, Karis will give us something from Issac, a [Leather Cap]! She will than teach us how to equip items by using our item menu and than show us how to save our game. This unlocks the "Travel Log" option in our menu, so we can now save whenever we want! Open the chest nearby to acquire a [Short Sword], and then equip it in your menu to arm yourself (always make sure to equip any new equipment, guys). You can also check out Issac's diary on the nearby table to learn more about the Mourning Moon. Head up the ladder and inspect the house. You can find the [Sun Saga 1] book on one of the bookcases to the left (which you can use to tell the story of the first Golden Sun), as well as two more encyclopedia entries on different travel psynergies (Move and Growth, both of which Matthew already knows). o----------------o | Move Psynergy | o----------------o-----------------------------------------------------------o | | | This earth-based Psynergy allows the user to move objects along the | | ground. Objects far too heavy for human hands can be moved with little | | effort. | | | o----------------------------------------------------------------------------o o-------------------o | Growth Psynergy | o-------------------o--------------------------------------------------------o | | | This earth-based Psynergy causes plants to grow rapidly, sometimes | | creating climbable vines to new locations. | | | o----------------------------------------------------------------------------o Head up the stairs nearby to get the [padded gloves] from the chest. You can also check out the telescope nearby if you wish for a good view of Mount Aleph. Now that we're done, lets go talk to Karin, and she will join our party! She comes with her own basic equipment and a spell of her own: Whirlwind. Head out of the house and go down the southwest path to get to the garden area. You can find a [Herb] in the southern pot here. Now head to the east to eavesdrop on Isaac and Garet, who are planning on putting you two to the test. Well, bring it on! Now head eastward to the Goma Plateau. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part II: Finding Tyrell. [DD 2.02] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Herb | \ \_\ \ | [] N/A | | [] Bramble Seed | \______ / | [] N/A | | [] Elixir | _________\/ | [] N/A | | | / _____/ | | o--------------------o \_____ \ o--------------------o / \ /_______ / \/ ------------- Goma Plateau ------------- Head onwards, towards the cave to the east. You can try to go west down the steps, but Isaac will just stop you as that isn't the proper way, so play along for now. Once inside the cave, a light will flash a few steps in, which can only really mean one thing: Battle Time! Well, it would be, but Isaac and Garet step in first to let you know that walking around like this will eventually lead to battles. Move on a little further to get into your first battle. This one is pretty easy, so just attack to win. Since battles are random, I won't be writing down every battle you'll get into. Instead, I'll focus on boss battles and any other battles of note. If there is a particularly hard enemy in the area, than I'll point that out as well, along with the occasional tip on how to make battles easier. Speaking of first tips, if you get into any fights against three or more enemies, be sure to use Karis's whirlwind ability. You will recover your psynergy points by walking around (as you'll soon learn), so you may as well make things easy on yourself. Also, you may have noticed after the fight that "Karis has mastered the wooden stick". Basically, as you fight with certain weapons, you will get better with them. Go check out your item inventory after the fight and select your weapon. Hit the "select" button while checking out your weapon to see all sorts of useful info, such as any effects the weapon has, as well as how far you have to go to master it, and what unleash skill it uses. Unleash skills are special abilities that a weapon will use occasionally. You don't HAVE to master the weapon for it to happen, though, but it seems like it happens more often when you do (I have yet to ascertain this. If anyone has run any tests on this, let me know). These initial weapons just have "Critical Strike" on them. Keep heading down the slope to find a rock column blocking you way. Try to use your "move" psynergy on it and Isaac and Garet will stop you and explain how to use psynergy from the menu and how to assign it to shortcuts. Move the rock column and you'll also learn about recovering PP by walking as well as psynergy stones. o------------------o | Psynergy Stone | o------------------o---------------------------------------------------------o | | | This is a Psynergy-rich mineral that forms over many years as elemental | | power slowly crystallizes. | | | | Adepts can regain Psynergy Points by touching a stone, which then | | shatters. | | | o----------------------------------------------------------------------------o Keep going onwards, exiting the cave. Go down the steps when you get back outside and move the rock column down here to the right so you can use it as a stepping stone. Further on, Isaac will explain about the upcoming forest, tanglewood, and how it changes to trap adventurers. Fun. No stopping now, though. o-------------o | Tanglewood | o-------------o--------------------------------------------------------------o | | | This forest is said to transform at night, changing into a wood that | | ensnares those brave - or foolish - enough to enter it after dark. | | | o----------------------------------------------------------------------------o ----------- Tanglewood ----------- Head into the forrest and Isaac will be torn on what to do. He'll eventually decide to loan you and Karis some Djinn so that you won't be such an easy mark. He'll bring out one of his Djinn, Flint (the very first Djinn he met in the original Golden Sun) to come out and explain how Djinn work. They will first teach you about setting Djinn to a party member, and how that can change your class. Pretty important, as your class determines your stats as well as what kind of psynergy you can use! You'll then be tossed into two battles to show you how to use an individual Djinn in battle as well as how to use Djinn to summon monsters. Notice how you have to put Djinn in standby to summon, and how using Djinn moves them from a "Set" mode to "Standby"? You can also put Djinn on "Standby" ahead of time, too, and any party member can call a summon from this pool of "Standby" Djinn. o----------o | Djinni | o----------o-----------------------------------------------------------------o | | | A Djinni is a creature of pure elemental energy. Adepts use Djinn to | | enhance their own powers and summon spirits. | | | | Djinn fall into four elemental categories: Mars (fire), Mercury (water), | | Venus (earth), and Jupiter (wind). | | | o----------------------------------------------------------------------------o After the Djinn lesson, you'll get six Djinn to temporarily borrow. You'll also get to keep on leading the party (learning about Felix along the way), but now Isaac and Garet will join you in battle. They might occasionally help out, but are mostly there to suck up damage, as they let you and Karis keep doing most of the work. o---------o | Felix | o---------o------------------------------------------------------------------o | | | Another one of Vale's Earth Adepts led a second party that joined up with | | Isaac's group in the days before the Golden Sun. | | | | Felix's sister, Jenna, and the scholar Kraden were others from Vale in his | | party. He left his homeland - and has not been seen since. | | | o----------------------------------------------------------------------------o The Djinn/Classes you start out with ("Ruffian" and "Diviner") are good enough for now. It lets Karis do the healing if needed, and she has more PP anyway. Afterwards, just head to the right as the left path is blocked. On the right you can either take the left path or the right path. Well, the left path leads to a dead end, so go right and get next to the water. Leap on the rocks to the left to reach a chest with a [Herb] in in. Go back to the semi-L rock and head up this time to reach another section of the forest. True to it's description, this section has large roots which bar your way and force you to take a certain path. Head down the linear path towards the exit on the right. Grab the [Bramble Seed] from the chest here. As you can tell, there is no exit this way either. Thankfully Garet notices the problem. You'll get to see a cool scene now that shows you how to get rid of the forest's roots: by shooting the flowers with a fireball. You'll also get a few new entries. o-------------------o | Warrior of Vale | o-------------------o--------------------------------------------------------o | | | This group of Adepts saved the world by unsealing the force of Alchemy and | | causing the Golden Sun event 30 years ago. | | | | But because that event also brought mass destruction, the Warriors of Vale | | are widely seen as a controversial group. | | | o----------------------------------------------------------------------------o o-------------------o | Fireball Psynergy | o-------------------o--------------------------------------------------------o | | | This fire-based Psynergy focuses heat energy into a ball of flame that the | | user can throw to incinerate a target. | | | o----------------------------------------------------------------------------o Now that we know the secret to the forest, let's continue. You can go down the left path to the south and get rid of some roots if you want, but we don't need to, we just need to go out the exit to the right. This next area ia a maze of sorts, but it's not too hard. Go up the first set of steps here and back down to the south. Go all the way east and take the second south here (take note of the small plant moving around to your north). This is actually a linear path that winds around to the south-eastern area, so wind your way over there. Here, get on the roots (are these things roots? rocks?) and make your way to the left so you can fry the flower with a fireball. Go around to the left and get on the platform. Now you can use the "walls" of the maze to jump around on. Head towards that plant from earlier and use the walls to walk down to it. As you've probably guessed, use the psynergy growth on it so you can climb it. Now you can cast fireball on another flower. With those roots gone, you can finally get to the northern exit. Here, push the rock columns into the water so you can use them as stepping stones. You can also reach the chest to the right for an [Elixir] as well doing this. Now use the roots to jump your way to the north. Use your "move" psynergy to move the rock column south into the water and make another stepping stone. Then of course use growth on the plant to climb upwards. You'll find the soarwing nearby, broken to smithereens! Well, that sucks. Continue onto the cave. ----------------------- Abandoned Mine, 1st Fl ----------------------- Head into the mine and use the psynergy stone if you need to, then head south through the door. Head east now until you're stopped by the broken track, then make the small plant grow so you can continue upwards. Head down the stairs to the east and continue onwards to reach another part of the cave. In here, everyone will shout for Tyrell with no luck. Garet will throw around some fireballs to try to light up the place, until they find one of those psynergy vortexes we learned about. You can also see Tyrell nearby, unconscience due to having no psynergy. Eck, what a pain. Isaac and Garet will also try to explain the reasons behind the vortex's, which doesn't help Tyrell very much. o------------------------o | Elemental Lighthouse | o------------------------o---------------------------------------------------o | | | There are four of these towers that sent their beams of elemental energy | | over Mount Aleph to cause the Golden Sun event. | | | | This released the force of Alchemy, which had been sealed away by the | | ancients, back into the world of Weyard. | | | o----------------------------------------------------------------------------o o----------o | Kraden | o----------o-----------------------------------------------------------------o | | | This old scholar is one of Weyard's foremost authorities on Alchemy, | | Psynergy, and ancient cultures. | | | | He traveled with the Warriors of Vale, and he now conducts his research | | with two young apprentices. | | | o----------------------------------------------------------------------------o Head around the path, around the vines and past the vortex. Yeah, you can't touch it. What? Yeah, I tried. What? Anyways, use your growth psynergy on the plant, and now you can walk around and climb down it. Get near the flower and hit it with a fireball. Um.. that was a good idea, right?!? +=+=+=+=+=+=+=+=+=+=+=+ + Boss: Tangle Bloom + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Around 979 HP] + + Moves: + + + + Basic Attack: Tangle Bloom hits you with a vine. Low damage. + + + + Defend: Tangle Bloom reduces incoming damage. + + + + Tangle Bloom is assessing the situation: Tangle Bloom does nothing. Easy. + + + + Tangle Bloom is examining the situation: Tangle Bloom does nothing. Easy. + + + + Tangle Bloom is the first boss battle, and he's pretty easy. Heck, if you + + want to, you can chill out and let Isaac and Garet take care of the entire + + boss battle. + + + + So basically, just use your most powerful moves and remember to heal up + + when you need to. + + + + After the fight, you gain 143 experience, 77 coins, and a Psy Crystal. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ After the battle, run over to Tyrell to start another scene. Isaac and Garet will infuse some psynergy to make Tyrell wake up, and after all the verbal lashing that follow, will task us with getting new materials for another soarwing. o---------------o | Mountain Roc | o---------------o------------------------------------------------------------o | | | These gigantic birds are so rarely seen that they're beyond legendary. | | | | A single feather can provide enough material to help craft a soarwing. | | | o----------------------------------------------------------------------------o o--------o | Morgal | o--------o-------------------------------------------------------------------o | | | This country occupies the northeastern part on Angara, with the capital | | city of Belinsk at the center. | | | | Morgal is home to many wonders, from the tree village of Kolima to the | | ancient dock facilities of Port Rago. | | | o----------------------------------------------------------------------------o You can use the northern exit for a shortcut that leads to where the soarwing crashed, so you can salvage it. Can you believe Tyrell is so lazy? Anyways, you'll be in the cabin next, discussing your future. To fix the soarwing, you need a roc feather, which Isaac and Garet decided you will find. Isaac than decides you should meet up with Kraden in Carver's Camp, as he can help you. You'll get a lot of new entries here as well. Read the rest of the dialog and tell Garet when you're ready to go. It looks like Tyrell and Kiras will be joining you as well. o---------o | Bilibin | o---------o------------------------------------------------------------------o | | | Once a small town, Bilibin has grown since the time of the Golden Sun to | | the point that it's now a country. | | | | While supposedly governed by the McCoy men, it's rumored that the queen | | actually is ruling the realm. | | | o----------------------------------------------------------------------------o o--------------o | Border Town | o--------------o-------------------------------------------------------------o | | | This town is the major crossing point between Morgal and Bilibin. | | | o----------------------------------------------------------------------------o o---------------o | Carver's Camp | o---------------o------------------------------------------------------------o | | | This lumberjack camp stands at one end of a valley that leads through the | | Goma Mountains to Bilibin and the rest of the continent beyond. | | | o----------------------------------------------------------------------------o Head out to the bridge to have Garet see you off. Even though Isaac should see his son off, he's still busy sending the carrier pigeon off. Garet advises you to dig up info at Patcher's Place. You can actually come back and try to see your Dad, but he's inacessable right now. Garet will give you info on the Goma Mountains, though. o-----------------o | Patcher's Place | o-----------------o----------------------------------------------------------o | | | This general store serves up just about everything refugees from Vale | | might need to survive. A small settlement is huddled around the store. | | | o----------------------------------------------------------------------------o o---------o | Patcher | o---------o------------------------------------------------------------------o | | | This Vale refugee has built a large general store and inn for fellow | | survivors of the Golden Sun event. | | | | Though not exactly a mayor, Patcher is the closest thing to a leader this | | outpost has. | | | o----------------------------------------------------------------------------o o----------------o | Goma Mountains | o----------------o-----------------------------------------------------------o | | | This range divides the Vale refugees from the rest of Angara. Isaac's | | cabin is on a plateau that is part of the new highlands raised up by the | | Golden Sun. | | | o----------------------------------------------------------------------------o Move down and exit the southern exit to get to the world map. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part III: Patcher's place [DD 2.03] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] 3 coins | \ \_\ \ | [] Flint | | [] Power Bread | \______ / | [] Forge | | [] Elixir | _________\/ | [] ----- | | [] Antidote | / _____/ | | | [] Smoke Bomb | \_____ \ o--------------------o | [] Gate Card | / \ | [] Water of Life | /_______ / | | \/ o--------------------o We'll now be on the world map, but before we go to far, Flint will come to see us. He'll bring a message from Matthew as well, telling us that he's here to oversee us on our journey, as well as a few places to go to. He'll then be set to Matthew. Allright, our first Djinn! Oh, and we now have Tyrell. He's got a few fire spells (Fireball and Flare), and comes with some basic equipment and starts out at level 4. You can't really go anywhere optional, really, even though you're on the world map, so just head west past the bridge until you get to Patcher's Place. --------------- Patcher's Place --------------- Head into the village and inspect the first barrel for a measly [3 coins]. Go into the store and you'll learn why Tyrell isn't really welcome in Patcher's Place. I wouldn't want him either if he nearly burned my store down! After Tyrell comes down, go around Patcher's counter to grab some [Power Bread] in a chest. Talk to Patcher in front of the counter to get a quick and to the point explantaion of shops. Basically, home signs are inns, swords are weapon shops, armor is an armor shop, and the leaf is an item shop. Complicated, huh? o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb 10 | | Cotton Shirt: 20 | | Antidote 20 | Patcher's Place | One-piece Dress: 25 | | |____________________________| Wooden Shield: 40 | | Artifacts: |____________________________| Padded Gloves: 10 | | | | Leather Cap: 30 | | Water of Life 3000 | ________ | | | | / _____/ | Artifacts: | o-----------------------o / \ __ | | | | \ \_\ \ | N/A | o-----------------------o \______ / | | | Weapon Shop: | _________\/ o-----------------------o | | / _____/ | Inn: | | Long Sword: 200 | \_____ \ | | | Short Sword: 120 | / \ | 6 Coins to stay. | | Mace: 80 | /_______ / | | | Wooden Stick: 40 | \/ o-----------------------o | Short Bow: 300 | | | | | | Artifacts: | Recommended: Whatever you want to upgrade, go | | | ahead. The short bow is a great upgrade for | | N/A | Karis, if you can swing it. The long swords | | | are good as well. | 0-----------------------0----------------------------------------------------o If you're like me, and want to buy the best of everything, you may want to go grind for some gold right about now. I did until I could buy the best of everything. It honestly didn't take long. Also notice that when you buy new equipment, you can not only equip it at the store, but also you can sell your old equipment. Be careful when selling stuff, though, lest you sell something you wanted to keep! Oh, I've also noticed that our encyclopedia entries are changing! Did you? Sometimes when we get new info (like the last Tyrell entry), our old entry will be updates. I won't be typing these out, so if you want to see them make sure to click on them. (You can find them in the encyclopdia section, too). Head through the door to the left of Pratcher to reach another section of the shop. Here you can find a herb in the barrel to the right. Oh, also let me tell you about the shop with the beam of light on it. This is the healer's place, where you can go to revive dead character, get rid of poison, get rid of hauntings (repel evil), and get rid of a curse. Keep this place in mind if you ever need to revive anyone. You can get up to the second floor via the stairs by Patcher to go back outside. The barrel to the left here has an [Elixir] for you. The house to the right here has an [Antidote] in the pot on the left. You can also see a Mars Djinn above you, but lets finish rounding up all the goodies in town. For example, if you take the stairs towards the south exit, you can find a [Smoke Bomb] in the barrel. You can also find 11 coins in the house underneath Patcher's place, in the right dresser. Since you're down here, you may as well grow the nearby plant. Ok, now go to the house in the upper left-hand corner. The bookcase on the left here has the [Sun Saga 2] book. You can also find some new entries by talking to people around town. o------------o | Lord McCoy | o------------o---------------------------------------------------------------o | | | This ruler of Bilibin got his start as the mayor of a small town. Over the | | years, it has grown into a full-fledged kingdom. | | | | While Lord McCoy is the ruler of his domain, there are widespread rumors | | that his wife plans to put her son on the throne. | | | o----------------------------------------------------------------------------o o-------------o | Konpa Ruins | o-------------o--------------------------------------------------------------o | | | These ruins are thought to have been a major center where ancient Adepts | | could share ideas with visitors. | | | | Little else is known about this mysterious location, which only came to | | light after the Golden Sun. | | | o----------------------------------------------------------------------------o ------------------------- Psynergy Training Grounds ------------------------- Ok, now lets head up to the psynergy training grounds. Lots of kid's are playing around here, but we're after that Mars Djinn. First of all, use your move psynergy to move the first rock column to the left. Move to the left and you'll see the kid climb up and down the tree. Ah, now it all comes together. Now move the other two pushable rock columns so you can climb the tree and use the columns to jump to the ground to the right. Here, jump on the tree to the right and climb down. Use growth on the plant to make a vine extending downwards, and than use it to reach the Mars Djinn, Forge, who will join you without a fight. When you're ready, go talk to the man blocking the opening to the training grounds. Choose "Tips?" if you want a sneak preview of the course, otherwise just choose "We're Ready!". We have 10 minutes to complete each section of the course, but that's more than enough time! ------------------ Mercury Lighthouse ------------------ Just an FYI, we're going to be using "Fireball" a lot in these sections, so you may want to map it. Personally, i'm running with "Move" and "Fireball" mapped. For the first part, run up to the monster looking thing and cast fireball on it. This will drop the bridge, so run over it and push the log. Use move on the rock column to move it to the right one space, than push the lower log to the right. Now push the horizontal log up to get past this. Climb up the three by the monster and smoke him with a fireball as well. Move on and push each of the rocks over the water when you can, than stand on the middle water patch so you can make it up to the "lighthouse". Cast fireball on the monster to pass this section. ---------------- Venus Lighthouse ---------------- You can read the first few signs here to gather some intel. You'll also notice that another 10 minutes has been put on your clock. Let's go! o------------------o | Venus Lighthouse | o------------------o---------------------------------------------------------o | | | This lighthouse provided the earth energy that combined with the other | | three elements to power the force of Alchemy. | | | | This tower is in Gondowan and was one of the four that were lit to trigger | | the Golden Sun event. | | | o----------------------------------------------------------------------------o o----------o | Gondowan | o----------o-----------------------------------------------------------------o | | | This vast continent is south of Angara. The Warriors of Vale famously | | traveled to Gondowan to light the Venus Lighthouse. | | | | This continent, once joined by land to Angara, has since split away due to | | the seismic effects of the Golden Sun. | | | o----------------------------------------------------------------------------o o--------------------o | Mercury Lighthouse | o--------------------o-------------------------------------------------------o | | | This lighthouse provided the water energy that combined with the other | | three elements to power the force of Alchemy. | | | | This tower is in the Imil region of Angara and was one of the four that | | were lit to trigger the Golden Sun event. | | | o----------------------------------------------------------------------------o Ok, first thing's first, move up the course and cast whirlwind on the first track switcher. We have to switch the tracks so we can make it through. After the first one, switch the second one. Keep going through the track on foot, and skip the third track switcher, but switch the fourth track. Now go back and jump in the railcar. Read the next billboard for even MORE intel. This place is a goldmine for this stuff, apparently. o--------o | Kraken | o--------o-------------------------------------------------------------------o | | | This giant squid plagued the Karagol Sea, capsizing all ships that fell | | into its grip. | | | | While sailing across the Karagol, the Warriors of Vale slew the vicious | | squid. | | | o----------------------------------------------------------------------------o o-------------o | Karagol Sea | o-------------o--------------------------------------------------------------o | | | This vast inland sea once was a vital crossing between Angara and | | Gondowan. | | | | After the two continents were split from each other by the Golden Sun, the | | Karagol Sea became joined to the ocean. | | | o----------------------------------------------------------------------------o After all the info, jump over to the tentacles moving back and forth. Cast fireball on each of them, then one more time on the Kraken face that appears. This will raise the central platform. Use it to get over to the wooden columns, which you need to jump between to pass. The columns are pretty easy to naviage, just jump from one to another in a "S" pattern. Make the plant grow at the base of the "lighthouse", and than cast fireball on the two enemies above to finish this section. ------------------ Jupiter Lighthouse ------------------ Talk to the guide here for some info on the Jupiter Lighthouse course. We have 10 minutes again, and like last time you can read the signs here for a LOT of info, mostly pertaining to the first games in the series (If you don't care about this info stuff, just scroll down past the boxes. Personally, I like the info as it's hard to remember details about the earlier Golden Sun games). o--------------------o | Jupiter Lighthouse | o--------------------o-------------------------------------------------------o | | | This lighthouse provided the wind energy that combined with the other | | three elements to power the force of Alchemy. | | | | This tower is now in western Gondowan's Atteka region and was one of the | | four that were lit to trigger the Golden Sun event. | | | o----------------------------------------------------------------------------o o-------o | Indra | o-------o--------------------------------------------------------------------o | | | This continent was where the Warriors of Vale found the ship that allowed | | them to sail around the world. | | | | Indra was once east of Gondowan, but the seismic effects of the Golden Sun | | have pushed it far from that continent. | | | o----------------------------------------------------------------------------o o--------o | Osenia | o--------o-------------------------------------------------------------------o | | | This large continent is far to the south, across the ocean from Angara. | | | | The Warriors of Vale crossed its desert expanse and scaled its immense | | Air's Rock plateau using wind-based Psynergy. | | | o----------------------------------------------------------------------------o o-------o | Piers | o-------o--------------------------------------------------------------------o | | | This Water Adept from the remote civilization of Lemuria joined Felix's | | party in his quest to ignite the lighthouses. | | | | He now sails the world in his ancient ship, investigating mysterious | | phenomena. | | | o----------------------------------------------------------------------------o o---------o | Lemuria | o---------o------------------------------------------------------------------o | | | This legendary island city is home to an advanced civilization isolated | | from the world by surrounding and ever-present mists. | | | | Time passes slowly for its citizens, who sometimes travel the world in | | powerful ships of distinctive design. | | | o----------------------------------------------------------------------------o o----------o | Poseidon | o----------o-----------------------------------------------------------------o | | | This sea god stood in the way of all those who tried to sail past him. | | | | The Warriors of Vale had to acquire the Trident of Ankohl in order to | | breach Poseidon's invulnerbility. | | | o----------------------------------------------------------------------------o o----------------o | Gabomba Statue | o----------------o-----------------------------------------------------------o | | | This huge statue was revered by a village in central Gondowan. | | | | The statue was the entrance to a vast clockwork labyrinth that was | | powered by Psynergy. | | | o----------------------------------------------------------------------------o Ok, now that the history lesson is done, run up the steps and cast whirlwind on the wind spinner. This will make the statue's tongue stick out and allow you to cross. In this second part, use move to get all the column's to sit in front of the wind so that you can cross. This next part is going to take a little time. You have to "assemble" the tridents, which means you have to move three rock columns. Use the rocks to jump downwards and than use the boxes in this area to get to each of the three rock columns and use your move psynergy on them. Make sure you aren't standing in the space you want to move them to! Once you've done that, just go cast fireball at "Poseidon" to eliminate him and continue onwards. Use whirlwind on the wind spinner to ascend to the top, and than hit the enemies there with some more flames. Done. ---------------- Mars Lighthouse ---------------- Here you'll get another 10 minutes on the clock, as well as some more back-history (but not nearly as much). o-----------------o | Mars Lighthouse | o-----------------o----------------------------------------------------------o | | | This lighthouse provided the fire energy that combined with the other | | three elements to power the force of Alchemy. | | | | This tower is now in the lands north of Angara and was one of the four | | that were lit to trigger the Golden Sun event. | | | o----------------------------------------------------------------------------o o--------o | Anemos | o--------o-------------------------------------------------------------------o | | | This tribe of Wind Adepts is said to have raised its ancient city into the | | sky, where its underside is still visible as the moon. | | | | All modern Wind Adepts are thought to be descended from the Anemos. | | | o----------------------------------------------------------------------------o Ok, melt the ice in front of you, than melt the two ice columns holding up the dragon boxes. Push the log, and that use the stairs to melt the last ice column so that you can make the dragon's picture. Go around the log and push it to the right so that it'll land in the water. Here, cast whirlwind on the wind spinner to make some stairs jut out and than use them and the dragon box to make it to the next area. Here,use a combination of your move psynergy and pushing the log to make it past the flames. Now shoot all the ice out in the northern section by the tight-ropes. You'll have to use each tight rope once and the ground once to get them all. To the right, wait until the fire passes the plant and starts heading to the left to grow the plant and use it to climb upwards. Move up the steps here and cast fireball on the two enemies, until the "dragon" comes forward. Well, what do you know, it's a boss! Fun! +=+=+=+=+=+=+=+=+=+=+ + Boss: Dim Dragon + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Around 333 HP] + + Moves: + + + + Basic Attack: Dim Dragon hits you with a "claw". Low damage. + + + + Scary Jinx: Haunts a single target. Target will die in a few turns. + + + + Gasping Breath: Hit-all breath atk. Low chance to curse. Low dmg. + + + + Pebble Breath: Single target breath atk. Low-Med dmg. + + + + Sizzle Breath: Single target breath atk. Def. Down. Med dmg. + + + + Out of Order: Dim Dragon breaks down. Free turn. + + + + Repairs: Dim Dragon's healing move. Low healing done. + + + + Dim Dragon is our first real boss, and he has some moves to watch out for. + + Lay into him hard and fast, you don't want him to put Scary Jinx on you. + + He will occasinally try and repair himself or break down, which gives you + + a break. + + + + Use Karis's Fresh Breeze if you need to and hit hard and fast. + + + + + + After the fight, you gain 179 experience, 60 coins, and a Nut. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ Afterwards, you have to pick which chest you want. I'm pretty sure you get the gate card no matter what you pick, since you can run through the course a second time for the second treasure. Right chest: [Gate card]. Left chest: [Water of Life]. If you want to, you can choose to run through the course a second time, except that now the course will be a "harder" version. Just so you know, the course itself hasn't changed one bit, but your time limits have. Here's the new time limits for the course: ------------------ Mercury Lighthouse ------------------ 2 Minutes. ---------------- Venus Lighthouse ---------------- 3 Minutes. ------------------ Jupiter Lighthouse ------------------ 4 Minutes. ---------------- Mars Lighthouse ---------------- 3 Minutes. Having already run through these courses before, this shouldn't be too hard for you. Oh, one last thing, the Dim Dragon at the end? Yeah, they improved him. He seems to have all of the same attacks, but has a different paint job as well as more HP. He seemed to hit harder, too. A few good rounds of Flint >>> Atk >>> Forge, Atk >>> Venus >>> Mars should do the trick. Don't forget to heal when needed. +=+=+=+=+=+=+=+=+=+=+=+=++ + Boss: Dim Dragon Plus + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Around 539 HP] + + Moves: + + + + Basic Attack: Dim Dragon hits you with a "claw". Low damage. + + + + Scary Jinx: Haunts a single target. Target will die in a few turns. + + + + Gasping Breath: Hit-all breath atk. Low chance to curse. Low dmg. + + + + Pebble Breath: Single target breath atk. Low-Med dmg. + + + + Sizzle Breath: Single target breath atk. Def. Down. Med dmg. + + + + Out of Order: Dim Dragon breaks down. Free turn. + + + + Repairs: Dim Dragon's healing move. Low healing done. + + + + Dim Dragon is our first real boss, and he has some moves to watch out for. + + Lay into him hard and fast, you don't want him to put Scary Jinx on you. + + He will occasinally try and repair himself or break down, which gives you + + a break. + + + + Use Karis's Fresh Breeze if you need to and hit hard and fast. This is + + the PLUS version, which has some more HP and hits a tad harder. + + + + After the fight, you gain 267 experience, 80 coins, and a Nut. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ Now we truly have nothing left to do in the area. Time to move on, lets take the southern exit out of here and back to the world map. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part IV: Carver's Camp & Konpa Ruins [DD 2.04] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Mint | \ \_\ \ | [] Chill | | [] Themis Axe | \______ / | [] Gust | | [] 123 Coins | _________\/ | [] Fever | | [] Sleep Bomb | / _____/ | [] Flower | | [] Herb | \_____ \ | [] Jolt | | [] Lucky Pepper | / \ | [] Sleet | | [] Herb | /_______ / | | | [] Nut | \/ | Summoning Tablet: | | [] Hard Nut | | | | [] Antidote | | [] Zagan | | [] Elven Shirt | | | | [] Psy Crystal | o--------------------o | [] Elven Rapier | | | o--------------------o We're still stuck on a pretty linear path out here, so fight around if you wish and than move southeast to the next landmark. Go into the one past the bridge to the north. -------------------- Goma Highlands Road -------------------- Head up in here to see a Djinn playing around with the weather and than heading north. You will be ours, Djinn! Well, we can play around with the wind too. Head up the steps and jump over to the sign. Here, use whirlwind on the flower to the right of the lower tree, so we can climb the tree and than jump onto the higher ledge with the flower. Ah, I wish I was skinny enough to have my weight supported by a airborne flower... You'll be up with a bunch of stumps. Well, these are lumberjacks! You can ride on the gondola nearby by sitting in it and blasting it with a fireball. Ride it across the screen and jump out to find a [mint] in a chest. With no Djinn in sight, move onto the northern exit. Here push the log up to get by, than jump the stream to the north and push that log west. Jump over to where the log was and push the third log south, which will let you push the original log back down. Now push the two eastern logs again (the only ways they can go) then you can push the western log east. Watch if fall down the cliff and make you a road. Use that road to jump the river and find a tree nearby with a treasure chest. Use whirlwind on the flowers east of the tree (you can get them both up in the air with one shot) so you can climb the tree and reach the chest for a [Themis Axe] (I gave it to Tyrell). With no obvious way to get the Djinn, move forward into Carver's Camp. -------------- Carver's Camp -------------- Here, you'll have a chance to be a hero right away and use your whirlwind to save a small boy. It seems a vortex tore the bridge apart and has seperated father from child. Well, at least the kid is safe. You can also talk to Carver and watch him use some broken gondola's to get across to the other side of the camp. Yeah, he's fairly crazy, but afterwards the two lumberjacks will tell you about the alternate route to Bilibin. o--------o | Carver | o--------o-------------------------------------------------------------------o | | | This leader of the lumberjack camp is known as Carver, though as an old | | Vale refugee, it's unknown whether he's always been called that - or just | | loves his job. | | | | He never shies away from a task at hand, which sometimes worries his men. | | | o----------------------------------------------------------------------------o o---------------o | Grip Psynergy | o---------------o------------------------------------------------------------o | | | This earth-based Psynergy can grasp faraway objects and bring them close. | | It can also carry the user across some gaps. | | | o----------------------------------------------------------------------------o Well now that we're free we may as well raid the camp. Go to the southwest corner (down some stairs) and around the far west house to make your way to some jars (you have to go around the house). One of the jars here has [123 coins]. Go into the store and you can find a [sleep bomb] downstairs in the barrel. Go inside the main house in the north and you can find a [herb] in the second barrel on the right by the entrance. Also, push the log by the shop west so you can use it to enter the chimney of the house to the west. You can find some [Lucky pepper] in the right barrel in this house. With our item raid out of the way, go to the south of this place and jump over to the ladder leading down to the east south exit. Climb down it to find a Mercury Djinn. Use growth on the plant and go down to meet Chill, who will happily join you. Giving Chill to Karis takes away her healing breeze, which I like. Don't worry about it too much for now, as we're about to meet another friend. Take this time now to check out the shops in Carver's Camp (The three-dot sign means that the store in question deals in everything). Right now, you can sell the two nuts that you got from the dragon fights and afford the best of everything, which is what I recommend. o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb 10 | | Travel Vest: 50 | | Antidote 20 | Carver's Camp | Circlet: 120 | | |____________________________| Wooden Shield: 40 | | Artifacts: |____________________________| Padded Gloves: 10 | | | | | | Water of Life 3000 | ________ | | | | / _____/ | Artifacts: | o-----------------------o / \ __ | | | | \ \_\ \ | N/A | o-----------------------o \______ / | | | Weapon Shop: | _________\/ o-----------------------o | | / _____/ | Inn: | | Long Sword: 200 | \_____ \ | | | Battle Axe: 280 | / \ | 12 Coins to stay. | | Short Bow: 300 | /_______ / | | | | \/ o-----------------------o | | | | | | | Artifacts: | Recommended: The travel vest's are a good idea. | | | Upgrade your weapons too, if you can swing it. | | Magic Rod: 380 | | | | | 0-----------------------0----------------------------------------------------o Once your done, go around the norther house now (counter-clockwise) and cast move twice on the rock column there (you needed to be on this level to make it work) so you can use it to get back out to the Goma Highlands. Once out here, you can find another [hHerb] in the right jar to the north. Head south to the gondola and spit a fireball at it to bring the stupid thing back around. Now you can sit on it and ride it to the other side, where we can follow the path to the Jupiter Djinn. This one doesn't want to join without a fight thow, so teach it some manners to acquire Gust! Once I got Gust, I set him to Tyrell, making him a swordsman. This way I get to keep all my healing abilities, and it does nothing but up Tyrell's stats. Sure, he loses some fire abilities, but he can also cure poison now. With that done, head through the main south exit to get back to the world map. Here you can visit the east portion of Carver's lumberyard if you wish. ------------------- Carver's Lumberyard ------------------- Take the gondola to the west and you can also unlock a shortcut between the lumberyards by moving a rock column into place. Also, you can raid the flower field to the right of the gondola to find a [Nut] and a [Hard Nut] underneath the flowers. Jump back on the gondola and go back to the previous lumberyard. You probably noticed the cave here? Well, use the stairs to get down to the forest floor, and make your way to the tree on the west hand side. Use whirlwind to get those three flowers to the left of the tree in the air, and than use them to get onto the higher ledge. Go down the stairs and push the only pushable log to the right. This opens up another set of flowers you can send airborne, so do so and use the nearby tree to jump to the cave. In the cave you will find your first summoning tablet. These tablets give you the "ingredients" you need to summon. This one is Zagan, and you can now summon him if you have one Venus and one Mars Djinn on standby. Oh, very importent, you can find a wild Mars Djinn by battling south of Carver's Camp/Lumberyard. I personally found him on the road while heading south. This Djinn is named Fever. Anyways, head south and around the windy path to make your way to Konpa Gate. ---------- Konpa Gate ---------- Here you'll see that you need a gate card to get anywhere. Thankfully we have one. You'll also see a Venus Djinn chilling above us by some flowers. Not much we can do yet, so get the gatekeeper to open the gate, than use his steps to get up near his house. Jump onto the western tree to get down to the flowers. Of course, the Djinn will be difficult and try to hide underneath a flower, but his efforts are in vain. Simply whirlwind him out and you'll get the Venus Djinn Flower. You can also get an [Antidote] if you visit the gatekeeper's shack. Continue north when you are ready to go back to the world map. The monsters out here jump in difficulty, but they aren't bad. I imagine you should be somewhere around level 8-9 by now, with the best equipment from all your nut sales. The path is still linear, and no matter what you do you're bound to end up at the Konpa Ruins. ----------- Konpa Ruins ----------- Ah, some ruins. Fun. Examine the place and you'll soon see that the chest in the upper left corner requires someone to freeze a puddle (which you'd be familiar with if you played the previous Golden Sun games). Head into the ruins to find several doors and some pillars with some info on them. Keep heading straight and the game will tell you to put the flower pieces into place. You can push the first piece in now, but we don't have all the pieces yet. Head up the stairs to the right, and take the far right door. In here, jump over the gap and continue onto the far right door again. In this room, the game will tell you that the orb must be in place to unleash the power of earth. Move the orb forwards to bring some much needed life to this place. Move to the glowing sigil in the corridor now, and you'll open up all the doors down this path. Head down it and enter another room. Move the statue in front of you to the right to bring up some stepping stones. Now move the statue to the left in place to bring up more stones. Yep, you guessed it, move the right statue now. Jump north past where that statue was to the next statue and move it to the left to open the way to the door. Go down this corridor to the next room, where you can bring up some more stepping stones and push down a rose piece. Excellent. Go out the southern door on the left and hit another glowing switch to activate some stairs. Now go back up and use the southern door on the far right to get to those stairs. Follow the path and the ensuing corridor to another room. This room requires you to use whirlwind on the orb, so do so. This will not only put a bunch of glyphs on the floor, but also activate some fan lifts in the main area. Now you want to whirlwind these glyphs so you can jump across to the door on the left. Here's an easy solution: o---------o o-| X | | X X | | | | X 1O O O | | | | O O O2 X | | X | | X | o--- ----o The glyphs you want to activate are the ones marked with a "O". You need all six of them active at once, so get into position "1", shoot a whirlwind east, than hurry to position "2" and shoot a whirlwind west. Now get to the stairs and use them to jump to the other side. In the next room, shoot up the bottom left set of three glyphs and use them to jump to the column. Push the column down and move it right and down one. Now get all six of the lower glyphs up and use them and the column to get to the column on the far right. You may as well whirlwind the southern left set of glyphs and the three vertical glyphs north of those to get to the treasure chest. You can get an elven shirt here, which is a big bump in defense and agility. I gave it to Tyrill as he could use the agility. Now move the right column up to match with the two glyphs aligned with the door. Move the left column to the upper right corner. Now just whirlwind the two glyphs by the door and than whirlwind the southern left set of glyphs to make yourself a path to the door. Follow the path up the wind elevator and around to another door on your right. This leads to another room where you can push another rose piece down. Go back and ride the elevator down so you can get to the fan elevator on the right side of this area. This will take you to the last rose piece, so push it down! Now you can go back to the main area and complete the rose picture. Once you do, you'll be instructed to go sit in the statue's hands, as the game promptly shows you. Go do it and you'll get the glyph book. With the book in hand, go check out the tablet in the rose room. The tablet give you another easy puzzle: When the four statues point to the center, the flower will rise. Well, this is easy. Push the upper left one down, the southern left one right, the souther right one up, and the upper right one left. This will turn the flower blue and let you ride it to a higher level. Take the left path and make your way up the exterior of the ruins. You'll come across another glyph that you can step on to open a door. Enter this room grab the chest to get the grip crystal. Equip it to gain the grip psynergy! But you didn't think it would be that easy, did you? The room transforms and locks you in. No worries, though, just use your new psynergy to grab the spire on the right and than use it to grab the rotating blue key. Go back the way you came and use the blue key to exit this room. Now let's go after that Djinn. Bo to the left and up the stairs and ladder to the north. Use grip to get across and the Djinn will run away. Chase it to the left and up the ladder. Now if you just chase it here, it'll always flee from you. What you do is get it between you and a pillar, so you can use grip to quickly close the gap. After this you'll have to fight it as well, but after the battle you will claim the Jupiter Djinn, Jolt, who can revive a party member. Now make your way east and across to the next screen on the right. To continue this way, we need a water adept again, which we don't have, so go down the steps to the left (take the lower path!). Before going into the door, you can go down the vine here to make your way to that chest from earlier, which is housing a [Psy crystal]. Head back to the door and take the right door. Go straight ahead through another door and through the corridor that follows. This is the mars room, where the game will tell you to essentially use a fireball on the orb. Do so and you'll see a few things light up. Head back through the previous corridor and nuke the glowing red thing. Of course it'll explode, so continue past it and ride the flower back down. Nuke the other glowing red thing and it'll blow up to. Fun. ---------- Konpa Cave ---------- Go down into the basement and follow the path through the first room. In the second room go forward and grip your way past the first gap. On the slope, grip your way to the middle ledge and push the rock column off. Go down and move it one space left, than go get on the middle ledge again. Now you can grip your way to that treasure chest and collect the [Elven rapier] in it. Go through the northern exit to continue, and keep going forwards to see a scene. Ah, it's Kraden! Finally! We'll also meet his two apprentices, all of who are busy examining a vortex down in the caves. We are given some good info as well about his apprentices. o--------o | Nowell | o--------o-------------------------------------------------------------------o | | | This young woman is one of Kraden's two highly promising Alchemy students, | | along with her brother, Rief. | | | | She has immense respect for her mentor and spends most of her time | | studying ancient ruins and artifacts with him. | | | o----------------------------------------------------------------------------o o---------o | Belinsk | o---------o------------------------------------------------------------------o | | | This fortress city is the capital of Morgal, the country of beastmen. It | | is a bastion of both military might and clutural sophistication. | | | o----------------------------------------------------------------------------o o------o | Rief | o------o---------------------------------------------------------------------o | | | This Water Adept has traveled the world with his teacher, Kraden, studying | | Alchemy and other traces of the ancient world. | | | | Rief is the son of Mia, a Water Adept who traveled with the Warriors of | | Vale. | | | o----------------------------------------------------------------------------o Before getting a chance to examine a peculiar looking machine, some wierd soldier will pop out of nowhere, right behind Matthew and his group. Wha..? Who do you guys think you are? +=+=+=+=+=+=+=+=+=+=+=+=+=++ + Boss: Stealthy Scout x3 + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Around 340 each] + + Moves: + + + + Basic Attack: The scout shoots you. Low-Med dmg. + + + + Stifle Shot: The scout shoots you. Low dmg and a loss to AGI. + + + + Psy Grenade: The grenade his the target and those around it. Everyone + + loses PP. + + + + Paralysis Shot: The scout shoots you. Med dmg, chance to paralyze. + + + + Herb: Single target breath atk. Def. Down. Med dmg. + + + + Scouting: The scout will assess the situation. Free turn. Rare + + + + + + These scouts can mess you up if you aren't careful. The biggest pain in + + this fight is the Psy Grenades, as they can take psynergy out of the + + fight. Focus on one at a time, hit them as hard as you can, and try to + + take them out. The fight is much easier with one dead. + + + + Have someone be a dedicated item healer, if you must, and keep Jolt + + ready if you need him. Pay attention to how stifle shot may effect who + + goes first! + + + + After the fight, you gain 877 experience, 468 coins, and a Psy Grenade. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ After the fight some shadow figures will start talking to us out of nowhere, and it seems that they have nabbed Rief as well. Well crap. They definitely don't sound like they are on our side. When they finally show themselves, Golden Sun veterans will notice a certain resemblance right away on one of these villians. So, they plan on leaving Rief at one of the two exits. We wanted to head north for you journey, but it looks like we're heading south instead. Wonderful. Oh well, at least you got some good info. o------------o | Glyph Book | o------------o---------------------------------------------------------------o | | | This tome is a primer to the lost language of the ancients. It was kept | | safe in Konpa so that future generations could learn its legacy. | | | o----------------------------------------------------------------------------o o--------o | Harapa | o--------o-------------------------------------------------------------------o | | | This former ruin has been rejuvenated into a thriving city since the | | Golden Sun event. Elemental energy now flows throughout Harapa. | | | o----------------------------------------------------------------------------o o--------o | Blados | o--------o-------------------------------------------------------------------o | | | This master swordsman is commander to a mysterious group of soldiers. | | | o----------------------------------------------------------------------------o o------------------o | Khiren Mountains | o------------------o---------------------------------------------------------o | | | This massive mountain range separates Ei-Jei in the south of Angara from | | Morgal in the north. | | | | Its tall, snowcapped ridge seems to go on forever, and the Khiren Glacier | | is nestled among its highest peaks. | | | o----------------------------------------------------------------------------o o--------o | Ei-Jei | o--------o-------------------------------------------------------------------o | | | This is a general term for the region in the southeast part of Angara that | | includes Ayuthay, Kaocho, Sana, and Champa. | | | | It is generally a sophisticated and prosperous area. | | | o----------------------------------------------------------------------------o ************** * IMPORTANT! * ************** We're coming up to a point of no return, so if you want to, make a save file right now so you can go back and scour all the areas you've come across so far. (I extremely recommend making a save file here. I'm pretty sure I've found everything up to this point, but you never know). Head out the south exit and push the log to cross the gap. Push the next log to get past it, than go push down the log on the right. After that push the bottom log back up, then push the left log down. Go across your newly-made log path and exit. You'll meet Blados out here again, and he'll blow up some rocks above the door you just used, rendering back-tracking impossible. The weird thing is that he isn't being agressive, he just wants you to continue. Exit and you'll rescue Reif from a box, gaining a fourth party member and a water adept. He also comes with the Mercury Djinn, Sleet. Congrats! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part V: Harapa, Passaj, and the Alchemy Forge [DD 2.05] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Cookie | \ \_\ \ | [] Cinder | | [] 32 Coins | \______ / | [] Bark | | [] Nut | _________\/ | [] Ether | | [] Apple | / _____/ | | | [] Sleep Bomb | \_____ \ | Summoning Tablet: | | [] Khiren Water | / \ | | | [] Herb | /_______ / | [] Megaera | | [] Sacred Feather | \/ | | | [] Oil Drop | o--------------------o | [] Leather Boots | | [] Blow Mace | | [] Antidote | | [] Power Bread | | [] 55 Coins | | [] Nut | | [] 10 Coins | | [] Sun Saga 3 | | [] High-Quality | | Zol | | | o--------------------o Well, our plans are all messed up. With the closest path to the north barred, our team will talk about what they are going to do next. For now, move to the right and use the tree to get up the ledge. Grow the plant her to get up another ledge and go left, using the slope to get down. The statue here depicts the Wise One, and will completely restore HP and PP. Go into the cave here to get a [Cookie] from the chest you saw earlier. Exit south to the world map. How about another summon? Head left and make your way to the Konpa Shrine. In here, head up the stairs on the left and jump onto the only pillar that isn't on fire. Use Reif's skill "Douse" to put out the other two flames and continue. Grab your way to the other side and inspect the tablet for the Megaera, which requires one Mars and one Jupiter Djinn on standby to use. It's got a pretty cool animation and will also raise your attack after using it. Not too much else to do around here, so head south down to the beach and make your way right to Harapa. ------- Harapa ------- Well, time for our mandatory raid-the-town dry run. Let's see what we can find.... [32 coins] in the upper barrel in the first house. You can also get a [Nut] by going upstairs and inspecting the small box to the right of the exit. Go out this exit here and use the arch to go right and grab an [Apple] out of the left barrel here. Go into the southern blue house and you can find a [Khiren water] in the urn by the door. The right southern blue house has some kids by it that will teach you how to use douse, but you already knew, huh? Go into the house by them and grab a [Herb] from the box against the right-hand wall. There's a [Sleep bomb] in the leftern-most barrel in the inn. You can also get some geography lessons from talking to the citizens. Huh, seems like the cities around here are at war. o--------o | Passaj | o--------o-------------------------------------------------------------------o | | | This mountain town is home to craftsmen. Though atop a remote peak, Passaj | | is said to have gotten its name because it is, or was, a passage of some | | sort. | | | o----------------------------------------------------------------------------o o--------o | Kaocho | o--------o-------------------------------------------------------------------o | | | This powerful nation was founded by King Wo, who wages war against Passaj | | and Ayuthay from its rich palace. | | | o----------------------------------------------------------------------------o o---------o | Ayuthay | o---------o------------------------------------------------------------------o | | | This country is well known for its beautiful stonework. Its towers, walls, | | and courtyards are the envy of all Ei-Jei. | | | o----------------------------------------------------------------------------o Towards the east part of the city, you can also find a fortune teller shop, as well as get some more info. o-------o | Nhamu | o-------o--------------------------------------------------------------------o | | | This fortune-teller peers into the distant future by gazing into her | | crystal ball. | | | | She and her partner, Nhemo, provide their psychic talents in the city of | | Harapa. | | | o----------------------------------------------------------------------------o o-------o | Nhemo | o-------o--------------------------------------------------------------------o | | | This fortune-teller probes the near future by looking into the calm waters | | in her golden bowl. | | | | She and her partner, Nhamu, provide their psychic talents in the city of | | Harapa. | | | o----------------------------------------------------------------------------o Visit them if you wish, the "near future" fortune teller will tell us of a labyrinth we'll have to access, as well as two general barring our way. If you talke to the "distant future" fortune teller, you'll freak her out! Well, that's not good. Sounds like we have some dark days ahead of us. You can also find a [sacred feather] by examining the upper left gravestone by the temple. Go into the temple and up the stairs and grab the [oil drop] from the vase here. Now exit onto the roof and use douse on the flames to the north. Follow this path and you can acquire the Mars Djinn, Cinder, who like Jolt can also revive a party member. Always good to have options. Let's go and get some new equipment now. There's nothing really special here, just get whatever is an upgrade and you'll be ok. o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb: 10 | | Travel Vest: 50 | | Antidote: 20 | Harapa | Leather Armor: 240 | | Elixir: 30 |____________________________| Travel Robe: 200 | | Khiren Water: 100 |____________________________| Leather Armlet: 180 | | | | Open Helm: 180 | | Artifacts: | ________ | Circlet: 120 | | | / _____/ | | | Water of Life: 3000 | / \ __ | Artifacts: | | | \ \_\ \ | | o-----------------------o \______ / | N/A | | Weapon Shop: | _________\/ o-----------------------o | | / _____/ | Inn: | | Long Sword: 200 | \_____ \ | | | Battle Axe: 280 | / \ | 28 Coins to stay. | | Hunter's Sword: 520 | /_______ / | | | Heavy Mace: 500 | \/ o-----------------------o | Long Bow: 800 | | | | | | Artifacts: | Recommended: Just upgrade your weapons and | | | armor and you'll be ok. | | Witch's Wand: 860 | | | | | 0-----------------------0----------------------------------------------------o Now that our shopping is done, we'll have to figure out what to do next. The ruins are up north, but you can't really get anywere (well, not now, at least). Exit through the south-eastern exit and the team will discuss what to do next. Looks like our next target is Passaj. Onwards! This world map is a bit more expansive than we're used to. We can actually visit a number of places from here, but let's do this in some sort of order. The first place you'll pass is the Passaj Mountain Climb, so we can get to the town of Passaj. But first cross the bridge to the right and fight around that area for awhile. There's a wild Jupiter Djinn around here that you can find. It's name is Ether, and it may take a bit of fighting around this area to find it. Nothing wrong with a little leveling up though. When you find him, go back to the Passaj Mountain Climb. ---------------------- Passaj Mountain Climb ---------------------- This area is pretty straightforward. The door on the right leads to a room we have no use for right nowl Oh, to get that chest that you see on the climb up here you need to move the rock column to the right once you use it to jump past. This way you can use a drop that is up above to reach it. You could also use the upper exit to reset the rock column, but getting it on the way is easier. Open this chest for some [Leather Boots] and grow the vine here to get back up. I'll also note that you often get 4-5 enemies at a time in these battle in here. Throw in a quake sphere (Matthew) and a nova (Tyrell) for an easy victory every once in awhile. No point running around with full PP all the time, guys. Head up the path and use whirlwind on the flower to bridge the gap and enter the northern door. In here are some floating boxes and another gap to the right. Looks like an elevator system, huh? Move through the norther door to find an area with holes shooting out wind gusts. Wonderful. Use the rock column to block the air gusts and move east. Here just run past the next air gust and push the floating box out of your way to continue. In this room you'll learn that these floating boxes are called "Zol", and that this is actually a mine. Huh. o-----o | Zol | o-----o----------------------------------------------------------------------o | | | This unique minera, also called "floating stone," floats in the air when | | touched by the wind. | | | o----------------------------------------------------------------------------o The Venus Djinn is protected by wind spurts... for now. So move to the left and pop the Zol box into the air to cross over it and exit the room. Move through this next uneventful corridor and in this next room push the box to the right and climb up the ladders here. Dodge the wind spurts and drop down the right slope. Push the box down and than to the right again. This will make it float, so move to the right and use it to get the [Blow Mace] from the chest. Continue through the door to go back to the room where the Venus Djinn is. Speaking in Venus Djinn, go down the slope, dodge the wind, and go grab him. He won't go down without a fight, but you'll soon have the Venus Djinn Bark on your side. Continue up the ladders to get back outside. Follow this linear path until you can drop down a slope. Drop down the first one and than use growth on the vine. Now you can drop down the second slope and work your way up to the vine. Keep heading up the stairs to come to the town of Passaj. ------- Passaj ------- Before exploring the town, Reif will show us where Kraden believed we could continue onwards. Reif gives us some background info, as well. o-------------o | Craggy Peak | o-------------o--------------------------------------------------------------o | | | This mountain was once home to the Neox. Their ancient but highly advanced | | civilization created many remarkable devices. | | | o----------------------------------------------------------------------------o o-------o | Jenei | o-------o--------------------------------------------------------------------o | | | In ancient times, those who could use Psynergy were known as the Jenei. | | | | With their powers and their understanding of Alchemy, the Jenei created a | | great civilization, which all faded when Alchemy proved too dangerous for | | the ancient world. | | | o----------------------------------------------------------------------------o o------o | Neox | o------o---------------------------------------------------------------------o | | | The Jenei ruled all civilization with their powers. Those who lived in | | what is now called Craggy Peak were called the Neox. | | | | The Neox worked with the Exathi to create the Alchemy Machines. But when | | Alchemy vanished from the world, so did the Neox. | | | o----------------------------------------------------------------------------o o---------------o | Alchemy Forge | o---------------o------------------------------------------------------------o | | | This ancient machine was built by the Neox and is powered by the element | | of fire. It is thought to create wondrous things. | | | o----------------------------------------------------------------------------o After the talk about the alchemy forge, we'll be free to explore. Lets go check out the city of Passaj now. First talk to the first man you come across for some more background history. o--------o | Exathi | o--------o-------------------------------------------------------------------o | | | This ancient people gained the respect of the world - and even the Jenei - | | with their great craftsmanship. | | | | Though the Exathi had no Psynergy, their skill made them partners with the | | Jenei in creating things that used elemental power. | | | o----------------------------------------------------------------------------o o------o | Fori | o------o---------------------------------------------------------------------o | | | In ancient days, the Fori were those who had neither Psynergy of the Jenei | | nor the craftsmanship of the Exathi. | | | | The word itself - Fori - even seems to be an ancient insult that meant | | "simple people." | | | o----------------------------------------------------------------------------o The big building right by us is actually the alchemy forge, so let's leave it alone for now as you know we have some looting to do. Lets go to the far left house. Here you can find an [Antidote] in the bottom right jar. Go up the north door and grab an herb from the barrel. Go up to the living quarters to the left. There's some [Power bread] here in the barrel. Sweet. Go back to the corridor. You can take the other northern exit here to get to another house that has [55 coins] in the southern jar on the left wall. Go back down and take the south door to the inn and jar city. The only jars with stuff in the is the one by the door on the left, and the middle jar on the left hand wall, which have a [Nut] and [10 coins] respectively. Head down to the temple and go through the door on the right. There's an easy puzzle room here. Just push the block right, down, right, and up to bridge the gap. This leads to a chest with some [High-quality zol] (which is forgeable). Also, go to the elder's house (the house in the north-western corner of town). You can find the third Sun Saga book, [Sun Saga 3] here. The only other thing to about the town here is that there is a treasure vault in the building in the upper north-east corner. The guy won't let you in of course, but he does give out some info. o-------o | Bogho | o-------o--------------------------------------------------------------------o | | | This elder of Passaj, like all descendants of the ancient Exathi, is a | | blacksmith of great craftsmanship. | | | | He is stubborn and short tempered but devoted to protecting his people, | | especially against incursions from Kaocho. | | | o----------------------------------------------------------------------------o As for shopping, the weapons and armor shop are in one place, and you can find a smoke bomb in the upper vase on the right-hand wall. It also looks like the shop needs some floor blocks pushed into place, but the shopkeeps are in the way. No matter, they won't sell us anything anyways. Here's what IS available, (it isn't much). o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb: 10 | | N/A | | Antidote: 20 | Passaj | | | Elixir: 30 |____________________________| | | Sacred Feather: 70 |____________________________| | | | | | | Artifacts: | ________ | | | | / _____/ | | | Water of Life: 3000 | / \ __ | Artifacts: | | Potion: 1000 | \ \_\ \ | | o-----------------------o \______ / | N/A | | Weapon Shop: | _________\/ o-----------------------o | | / _____/ | Inn: | | N/A | \_____ \ | | | | / \ | 32 Coins to stay. | | | /_______ / | | | | \/ o-----------------------o | | | | | | | Artifacts: | Recommended: Not much to do here yet. Hang | | | in there! | | N/A | | | | | 0-----------------------0----------------------------------------------------o Ok, now go into the alchemy forge building. You'll get a scene where the team tries to figure it out, and they do get the gist of it. This isn't too hard. First move the column on the right with "move" (the one with the red stripe), then push the green block up, left, and up. Go over to the left side and push the green block with the straight line in (move it right and than up). Now push the other block left, up, right, and then up. Now go throw a fireball to start up the machie. Bogho will barge in, followed by a rather lenghty dialog. Turns out that we aren't quite done bringing this thing up and need a sol mask. Thing is that it's under Kaocho in a labyrinth. Should have seen that one coming, huh? o----------o | Sol Mask | o----------o-----------------------------------------------------------------o | | | This ancient relic is said to be related to the Alchemy Forge in some way. | | | o----------------------------------------------------------------------------o o-----------o | Ouroboros | o-----------o----------------------------------------------------------------o | | | This legendary labyrinth is said to be quite serpentine, ensnaring those | | who dare to enter its twists and turns. | | | o----------------------------------------------------------------------------o o---------o | King Wo | o---------o------------------------------------------------------------------o | | | The military-minded ruler founded the new country of Kaocho in the name of | | his home empire, Sana. | | | | He spends his days plotting how to take over more of Ei-Jei and has | | mysteriously built his palace upon ancient ruins. | | | o----------------------------------------------------------------------------o We'll also learn about the ruler of Ayuthay and the fact that they have an ancient machine of their own. Interesting. Bagho will then invite you to his house to discuss this in further detail. o---------o | Paithos | o---------o------------------------------------------------------------------o | | | This ruler of Ayuthay is known as King Paithos. He has presided over a new | | era of prosperity brought by the restarting of Ayuthay's Alchemy Well. | | | o----------------------------------------------------------------------------o o--------------o | Alchemy Well | o--------------o-------------------------------------------------------------o | | | This ancient machine was built by the Neox to produce water in vast | | quantities. | | | o----------------------------------------------------------------------------o Make your way to the elder's house (the north-western one, remember?). In here you will meet the city elders as well as Baghi. Most of the elders are worthless, so talk to Baghi to learn a few things. Follow him when he offers to get you something. o-------o | Baghi | o-------o--------------------------------------------------------------------o | | | This young man helps his grandfather, Bogho, look after Passaj. | | | | He lost his parents at an early age and has since devoted himself to | | serving the people of Passaj. | | | o----------------------------------------------------------------------------o o-------o | Amiti | o-------o--------------------------------------------------------------------o | | | This nephew to King Paithos is the prince of Ayuthay. He is also a good | | friend to Baghi from Passaj. | | | o----------------------------------------------------------------------------o Baghi will look around for awhile and than find a tree flute and give it to you. This item will let us get into Ayuthay through a tree. Fun. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part VI: Kaocho [DD 2.06] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Sanan Dress | \ \_\ \ | [] Steel | | [] Elixir | \______ / | [] --- | | [] 29 Coins | _________\/ | [] --- | | [] Smoke Bomb | / _____/ | | | [] Grandmother's | \_____ \ | | | Gift | / \ |Summoning Tablet: | | [] 5 Coins | /_______ / | | | [] Mint | \/ | [] --- | | [] Nut | | | | [] Herb | o--------------------o | | o--------------------o Well, time to go get us a mask. The elevator in the Zol mines is working now, so you are free to use it to get to and from Passaj with ease. For now, lets travel east and check out the town of Kaocho. We still gotta rob this place blind, after all. ------- Kaocho ------- Let's get that first chest. Head east over the bridge and use the lilypad here (the bottom one) to get to the chest for a [Sanan Dress]. Might as well give it to Karis, she's the only one that can use it. Go to the house above the rice field and grab an [Elixir] from the right jar. Go back over the bridge to the left and into the first house. You can nab [29 coins] from the lower jar in here. Ok, now there's a LOT of bookcases in here, and so we'll get a LOT of history about the town and it's people, which I'll list below (I personally find this stuff interesting). If you don't care or just want to read it in-game, just skip the next few boxes. o------------o | Emperor Ko | o------------o---------------------------------------------------------------o | | | This warmongering tyrant was once emporer of Sana and known as the Dread | | Emperor for his aggressive expansionism. | | | | On his death, a civil war in Sana eventually crowned Unan as the new | | emperor, bringing much-needed peace to the region. | | | o----------------------------------------------------------------------------o o------o | Sana | o------o---------------------------------------------------------------------o | | | This country makes up the eastern part of the Ei-Jei region. It used to be | | a fearsome and aggressive colonial power. | | | o----------------------------------------------------------------------------o o--------------o | Sanan People | o--------------o-------------------------------------------------------------o | | | The Sanan people have spread from their homeland, Sana, throughout much of | | Angara - including Kaocho and Morgal. | | | | Their original country has been both an aggressor and a peacekeeper | | throughout the history of Angara. | | | o----------------------------------------------------------------------------o o--------------o | Endless Wall | o--------------o-------------------------------------------------------------o | | | This massive, ancient edifice divides Ei-Jei and Morgal. Its origin and | | purpose are largely unknown. | | | o----------------------------------------------------------------------------o o----------o | Ku-Tsung | o----------o-----------------------------------------------------------------o | | | This older of the two Kaocho generals is renowned for his combat skills. | | He is master of the Dragon Spark attack. | | | | Ku-Tsung is fairly reasonable, unlike his cogeneral and brother, | | Ku-Embra. | | | o----------------------------------------------------------------------------o o----------o | Ku-Embra | o----------o-----------------------------------------------------------------o | | | This younger of the two Kaocho generals is celebrated for his | | swordsmanship. He is a master of the Zealous Fury attack. | | | | Ku-Embra is brash and temperamental, unlike his cogeneral and brother, | | Ku-Tsung. | | | o----------------------------------------------------------------------------o You can also check out the bookcases in the healing house across the way for some more intel. o--------------o | Emperor Unan | o--------------o-------------------------------------------------------------o | | | This wise and educated monarch rules Sana from the capital of Tonfon. | | | | He succeeded the warlike Emperor Ko after a bloody civil war, uniting | | and bringing peace to his war-torn country. | | | o----------------------------------------------------------------------------o Now that the intel is soaked in, let's continue pillaging. Oh, you probably noticed those two Djinn off to the side? We'll get to them, I promise. You can find a [Smoke bomb] in between the two sets of houses north of the healing house in a jar (by the woodpile). Enter the door to your left and talk to the grandma at the table. She'll ask you to take a gift to her grandchild in Sana, so you can get the [Grandmother's Gift] here. You can also find [5 coins] in the dresser with red ribbons on it. Whohoo, we're rich now! Go to the house below this one and check the stove for some [Mint]. Sweet! You can also get a [nut] from the stove in the upper right hand house (the one left of the item shop). Ok, let's get the Venus Djinn now (We'll have to settle for him for now. What? We'll get the other one later!). Go to the house below the one you robbed some mint from, and walk along the concrete blocks by the water. Go north using this path to the next screen. Here use the lilypads to get past the rock, then go up the stairs to get on the castle. Go to the flag and use grab to get across to the other side. Keep following this path down to the lower screen to have the Venus Djinn Steel join you. Now that we're done gathering, let's check out the shops here. o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb: 10 | | Leather Armor: 240 | | Antidote: 20 | Kaocho | Travel Robe: 200 | | Elixir: 30 |____________________________| Bronze Shield: 500 | | |____________________________| Leather Gloves: 220 | | Artifacts: | | Wooden Cap: 400 | | | ________ | | | Potion: 1000 | / _____/ | | | Water of Life: 3000 | / \ __ | Artifacts: | | Psy Crystal: 1500 | \ \_\ \ | | o-----------------------o \______ / | N/A | | Weapon Shop: | _________\/ o-----------------------o | | / _____/ | Inn: | | Broad Sword: 1000 | \_____ \ | | | Hunter's Sword: 520 | / \ | 32 Coins to stay. | | Heavy Mace: 500 | /_______ / | | | Long Bow: 800 | \/ o-----------------------o | | | | Artifacts: | | | | Recommended: The Broad Sword makes a nice | | Magic Rod: 380 | Themis Axe replacement. Be sure to grab the | | Blessed Ankh: 1600 | Bronze Shields for the guys and gloves for the | | | gals. | 0-----------------------0----------------------------------------------------o -------------- Kaocho Palace -------------- Well, that's about all we can do for now. You can go upwards and try to enter the palace, but the guards will stop you and ask you if you are adepts or not. Say no to get away, and yes to be allowed free reign. Once inside, you can get a [herb] from the warehouse on the right, and the exit on the left leads to the maze. Head up into the throne room to see the Emperor with a shifty-looking character named Chalis. What's she got on her head, horns? And a heart on her shirt? Wha..? o--------o | Chalis | o--------o-------------------------------------------------------------------o | | | This woman brims with a beauty that's rarely seen among the people of | | Angara. | | | | Chalis has become a trusted advisor in King Wo's court, though it seems | | that her strange wealth of information is what has caught the Kaocho | | ruler's attention. | | | o----------------------------------------------------------------------------o o-----------o | Kan-Shuku | o-----------o----------------------------------------------------------------o | | | This cabinet minister in King Wo's court oversees Kaocho's military | | efforts in Passaj and Ayuthay. | | | | Kan-Shuku has grown frustrated by the failures of his troops, and he fears | | King Wo's growing displeasure. | | | o----------------------------------------------------------------------------o o-------o | Meisa | o-------o--------------------------------------------------------------------o | | | This woman is the assistant to King Wo's advisor, Kan-Shuku. | | | | In practice, however, Meisa is the one who keeps King Wo's court on | | course. Her shrewd insights have earned her a permanent place next to his | | throne. | | | o----------------------------------------------------------------------------o We'll learn some new info about Kaocho's current leadership, and it's pretty obvious that none of them are worth anything, yet somehow we are discovered in our hiding spot. The Emporer than gives us a letter saying that we will help his seige of Ayuthay. Yeah, right. Once we get too defiant, we'll have the old trapdoor trick pulled on us and fall down into Ouroboros. ---------- Ouroboros ---------- Whew, what a fall! What am I worried about, we're the heroes, we can't die! Pick yourself up and head out the only door here on the left. Move through this next section and enter the next room. Push the snake aside here so you can jump south. Move the obvious snake here so you can exit out to Kaocho. And no, there's nothing behind the other snakes, I checked. ------- Kaocho ------- Out here, grow the plant to get out of the pit. Well, we didn't get to really explore Ouroboros much, but we do have the letter that Wo wrote. So with that in mind, let's head south. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part VII: Ayuthay [DD 2.07] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Herb | \ \_\ \ | [] Breath | | [] Antidote | \______ / | [] --- | | [] Apple | _________\/ | [] --- | | [] Cookie | / _____/ | | | [] 53 Coins | \_____ \ | Summoning Tablet: | | [] 44 Coins | / \ | | | [] Open Helm | /_______ / | [] N/A | | [] Nut | \/ | | | [] Crystal Powder | o--------------------o | [] Power Bread | | [] 299 Coins | | [] Leather Boots | | [] Glittering | | Tiara | | [] Water of Life | | | o--------------------o Ayuthay is south/southwest of Kaocho, down by the beach area. -------- Ayuthay -------- Upon entering the town, you'll find that it is indeed flooded with Kaocho soldiers, who are honestly just standing around as they have no idea where the Ayuthay soldiers are. Before talking to the soldiers, you can find an [Herb] in a barrel to the left, and an [Antidote] in a jar to the right. Now talk to one of the guards by the water and show him Wo's letter to get by. You can even tell them you're not there to help them, and they'll still let you by. Ha. To control the raft, you have to cast whirlwind in the opposite direction of where you want to go (I recommend mapping it to a shoulder button). This first raft doesn't have very many travel options, so just go up and left. Use the lilypads here to jump over to the landmass. Climb up this skinny tree and you will find an [Apple]. Nice. Look to the right and find... another raft! Get on this one and shoot yourself up and left to get to the chest to claim a [Cookie]. Gotta love those stat items! The north exit leads nowhere, so get back on the raft and shoot yourself right and down, than right and up. Go up the north path. Of course, the tease us with a Jupiter Djinn right off the bat with no way to get it. Fairly standard. Head up and show the guards your letter. Follow him into the door. Here you'll meet the two Kaocho generals, who look like they could be from Dynasty Warriors. After reading your letter, they decide to have you clear out the evil spirits in the place. Bah, well we're not here to help him, instead we have to find the tree that Baghi talked about. The north path is closed off for now, so take the right path and go outside. Grow the plant and go through the door on the left (notice how this place is overgrown?). In here, take the right path and continue on to get back outside. You're now by the tree, but before you play the flute, go into the left door and grab [53 coins] from the first jar. Now go inspect the tree, and when prompted use the tree flute on it. Whew, now there's some funky side effects to playing a flute. The flute will draw you down into Ayuthay, and you'll meet Baghi's friend Amiti finally. o------------o | Tree Flute | o------------o---------------------------------------------------------------o | | | This flute is said to be made from ancient trees that once grew near | | Ayuthay Castle. Its craftsmanship is undeniably old. | | | o----------------------------------------------------------------------------o The team will explain their situation to Amiti, and Amiti will want us to meet their king Paithos. He'll lead us forward, and Karis won't let us go explore, so just follow. Up here, the man will tell us that the generals already know we're gone. Grab some money, [44 coins], from the top jar on the right as well. Continue on to meet Paithos, who is apparently living in the lap of luxury. Ah, I want to be a king! The team will introduce themselves and learn that Amiti's mother Veriti brought their treasure, the Alchemy Well, back to working order. Ah, what a heartwarming tai.. what, it's a lie? Apparently a powerful adept was the one behind it, and was also Amiti's father. Hmm, I wonder if it's anyone we know? Paithos basically tells us that he's counting on us to make the well work with the forge to bring life back to this part of the world. After letting him know we need the Sol Mask, he'll tell us about the insight glass, which we apparently need to solve the puzzles in Ouroboras. o--------o | Veriti | o--------o-------------------------------------------------------------------o | | | This Ayuthay was Amiti's mother, who passed away not long after her child | | was born. She was also the sister of King Paithos. | | | o----------------------------------------------------------------------------o o-----------o | Luna Mask | o-----------o----------------------------------------------------------------o | | | This ancient artifact puts the Alchemy Well into operation. It is a | | silvery, shining mask crafted by the ancient people of Passaj. | | | o----------------------------------------------------------------------------o o---------------o | Insight Glass | o---------------o------------------------------------------------------------o | | | This ancient Jenei artifact is Ayuthay's most treasured possession. | | | o----------------------------------------------------------------------------o o------------o | Barai Pond | o------------o---------------------------------------------------------------o | | | This man-made pool was built by the Ayuthay. It serves as a reservoir for | | runoff water from the Alchemy Well. | | | | At the bottom is an underwater temple containing untold treasures. | | | o----------------------------------------------------------------------------o But of course, it's not just ready for us. Instead, it's hidden in a submerged temple, Barai Temple (which is under Barai Pond). Apparently the alchemy well filled up the resevoir, so it looks like we need to drain the water. Amiti will join us while we are here, so at least we have a guide. Time to go check out the Alchemy Well. A bit more looting first. You can find an [Open Helm] in the drawers by the weapon racks if you go down into the rigth hand room first. The left hand room has a ton of boxes and barrels (and a treasure chest we will come back for), but you can grab a [nut] from the box on the left hand wall. The exit on the eastern part of the map leads to a jail, that has surprisingly few inmates. Grab an [Elixir] from the middle barrel here. You can take the southern exit here (or either of the previous floor's central two exits) to reach the "hub" of Ayuthay. And look, more shops! Sweet. (A quick note about shops from now on: When you sell artifacts, such as the Themis Axe, you can always buy them back from stores, therefore they will always be listed. However, I won't be listing them again and again in each and every store. From now on, I'll just be listing NEW artifacts. This goes for weapons and armor for now. I really haven't been buying the item artifacts, so I don't know if they restock yet. If they get too numerous I will probably drop off the old ones as well ~ Bk) o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb: 10 | | Leather Armor: 240 | | Antidote: 20 | Ayuthay | Adept's Clothes: 850 | | Elixir: 30 |____________________________| Bronze Shield: 500 | | Sacred Feather: 70 |____________________________| Leda's Bracelet: 900 | | | | Bronze Helm: 600 | | Artifacts: | ________ | Silver Circlet: 1300 | | | / _____/ | | | Water of Life: 3000 | / \ __ | Artifacts: | | Psy Crystal: 1500 | \ \_\ \ | | | Potion: 1000 | \______ / | Safety Boots: 700 | o-----------------------o ________\/ o-----------------------o | Weapon Shop: | / _____/ | Inn: | | | \_____ \ | | | Broad Sword: 1000 | / \ | 32 Coins to stay. | | Broad Axe: 1400 | /_______ / | | | Battle Rapier: 2900 | \/ o-----------------------o | Battle Mace: 2600 | | | | | | Artifacts: | Recommended: Big price jump! Personally, I just | | | grabbed Karis a Rapier and got everyone else | | | armor. Adept's clothes are a good choice. | | | | 0-----------------------0----------------------------------------------------o Well, this is the first time I couldn't afford everything at the store thanks to the price hike. Oh well, make your choices and be at peace. Go into the central door here to continue on to the Alchemy Well. Here Amiti will hear a "sand prince" talk to him. Check out the encyclopedia entry for him. That sounds EXACTLY like what we're looking for. After the conversation, go into the north exit. o----------o | Elements | o----------o-----------------------------------------------------------------o | | | The elements of earth, wind, water, and fire are the building blocks of | | matter, and also promote the growth of all things. | | | | When the Elemental Lighthouses were lit, elemental power surged back into | | the world, making the use of Alchemy poassible again. | | | o----------------------------------------------------------------------------o o-------------o | Sand Prince | o-------------o--------------------------------------------------------------o | | | This legendary man, whose powers are based in fire, has been sealed in the | | Sand Prince Stone since the era of the ancients. | | | | He has waited below Ayuthay for someone worthy enough to claim the | | gemstone, for it holds a great power. | | | o----------------------------------------------------------------------------o Get ready for a boss fight, guys (save). Go up to the stone and use your tree flute to begin. +=+=+=+=+=+=+=+=+=+=++ + Boss: Sand Prince + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Around 1609] + + Moves: + + + + Basic Attack: He hits you with his sword. Low dmg. + + + + Earthquake: Earth Psynergy, hits everyone. Med dmg. + + + + Eruption: Fire Psynergy, hits up to 3 people. Med dmg. (High dmg to + + Karis/Reif). + + + + + + + + The Sand Prince is all about the fire and earth attacks, and spreading out + + the damage. His basic attack is pretty weak though, and he uses it quite + + a bit, so this shouldn't be too hard. Keep your HP up, as Eruption can do + + 100+ damage to your squishier targets like Karis and Reif. + + + + Keep your HP up and hit him with water psynergy and some summons. You + + should be able to pull off Judgement and Nereid at least. Also make sure + + to use Bark and Sleet, as they can help out. + + + + After the fight, you gain 1540 experience and 825 coins. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ After the fight, you'll gain the Arid Heat gemstone. Equip it to Tyrell to give him a new psynergy power, just what you need to figure out the Alchemy Well. Go back out to the Alchemy Well room and use your new power on the water bowl in front of the mask. This will stop the water flow and in turn open up a few new paths. Head out into the hub to see what I mean. Go down the south east exit and you can follow the path to get to a chest with some [Crystal Powder]. Now go to the south west exit and then head to the north west exit to get to the bottom of the workshop area. Here, push the middle column to the northwest (we just want it out of the way). Go back to the hub and move north from where you're at. This will take you to the inn, but in the water portion, and you can find a [Power Bread] in the chest by the inn-keep. Hope he doesn't miss it! Go back down to the water drained path and go into that first self-contained room for a chest with [299 coins]. Now that we got even more looting done, go out the south exit to go back outside and find another raft. Jump on it and shoot yourself to the left to get that chest and some [Leather Boots]. Now shoot yourself right, down, and right again to get caught up in some lilypads. Use them to push the column to the south down into the water. Jump up to the landmass to the north and get on the new raft. Shoot yourself down and then left, and then down to get the [Glittering Tiara] from the chest, which is a very nice upgrade for Karis. If you thought that was good, this is better. Shoot yourself up and left, then up, left, up, and right. Ignore this first ladder and use the lilypads to get to the second one and go up a screen. Here, use the raft and shoot yourself left to nab the Jupiter Djinn Breath from the giant lilypad. He can restore HP before anyone acts, which can be a lifesaver. You can also get a rare [Water of Life] by shooting the raft up the canal and grabbing the chest. Now go back the way you came and use arid heat to enter Barai Temple. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part VIII: Barai Temple [DD 2.08] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Storm Brand | \ \_\ \ | [] Surge | | [] Kimono | \______ / | [] Mist | | [] Dragon Shield | _________\/ | [] Claw | | [] Vial | / _____/ | [] Mellow | | | \_____ \ | | o--------------------o / \ | Summoning Tablet: | /_______ / | | \/ | [] N/A | | | o--------------------o ------------- Barai Temple ------------- After descending the elevator, move past the beautiful water room and use the stepping stones on the left in the next room to continue. Move through the next room. See the chest there? Yeah, it's empty. Move through the south exit and cast arid heat on the water bowl here. Go down the later and move the column to the right left one space. Go left now and up through the door. The chest in here has no treasure, but a letter that tells us that we must find the true depths of the temple. Pfft. Move the stone on the right over a space. You can now return to the water bowl and fill it up to come back to this room and access the chest to the right, which has the [Storm Brand] in it. This weapon was quite an upgrade to the blow mace I was using, so be sure to nab it. Make the water lower again and move south past the last block you moved. Now you can get even lower. Go through the next couple of rooms to come to a room with a bunch of waterfalls. Before going on, go to the waterfall on the far left and jump through it. There's a chest here with a [Kimono]. Now move through the far right waterfall and use the stepping stones to get to the next water bowl. Here you have to make a walkway to the north by pushing the blocks around. This is really easy, just remember that you can jump one space at the max, so move one block directly underneath the door (touching the wall) and the other one in between the two northern pillars (so you can jump to it). Oh, there's a Djinn in here. To get this Djinn to join you, you're going to have to be a bit mean. First, go shoot it with a fireball. I know, I know. It'll jump into the water. Now go use arid heat on the water to lower the water level, and then go get him. He'll be mad though! This next room challenges you to make water flow into the pool. Go use the far right stepping stone to get by the bowl and than put some water into it (Reif). Now, climb up the stairs and make the plant grow. Use the slope you created to continue, and push the block off to the right. Go through the door. This next room doesn't even deserve to be called a puzzle, as you just have to push the pipe sections into place. No tricks here guys, this is easy. Once you're done, go fill up the water bowl. Go back to the previous room and use arid heat to take the water out of the bowl below. Now go put water into the bowl on the right. This will open up a path, but you still need to climb up to where the water is pouring out and ride it to continue onwards. After the fall, we'll meet a giant talking water face, who basically tells us that we need to fight the return of Alchemy? What? Wasn't the world dying without it? We'll also learn about the "Insight" power. o------------------o | Insight Psynergy | o------------------o---------------------------------------------------------o | | | This water-based Psynergy allows the user to view the true solution | | required, among other deeper views. | | | o----------------------------------------------------------------------------o o--------------------o | Whirlwind Psynergy | o--------------------o-------------------------------------------------------o | | | This wind-based Psynergy summons a small tornado. Light objects may be | | blown away by the wind. The whirlwind also pushes the user back slightly. | | | o----------------------------------------------------------------------------o And with that, the insight glass will choose it's new owner... Amiti! (I was totally guessing Reif or Karis here). Amiti will show you how it's used (even though you can't use it), so use whirlwind on the spinner here and backtrack through the temple. -------- Ayuthay -------- Once outside, blow yourself upwards on the raft and enter the door here. You'll meet Paithos and tell him everything that happened. Also, realizing that you need the insight gem to have a chance in ouroborus, Amiti will decide that he must join you. Paithos is hesitent at first, but gives his blessing and will tell the guards to allow you to leave at any time. The party will also convince Amiti that he needs to dress warmer for the trip, so he will leave you now to go find better clothes, promising to meet you by the exit. Afterwards, Reif will go turn the Alchemy Well back on for the people. BUT... I'm going to turn it off again. Almost forgot that we need it off to go grab a chest. From the hub, go up the left hand stairs and into the room on the left. See the chest in the pit? Go down there and grab the [Vial] from it. Okay, go turn on the water now and go back to the hub. Go into the far left exit, where the workshop is. Remember the column that we moved earlier? With it out of the way, take the raft left to claim the awesome [Dragon Shield] from the chest. You can also upgrade the rest of your equipment if you wish. Once you're ready to go, go the the south of the huge corridor area and use the central exit. Here, Amiti will join your party and you will learn how to switch out party members in the menu and in battle. As a note, you can also replace the order of your party this way. I'm replacing Reif with Amiti for now as well. Amiti also comes with three Mercury Djinn for you: Mist, Mellow, and Claw. He also has good equipment and a new appearence, so he truly is ready to go. Now is a good time to save, as well. Amiti will show you how to come and go out of the city, so go ahead and try to leave out the central exit. Ah ah ah, not so fast! You'll be stopped by the generals, who by this point have realized you're traitors. Boss time. +=+=+=+=+=+=+=+=+=+=++ + Boss: Ku-Tsung & + + Ku-Embra + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Ku-Tsung: Around 837] + + Moves: [ Ku-Embra: Around 924] + + + + Ku-Tsung: + + + + Basic Attack: He hits you with his sword. Med dmg. + + + + Gunpowder Bomb: Hits three people, Med dmg. + + + + Pure Hatred: A vicious body charge. High dmg. Deals 1/2 of the damage + + dealt back to Tsung. + + + + Gong of Battle: Raises defense for Tsung/Embra by a LOW amount. + + + + Rice Ration: Tsung heals for low health. + + + + Dragon Spark: Hits three people, Med to Med/High dmg. + + + + Ku-Embra: + + + + Basic Attack: He hits you with his sword. Med dmg. + + + + Fireworks: Embra puts a random Djinn on standby. + + + + Cyclone Slash: Hits three people for Med dmg. Puts Embra in a delusion. + + + + Inspiring Speech: Raises attack for Tsung/Embra by a low amount. + + + + Zealous Futy: A three-hit sword combo. High dmg. + + + + Aim for Tsung first since he's a bit squishier. The battle is MUCH easier + + with one of them dead. Stay on your toes, as they both have moves that can + + do a HIGH amount of damage, so don't let anyone sit around with low HP + + when their turn comes. + + + + You can use fireworks to your summoning advantage as well. Also, be sure + + to put Bark to good use. Their Gong of Battle and Inspiring Speech moves + + don't help them out very much either, so as long as you heal you'll be ok. + + + + After the fight, you gain 1647 experience, a plump dumpling, and a rice + + ration. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ After the fight, the king and his ministers will come out and tie up the generals. Good! The team will decide to keep the generals in prison, and let the troops wander aimlessly in Ayuthay, which is a good plan since it will keep them distracted. Now it is time to head back to Kaocho. That Sol Mask isn't going to find itself after all. Head out of town and let the soldier give you a lift on the raft. Make your way back to Kaocho. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part IX: Ouroboros and the Sol Mask [DD 2.09] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Ixion Armor | \ \_\ \ | [] Lava | | [] Psy Crystal | \______ / | [] Vortex | | [] Vulcan Axe | _________\/ | [] Brand | | [] Zol Ring | / _____/ | | | [] Vial | \_____ \ | Summoning Tablet: | | [] Hard Nut | / \ | | | [] Prophet's Hat | /_______ / | [] N/A | | | \/ | | o--------------------o o--------------------o ------- Kaocho ------- Upon entering the town, Amiti will come out of the party and tell you to look for the entrance to Ouroborus in a cave, as the real entrance is not inside the palace. Also, we can grab the Mars Djinn that we had to leave here last time. Use Amiti's new "Insight" skill on the man who is obviously blocking the Djinn to find out he wants food. Go to the food shop (north of the healing house) to buy a Kaocho Dumpling. Give it to the man to get him to move so you can claim the Mars Djinn Lava. Now head towards the area that you had to climb out of Ouroboros last time. Head past the vine and enter the room on the left. Here Amiti will automatically use insight to show you that you need to use the tree flute on the rock, so stop the water with arid heat and do so. You'll now be in the Ouroboros. --------- Ouroboros --------- Go through the first room to reach an open area that you probably remember falling through. The exits to the north and south have nothing for us right now, so take the stairs to the east. Head through this first room and enter the next, where you must climb down the ladder and pop the block up with a whirlwind. Take the north path here, but don't bother with any of the snakes except the last one. Move him and hop over to the treasure chest for a set of [Ixion Armor]. This is a good piece to replace Matthew's adept's clothes with. Exit this room and go down the slope and the south exit to continue. Here the tablet will tell us how to continue: when the snake flicks its tongue out at us, simply hit it with a fireball. In this next room be prepared, because the chest in here is really a mimic monster. It isn't too hard, though, so whomp on it to get the chest's real treasure: a [Psy Crystal]. In this next room, sizzle the snake and than catch a ride on the rock. Do the same thing in the opposite order to get even further left and claim the [Vulcan Axe] from the chest, which is a nice upgrade for either Matthew or Tyrell. Personally, my Matthew is using a Storm Brand and I gave Tyrell the Vulcan Axe. He seems like an axe kind of character, right? Which is the same thing I thought about his dad all those years ago... Enough nostalgia, go down the slope and up to the next room. Here we'll be teased with a Jupiter Djinn, so lets get him. Whirlwind the block and climb the ladder to the right. Jump upwards when you can, and than cross the block. Go north but move that snake statue above you one space to the left. Now you can get over there, so use the ledge to head south and move the snake statue by the Djinn all the way to the left. To get back to ground level, use the slope all the way to the left. Now push the block one space to the right and whirlwind it to reach the Djinn. It won't be happy, so teach it some manners and welcome the Jupiter Djinn Vortex into your fold. Use the block to reach the northern exit. Go deeper into the dungeon, past the elevator thing and find a tablet that explains to you that you need to make the wind blow to climb up to Sol. Ok, have Karis cast whirlwind on the fan to make a cool updraft start and create new stairs out of the snake that was eating itself. Head back and have the elevator take you up a level so you can use previously mentioned self-eating snake. Follow this path to get the Sol Mask. What, no boss fight? Too easy. Anyway, Reif and Karis will come out and tell you to head to the Alchemy Forge now, so backtrack the way you came in. I have to say, for how talked up the "labyrinth Ouroboros" was, it was pretty disappointing. ------ Passaj ------ Make your way back to Passaj and feel free to set the Sol Mask in place. Once you do, a rather lengthy cutscene will ensue. Passaj has transformed completely, sprouting pillars up everywhere and becoming a fortress. Also, since both machines are now active, Ayuthay will start to spring up even more water than before. If fact, it will renew the land, bringing vegetation to the surrounding area and will also bring water to Harapa. Bagho will come in shocked, and so the team will talk to him and his grandson for awhile. Amiti then finally learns that our team is composed of the children of the warriors of Vale. Now, with such a transformation taking place, we have a few things to do. First, go to the weapon store. The clerks will have opened shop again, but more importantly they have moved. There is a floor puzzle here for us to solve. It's pretty easy, the line piece goes to the top hole, the corner goes to the middle hole, and the three-way piece goes to the bottom. Push the bottom two pieces to the left to get them out of the way, then push the three-way piece down and set it in place. The corner piece is next. Now push the line piece through the gap on the left (not the right) and set it in place. This will start up the forges in the back and the shop keeps will be VERY grateful. So grateful that they'll give us a sweet reward: a [Zol Ring], which almost DOUBLES agility. I gave it to Karis, as it pretty much guaruntees her to go first in case I need any healing in battle. Feel free to shop, too, which is nice since the last time we were here we pretty much couldn't buy anything. o-----------------------o SHOPS! o-----------------------o | Item Shop: |____________________________| Armor Shop: | | |____________________________| | | Herb: 10 | | Psynergy Armor: 1000 | | Antidote: 20 | Passaj | Adept's Clothes: 850 | | Elixir: 30 |____________________________| Silk Robe: 1400 | | Sacred Feather: 70 |____________________________| Iron Shield: 1200 | | | | Leda's Bracelet: 900 | | Artifacts: | ________ | Iron Helm: 1600 | | | / _____/ | Bronze Helm: 600 | | Water of Life: 3000 | / \ __ | Silver Circle: 1300 | | Psy Crystal: 1500 | \ \_\ \ | Leather Boots: 270 | | Potion: 1000 | \______ / | | o-----------------------o ________\/ | Artifacts: N/A | | Weapon Shop: | / _____/ o-----------------------o | | \_____ \ | Inn: | | Broad Sword: 1000 | / \ | | | Broad Axe: 1400 | /_______ / | 40 Coins to stay. | | Battle Rapier: 2900 | \/ | | | Battle Mace: 2600 | o-----------------------o | Composite Bow: 1600 | | | | Recommended: The Composite Bow is a good choice.| | Artifacts: | Also be sure to grab Iron Helms and Boots. | | | | | Psynergy Wand 3800 | | 0-----------------------0----------------------------------------------------o Oh, we may as well raid the treasure storage too, which is to the northeast corner. The jar by the chests has a [Vial] in it, and you can find a [Hard Nut] and a [Prophet's Hat] in the chests. Head out of the treasure vault and use the stairs to walk on top of the city's ramparts. Go to the south near the southern exit and go down the western rampart exit. Follow this path to make your way to that Mars Djinn that we saw long ago to acquite Brand. You can use growth on the nearby plant to get back up. (You can actually skip to the next part at this point, but the following paragraphs and actions will show and tell you what you need to do next.) Ok, now go ahead and try to use the cloud passage. The cloud that comes out, though, is... not too impressive. Bogho will come out of nowhere and share his wisdom with us about the Ice Queen Stone, which is apparently what we need. Amiti will confirm this after he hears the sand prince talk to him again. Everyone will then come to their senses and decide that our next destination is Harapa Ruins. o-----------------o | Ice Queen Stone | o-----------------o----------------------------------------------------------o | | | This gem was created by the ancient Neox. | | | o----------------------------------------------------------------------------o Go ahead and leave Passaj now and make your way to Harapa. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part X: Harapa Ruins [DD 2.10] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Lucky Pepper | \ \_\ \ | [] Serac | | [] Bone Armlet | \______ / | [] Brick | | [] Crystal Powder | _________\/ | [] --- | | [] Viking Helmet | / _____/ | | | [] Mystery Blade | \_____ \ | Summoning Tablet: | | [] Crystal Powder | / \ | | | | /_______ / | [] Flora | o--------------------o \/ | | o--------------------o ------- Harapa ------- Move through Harapa and go to the tuins. You can now make your way throw to the ruins now since you've brought life back to the region. ------------ Harapa Ruins ------------ Hop across the logs and stepping stones to make your way to the ruins. Once in the ruins, go down and step on the big green block, which will take you way down into the ruins. Take the left path, as the right leads to a dead end. You can tell we're not really supposed to be here right now, as this place requires powers that we don't have yet. Follow the left path past the ice section, and open the door in the next corridor. Stay on dry land and go south, heading east when you can (stay on dry land). You'll find two chests on this route with a [Lucky Pepper] and a [Bone Armlet]. Good haul. Use the ice path on the left to shoot yourself right. Go in the right hand door here and down the path to spot a Mercury Djinn and a chest with some [Crystal Powder] in it. Keep heading to the left and you can get another chest with a [Viking Helmet] in it. Sweet. We can't get the Djinn yet, though. Head back and go into the door on the left this time. Move the statue down onto the ice and you can now get on the ice and slide over to the left. Now we're in the BIG ice room. Our goal is to shoot down the south exit so we can grab that Djinn. Now just go up, right, down, and left. Follow that with up, left, down, right, and finally down. The Djinn won't go down easy, so battle him to add the Mercury Djinn Serac into the flock. Wow, we have a lot of Mercury Djinn now. Go back up and get back on the ice. Go up, right, down, and left again, followed by up, left, up, right, and up. Go up to the stone. Here you'll have some choices. To fight the monster here, answer "no" and than "yes". Boss time. o-----------o | Ice Queen | o-----------o----------------------------------------------------------------o | | | This cruel woman was once imprisoned in a gemstone, luring men who were | | foolish enough to be attracted to her beauty. | | | | Her freezing powers helped revive the Harapa area from near ruin. | | | o----------------------------------------------------------------------------o +=+=+=+=+=+=+=+=+=++ + Boss: Ice Queen + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ + [HP: Around 1723] + + Moves: + + + + Basic Attack: She hits you with her staff. Low-Med dmg. + + + + Break: Returns all party stats to normal. + + + + Frostbite: Hits up to three characters. HIGH dmg. + + + + Ply Well: Heals her for Med-High dmg. Used rarely. + + + + Ice Missle: Hits up to three characters. Med-High dmg. + + + + Icy Kiss: Deals Med dmg to one character. + + + + Illusion Veil: Attempts to wrap entire party in delusion. + + + + The Ice queen isn't too hard, but she does have some attacks that deserve + + your attention. Be ready to heal quickly after her HIGH dmg attacks, which + + should be easy with Karis, Fresh Breeze, and a Zol Ring. + + + + I also like to cast some stat buffs (Tyrell's Def Up) to try and tempt her + + into using Break. Focus on Psynergy or Djinn if you get caught up in her + + delusion. All in all, a fairly easy fight. + + + + After the fight, you gain 3122 experience and 1606 coins. + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++ After the fight, you will get the Ice Queen Stone. You'll also re-awaken the monk Nyunpa, who was behind the ice and can apparently read minds. I wish I could read minds! Apparently he was trying to do the right thing and it went wrong. Poor guy. Equip the Ice Queen Stone to one of your Mercury Adepts to gain the psynergy "Cold Snap", which can freeze puddles of water and other items to ice. Do it on this central puddle so we can get out of this place, as defeating the Ice Queen turned everything to water. You'll end up turning the whole place back to Ice, so slide down and to the right to the conviently placed stairs. You can also unlock the door in the right hallway by going through the door near you, but it's hardly necessary. Go up the north exit and open another door to reach a beginning section of this area. Here, grow the plant if you haven't already and jump past the puddle. Turn around and freeze the puddle, than grow the next plant and use the frozen column to jump across to the left. You'll have to move a statue out of the way to continue, but it's worth it as you'll find a [Mystery Blade] in the chest. Head back to Harapa now. On the way Nyunpa will part ways with you, and comment on how much your party reminds him of Issac's party back in the day. ------- Harapa ------- Night time in the city! Oh yeah! You may try to book it out of town, but you can't, as the wall automatically raises everytime it gets dark. May as well go sleep at the inn now. Don't be too hasty to leave in the morning, as we got some stuff to find. First, go put your new power to use and freeze a puddle south of Harapa's west entrance. Now head for the south-east exit, but don't go to the world map. Hug the edge of the west wall and cast growth on the vine. Use the vine to get up on the wall and then use the ice column to jump over to second floor of the nearby house. Grab a [Crystal Powder] from the jar on the right, and then go inside. Head down the stairs and continue onwards to find the Venus Djinn Brick ready to join you. Make your way back to Passaj now. ------- Passaj ------- Before we do anything, let's make a sidetrip. Head out the south exit and follow the path down the mountain. Remember that room under the wooden bridge? Head there. Now with cold snap we can actually do something here. Push the first block up, right, and up to set it in place. Now push the second one up, then freeze the puddle. Push it left and than down. Now you need to turn the ice back into a puddle (fireball). Now push it north to unlock the door. In here you can find the summon tablet Flora, which requires 1 Venus and 2 Jupiter Djinn. With the Ice Queen stone in hand, head into the Alchemy Forge and use cold snap on the two puddles to put the thing into reverse. The elder will come in and comment that the cloud machine should work now, so lets go try it. Before going, Karis will comment that we may not get to return in awhile. To check up, we should have those two summon tablets (Zagan / Megaeara) and 22 Djinn. Do a quick check and remember that you can get anything you missed now as long as it was AFTER you acquired Reif. The elder will come by to wish you well as a strong wind carries us off. Interestingly enough, we'll float up to a new section. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part XI: Craggy Peak Ruins [DD 2.11] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] Herb | \ \_\ \ | [] Doldrum | | [] Spiked Armor | \______ / | [] --- | | [] Grievous Mace | _________\/ | [] --- | | [] Lure Hat | / _____/ | | | | \_____ \ | Summoning Tablet: | o--------------------o / \ | | /_______ / | [] N/A | \/ | | o--------------------o ---------------- Clouds of Passaj ---------------- Use the zol blocks here to move forward and jump onto the next cloud. Use whirlwind to shoot yourself right and down. Huh, apparently there's even vortex's here. Move right and use the rotating platforms here to continue. Use the cloud to shoot yourself to the left and jump on the land. Use grab on the pillar to the north to continue. Get on the cloud here and go down, then right, then up to hit a giant air current which will shoot you to the next screen. Here use the platform on the right to continue and make you way forward. Get on the next rotating platform and jump off to the north to get to another one to the east. Jump off and follow the linear path to the next screen. Use the psy crystal if you need to. This next section has rotating vortex's that you need to avoid, which is fairly easy to do if you just wait to cast whirlwind after it passes. If you do happen to hit one, you'll be sent downwards to a lower section where you need to get to a plant and make it grow to get back to where you were. Keep following the path and you'll eventually see the next air draft. You can hit the vortex's here to drop down and then cast whirlwind on the flowers there for a [Herb], but it's not really worth it if you don't want it. Continue on to reach a LONG section of stairs. Zol stairs. Nice. After the long climb you'll finally arrive at the Craggy Peak Ruins. ----------------- Craggy Peak Ruins ----------------- As soon as you get up here, your magical cloud steps will disappear. Bah! Nothing to do but go forward. Tyrell will use his incredible power of smell to deduce that no one lives here, since he can't smell food. Ok...... There's a Wise One statue to the right here if you need it. Check out the mirror thing above the circle to see a centaur instead of your reflection. Go to your left and grow the vine here so you can climb up. Use grab to get over to the right and grow the other vine. You can also move this statue to the right. Up on the top, you can check out the tablet, but then enter the door you just opened. Cast whirlwind on the fan to make a pillar appear down below. Go down and grab it to make the stones align and a walkway appear. Get on the slab to be taken down below. Down here is a room FULL of doors. Wow. Well first of all I recommend setting grip to a shoulder button. Lets go through this, room by room. You can do some of these out of order, but only barely. The rooms are also depicted by the signs of the zodiac, and often cotain puzzles based around them. Aquarius (The Urn Room): Move upwards into the urn room. In this room, go to the left and grab the spire to turn the central walkway. Go up the stairs here and cast a fireball on the lion holding the chest. Make your way back and move the walkway again to get to the chest, which has some [Spiked Armor]. Now move the walkway again to continue. In here, cast douse on the urn to open another door in the door room. Head back and enter it. Leo (The Lion): Probably the easiest room, just shoot fire at the lion. It'll open up two more rooms. Gemini (The Twins): Take the upper path to come to a very clever puzzle where pushing one statue effects the other. Here's what you have to do to solve this puzzle. Remember that if you can't physically do the moving, use Matthew's "Move" psynergy. Up, Up, Left, Left, Left, Down, Left, Left, Up, Up, Right, Up, Up, Right, Right, Down, Right, Right, Up, Up, Up, Right. (If you find anything easier, please email me). Libra (The Scales): Jump on the scale and move onwards. The tablet in here advised that the four angels must find balance. Fun. Jump onto the right scale here and move the top statue onto the scale. Step off of it (to the south) and the scales will remain in place. Move to the left scale and jump on it. This will bring it all the way down (apparently Matthew weighs more that the statues), so move the top statue on to THIS scale and step off. Half way done! Now just do the same thing over again and you'll solve this puzzle and get closer to opening up some more doors. Virgo (The Woman): Move the central walkway here to continue. Ghis "puzzle" is pathetic, just use grab once and than grow once. Pisces (The Fish): Go to the right and move the central walkway to continue. Cast douse on the two fish here to solve the "puzzle". Aires (The Ram): Go down the stairs and to the next room. Now you want to spit a fireball at the ram wall, but doing so will make the two rams on either side of it pop out. Not good, since you want all rams gone. This isn't that bad, though. Just shoot the first one, then the one on the right. Shoot the far right one now, and then just shoot the one in the middle. Cancer (The Crab): Move up the right hand side here and grab the pillar on the statue to make it turn and a chest show up. You can find a [Grievous Mace] here. Use grab on the middle pillar to move on. Use arid heat on the bowl in here to solve this room. Scorpio (The Scorpion): Go to the left in this room and use grip at the end to make a stepping stone to the next room. Make a note of the warrior and scorpion here. In here, you have to match the scene you saw in the earlier room. Push the top left block to the right and then down so it's in front of the soldier. Now push the top right block to the left. Now push the scorpion block to the right and up. One more push to the right and your done. Taurus (The Bull): Well, there are two movable gears/steps in here in the middle and the top. There's also a Jupiter Djinn stuck in a lion's mouth! Move the top one to get up by the door and shoot the lion here with a fireball. Go back down and grip the lower steps to get to that Djinn. It won't be happy, but you should soon have the Jupiter Djinn Doldrum. Go into the room above for a clever puzzle about a bull's horns. Here you have to douse the two recess to put water into them, and than freeze them both to make "horns". Capricorn (The Goat): In this room go to the left and grip the statue to bring around the chest, but it's just pretending to be a chest since it's really a mimic. These things still aren't too hard, so defeat it to get the real treasure: a [Lure Cap]. This thing ups the monster encounter rate, so if you want to do some grinding... go for it! It's helpful to have around. Now this next room gave me a LOT of trouble. Yeah... I thougth you had to make EVERY tile grey at first, since the table says "leaves no trace", but I was wrong (thank god). The easiest way to solve this is to use Amiti's skill "Insight" to see the solution. Follow that solution and you'll be good. You still have to do a lot of pushing, but knowing to use "Insight" here is the secret. Now that we have that gauntlet out of the way, go into the last door. Sagittarius (The Archer): Grip the wheel here to continue on to the north. In this next room, freeze the puddle and then grip the pole to make the archer face himself. This will take on a literal meaning apparently in the cut scene. Now get back onto the moon and sun lift and go back up. Go to the right of the ice arrow and grip it to make it start swinging, like a pendelum. This will make the lands below rise up and give you a way off this accursed rock. Head to the left and you'll get to a new part of the world map. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Part XII: [DD 2.12] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ o--------------------o ________ o--------------------o | Items to Find: | / _____/ | Djinn to Find: | | | / \ __ | | | [] | \ \_\ \ | [] | | [] | \______ / | [] | | [] | _________\/ | [] | | [] | / _____/ | [] | | | \_____ \ | | o--------------------o / \ | Summoning Tablet: | /_______ / | | \/ | [] N/A | | | o--------------------o vial moloch You'll exit Craggy Peak and end up in a snowfield. We need to find Morgal somehow. But first, like any good RPG we need to go to the "dead end" sections of the world. This means take a trip to the west, past the bridge and up the slope to find a cave. In this cave you need to melt the ice pillars to get past them. Melt the first one to get in, then melt the ice on the left to reach a chest with a [Vial]. Make sure to refreeze that puddle when you're done. Now go to the right and melt one of the ice column's in the back to get up the stairs (don't refreeze this one). Jump to the left and then use grip to get over even further. Move up into the gap and cast cold snap on the puddle/glyph. This will freeze the area near the tablet. Now just get back to the top and claim the tablet to learn how to summon Moloch, which requires 2 Mercury and 1 Jupiter Djinn. Now head back towards Craggy Peak and take the north path. Before long you'll run into a town. ------ Te Rya ------ The guard will stop you and have a match of "wits" with Tyrell, but an older man will come by and stop them. Tyrell will remark that they aren't even from the village, which they don't deny. Hmm, something fishy is going on here. o--------o | Te Rya | o--------o-------------------------------------------------------------------o | | | This namadic tent village is located in the snowy Khiren Mountains. Its | | people survive by staying mobile and following their flocks of sheep and | | goats. | | | o----------------------------------------------------------------------------o ______________________________________________________________________________ ______________________________________________________________________________ ________ __.__ .____ .__ __ \______ \ |__|__| ____ ____ | | |__| _______/ |_ | | \ | | |/ \ / \ | | | |/ ___/\ __\ | ` \ | | | | \ | \ | |___| |\___ \ | | /_______ /\__| |__|___| /___| / |_______ \__/____ > |__| \/\______| \/ \/ \/ \/ ______________________________________________________________________________ ___________________________________________________________________[DD-DJN]___ [COMING SOON!] ______________________________________________________________________________ ______________________________________________________________________________ _________ .__ .____ .__ __ \_ ___ \| | _____ ______ ______ | | |__| _______/ |_ / \ \/| | \__ \ / ___// ___/ | | | |/ ___/\ __\ \ \___| |__/ __ \_\___ \ \___ \ | |___| |\___ \ | | \______ /____(____ /____ >____ > |_______ \__/____ > |__| \/ \/ \/ \/ \/ \/ ______________________________________________________________________________ ___________________________________________________________________[DD-CSL]___ [COMING SOON!] ______________________________________________________________________________ ______________________________________________________________________________ __ __ / \ / \ ____ _____ ______ ____ ____ ______ \ \/\/ // __ \\__ \ \____ \ / _ \ / \ / ___/ \ /\ ___/ / __ \| |_> > <_> ) | \\___ \ \__/\ / \___ >____ / __/ \____/|___| /____ > \/ \/ \/|__| \/ \/ ______________________________________________________________________________ ___________________________________________________________________[DD-WPN]___ [COMING SOON!] ______________________________________________________________________________ ______________________________________________________________________________ _____ / _ \_______ _____ ___________ / /_\ \_ __ \/ \ / _ \_ __ \ / | \ | \/ Y Y ( <_> ) | \/ \____|__ /__| |__|_| /\____/|__| \/ \/ ______________________________________________________________________________ ___________________________________________________________________[DD-AMR]___ [COMING SOON!] ______________________________________________________________________________ ______________________________________________________________________________ .___ __ | |/ |_ ____ _____ ______ | \ __\/ __ \ / \ / ___/ | || | \ ___/| Y Y \\___ \ |___||__| \___ >__|_| /____ > \/ \/ \/ ______________________________________________________________________________ ___________________________________________________________________[DD-ITM]___ [COMING SOON!] ______________________________________________________________________________ ______________________________________________________________________________ _ _______ .__ .___.__ \_ _____/ ____ ____ ___.__. ____ | | ____ _____ ____ __| _/|__|___ | __)_ / \_/ ___< | |/ ___\| | / _ \\___ \_/ __ \ / __ | | \__ \ | \ | \ \___\___ \ \___| |_( <_> ) |_> > ___// /_/ | | |/__ \_ /_____ /___| /\___ > ____|\___ >____/\____/| __/ \___ >____ | |__(___ / \/ \/ \/\/ \/ |__| \/ \/ \/ ______________________________________________________________________________ _________________________________________________________________[DD-ENCY]____ [Coming Soon!] ______________________________________________________________________________ ______________________________________________________________________________ ________________ ________ \_ _____/ _ \ \_____ \ | __)/ /_\ \ / / \ \ | \/ | \/ \_/. \ \___ /\____|__ /\_____\ \_/ \/ \/ \__> ______________________________________________________________________________ __________________________________________________________________[DD-FAQ]____ Q: Wait a minute, I can miss stuff? Where's the point of no return? A: Yes, you can miss stuff, as I warn in the guide. In short, make sure that you have everything you want BEFORE exiting Konapo Cave, after the Stealthy Scout boss battle. Q: Can I put my Golden Sun: The Lost Age cartridge in my DS and transfer any Data? A: As far as I can tell: No. And trust me, I tried. I still got it in there, in fact. ______________________________________________________________________________ ______________________________________________________________________________ _________ .___.__ __ \_ ___ \_______ ____ __| _/|__|/ |_ ______ / \ \/\_ __ \_/ __ \ / __ | | \ __\/ ___/ \ \____| | \/\ ___// /_/ | | || | \___ \ \______ /|__| \___ >____ | |__||__| /____ > \/ \/ \/ \/ ______________________________________________________________________________ __________________________________________________________________[DD-CRE]____ This section is reserved for those that help me make this the best guide possible. I am always in favor of community involvement. Currently, I need any items I may have missed and FAQ input. If you have better solutions to the Craggy peak puzzles, let me know as well. Also note, this guide is still a work in progress. Not everything is set in stone or finished. Email me if you have any ideas to make it better. [Guide Help] Stealthy Scout Help: Josh Patterson, Rocky Jones, Simon K, Luis Toce, PK Sandman (nice name!), David Greenzalis, Chaotic, Ian Watson, Passaj Chest Help: Charles Davis, Rick Bui, Josh Patterson, Dale Thompson II, Kent Tlustos, Stich413, Robert Norris, Chris Tso. Charles Davis and Jujubee06 for pointing out the Apple in Ayuthay. Planetbelder for pointing out the Flora summon that I missed.