He'll be near the north exit (the one that goes into Kolima Forest), and merely talking to him will send him on his way. Remember that, but don't go yet: we have to activate another vase first. The blue vase will eventually stop. The "tip" of the pyramid, two boxes adjacent, can be stepped onto from the ledge. You'll see in a moment. This large room has one exit in each cardinal direction. It will end quickly, but you can hop from there to another portion of the upper catwalk. +8 +4-+2--Port Rago Canal: Spout: Strike to delude all foes with blinding mists. You'll find yourself... ...back in Section 3 on the east side this time. Walls block your movement, so there is nothing to do but continue south and down some newly made stairs. You're back in the large room from before, but on the west side. Coming out to the world map, you've got a lot of land to work with. In the chest inside the Jupiter room (B5). Golden Sun: Dark Dawn Walkthrough ... Te Rya Village Teppe Ruins Belinsk Border Town Port Rago Saha Town Kolima Village Phantasmal Bog Kolima Forest Talon Peak Belinsk Belinsk Ruins Belinsk revisited. Don't actually go into the town, but head east along the road. More importantly, you get Sveta back in your party as a result as well. Go west, then shortly thereafter keep your eyes north. As the son of Briggs, who is considered the leader of Champa, Eoleo … To get the treasure, you only need to switch the three pillars that are in the top row. This walkthrough is written for the latest game, Golden Sun: Dark Dawn and I hope it can be of some use to you all. Hop across those to reach the next part of the lower catwalk, then follow that all the way. Take the upper stairs and run around the edge to fi… It is a very large and heavily fortified city that is noteworthy for being populated almost solely by Beastmen. This is a spiral staircase. Keep moving, descend that ladder, and you can take a south exit back to the previous room. In Dark Dawn, Matthewand his party enter the Ruins, with the goal of infiltrating Belinsk's castle to rescue the Sanan princess, Hou Ju, and the pirate Eoleo. You'll come to a familiar fork: you came here to this quarter of the world from the southeast. Once it rests, follow it, and ride the gear there to the left. This automatically destroys the remaining statue and opens the door to the next area. Blados has nothing but nasty attacks. To get to Port Rago the fastest, from the sign, follow the road east; it will bend south for a moment, but it will keep going east. Head through the northeast exit, and you'll be in some docks. After one more exit, you'll leave through the #4 door and back out to the main gear room. It is located at the center of the country Morgal, in northeast Angara, and is the capital city. There are two other exits here, one to the northwest, and one to the northeast. Okay, the change you just did for the central room is that there is now a purple vase-looking thing that's rotating around the room along with the gear, and you'll wind up riding that vase to new doors. Shove the left statue onto the left (sun) tile, and the right statue onto the right (moon) tile. Even though you drained the canal in Section 2, it doesn't help you move around at all: you'll have to completely retrace your steps to get back to the town, then exit to the world map. You'll be right beside the silver ball now. Coming out to the world map, you've got a lot of land to work with. Take the first north path, and you can cast Crush on the pillar there to attract the attention of a nearby Djinni. You'll come to another pillar seesaw, so smack it with Crush; this opens up the path to move on to the next area, but we're not quite done yet here. To get to either exit, all you need to do is hop across stuff (boxes in some cases, logs in others) to get to the doors. Once you've got him, descend down the stairs and exit back to Section 13. Best Movie, TV and Comics of the Year Awards 2020, Things Ghost of Tsushima Doesn't Tell You. Then, keep following the lower catwalk around, and eventually you'll climb some stairs, exiting the room on the west side. Once again, you will need to get sidetracked for a bit before entering Border Town. Also, Chalis sometimes whips out Psy Grenades, so the faster you burn through your PP, the better: that way, if you wind up in a situation where you have no PP left, you can still rely on Djinn and summons to keep up the pressure. You don't have to go all the way back this time. Ride it, hop off when you can, and you'll enter the #8 door. In Dark Dawn, Matthew and his party enter the Ruins, with the goal of infiltrating Belinsk's castle to rescue the Sanan princess, Hou Ju, and the pirate Eoleo. Like before, this is an escape hatch of sorts, and you can get a treasure for your efforts. Golden Sun: Dark Dawn Nintendo DS walkthrough and guide at GameSpy - Check out the latest walkthroughs and guides for Nintendo DS ... Belinsk / Belinsk Ruins. Whirlwind it, climb back up, cross it, climb the final ladder, then get the heck out of Dodge. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. Check the pedestal (it looks like a well to me) behind the monolith, give it a magma shard, and the way will open to move on. Prior to being visited in Dark Dawn, Morgal was ruled by Sana, and beastmen were oppressed. It seems like a dead end, but there is a purpose: cast Move or shove the rightmost wooden platform to shift it up two tiles (so it's in-line with the northern wooden platform). Your character starts by automatically shoving a box stack into the dry dock. Otka Island. This is section 9.5 as well, just on the other side. Off to the left is a treasure you can't get to yet, and due north is a monolith with nothing else. Before leaving, go to wear that last statue was (the top-right one), and you can hop from there to a platform to the right for a treasure chest. Follow the ledge around and you'll come to a giant silver ball. Your character needs to use whatever his strongest Psynergy attack is and absolutely ignore Djinn casting. Things get a little wacky here, because we're going to start dealing with altitudes. Keep going along the path and go left at the first opportunity, and you'll descend to the lower catwalks. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. Climb the stairs all the way to the top now, and you'll pick up a new, very powerful summon. See, Chalis doesn't start healing until she or Blados is almost dead, and she's not that great of a supporter either. The yellow grass leads north (the only way you can go for awhile), and eventually branches off west and farther north. Your next city target is Port Rago. His other major attack is to hit three or all four of your party with slightly below moderate damage, but Karis's best heal can offset that easily. Instead, keep following the path, and you'll wind up in a different room... one with six seesaw pillars. This time, you'll see a bomb when the trolley stops. If anyone gets stunned, you'll want to have one attacker either cast Psynergy or burn an Elixir to offset the ailment. Standard procedure normally dictates you go after the healer first, but this battle is different. Border Town is tiny, and the actual border is closed, so it's only half as large as it normally would be. The gears are moving very slowly, and basically just serve as large platforms. So you have to send your white night around the field in a bizarre path to kill the statues correctly so they can't retaliate. Four of the statues are dark-colored, with one an ivory white. Golden Sun: Dark Dawn Walkthrough & Strategy Guide. This is my newest FAQ for yet another great RPG, this time it is Golden Sun: Dark Dawn. One of the dark statues has a crown on his head. Pincer's attack erodes an enemy's ability to resist Psynergy. The best strategy here is to take a break from the standard Djinn-Summon-Psynergy combo that has helped through other boss fights. Just before entering the palace, they meet with Sveta, who plans to lead them to the palace. Somehow, the dungeon designer managed to get water involved in this area. Trace your way through this ledge, and you'll come to a large pyramid of boxes below you. In the right side chest at the entrance. When you're ready, talk to the musicians at the north end of the plaza. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. It’s a mimic! You're in a series of rooms here connected by a couple halls. In there, you can climb a ladder to the roof. Considering how much these two jerks have been hounding you since you first saw them, it's definitely time for a little payback. Also, while you're down in this spot, head around the stairs, and you'll eventually be able to walk around to the bow of the ship and find a water bowl. Ride it south, then hop south for a treasure. Go west, then shortly thereafter keep your eyes north. You're now in the Port Rago Canal. From there, you can go up the little ramp, hop to the Zol platform, and hop to the chest. +9 +4--+2 +1: Kolima Junction: Pincer: Pinch enemy to drop its Resistance. Explore the city at your leisure. First, climb the left set of stairs, and cast Whirlwind on the Zol platform when you bend right. One point of interest is a dock where you can pick up a Djinni. At that point, step north onto the yellow-green grass. Follow it, and you'll be back in the main room from a door in the very southeast corner. If you go left at the top of the ledge, you'll eventually come out of the #9 door. Hop across all your vases, then have Sveta cast Slap on the giant gray boulder you come to. Go down the stairs now to find a room full of columns. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. Back in Section 9, and you've got a new vase to ride. Place a magma shard on the spot, and a couple parts of the dungeon will change. Also see the quick spoiler-free walkthrough for Golden Sun: The Lost Age. This will take you back across so you can reach your monolith from before. I'm an enormous fan of the first two Golden Suns, and I was happy to hear that there's going to be a continuation to the series. Go west here (around the stairs), and you'll bump into a guy named Briggs, who is the ship's captain. First, hop across the wooden platforms to get to the east side of the lake. To counter this, start the fight by putting Gears to sleep. The next volume of the Sun Saga is in the shelf to the right of the stairs, while the treasure chest contains an Assassin's Dagger. You'll be at the #10 door, so go through. This will open up a path into a dungeon called the Belinsk Ruins. Hop across it now to pick up a treasure, but hop back across so you're back where the pillar started. Lookout Cabin: Dialogue: Goma Mountains: This range divides the Value refugees from the rest of Angara. Grab the treasure there, then cast Move to send the pillar one tile to the left. From the pillar, retreat a bit and bear south, and you'll see some tiny platforms in the abyss. Cast Move to get the box stack into the water (straight to the south), then head down the big stairs to get to the docks. Explore, move the rock column, freeze the puddle then climb the stairs. In this room are a few more wooden platforms, plus our old friend, the magic water bowl. Movement, so we ca n't get to the mine cart giant gray boulder you come across the... 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