Hey everyone! Let's... oh.
Table Of Contents:
Okay. So.
Golden Sun, as a series, was the final RPG series made by Camelot Studios, as headed by Hiroyuki Takahashi. The first two entries were GBA titles (henceforth: TBS and TLA) released back around the turn of the millenium or so, to widespread acclaim. Now, those titles were imperfect, extremely so. I still love them, to the point of writing an entire fix fic Let's Play for them. In those, I tried to realize what I felt the story the writing team tried and failed to convey was, the story that everyone playing those games thought they had when looking back through their rose-tinted glasses. This was a long, difficult project that, while I'm certainly proud of it, was not something I would recommend anyone to do for an LP, nor should I have HAD to with a properly realized story. But the framework was there! The basic story of the conflict over the lighthouses that would unleash Alchemy over Weyard, the missing information and sacrifices people had to go through to see the task done, that's a great story that I could imagine over what actually happened!
Golden Sun: Dark Dawn was released eight years after the conclusion of the GBA titles, and is adirect continuation of the story after the lighthouses have been lit. Thirty years after the Golden Sun Phenomenon, you play as the children of the previous team of adventurers, setting out to investigate the mysterious new phenomenon of the Psynergy Vortexes. Or rather, that would be the story if it was good and I was lying. In practice, your party ends up doing a punitive errand after Garet's kid, Tyrell, breaks some very valuable research tech that the adults were using to investigate the mysterious new phenomenon of the Psynergy Vortexes the still-Alchemically-radioactive site of Mt. Aleph from a safe distance, an entire mountain range away. But don't take my word for it.
I can't rewrite the story of Dark Dawn because it is terrible. Camelot RPGs have always had rather snarled-up stories, but at the very least, the core narrative of them is usually reasonable. Dark Dawn's story is not. I replayed it several years ago, taking a journal as I did, and even a cursory glance at it will make it apparent that Dark Dawn's story is beyond saving. However, I still want to show the story to the best of my ability without just transcribing the entire text dump, anyone can go on GameFAQs and take caffeine pills to read that. No, for my part, I will be highlighting the story as we go through it, occasionally showing specific instances of the text being notably jarring, and answering any plotholes or contradictions that line up.
This first post of this thread will be primarily devoted to the most thorough text dumps I will provide you. The first of these are two of the three recaps of the first two games. Yes, Dark Dawn recaps the previous titles three separate times, and manages to get things wrong in each recap. Of the three recaps, we have a text crawl at the start of the game, an in-game history picture book series called the Sun Saga, and an amusement park that also doubles as Psynergy Training Grounds. I will reproduce the full text of both the intro text and the Sun Saga, and make annotations for where they got things wrong. This should also serve as a good example for why I'm not doing full transcriptions of the regular playthrough. Do note that I do not know Japanese nor have I researched the original Japanese script, so it is entirely possible that that has some idiosyncracies that were poorly localized; I am ignoring these. Deal with it.
So, first of all: all of this happens BEFORE either of the GBA titles. That's right: Golden Sun recaps have gone even further beyond.
Second: this "legend" was not kept very well. Most civilizations that were still around in the GBA titles knew basically nothing about the lighthouses in question, ranging from "total ignorance of their properties outside of their duty to keep them from being lit" to "thinks the lighthouse is a mountain". Even in civilizations like Lemuria that absolutely should have known better, the leading assumption was that lighting all four lighthouses would destroy Weyard as we know it, and the decay of the world was poorly documented at best.
While the duty of Vale as a town probably was to protect the Elemental Stars, in practice, Kraden led Isaac's party right to them and started taking them because they looked cool and researchable. Lighthouses that could destroy the world didn't really factor into his decision-making on that front. But, eh, moot point. This happens during the first game, which in Japan had the subtitle of The Broken Seal; for the sake of shorthand, I'll use TBS to refer to that game.
The Wise One did not protect Weyard so much as it served as a security measure to prevent the lighthouses from being lit. It was perfectly happy to let a boulder destroy a significant chunk of Vale and kill people, as well as turn the people the boulder didn't actually kill into a dragon so their kids could kill them all over again. If that sounds like total nonsense that would be more befitting of a cruel trickster god than a global protector, that's only because it is.
Half right. The Warriors of Vale consisted of two groups: Isaac's party in TBS that sought to prevent the lighthouses from being lit, and Felix's team from TLA (The Lost Age), initially pressured into lighting them by Saturos and Menardi to save their parents, and then later when they learned that actually lighting the lighthouses was a good thing. Isaac's party eventually joined with Felix's after learning that lighting them was the correct move, thus making Felix the true protagonist of both games despite being a jerk who was party to kidnapping his own sister.
The reasonable assumption would be that Isaac and Garet are a couple, living together as they do. But no. Isaac is married to Jenna, who does not appear in this game or live in this cabin, and Garet married someone else we never meet. I can only imagine how loveless their relationships are. It would also be reasonable to expect Ivan to live nearby since he developed the primary invention by which Isaac and Garet do their research, but nah, Ivan hangs out in Kalay (which is a non-trivial distance away from the Goma Plateau) and sends his daughter Karis over for martial studies with Isaac and Garet and their kids.
And that's the first recap. It's not EXTREMELY inaccurate, but it is inaccurate, either by omission or outright error. It's also an unskippable fixed speed text crawl that you must endure to reach the start of the game. I should hope that something like that would be concise and accurate, but I am not Hiroyuki Takahashi.
The other thing I'm adding to this is the Encyclopedia. This is one of many design elements in Dark Dawn that looks like a novel and creative idea at first, but which is fumbled hard in the execution. See, having a quick shorthand for what all you've encountered in the story is great, especially if it gets needlessly complex. So, you can always use the DS touchscreen to poke any word you want to learn more of, and it will be elaborated upon with the top screen, and then saved to your Encyclopedia to review later. It's great, except that the animation for adding new Encyclopedia entries is needlessly long... and you can't add them if you don't literally encounter the word in question... and that constantly clicking links breaks up the flow of the already text-heavy basic conversations... and also that the entries themselves might be incorrect. Y'know.
There are around two hundred Encyclopedia entries and I will endeavor to add all of them during my playthrough, but I'll just add them to this first post right here. The Encyclopedia is illustrated with a few entries, but I won't be bothering to include those, this is a text-only shindig. I'm not adding two hundred images to the first post for the sake of completionism and you can't make me. Some entries can also update as we play, and a lot of them involve things that appear maybe once in the game and aren't even relevant when they do, but they sure do get Encyclopedia entries!
Well, now that we have a proper sense of looming dread, let's play Golden Sun: Dark Dawn.
Table Of Contents:
- 1 - Tyrell Steals A Soarwing
- 2 - Tyrell Crashes A Soarwing
- 3 - Tyrell Nearly Commits Repeat Arson
- 4 - A Lumberjack Strands Himself
Okay. So.
Golden Sun, as a series, was the final RPG series made by Camelot Studios, as headed by Hiroyuki Takahashi. The first two entries were GBA titles (henceforth: TBS and TLA) released back around the turn of the millenium or so, to widespread acclaim. Now, those titles were imperfect, extremely so. I still love them, to the point of writing an entire fix fic Let's Play for them. In those, I tried to realize what I felt the story the writing team tried and failed to convey was, the story that everyone playing those games thought they had when looking back through their rose-tinted glasses. This was a long, difficult project that, while I'm certainly proud of it, was not something I would recommend anyone to do for an LP, nor should I have HAD to with a properly realized story. But the framework was there! The basic story of the conflict over the lighthouses that would unleash Alchemy over Weyard, the missing information and sacrifices people had to go through to see the task done, that's a great story that I could imagine over what actually happened!
Kalir said:SO ARE YOU GONNA DO THIS FOR DARK DAWN?
Hell no.
Golden Sun: Dark Dawn was released eight years after the conclusion of the GBA titles, and is a
I can't rewrite the story of Dark Dawn because it is terrible. Camelot RPGs have always had rather snarled-up stories, but at the very least, the core narrative of them is usually reasonable. Dark Dawn's story is not. I replayed it several years ago, taking a journal as I did, and even a cursory glance at it will make it apparent that Dark Dawn's story is beyond saving. However, I still want to show the story to the best of my ability without just transcribing the entire text dump, anyone can go on GameFAQs and take caffeine pills to read that. No, for my part, I will be highlighting the story as we go through it, occasionally showing specific instances of the text being notably jarring, and answering any plotholes or contradictions that line up.
This first post of this thread will be primarily devoted to the most thorough text dumps I will provide you. The first of these are two of the three recaps of the first two games. Yes, Dark Dawn recaps the previous titles three separate times, and manages to get things wrong in each recap. Of the three recaps, we have a text crawl at the start of the game, an in-game history picture book series called the Sun Saga, and an amusement park that also doubles as Psynergy Training Grounds. I will reproduce the full text of both the intro text and the Sun Saga, and make annotations for where they got things wrong. This should also serve as a good example for why I'm not doing full transcriptions of the regular playthrough. Do note that I do not know Japanese nor have I researched the original Japanese script, so it is entirely possible that that has some idiosyncracies that were poorly localized; I am ignoring these. Deal with it.
Long ago, the ancients of Weyard discovered the secrets of Alchemy. They found that all life in Weyard was based on the four elements: earth, wind, fire, and water. They used their knowledge of Alchemy to forge a dazzling civilization from the elements. And the ancients made their wildest dreams come true. And then began the nightmare of Alchemy. Abuses of Alchemy threatened to tear apart their entire civilization. So the ancients did the unthinkable: They sealed away the power of Alchemy so no one could use it. Civilization was saved, but the physical world itself began to die a slow death. For the ancients didn't realize that Alchemy was what held Weyard together. Without the force of Alchemy, lands went barren, seas went dry, and the planet began to crumble. And civilization itself fell into the darkest of ages that came before its final, fatal extinction... The ancients had sealed away Alchemy to save civilization. But they had doomed Weyard. But while the oceans churned and life on the continents slid slowly toward oblivion over the eons... A legend was kept alive that held the key to Weyard's survival. If four Elemental Lighthouses could be ignited, their energy would trigger the Golden Sun event over Weyard. The Golden Sun would unleash the force of Alchemy—saving the world!
So, first of all: all of this happens BEFORE either of the GBA titles. That's right: Golden Sun recaps have gone even further beyond.
Second: this "legend" was not kept very well. Most civilizations that were still around in the GBA titles knew basically nothing about the lighthouses in question, ranging from "total ignorance of their properties outside of their duty to keep them from being lit" to "thinks the lighthouse is a mountain". Even in civilizations like Lemuria that absolutely should have known better, the leading assumption was that lighting all four lighthouses would destroy Weyard as we know it, and the decay of the world was poorly documented at best.
Thirty years ago, a groups of heroes did save the world with the Golden Sun. But now a shadowy threat is spreading... It has been 30 years since the Golden Sun event over Weyard. The world was saved—and changed. Eight heroes took part in the quest to light the Elemental Lighthouses. Four of these brave warriors were from the town of Vale. The Warriors of Vale, as they are now known throughout Weyard, are praised—and blamed—for their efforts. They had long lived at the foot of Mount Aleph, home to a people charged with a sacred duty from the ancients. That was to protect Sol Sanctum, where the forbidden keys to the Elemental Lighthouses were hidden.
While the duty of Vale as a town probably was to protect the Elemental Stars, in practice, Kraden led Isaac's party right to them and started taking them because they looked cool and researchable. Lighthouses that could destroy the world didn't really factor into his decision-making on that front. But, eh, moot point. This happens during the first game, which in Japan had the subtitle of The Broken Seal; for the sake of shorthand, I'll use TBS to refer to that game.
It was also home to the godlike Wise One who protected Weyard.
The Wise One did not protect Weyard so much as it served as a security measure to prevent the lighthouses from being lit. It was perfectly happy to let a boulder destroy a significant chunk of Vale and kill people, as well as turn the people the boulder didn't actually kill into a dragon so their kids could kill them all over again. If that sounds like total nonsense that would be more befitting of a cruel trickster god than a global protector, that's only because it is.
Vale kept the sanctum's secrets for generations, ever vigilant against the return of Alchemy. But the Warriors of Vale were among those who pursued the forbidden return of its power.
Half right. The Warriors of Vale consisted of two groups: Isaac's party in TBS that sought to prevent the lighthouses from being lit, and Felix's team from TLA (The Lost Age), initially pressured into lighting them by Saturos and Menardi to save their parents, and then later when they learned that actually lighting the lighthouses was a good thing. Isaac's party eventually joined with Felix's after learning that lighting them was the correct move, thus making Felix the true protagonist of both games despite being a jerk who was party to kidnapping his own sister.
Because of their courage, the world of Weyard was saved 30 years ago... But while Weyard was saved, the new dawn of Alchemy has been anything but bright. For while Alchemy brings life, it has also unleashed chaos. When the Golden Sun event happened, raw power exploded from the sky above Mount Aleph. Mount Aleph was largely destroyed by the explosion. And not a trace remains of the peaceful village of Vale. The planet itself is still caught in the violent throes of rebirth. Natural disasters continue to torment the people of Weyard. But the survivors live on, driven to new desperation. And the good people of Vale, though forced to resettle, continue their sacred vigil. They persist in their duty to Sol Sanctum at Mount Aleph. Or at least what remains of it. Two survivors live near the crater where Vale once was. The area rocks with eruptions, but still they watch Mount Aleph from the newly upheaved Goma Plateau. They're Isaac and Garet, two of the Warriors of Vale. These men, praised and blamed for the dawn of this new day, study the aftereffects of the Golden Sun carefully. And from their lookout cabin, Isaac and Garet also train their children to be powerful warriors. For this world will soon need a new generation to face the darkness of this new dawn...
The reasonable assumption would be that Isaac and Garet are a couple, living together as they do. But no. Isaac is married to Jenna, who does not appear in this game or live in this cabin, and Garet married someone else we never meet. I can only imagine how loveless their relationships are. It would also be reasonable to expect Ivan to live nearby since he developed the primary invention by which Isaac and Garet do their research, but nah, Ivan hangs out in Kalay (which is a non-trivial distance away from the Goma Plateau) and sends his daughter Karis over for martial studies with Isaac and Garet and their kids.
And that's the first recap. It's not EXTREMELY inaccurate, but it is inaccurate, either by omission or outright error. It's also an unskippable fixed speed text crawl that you must endure to reach the start of the game. I should hope that something like that would be concise and accurate, but I am not Hiroyuki Takahashi.
Before we begin: the Sun Saga is an in-setting picture book series. Which means it has to have had an author. I've thought about this for a while, and the only named character that even comes slightly close to being a reasonable author for the series is Alex, and even that stretches disbelief a lot to fit in. It is, of course, possible that an unnamed character recorded the story secondhand, or that Camelot gave their characters another dose of situational amnesia to make the perspectives fit, but I digress.
These strangers, depicted but not named, are naturally Saturos and Menardi, the primary antagonists of TBS. It's also not the first time either of them appeared: during the storm on Mt. Aleph three years prior, Saturos and Menardi were present, culpable, and beating the hell out of Isaac and Garet. The largest narrative failure in the first volume is not addressing this in any way.
Curiously, the only named antagonist here is Felix. Which makes sense to give him priority as a person if written from a fresh perspective of Isaac and Garet onsite in the day, but as a retrospective feels unusual to not address Saturos and Menardi at a minimum, given the whole "caused the storm that killed your parents and was thought to have killed Felix" thing. Alex is also depicted but not mentioned here, of course.
Inaccurate. The Wise One merely warped Isaac and Garet out of the secret chamber, not out of the temple itself. This isn't a huge deal in practice given that Isaac has Retreat at all times, but it is weird that Retreat specifically doesn't work there. Oh well. It's a minor inaccuracy that passes as a retcon, it's fine.
Felix is the only one mentioned here. Not Saturos, Menardi, or Alex, who strike me as far more culpable. In fact, even back in Sol Sanctum, Felix was already chafing at the decision by Alex to take the two hostage, but was too outranked for his protests to be worth anything.
This is the full extent of info we get about Ivan joining. Nothing about being adopted by Hammet, nothing about the Shaman's Rod, nothing about his secret Anemos heritage. Oh well.
Mia, on the other hand, gets a decent amount of elaboration on who she is or what she's doing. "Her family" is a little inaccurate though; as stated, she's definitely a member of the Mercury Clan who descended from the Adepts of old, but that's not exactly like being a Belmont or the like, is it? Depending on how long ago the ancient Adepts existed, that could include well on everyone in Imil.
I hate that line so, so, so much. Like, yes, you could very much call Alex a fiend with a mad ambition. He's intending to use this entire event as a shortcut to get himself immortality and power. Felix, on the other hand, is being pressured into this by Saturos and Menardi and clearly takes issue with how they do things, but isn't strong enough to push back against them. And if you know how this all ends (which, if you're playing Dark Dawn, you do), you know that all this venom towards Felix is entirely pointless. But nah let's call the actual protagonist of the series a fiend with a mad ambition why not.
The saga of the Golden Sun begins long before the transformative event happened over Mount Aleph and the village of Vale. The relics that could release the Golden Sun were hidden within a temple known as Sol Sanctum. Then came the day that the villagers Garet, Isaac, and Jenna set out to meet the local scholar of Alchemy. They stumbled across strangers in the shadows who desired to possess the relics of the temple.
These strangers, depicted but not named, are naturally Saturos and Menardi, the primary antagonists of TBS. It's also not the first time either of them appeared: during the storm on Mt. Aleph three years prior, Saturos and Menardi were present, culpable, and beating the hell out of Isaac and Garet. The largest narrative failure in the first volume is not addressing this in any way.
They rushed to find the scholar Kraden, who said they had to find out if Sol Sanctum had been breached. Though only priests were allowed inside, Kraden and his friends dared to enter the temple to find the truth. The traps they found within the temple should have scared them away, but its mysteries lured them even deeper. But what they truly couldn't resist was the spirit of adventure. Their final destination took them to the heart of the mountain where the relics of the temple had been hidden. Their moment of wonder was interrupted by the arrival of thieving fiends! They'd duped Kraden into solving the temple's riddles for them! Their guide was Felix, none other than Jenna's brother, who was thought drowned during a storm in Vale three years earlier.
Curiously, the only named antagonist here is Felix. Which makes sense to give him priority as a person if written from a fresh perspective of Isaac and Garet onsite in the day, but as a retrospective feels unusual to not address Saturos and Menardi at a minimum, given the whole "caused the storm that killed your parents and was thought to have killed Felix" thing. Alex is also depicted but not mentioned here, of course.
The thieves stole Jenna and Kraden away... and then stole the legendary relics from Sol Sanctum...the Elemental Stars. Isaac and Garet were left to fend for themselves inside the relic chamber. Their exit was cut off. They couldn't leave the chamber! The mountain began to shake angrily, awoken by the loss of the elemental relics. Magma began to bubble and gush. Mount Aleph was, in truth, a slumbering volcano! Isaac and Garet were trapped! Just then, the protector of Sol Sanctum appeared! The godlike Wise One had come to their rescue! The Wise One explained that a nightmare had been put into motion by the theft of the Elemental Stars. Four lighthouses, which had sealed away the apocalyptic power of Alchemy, could now be powered back up! The lighthouses could be reignited with their matching Elemental Stars... unleashing Alchemy upon the world. After telling of ancient catastrophes averted...and a new one soon to begin... the Wise One teleported Isaac and Garet safely out of the mountain, back up to the temple entrance.
Inaccurate. The Wise One merely warped Isaac and Garet out of the secret chamber, not out of the temple itself. This isn't a huge deal in practice given that Isaac has Retreat at all times, but it is weird that Retreat specifically doesn't work there. Oh well. It's a minor inaccuracy that passes as a retcon, it's fine.
They were saved from the volcanic wrath of Mount Aleph.
The day after Mount Aleph erupted, Isaac and Garet left Vale. They began their quest to get the Elemental Stars back. And, of course, to rescue the kidnapped Jenna and Kraden from their captors. Jenna's brother, Felix, who had turned traitor on Vale, had to be stopped.
Felix is the only one mentioned here. Not Saturos, Menardi, or Alex, who strike me as far more culpable. In fact, even back in Sol Sanctum, Felix was already chafing at the decision by Alex to take the two hostage, but was too outranked for his protests to be worth anything.
As they traveled across the continent, the two heroes met others who joined their party. The Wind Adept known as Ivan was next to join. Along with his power over the skies, he could read people's minds.
This is the full extent of info we get about Ivan joining. Nothing about being adopted by Hammet, nothing about the Shaman's Rod, nothing about his secret Anemos heritage. Oh well.
The three Adepts journeyed onward... enduring trials of their heroism throughout the continent... until they finally arrived in Imil, where they found the first Elemental Lighthouse. Here they met Mia, who had devoted her life to caring for the sick and elderly of Imil. Mia was also one of the few members of her family still alive to look after the lighthouse, the one devoted to the water element.
Mia, on the other hand, gets a decent amount of elaboration on who she is or what she's doing. "Her family" is a little inaccurate though; as stated, she's definitely a member of the Mercury Clan who descended from the Adepts of old, but that's not exactly like being a Belmont or the like, is it? Depending on how long ago the ancient Adepts existed, that could include well on everyone in Imil.
Unfortunately, by the time Mia and the heroes entered the lighthouse, they found its beacon already lit. Someone had beaten them there, someone who'd helped reignite its fire. The intruder was Mia's cousin, Alex. As another surviving member of her family, Alex was a Water Adept, like Mia. His betrayal of his people meant failure for the heroes as well. They could not stop the beacon from being lit. Isaac and the party traveled so far, yet their journey had been in vain. Mia was bound by duty to join Isaac and his friends. She knew that her cousin would stop at nothing to ignite all of the lighthouses. Together, they could perhaps stop Felix and Alex, the two fiends who had the same mad ambition.
I hate that line so, so, so much. Like, yes, you could very much call Alex a fiend with a mad ambition. He's intending to use this entire event as a shortcut to get himself immortality and power. Felix, on the other hand, is being pressured into this by Saturos and Menardi and clearly takes issue with how they do things, but isn't strong enough to push back against them. And if you know how this all ends (which, if you're playing Dark Dawn, you do), you know that all this venom towards Felix is entirely pointless. But nah let's call the actual protagonist of the series a fiend with a mad ambition why not.
The party was now four strong! The Adepts renewed the chase!
The other thing I'm adding to this is the Encyclopedia. This is one of many design elements in Dark Dawn that looks like a novel and creative idea at first, but which is fumbled hard in the execution. See, having a quick shorthand for what all you've encountered in the story is great, especially if it gets needlessly complex. So, you can always use the DS touchscreen to poke any word you want to learn more of, and it will be elaborated upon with the top screen, and then saved to your Encyclopedia to review later. It's great, except that the animation for adding new Encyclopedia entries is needlessly long... and you can't add them if you don't literally encounter the word in question... and that constantly clicking links breaks up the flow of the already text-heavy basic conversations... and also that the entries themselves might be incorrect. Y'know.
There are around two hundred Encyclopedia entries and I will endeavor to add all of them during my playthrough, but I'll just add them to this first post right here. The Encyclopedia is illustrated with a few entries, but I won't be bothering to include those, this is a text-only shindig. I'm not adding two hundred images to the first post for the sake of completionism and you can't make me. Some entries can also update as we play, and a lot of them involve things that appear maybe once in the game and aren't even relevant when they do, but they sure do get Encyclopedia entries!
This sucker is sorted alphabetically, except for people, who get their own section. I'll make notes after each for clarification if needed. Have fun.
The reason Jupiter Adepts are so rare is because there's only one widely known culture of them, the Anemos, who went to the moon well before the games began. The other three elements have at least two or three cultures apiece.Adepts said: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.
Alchemy said: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.
Strictly speaking, there is another culture of Jupiter Adepts, that being Garoh in Osenia. The Anemos culture was found in Atteka. And there are people in Belinsk with Jupiter Psynergy as well, albeit not many. Point being, I don't think the Anemos are the only Jupiter Adept lineage in Weyard.Anemos said: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.
Angara is where TBS was largely set, barring a brief excursion into northern Gondowan. Dark Dawn is similar, but instead of Gondowan, our tail end will take place on the Eastern Sea more than anything else. Due to the Golden Sun event, we won't be able to explore anything west of the Goma Plateau; Vale was destroyed, and they don't have anything to say about Vault or Lunpa, so I'd assume they also got destroyed.Angara said: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.
Lady McCoy, back in TBS, was the impetus behind the curse of Kolima Forest, as she insisted that the lumberjacks cut down Tret to build a second palace for herself. Tret responded quite reasonably by cursing an entire town into the form of trees. Lady McCoy learned nothing from this.Bilibin said: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.
Border Town said:This town is the major crossing point between Morgal and Bilibin.
Carver's Camp said: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.
Update after arrival: This camp stands at one end of a valley that leads through the Goma Mountains to the continent beyond. But its bridge to Bilibin has been destroyed.
Djinn is the plural, Djinni the singular. It's a romanization of an Arabic word, so it doesn't follow English's rules for pluralization. Djinn also let us play with the class change and summon mechanics by mixing and matching elements.Djinni said: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).
Elemental Lighthouse said: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.
Elemental Star said:These four crystals, the keys to starting the Elemental Lighthouse, were once sealed up in Sol Sanctum by the ancients. Thirty years ago, the crystals were taken from the sanctum and used in the quest to cause the Golden Sun event.
This old standby from the Soldier class line has now graduated into a field Psynergy, which works exactly how you think it does. Needless to say, Tyrell has this available at all times no matter his class set.Fireball Psynergy said:This fire-based Psynergy focuses heat energy into a ball of flame that the user can throw to incinerate a target.
The people of Kibombo revered the god the statue depicted, not the statue itself, you blithering dingus. Said god was also apparently real and could bestow dark magic to the heroes if they cleared its trials. That will be examined precisely never.Gabomba Statue said: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.
The Golden Sun event also supercharged the lifespans of everyone present at the lighthouses, and created the Stone of Sages atop Mt. Aleph. Notably, Alex was there at the time and got superbig powers, but was also subsequently thrashed by the Wise One, so who knows what happened to him? (Me. I know.)Golden Sun said: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.
Goma Mountains said: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.
Isaac's party only touched the northern edge of Gondowan to reach the Venus Lighthouse. Felix's team in TLA went into the heart of it to retrieve Piers' Black Orb from the Kibombo, but didn't explore much else.Gondowan said: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.
Grip Psynergy said:This earth-based Psynergy can grasp faraway objects and bring them close. It can also carry the user across some gaps.
Matthew begins play with Move and Growth on deck and has access to both at all times; gone are the days of hotswapping Djinn to traverse. Furthermore, Growth can now create vines that drop down off of ledges, allowing vertical exploration in both directions.Growth Psynergy said:This earth-based Psynergy causes plants to rapidly grow, sometimes creating climbable vines to new locations.
Indra said: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.
Nope. Atteka was a full continent of its own, not part of Gondowan in the slightest. Jupiter Lighthouse, for its part, is near the settlement of Contigo, all that remains of the Anemos people outside of the moon.Jupiter Lighthouse said: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.
The Karagol was also home to Crossbone Isle, a pirate's den full of monsters and a postgame area. Crossbone Isle has since drifted out to the southeastern part of the Eastern Sea and is now a postgame area for Dark Dawn as well.Karagol Sea said: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.
Kolima Forest said:This mysterious forest is in northeastern Angara. Isaac's old friend, Tret, can be found somewhere among its trees.
Already been stripped of its gold plating. It had gold plating everywhere, apparently.Konpa Ruins said: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.
Kraken said: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.
Finding Lemuria for immortality was Babi's goal in TBS. He died before he could achieve this. Get wrecked, nerd.Lemuria said: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.
The closest settlement to Mars Lighthouse is Prox, the hometown of the four major antagonists from the GBA titles. Before either game started, they briefly lit (or attempted to light) Mars Lighthouse, only for it to be extinguished again. This particular bit of info is so well-hidden in TLA that frankly I'm not even sure I got it right.Mars Lighthouse said: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.
Mercury Lighthouse said: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.
Since we're still cribbing major civilizations from existing Earth ones: it's Russia.Morgal said:This country occupies the northeastern part of 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.
Still technically standing, just Alchemically irradiated and wholly inhospitable.Mount Aleph said:The 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.
The mountain roc's habitat is on the eastern edge of Angara, in the mountains beyond the Kolima Forest.Mountain Roc said:These gigantic birds are so rarely seen that they're beyond legendary. A single feather can provide enough material to help craft a soarwing.
The Mourning Moon event occurred about a decade before the start of Dark Dawn. We don't get any info on what happened with it, but its clearly not an immediate issue as of the time this game starts.Mourning Moon said: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.
Matthew begins play with Move and Growth on deck and has access to both at all times. Move, like most field Psynergy in Dark Dawn, has significantly extended range, but still has to target something on your same level.Move Psynergy said: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.
Other highlights of Osenia include ten hours of boat fixing, a town of werewolves and werewolves lore, and the blacksmith Sunshine who turned your materials into cool new weapons.Osenia said: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.
The closest landmark from the GBA games to Patcher's Place would probably be Vault, so I expect it had some refugees from there and Lunpa, too.Patcher's Place said:This general store serves up just about everything refugees from Vale might need to survive. A small settlement is huddled around the store.
The Warriors of Vale also had to guess that more or less blind, because it was NOT hinted at in the game in a manner anyone would consider reasonable. Poseidon specifically blocked the way to Lemuria, by the way.Poseidon said: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 invulnerability.
In addition to being hereditary, Psynergy can be gained by exposure to Psynergy Stones or other wellsprings of Alchemical power.Psynergy said: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.
Especially developed Psynergy Stones, like the one in Vale's plaza, do not shatter and can be reused indefinitely. They also respawn when you exit the area but shhh.Psynergy Stone said: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.
Psynergy Vortex said: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.
Adepts must be either sufficiently skilled or simply a Jupiter Adept, so they can Whirlwind it aloft.Soarwing said:This remarkable invention allows its wearer to glide upon the winds. Soarwings are hard to make and so are quite rare.
Update after Tanglewood: The feather of a Mountain Roc is what gives this invention its gliding power. If trained, Adepts can use a soarwing to fly with high precision.
Sol Sanctum said: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.
Located at the northeastern foot of the Goma Plateau. No relation to Kolima Forest.Tanglewood said:This forest is said to transform at night, changing into a wood that ensnares those brave-or foolish-enough to enter it after dark.
Ain't don't know why Tret isn't listed in the People section. Probably because he's a tree. In TBS, Tret's anger at being attacked by Kolima's lumberjacks was amplified by Psynergy Stones, giving him the power to curse humans into the form of trees. Isaac's team both quelled his anger by fighting its avatar, and then healed Tret of the damage the lumberjacks did.Tret said:This is an old friend of Isaac's who lives in Kolima Forest. Apparently he has useful information about Mountain Rocs.
Among the other locations where Vale's refugees have gone to are Kalay and Bilibin. Vault and Lunpa were too close to be considered safe.Vale said: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.
Specifically, it's near Lalivero, Sheba's hometown on the northeast corner of Gondowan. It was also an objective of Babi's to climb it, the failure of which drove him to capture Sheba and force the people of Lalivero to build a lighthouse in their city so he could climb THAT one. Sheba fell off it in the aftermath, provoking Felix into diving off the side to try to save her. (Don't worry, they teched it.)Venus Lighthouse said: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.
Despite only four of 'em coming from Vale, the Warriors of Vale includes all members of both Isaac and Felix's respective parties. It's fine, really, it's a convenient enough shorthand.Warriors of Vale said: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.
Weyard and its continents are loosely based on a flat-earth rep of Earth, but you already knew that probably.Weyard said: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.
Karis always has Whirlwind at a minimum no matter her class, and it's gotten a LOT better as a utility. It's our first projectile field Psynergy, and can strike multiple things in a line if needed. The knockback thing isn't actually a thing by default, but it can be used in that way to sail on rafts when we find 'em.Whirlwind Psynergy said: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.
Note that a Philosopher's Stone is not the same thing as the purported Stone of Sages that Alex claimed immortality with. Note also that the Wise One is really bad at watching over Weyard, as per the events of the previous titles.Wise One said:This absolute being looks like a floating boulder with one central eye. He watches over Weyard and hold unimaginable power. The Wise One is now known to be what the ancients called a Philosopher's Stone, a creature they forged through Alchemy.
Matthew is a silent protagonist in this game, but that doesn't mean he doesn't talk. He's still basically saying whatever the writers want him to, just really quietly, and to hell with your ability to self-insert over him. This is doubly funny because Isaac is one of the most verbose characters early on.Matthew said: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.
Two problems. First, "indomitable" is not the word I would use to describe Ivan the Apologetic (although it does apply to Karis). Second, Karis has terrible powers of observation, purely because she has to be the one to decode our choices in the emotions menu, and she has a terrible hit rate on that front.Karis said: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.
What redeeming factors does Tyrell have that make him a friend that Matthew would follow to the literal ends of the earth for? Let me know when you find them.Tyrell said:This young man is a Fire Adept, following in the footsteps of his father, Garet. He has a reputation for being a troublemaker, but Matthew is still proud to call him his best friend.
Update after Tanglewood: He has lived up to his reputation for being a troublemaker by crashing the soarwing—the event which has propelled the heroes into action.
Isaac said:The 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.
Garet was known for being appropriately hot-headed and an act-before-he-thinks sort. Getting further into adulthood has mellowed him out a little, but he still has a temper on him.Garet said: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.
Apparently Ivan's moved from training in merchantry to tinkering, since he developed the soarwing. Good job, buddy!Ivan said: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.
No, Isaac's group joined with Felix's. Because Felix's group was actually trying to light the lighthouses from square one, even if their methods were immoral. Incidentally, Felix doesn't show up in Dark Dawn, nor does any member of his party except Kraden.Felix said: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.
Patcher said: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.
Update after arriving at Patcher's Place: This Vale refugee has built a large general store and inn for fellow survivors of the Golden Sun aftermath. This unofficial leader of this area welcomes all who visit, except Tyrell, who once nearly burned down his place.
Note that Kraden himself is not an Adept, despite indirect exposure to the Golden Sun. His students are Rief and Nowell, Mia's kids.Kraden said: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.
Carver said: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.
Back in TBS, Lord McCoy forbade Isaac's team from progressing to Kolima to protect them from the curse, but he changed his tune and was very grateful when they eventually broke it. He was also the only guy with any kind of accent (Scottish, obv) in either game.Lord McCoy said: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.
Piers said: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.
Well, now that we have a proper sense of looming dread, let's play Golden Sun: Dark Dawn.
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