Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As...

12
primagames.com 5 Golden Rules Golden Rules Adventuring is a risky business, so it pays to brush up on the basics. Luckily for you, that’s what this chapter’s all about! Read on to learn how to handle yourself out there in the wilds of Weyard. Controls Golden Sun: Dark Dawn gives you total control over the action. Use the stylus exclusively if you like, pointing to where you wish your party to move. Tapping onscreen icons calls up the corre- sponding menus. Tapping objects in the environment causes you to investigate or utilize them. It couldn’t be easier! Tapping isn’t your thing? No problem—stash the stylus and use the standard g Control Pad and buttons to control the action instead. Approach items and press 1 to examine or interact with them. Other buttons are used to call up menus and the like. Use whichever control scheme suits you best! Exploration is a big part of Golden Sun: Dark Dawn. The more thorough you are at investigating your surroundings, the more hidden loot you’ll discover! Common goodie- hiding items include: Barrels Bookshelves Boxes Cabinets Pots Treasure chests Exploration Searching Objects Simply approach any object and tap it or press ! to take a closer look. If there’s anything worth taking, Matthew will collect it and store it in his inventory. If Matthew can’t carry any more, he’ll automatically pass the goods off to the next party member. Some objects cannot be examined or used—they’re just there for looks. Using Psynergy “Psynergy” is the name given to the magical elemental power wielded by Adepts. The many and varied Psynergy spells set Adepts apart from others of their kind. By using Psynergy, Adepts are able to explore treacherous areas that regular folks wouldn’t dream of braving! While most Psynergy is only usable in combat, several spells can be used to aid in an Adept’s exploration of a region. For example, Move Psynergy can be used to shift heavy objects out of the way to clear paths. Table of Contents Introduction Golden Rules Controls Exploration Combat Towns Chapter 1: A Friend in Need Chapter 2: Finding Carver Chapter 3: Konpa Ruins Chapter 4: Kingdoms at War Chapter 5: Insightful Guidance Chapter 6: Into the Ouroboros Chapter 7: Breaking the Ice Chapter 8: Onward and Upward Chapter 9: Ragged Ruins Chapter 10: Northern Exposure Chapter 11: Bad Dreams Chapter 12: No Mountain High Enough Chapter 13: Jail Break Chapter 14: Shadow of Evil Chapter 15: The Eastern Sea Chapter 16: Tracking the Map Chapter 17: The Third Orb Chapter 18: Umbra Hunt Chapter 19: The Endless Wall Chapter 20: Loose Ends Appendix Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Transcript of Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As...

Page 1: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

5

Golden RulesGolden RulesAdventuring is a risky business, so it pays to brush up on the basics. Luckily for you, that’s what this chapter’s all about! Read on to learn how to handle yourself out there in the wilds of Weyard.

Controls

Golden Sun: Dark Dawn gives you total control over the action. Use the stylus exclusively if you like, pointing to where you wish your party to move. Tapping onscreen icons calls up the corre-sponding menus. Tapping objects in the environment causes you to investigate or utilize them. It couldn’t be easier!

Tapping isn’t your thing? No problem—stash the stylus and use the standard g Control Pad and buttons to control the action instead. Approach items and press 1 to examine or interact with them. Other buttons are used to call up menus and the like. Use whichever control scheme suits you best!

Exploration is a big part of Golden Sun: Dark Dawn. The more thorough you are at investigating your surroundings, the more hidden loot you’ll discover!

Common goodie-hiding items include:

• Barrels

• Bookshelves

• Boxes

• Cabinets

• Pots

• Treasure chests

Exploration

Searching Objects

Simply approach any object and tap it or press ! to take a closer look. If there’s anything worth taking, Matthew will collect it and store it in his inventory. If Matthew can’t carry any more, he’ll automatically pass the goods off to the next party member.

Some objects cannot be examined or used—they’re just there for looks.

Using Psynergy

“Psynergy” is the name given to the magical elemental power wielded by Adepts. The many and varied Psynergy spells set Adepts apart from others of their kind. By using Psynergy, Adepts are able to explore treacherous areas that regular folks wouldn’t dream of braving!

While most Psynergy is only usable in combat, several spells can be used to aid in an Adept’s exploration of a region. For example, Move Psynergy can be used to shift heavy objects out of the way to clear paths.

Table of Contents

Introduction

Golden Rules

Controls

Exploration

Combat

Towns

Chapter 1: A Friend in Need

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 2: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

6

To use Psynergy outside of combat, simply call up the Selection menu (by tapping the bottom-right icon or pressing #) and then choose “Psynergy.” Select the character whose Psynergy you wish to use and a list of available spells will appear. Pick the Psynergy you wish to cast and see if it works.

Make sure to stand close to objects you wish to test Psynergy on. If the object can be affected by the Psynergy, it will fl ash, and a stylus icon will appear onscreen. Tap the object or press ! to unleash the Psynergy and see what happens!

Djinn are magical creatures infused with the power of Alchemy. Once discovered, Djinn lend Adepts their natural elemental power, greatly enhancing the Adepts’ abilities. There are four basic types of Djinn, and each type belongs to one of the four elements of Alchemy:

Venus Djinn have the power of earth.

Mars Djinn own the power of fi re.

Jupiter Djinn have the power of wind.

Mercury Djinn own the power of water.

Some Psynergy, such as Move, requires you to slide the stylus across the screen instead of simply tapping the object. If you’re not using the stylus, the 6 and 7 Butotns can be used to direct the Psynergy toward the object you wish to use it on.

Discovering Djinn

Djinn are rare and fi ckle creatures, and you must search far and wide to discover them all. Fortunately for you, this guide tells you where each one is hidden—simply follow the walkthrough or fl ip to the appendix at the back of the book to discover where each Djinni can be found!

Setting Djinn

Trading Djinn

Once you’ve discovered a new Djinni, set it to one of your party members to enhance that character’s attributes and increase his or her elemental might. The Djinn you set to party members may also affect the Psynergy spells that are available to them; read on for details.

Djinn must be spread evenly among all party members—a balanced party is a happy party! New Djinn you discover will automatically be set to the member with the fewest Djinn. You can trade Djinn among party members as you see fi t. Simply call up

the Selection menu and choose the “Djinn” option, then select the Djinni you wish to trade.

As a general rule, loading a party member up with a variety of Djinn (Venus, Mars, Jupiter, etc.) results in lower attribute scores, but gives that hero a far greater array of Psynergy spells. On the fl ip side, loading a character with Djinn of all one type (all

Mars or all Mercury, for example) causes the character’s attributes to skyrocket, but reduces the Psynergy options. In short, blending Djinn creates a fl exible yet somewhat fl imsy party, while keeping Djinn separate creates a focused and powerful team.

Look carefully at the top screen while trading Djinn—the effects of swapping the creatures is shown. If the attribute gains and losses seem acceptable, advance to the next page, where you’re shown how the trade will affect each character’s Psynergy.

When the heroes accumulate 7 or more Djinn, try mixing and matching their Djinn to create even more powerful warriors with an array of Psynergy and very high attribute scores!

Table of Contents

Introduction

Golden Rules

Controls

Exploration

Combat

Towns

Chapter 1: A Friend in Need

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 3: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

7

If you’re unsure of how to best divvy up your Djinn, know that you really can’t go wrong by setting each character up with Djinn of the same type. Consider each party member’s natural elemental strengths and set Djinn to them that best compliment their natural abilities.

Djinn Strategies

Many other characters will join you as you advance through the adventure. Whenever you encounter new party members, call up the Selection menu and check their Status page to view their elemental power. Find the highest value to discover which type of Djinn will work best for that character!

Many other characters

Matthew (the main character) is an Earth Adept, so assign Venus Djinn to him.

Karis is a Wind Adept, so Jupiter Djinn are a perfect fi t for her.

Tyrell is a Fire Adept, so Mars Djinn work wonders at enhancing his natural ability.

Combat

Adventures are a dangerous business, especially with so many vicious critters lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be drawn into battle against the native wildlife—namely monsters!

Fortunately, a well-trained group of Adepts can handle themselves in practically any situation. Read on to learn how to do just that.

Attacking

Attacking is one of the most common actions you’ll perform in battle. Simply target an enemy for each party member to attack with whatever weapon they’re currently wielding. It’s usually best to pile all of your attacks on the greatest threat

during each fi ght—this limits the damage that monster can do to you and your friends. Once an enemy has been defeated, any party members who have yet to act will automatically target the next foe.

The Agility attribute plays a big role in determining who acts fi rst in battle. Monsters and party members with high Agility scores often get to act fi rst.

Table of Contents

Introduction

Golden Rules

Controls

Exploration

Combat

Towns

Chapter 1: A Friend in Need

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 4: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

8

Each time a party member masters a new weapon special, a message appears at the bottom of the battle screen.

Many of Golden Sun’s rarest weapons are capable of unleashing devas-tating special attacks that infl ict tremendous damage and even status ailments to enemies, such as paralyzing them or putting them to sleep. Seek out these rare arms and use them often to master their awesome techniques!

In battle, Psynergy can be used to damage and debilitate enemies, and to strengthen and heal the party. When faced with multiple monsters, try casting Psynergy spells that target multiple foes—this quickly thins their ranks. The number of vertical

bars that appear above the name of each Psynergy spell illustrates the number of targets that can be affected.

Each time Psynergy is used, whether in battle or during exploration, a portion of the caster’s Psynergy Points (PP) are expended. The more powerful the Psynergy, the more PP it costs to cast. PP slowly regenerate as the party travels about—during battle,

items such as Khiren water and psy crystals can be used to regenerate PP. Several Djinn can be unleashed to restore PP as well.

Psynergy

Keep an eye out for purple crystals in the environment—these are known as Psynergy Stones. Examine one to instantly restore the entire party’s PP! Psynergy Stones shatter once they’ve been used, so try not to waste them.

Djinn and Summons

Djinn that have been set to party members can be unleashed in battle. Unleashing Djinn in this fashion is sort of like attacking the enemy and casting a Psynergy spell all at once—damage is often infl icted to one or more foes, along with debili-

tating status ailments such as Sleep or Delusion. Unleashing Djinn is therefore a good way to mess monsters up, but beware: Once a Djinni has been unleashed, it no longer bestows any attribute bonuses to its owner!

Weapon SpecialsMany weapons have special attacks that are occasionally unleashed instead of their standard attack during battle. Each time a party member uses their weapon, they gain a bit of experience with it, eventually mastering how to use the weapon’s special attacks.

By examining a weapon’s details through its owner’s Items menu (accessed from the Selection menu), you can see how familiar the party member is at using his or her weapon. The meter fi lls as weapon experience is gained, eventually becoming

a solid green bar. At this point the user has completely mastered the use of the weapon and can unleash all of its special attacks.

Table of Contents

Introduction

Golden Rules

Controls

Exploration

Combat

Towns

Chapter 1: A Friend in Need

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 5: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

12

Chapter 1:A Friend In Need

Chapter 1:A Friend In NeedA Friend In Need

Welcome to the Golden Sun: Dark Dawn walkthrough. Follow along closely and you won’t miss a thing during this epic journey of grand adventure!

Lookout Cabin

Hidden LootIcon Object Contents ✔

1 Pot Herb

2 Bookshelf Sun Saga 1

ChestsIcon Contents ✔

1 Short sword

2 Padded gloves

Encyclopedia EntriesTitle How to Get ✔

Matthew During intro dialogue.

Mount Aleph During intro dialogue.

Golden Sun During intro dialogue.

Alchemy During intro dialogue.

Angara During intro dialogue.

Weyard During intro dialogue.

Sol Sanctum During intro dialogue.

Wise One During intro dialogue.

Isaac During intro dialogue.

Garet During intro dialogue.

Psynergy Vortex During intro dialogue.

Mourning Moon During intro dialogue.

Ivan During intro dialogue.

Soarwing During intro dialogue.

Encyclopedia EntriesTitle How to Get ✔

Vale During intro dialogue.

Karis During intro dialogue.

Tyrell During intro dialogue.

Psynergy During intro dialogue.

Adepts During intro dialogue.

Move Psynergy Bookcase

Growth Psynergy Bookcase

Elemental Star

Gained automatically after obtaining Sun

Saga 1 from the bookshelf.

Having just returned from a long expedition, Isaac and his son, Matthew, are relieved to be back at their humble mountain cabin. Isaac

Things become more interesting when Matthew’s friend Tyrell threatens to jump from the cabin’s roof to glide around on his soarwing.

The kid is out of his mind!

Information that appears on the top screen is automatically stored in your Encyclopedia so you may review it again at any time. Make certain you’ve found every Encyclopedia entry by ticking them off the lists in this walkthrough!

Check out the “Encyclopedia” chapter of this guide to immerse yourself in the complete lore of Golden Sun!

Home Again

recounts a good deal of history to Matthew as the two catch their breath—tap each underlined

term in the dialogue bubbles to call up additional info on the top screen.

1

1 2

Table of Contents

Introduction

Golden Rules

Chapter 1: A Friend in Need

Lookout Cabin

Goma Plateau

Tanglewood

Abandoned Mine

Lookout Cabin & Goma Plateau—Revisited

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 6: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

13

Downward Spiral

Every once in a while you’ll be able to choose Matthew’s response by selecting one of four facial expressions. Your choice will have a small impact on how dialogue plays out, but don’t fret over the decision—these responses never have a dramatic effect on how the story unfolds.

Hidden Herbage

When you gain control of Matthew, head left and inspect a pot to discover a hidden herb. It pays to explore your surroundings thoroughly!

Climb the cabin’s ladder to reach Matthew’s friends on the roof. Tyrell can’t be reasoned with and jumps away, gliding on air with the aid of

the soarwing!

Unfortunately, Tyrell quickly loses altitude and is forced to land on a remote site across the

plateau. There’s nothing else for it; you’ve got to venture out there and rescue your friend!

The scene shifts to inside the cabin, where Matthew’s friend Karis delivers him a leather cap to help protect him during the coming journey. Karis helps Matthew equip this fi rst piece of gear.

Next, open the nearby chest to claim a short sword. This will come in handy! Equip the short sword just as you did the leather cap.

Gearing Up

Treasure Chest 1You found a chest! It contained a short sword.

Head upstairs and search the bookshelf under the staircase to discover a special item: Sun Saga 1! Open the tome for an enjoyable history lesson.

Go all the way upstairs to discover another chest and a telescope. Open the chest for some padded gloves and peer through the telescope to marvel at Mount Aleph’s majesty.

With the short sword, padded gloves, and leather cap all equipped, head east to join Karis and Isaac, along with Tyrell’s father, Garet, at the nearby Goma Plateau. The adventure has only just begun!

Treasure Chest 2You found a chest! It contained padded gloves.

Sun Saga 1You found the fi rst Sun Saga! Collect all fi ve to complete the tale.

Table of Contents

Introduction

Golden Rules

Chapter 1: A Friend in Need

Lookout Cabin

Goma Plateau

Tanglewood

Abandoned Mine

Lookout Cabin & Goma Plateau—Revisited

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 7: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

14

Goma Plateau

Encyclopedia EntriesTitle How to Get ✔

Psynergy Stone During dialogue.

Tanglewood During dialogue.

Training Day

Follow the path to reach a cave leading inside the plateau itself. Beware: Vicious monsters lurk within!

Your combat options are limited at this point, but the cave dwellers pose little threat. Simply attack each group of monsters you encounter, defeating them in short order.

Cast Karis’s Whirlwind Psynergy to quickly wipe out groups of monsters and use Matthew’s Cure Psynergy to heal our heroes as needed. Cure can be used outside of combat, so don’t run around with low HP!

See the “Golden Rules” chapter for an in-depth look at Dark Dawn’s combat system.

A stone pillar blocks the cave passage. Try using Matthew’s Move Psynergy on the pillar and Garet will scramble over to detail the use of Psynergy outside of combat.

After listening to Garet and Isaac’s advice, use Move Psynergy again to shove the pillar to the right, into a pit and out of your way. Hop across the short gaps afterward to continue.

Assign commonly used Psynergy to the left and right triggers so you can easily unleash it when the need arises.

A

To World Map

B

B

C

C

D

Map 1

Map 2

Map 3

Table of Contents

Introduction

Golden Rules

Chapter 1: A Friend in Need

Lookout Cabin

Goma Plateau

Tanglewood

Abandoned Mine

Lookout Cabin & Goma Plateau—Revisited

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 8: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

15

Pause for a moment to take in the view before exiting the cave to reach a new section of Goma Plateau’s exterior.

Getting a Move On

Outside, scamper down the rocky stairs and approach another stone pillar. Use Move Psynergy to slide the stone one space to the right, bridging the gap on the higher trail. Go back upstairs and use the now-traversable trail to continue onward.

Garet and Isaac greet you at the end of the trail. They seem nervous about venturing into Tanglewood—a dangerous forest that lies ahead. Tyrell needs your help, so you must carry on!

Tanglewood

12

3

D E

E

F

F

G

G

H

H

I

L

Map 1 Map 2

Map 3 Map 4

Table of Contents

Introduction

Golden Rules

Chapter 1: A Friend in Need

Lookout Cabin

Goma Plateau

Tanglewood

Abandoned Mine

Lookout Cabin & Goma Plateau—Revisited

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 9: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

16

ChestsIcon Contents ✔

1 Herb

2 Bramble seed

3 Elixir

Encyclopedia EntriesTitle How to Get ✔

Djinni During dialogue.

Felix During dialogue.

Warriors of Vale During dialogue.

Fireball Psynergy During dialogue.

Djinn-to the Mix

Seeing the grimness of Tanglewood stretching on before them, Isaac and Garet quickly decide to let Matthew and Karis borrow some of their

Djinn—magical creatures that enhance the elemental power of Adepts!

Pay close attention to the Djinn tutorial given by Flint, one of Isaac’s faithful Venus Djinn. He’ll tell you everything you need to know about using these magical creatures. Turn to the “Golden Rules” chapter for an even greater examination of the use of Djinn.

Open the menu and check your Djinn tab to review the six Djinn Isaac and Garet have loaned to Matthew and Karis. Here you may trade Djinn between party members if you wish—but there’s no need to do so now.

Wipe out enemies you encounter as you begin to explore Tanglewood. Follow Isaac’s advice on the top screen to learn when and where to use your new Djinn!

Lost and Found

A large root blocks the northwest passage, so venture to the northeast pond instead. Hop along the stones to reach a treasure chest that contains an herb, then continue north, heading deeper into the forest.

Treasure Chest 1You found a chest! It contained an herb.

Circle around the vines to reach a second treasure chest, which contains a bramble seed.

Examine items in your inventory for a description of their use.

Treasure Chest 2You found a chest! It contained a bramble seed.

Backtrack after opening the second chest until Isaac and Garet stop you. The two decide that Fireball Psynergy is needed to get through the woods. Garet soon launches a fi reball at the giant, pulsating fl ower.

Whoosh! The fl ower goes up in fl ame, eradicating several large roots in the vicinity. Now you can continue north.

You can also explore south to ignite a fl ower and remove some roots back the way you came, but there’s no need to do so.

Make sure to keep at least one Mars Djinni set to Matthew. This way, you’ll have easy access to Fire Psynergy!

Table of Contents

Introduction

Golden Rules

Chapter 1: A Friend in Need

Lookout Cabin

Goma Plateau

Tanglewood

Abandoned Mine

Lookout Cabin & Goma Plateau—Revisited

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 10: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...

primagames.com

17

Untangling the Wood

Armed with Fireball Psynergy, proceed north and launch a fi reball at another giant fl ower to banish more roots. Remember to set commonly used Psynergy to the trigger buttons so you can unleash it more easily!

Loop around the next area in a clockwise fashion, slipping between the low walls to reach another giant fl ower to the southwest. Burn this one to remove some roots and gain access to some tiny steps that lead up onto the nearby low walls.

Run across the tops of the low walls, leaping short gaps between them on your way to locating a tiny green plant. Descend the tiny steps near the plant to return to the ground level.

Approach the wiggling green plant and use Matthew’s Growth Psynergy to make it stretch upward. Climb the vine to reach a higher vantage.

From this height, you can blast a giant fl ower that grows from a tall tree. Strike it with Fireball Psynergy to banish some roots that block the north path. Descend the vine and make your way up the north path to continue deeper into the woods.

Troubled Waters

Two stone pillars stand at the edge of a wide pond. Shove the one on the right directly into the water, then hop across it to reach a treasure chest containing a very useful elixir, which cures a variety of status ailments.

See the “Golden Rules” chapter for a listing of status aliments and their remedies.

Treasure Chest 3You found a chest! It contained an elixir.

Return to the other pillar and maneuver it into the lake by shoving it west twice and then north twice. You don’t need Psynergy; you can simply shove the pillar by moving into it.

Hop north across the fl oating logs to reach another stone pillar and a tiny plant. Use Move Psynergy to drag the pillar toward you, then hop over to the plant.

Cast Growth Psynergy to raise the wiggling plant into a vine, then climb up and enter the cave beyond to reach the entrance to an abandoned mine.

The party notices the remnants of a shattered soarwing on the cliff above the mine entrance.

Tyrell must be close by! Steeling themselves for danger, the group presses onward into the

darkness of the mine.

Table of Contents

Introduction

Golden Rules

Chapter 1: A Friend in Need

Lookout Cabin

Goma Plateau

Tanglewood

Abandoned Mine

Lookout Cabin & Goma Plateau—Revisited

Chapter 2: Finding Carver

Chapter 3: Konpa Ruins

Chapter 4: Kingdoms at War

Chapter 5: Insightful Guidance

Chapter 6: Into the Ouroboros

Chapter 7: Breaking the Ice

Chapter 8: Onward and Upward

Chapter 9: Ragged Ruins

Chapter 10: Northern Exposure

Chapter 11: Bad Dreams

Chapter 12: No Mountain High Enough

Chapter 13: Jail Break

Chapter 14: Shadow of Evil

Chapter 15: The Eastern Sea

Chapter 16: Tracking the Map

Chapter 17: The Third Orb

Chapter 18: Umbra Hunt

Chapter 19: The Endless Wall

Chapter 20: Loose Ends

Appendix

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Page 11: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...
Page 12: Table of Contents Golden Rules - Nexwaydlpdf.nexway.com/prima/GSDD_PP_up.pdf · lurking around. As you explore some of Weyard’s less hospitable areas, you’ll invariably be ...