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As you exit the Lighthouse, you hear your old Golden Sun party! Mia has
apparently falling fallen somewhere up ahead and Garet is trying to save her!
You hear something falling with a crash. Ivan and Isaac call out to them (yes,
Isaac. He apparently transferred his mute virus to Felix during their Venus
Lighthouse encounter, and is now quite a chatterbox). Your party starts talking
about whether you're on the same side and if you should help them. You run up
and see Garet dangling from a ledge, Mia trying to save him. It looks like
Isaac or Ivan unwittingly triggered the trapdoor you saw earlier and sent Mia
and Garet falling down to a precarious platform. Mia tries to pull Garet up and
isn't strong enough. As Isaac tells himself he has to save Garet fast, Agatio
appears and says he won't be. Obviously he's accompanied by Karst. Isaac tells
them to go away if they aren't going to help, but they tell him about Karst's
grudge against Isaac. For the first time, Karst reveals where the Fire Clan is
located: the town of Prox, far to the north. Agatio says that Prox is in dire
trouble because of the seal on Alchemy; this must be why the pair wants the
Lighthouses lit. After they tell of their plans for after Prox is restored,
Ivan asks if they think his party would let them after that. Isaac asks if you
were trying to help them, and they reply they don't know why you want the
Lighthouses lit, but they don't care whether you or them light the Lighthouse.
Isaac and Ivan tell them to get out of the way so they can stop you and add a
small threat. Agatio and Karst ask if they would leave their friends "hanging".
They must have triggered the trapdoor. As they start winding up to a fight,
Ivan says he hopes they don't mind a fair, two-on-two fight. Karst tells him
that Alex is with them, expecting him to take his cue and appear. But, he
doesn't. Agatio gets mad and reveals that he wanted to get rid of Alex all
along (he does seem like a "weak link" to me, with his "sneering smile"). They
then get into a fight, which looks pretty funny (it has all the battle sound
effects, but they don't enter the battle screen).

Your party starts talking about the fight and Garet's position. You all decide
to help Isaac, so after you get control, so go through the door behind you and
go back to the ledge they are fighting on. As you approach the door to the
ledge, Alex appears (literally) and asks if you are going to light the beacon.
He then asks if you're sure that's ALL you're going to do. He saw you watch
Isaac's party fight Agatio and Karst. He knows that you will regret it if you
leave them behind; you can't leave people who have served their purpose behind
like he can. He encourages you to go and help them, then fully heals your
party! Maybe Alex isn't so bad after all... As you go outside, you see Ivan
being downed. The battle screen appears and Agatio finishes Isaac off with the
cool-looking Rising Dragon. As the two talk about their victory, Isaac stirs.
They are amazed he is still alive and prepare to finish him. Kraden warns Isaac
of the danger and follows you to the battle. As Kraden asks what they are
doing, Karst tells you to be grateful for their "favor". They get mad that you
haven't lit the beacon yet and tell you to hurry up. Sheba says they will, but
won't leave Isaac and co. behind. Karst gets mad at your betrayal and once
again prepares to finish Isaac off. Jenna defends Isaac and says Agatio and
Karst will have to fight your party first. Karst, realizing how tired they are
from fighting Isaac and Ivan, decides to do as you say and leave. Agatio tells
her to stay and asks why she isn't mad about her sister's death. They decide to
leave, but only if you light the beacon immediately and take Isaac's Mars Star.
Kraden, amazed, asks how they knew about the Mars Star. Isaac says he trusts
you and gives you the Mars Star. Agatio and Karst then leave and head for the
aerie. As you leave to follow them, Piers comes with you, not trusting the
pair. Now return to the aerie. As you arrive, Agatio and Karst get mad that
you're late and order you to light the beacon. After you do so, Piers tells
them to let you go. Agatio and Karst refuse and say they can't trust you after
you betrayed them. Now that Jupiter Lighthouse is lit, they have no use for
you. Karst explains this by telling you Mars Lighthouse is close to their
hometown, Prox! Before you can comprehend this, she steals your Mars Star!
Piers asks what will happen to Felix's parents after all the beacons are lit.
Agatio confirms he'll keep his promise and release them, even if you're not
there to take them home to Vale. They then fight you. It's time to die, Felix!

BOSS BATTLE: AGATIO AND KARST

Because only Piers joined you on your ascent, you'll have to start the battle
two-on-two. Begin by having Felix Summon Judgement and Piers using Diamond
Dust. Because Felix should have Revive and Piers will have Water of Life, they
can revive each other if needed. Now, onto the enemy's description. Karst, the
weaker of the two, has two unique attacks. Her Death Scythe does a good amount
of damage to one character and has a chance of felling them instantly. She also
has Djinnfest, which creates a song that puts one Djinni from each of your
characters on recovery mode. Agatio, the physically stronger of them, has some
extremely deadly attacks. His Stun Muscle does several hundred points of damage
to one character and may stun them. His Rising Dragon attack, which you saw him
finish Isaac off with, does even more damage with no special effects. His
Rolling Flame Psynergy does several hundred points of damage to several of your
characters; it's very deadly. And lastly, Agatio has one of the strongest
attacks in the game, Meteor Blow, which deals massive damage to all of your
party and may even be enough to fell a party member in one hit. It is similar
to a Summon in that it does more damage to characters with higher HP. Because
Karst has less HP than Agatio and the Death Scythe attack, you should
concentrate your strongest Psynergy and attacks on her. After two turns, Jenna
appears and asks what's taking so long. Piers explains what's happened and
Jenna joins the fray! Use her two Mars Djinni to Summon Ulysses and take
advantage of her Aura spells for healing. After another two turns, Sheba joins
up. You can now Summon Eclipse on the dastardly duo twice! This battle is
really only difficult because you start out with half your party, despite
Agatio's devastating attacks. After Sheba joins you, you should have no problem
winning. Also, note that this is the only Boss Battle in the game you don't
have to win; the storyline progresses regardless of the outcome. Winning is
still recommended, however; you get the rare, forgeable Dark Matter when you
win.

After you defeat them, Agatio tells you to finish them off. Karst asks you what
would happens to your parents if they, Saturos, and Menardi didn't return to
Prox. Jenna doesn't believe they are implying their parents would be killed, so
Agatio once again tells you to finish them off. After you reply, Alex appears.
He warns you that Karst's threat may be true and to not kill them. He then
proceeds to revive the two! He shows you that they are still weak and tells
them to leave. Sheba asks how he will get past Kraden and Isaac's party, who
are coming up. He says they'll take the... elevator? If you played Golden Sun,
you'll remember the two elevators on each side of every Lighthouse aerie. As
Kraden appears, they get on the elevator and descend. Garet, who came with
Kraden and the others, is mad that they got away. How typical... Ivan says that
you should head back to Contigo and rest and Kraden agrees. Isaac leaves on the
other elevator and you take the one Agatio and Karst used, which just came back
up. After you get back down, climb down the ladder below and exit the
Lighthouse. Return to Contigo now to reunite with Isaac.

r. Contigo Revisited to Gondowan Settlement (Corgs)

CONTIGO

You can now learn that the giant crater next to Contigo is where the Anemos
civilization stood before it lifted off into the sky and became Weyard's moon!
Wait, didn't you hear that Sheba fell from the sky when she was young? Could
Sheba be an Anemos? Because Jupiter Lighthouse was lit, the prophecy of the
Anemos was fulfilled and most of the citizens have left to take the remaining
wing to your boat!

!!!IMPORTANT NOTE!!!
NOTE: IF YOU WANT ALL 72 DJINN AND THE ULTIMATE SUMMON, MAKE SURE THAT THE GS1
PARTY YOU'RE TRANSFERRING BY LINK CABLE OR YOUR PASSWORD HAS ALL 28 ORIGINAL
DJINN AND THE ORB OF FORCE BEFORE CONTINUING!!!!! IF NOT, YOU CAN USE MY OWN
PASSWORD IN THE FAQ SECTION!!!!!
!!!IMPORTANT NOTE!!!

Now, go to the house to the northmost part of the town, the one that was empty
before. Isaac and his party greet you (oh, and get used to the music that's
playing; it's the new World Map theme). You debate on whether Isaac's party
should trust yours and agree that you are allies. Ivan also makes a comment
about Isaac worrying all the time about Jenna since she was kidnapped at Sol
Sanctum. Hmm... Could they... You then talk about why you and your party
avoided Isaac. Ivan asks why you helped Saturos and Menardi. Naturally, you say
nothing. You start talking about the night Sol Sanctum was invaded by Saturos
and Menardi and the storm that followed. Jenna says that she was relived to
find that Felix survived the boulder 3 years ago. Kraden adds that everyone
survived the boulder. Does this mean Isaac's father Kyle is alive? After this,
Kraden explains why you want the Lighthouses lit: to save Weyard. You are faced
with the conundrum of whether you should light the beacons and risk the World's
destruction immediately or let it die for certain more slowly. What a choice...
Isaac says he would have helped you before if he had known, but Kraden tells
him that would have violated the teaching of Vale. Suddenly, the most unlikely
person imaginable enters: Master Hamma! What is she doing so far away from Xian
Temple!? She tells you that she is a descendent of the Anemos and Ivan's
sister! She tells you not to worry about that now and says that the elements
are unbalanced with only 3 beacons lit. Weyard is slowly freezing because the
Mars beacon has not been lit yet. Jenna tells her Agatio is going to light it,
but Hamma doubts he will be able to. She senses a powerful force that doesn't
want to see the beacon relit. You will have to combine your powers if you want
to succeed. Hamma says that she also has a gift for you, in Atteka Inlet. After
a little more talking, both your parties join up! Before you leave Atteka, use
Force (you did give Isaac the Force Gem in your password, right?) on the stump
just southwest of the house you joined up in. A Mars Djinni, Shine, pops out.
You don't even have to fight it! Now, leave for Atteka Inlet.

ATTEKA INLET

In the southwestern part of the area you enter Atteka Inlet in, use your new
Lift Psynergy to lift the boulder and then use Cyclone on the weed to unearth
the strongest attack Djinni in the game, Geode! Like Shine, you don't have to
fight it. Go to the area with your boat for a surprise: the wings have been
attached to your boat! As you go to the gangplank, Hamma greets you and shows
you're your ship. Using the Hover Psynergy, your boat can now fly! If you
rescued Hammet in Golden Sun, a messenger from Vault will bring a chest
containing rare Orihalcon as you leave. Try out your new wings to fly over the
small rocks blocking your way out. As you fly, everyone but Sheba is happy
about the wings. Sheba finally reveals why she is on her quest. She thought
that if she went to Jupiter Lighthouse, she would learn who she was. Sadly, she
didn't find any answers with Felix's party. After talking some more, Kraden
says he is like Sheba in that he can barely remember the poor family he was
born into. When he was 4, Babi adopted Kraden and took him to study as a
scholar. He never got to know the comforts of a true family. How sad... Anyway,
use your new wings to get a Rusty weapon from inside a reef west of the Inlet. 
Now sail to an islet southwest of Atteka: the SW Atteka Islet (what else?)

SW ATTEKA ISLET

This tiny settlement teeters precariously over Gaia Falls. To get a Dragon
Skin, climb down the vines below the tent and push the pillar into the water.
Climb back up and push the box off the left part of the island into a small
waterfall. It should fall over but be stopped by the pillar. You can now hop to
the Dragon Skin. Also, Lift a boulder and hop over to a Jupiter Djinni if you
didn't have all of them in your transferred party. Now you can return to your
boat. Then return to Yallam (you can fly over a land shortcut near Mikasalla).

YALLAM

First, forge anything you might have and visit the shops to sell excess items.
Then go to the upright log outside the blacksmith's house. If you have the
Force Orb, use Force on the log to knock it over and hop across it to a weed
patch. Use Cyclone to reveal a ladder. Climb down it and go through the cave,
then take the powerful Masamune sword at the end. Now, leave Yallam and return
to the Western Sea. On the southern tip of Atteka you'll see a seemingly
unreachable cave. Well, not anymore. Go to a beach northeast of the cave on the
east side of Atteka. It's the left side of a river delta. Fly your ship down
through the trees to the cave and enter.

SW ATTEKA CAVE

To get the Summon Tablet in here, go to the right side of the cavern and use
Parch on the water from as close as you can get. Then climb a ladder up to a
high ledge and to, then climb up from the empty pool to the Summon Tablet,
Coalticue! Leave the cave and return to Shaman Village Cave in Hesperia.

SHAMAN VILLAGE CAVE

As you enter the cave, 3 gladiators enter looking for Isaac. He apparently beat
them in the Colosso Tournament before (you did win Colosso in GS1, right?) and
they want revenge. They think his use of Psynergy was cheating. They then fight
you again. They are not to hard; just use Psynergy, Summons, and Djinn on them.
Also keep in mind that Azart seems to be the weakest of the 3. After you beat
them, forgive them for accusing Isaac and they give you the useful Golden
Shirt! Now go through the center door at the fork. In the next room, Lift the
1st, 3rd, and 4th boulders from the left. Use Frost under the puddle behind the
first and then Whirlwind the leaves on the ladder on the top of the room. Climb
the ladder and hop over the ice pillar. Hop to the ledge right of the one the
ice pillar was next to, the one with the Mercury Djinni on it. It will hop over
to the next platform. Follow it; because of the pillars you lifted, it will be
trapped. Battle Eddy and make it join your party, then continue on to Shaman
Village. After you've gotten reacquainted with everyone, reenter Trial Road.

TRIAL ROAD

Go all the way to the top of Trial Mountain to where you got Hover. Use it on
the Hover pad left of the left-hand exit from the Road. Hover to the left and
enter the cave.

TRIAL CAVE

Use Lift on the boulder near the entrance and go down the long stairs to the
exit. There is a Mad Plant in the weeds left of the exit to the cave. Then, go
to the bottom right pool. There is a Jupiter Djinni that flies around the pool
and always stays opposite of you. Use Reveal (notice the symbol) and hop across
the hidden platform. The Jupiter Djinni gets stunned in confusion. Go up to
Gasp and battle it to get it to join you. After that, go back through Trial
Road and Shaman Village Cave. Get back on your boat and sail southeast to
Gondowan. Southwest of Kibombo is a small river between two sandbars. Sail up
it to a very wide, long river. Keep going up until a rock blocks the way
further. Get out on the left side and go north across the bridge. Up ahead,
you'll see a red mountain. This is Magma Rock, but don't go there yet. Go along
a path to the west and up to Gondowan Settlement.

GONDOWAN SETTLEMENT

Gondowan Settlement looks similar to Kibombo in terms of décor, but it is much
smaller. Only 3 people live here in one family, and they are all afraid of
Magma Rock. You'll be traveling there despite their warnings, but first climb
some stairs behind their house and go down to some gravestones of their
ancestors. Use Reveal and take the Lucky Medal hidden on one. Then go to the
southwest part of the Settlement and use Cyclone on the weed on the left side
of the fence. Down the revealed ladder you will find some Star Dust. Now leave
the Settlement and return to Magma Rock.

s. Magma Rock (Magro)

MAGMA ROCK

Use Lift to get the large boulder on the ground out of the way. Don't bother
Bursting the pillars up ahead or entering the rock yet, but look at the statues
shooting fireballs at each other. Climb up the ladder around the door and climb
up the ladder to the right. Use Burst from behind the tiki head and it will
shoot a fireball at a pillar, which blows up. Go back and climb up the ladder
the pillar was blocking. Push the other pillar out of the way and climb up.
Slide down the ledge to the left and use Burst of the statue here. It doesn't
spit fire; instead, it starts flashing Climb up the nearby ladder and jump on
top of it before it blows its top and you'll be lifted up to another ledge.
Make your way from here around two more ladders. Push another pillar and climb
to the next area. You can climb down the ladder to the right of this area to
get an Oil Drop. Then use Growth on the plant next to the ladder you came up on
first, then climb up the one to the right. Use Growth on the two other plants
and Burst on the statue. Climb up the right-hand plant you grew and go left to
a ledge. Slide down it and use Burst on this tiki statue, then slide down
another chute and climb up the first vine you grew. Use Burst on this statue
and get on it. Prepare for liftoff! Jump off when it rockets you up and push
the nearby pillar left onto the plate. Go over to the left and you'll have a
choice of 4 chutes to slide down. Slide down the second and take the coins from
the chest. Slide down more and use the statue to the right to get back up. Take
the third chute now and Lash the rope. Climb it and use Burst on the tiki head.
Quickly slide down the left chute below the tiki and hop the gap to the right.
Climb up the ladder and jump onto the tiki head before is explodes. Climb up
the ladder after you go up and over to another pillar. Push it and climb over
it (don't go up to the next area yet). Go to the next area with the right-hand
ladder.

One of the two ladder paths is blocked by a Burst pillar. Hop over the gap
above the other ladder and climb another ladder under a tightrope. Use Move to
move a pillar across a rock away from you and return across the gap. Climb two
short ladders and hop across the two Burst pillars and normal pillar to the
left so that you collapse the second Burst pillar. Use Burst on the tiki and go
across the tightrope. Slide down and climb to where the pillar you blew up was.
Push one more pillar and go right, up a ladder. You can climb up a ladder
ahead, but instead go down a ladder. Go down another one, then get the
Salamander Tail and push the pillar. Go back up and climb the ladder you saw
earlier. Use timing to get past the fighting tiki heads without getting knocked
off by a fireball. Once you reach the top, walk right to another ladder. On the
higher ledge, pass the first ladder and use the tiki at the bottom of the
second. It strikes the large fire stone and makes it explode, blowing a hole in
the side of Magma Rock. Return to the first ladder down and enter the rock.

Go through the first room in here and the next one too. Go around the large
wall and back into the previous room. Hop over the gap and use the small tiki
statue to hit the large one with Burst, which fills the room with lava. If you
missed at least one Mars Djinni in Golden Sun, you can find one in the bottom
of this large room, near what looks like a floodgate. Anyway, return to the
last room and use the moving platform to reach the next hall. Just go through
the empty hallway and enter the door below this one. Take the Lucky Medal from
the chest and go back. Go down to the bottom of the room and use the button
near the floodgate to open it and drain the room. Return to where you entered
the room and climb down the ladder into the lava bed. Push a large pillar into
the indentation so it aligns with 6 circular pillars and makes a convenient
shortcut. Then enter the tall doorway near the small tiki statue. In the lava
bed in the next room, enter the stairs with the blue diamond above them to
reach the next lava area.

Before filling the room, climb down to the floor of this series of rooms and go
through a large door under a tightrope. You now have a choice of two tall doors
to go through. Go through the top one first and push the square pillar down
into the pit. Go back to the last room and take the bottom door. Go to the left
side of this long room and climb the ladder to a Mars Djinni! Defeat and
capture Fury, then go back and fill the lava room. Exit the room into the door
southwest of the large tiki head. Use the moving platform to reach a Mist
Potion, then jump across the pillar you just pushed and go down to the next
room. Go right and use the moving platform here to exit through the rightmost
door. Use Burst on the pillar ahead and also on the one after that. Now go back
to the room above and drain it with the floodgate. Return to the room below
through the wide door under the tightrope and climb up a ladder where a cracked
pillar was. Climb down a ladder to the right and go down the stairs with a blue
diamond over them.

Climb down the ladder and go through the room below, then back through the
first room and up to the lava pool room. Hop over a gap and fill the room as
usual. Use the moving platforms to get to the other side of the large room and
go through the southwest door. Ignore the chains in here for now; just go down
to the bottom room. Now use the floodgate to drain the lava and return to the
previous room. Swing across the chains like the vine in Gaia Rock and descend
the ladder. Then go to the upper room through a tall doorway. Climb a ladder to
the right and take another Salamander Tail, then go up again to the drained
lava room. Push the 3 square pillars you'll see so that they align in their
indentations. Now go to the tall doorway you first hopped past to fill the lava
room. Enter it and take the forgeable Golem Core from the chest. G to the lower
door in the large lava room you didn't enter through, entering the lowest level
of the room you first entered this floor on. Push the pillar next to the door
into the indentation and climb up. Go back up and refill the rooms. You can now
use the 3 pillars you aligned before to get into the other side of the chain
room. Go through to the next room and use the two moving platforms to cross
over. In this revisited room, you are in a position to push a pillar left into
the lava. Drain the lava and return to this room. Climb down the now reachable
ladder and down one more flight of stairs.

You'll be in the room right inside the entrance of Magma Rock you passed
earlier. Push the blocking pillar off the ledge to the left and climb down.
Fight the Mimic inside the treasure chest to win an Apple and enter the door on
the left. You can't get past the pillar here yet. As you hop onto the series of
scattered platforms, flaming rocks shoot out from the center of the lava. Pay
special note to the glowing, not flaming rock the camera centers on. Anyway,
hop to the top center door and enter. Go up to a large chamber with a strangely
familiar door on it. Enter the door. You'll see some platforms floating on an
endless sea of lava. Hop to the far platform. Like in Air's Rock, the platforms
disappear behind you. Examine the tablet at the end of the platforms. Jenna
will touch the tablet and learn the Blaze Psynergy! Try it out on the stone
platform on the way back to the previous room (don't Retreat yet). Use Blaze
facing the unlit torch from behind the lit one to shoot a stream of flame and
make the pillar blocking you sink down! Hmm... Where else have you seen a
pillar like this? Return to the room filled with scattered platforms and use
Blaze on a flaming rock near the entrance you first used to light the nearest
torch. Then use the lit torch to light the other one and pass through the
exposed door. Go along the path in this room and hop over to the glowing rock
after you reenter a different part of the platform room. Examine it and somehow
reach inside the glowing rock. You'll receive the Magma Ball! Now Retreat from
Magma Rock and get back on your ship. Sail around to a town on the western
coast of Angara, roughly north of Magma Rock and southeast of Hesperia.

t. Loho to Prox (Lotpr)

LOHO

Loho is a recently established mining camp filled with dwarves. It is built
over ruins of an ancient civilization, and the dwarves are trying to reach the
quarry the stone for the buildings was mined from. Unfortunately, a solid wall
blocks the way. They have a cannon, but no ammunition. Solve this problem by
using your Magma Ball on the cannon. The cannon fires and blows the wall to
bits. In gratitude for your opening up more digging space, the dwarves carry
the cannon off to your ship. Enter the space behind the wall. Use Scoop to dig
up a partially buried Golem Core and another one under a Liftable rock. Also,
dig around in the ruins for 2 Game Tickets. Climb the ladder in the back of
this space and go over to the roof of the Sanctum. The Jupiter Djinni there,
Lull, will join you without a fight. Also, before you leave, visit the all-
purpose shop and dig up some rare Mythril Silver behind a wall in the southwest
corner of the town. It is between two small rocks and the eastern part of the
wall. Once you're done in this town, exit to the world map. The dwarves tell
you they attached the cannon to your ship with no problems. They return to town
to excavate the new area. Get back on and return to Yallam to forge the new
items (if you want to go all the way back, which isn't recommended-you'll soon
get a new Psynergy to get there in the blink of an eye), then go to a beach
north of Loho. Keep going north to a cave (you can actually see Vale and Sol
Sanctum across the mountains near the cave!).

ANGARA CAVERN

At the bottom of the stairs, the Combo Tablet Haures can be yours if you solve
a small Carry puzzle. First push the block on the ground one space to the
right, then climb the ladder and push the upper block to the ledge. Use Carry
to get it down, then go back down and Move it left so it aligns with the other
block. Carry the lower block on top of the other one and jump across the
stacked blocks to the Summon Tablet. Now exit the cave and sail to a snowy
island northwest of the cave.

KALT ISLAND

Only an old couple lives here. They used to trade with Agatio and Karst's
hometown of Prox to the far north, but because the Mars Beacon has not been
lit, the sea has frozen over. You'll need your Magma Ball to get through to the
north. Could this mean you're going to Prox? Anyway, if you have the Catch
Beads, you can use them to grab an Apple on a tree outside (how does it grow in
the cold?) by sliding out onto the frozen pond and down. To reach the Mercury
Djinni you saw earlier, slide right from where you got the Apple, up, left, up,
right, up, left, up, right, up, left (kind of boring, no?), down, and left.
Climb the ladder, use Lash on the rope, and go over and get Gel without a
fight. Now leave Kalt Island and sail north to an opening in the sea of rocks
surrounding the...

NORTHERN REACHES

Weave through the maze of rocks here to reach some icebergs. As you go up
through them, Jenna notices a huge wall of ice blocking the way. Kraden and
Sheba agree that you should use your new cannon to blast the wall down. Get
between the two small icebergs in front of the wall and fire! After the wall is
gone, sail north to a blizzard-swept landscape so far north is doesn't even
seem to be on the map. Get out of your boat and enter...

PROX

Wow... I can sure see why Agatio and Karst say Prox is in danger. If it doesn't
get eroded away, it will be frozen solid! Because the northernmost part of
Weyard is all land, a bottomless rift replaces Gaia Falls at the end of the
world. Amazingly, the people here welcome you BACK; Felix must have traveled
here with Saturos and Menardi! The Proxians here agree with King Hydros in that
Mars Lighthouse must be lit, or else Prox and all of Weyard will be destroyed!
Prox was forgotten by everyone as it slowly died after its nearby beacon was
extinguished long ago. Prox sent elders to the center of the beacon-dimming
operation, Vale, but they wouldn't listen and drove the messengers out. Agatio
and Karst have already gone to Mars Lighthouse, but haven't returned. The
village elders and leaders have become worried about them and are waiting for
them on the northern edge of town. You probably remembered the deal that your
parents would be freed when you returned to Prox. No deal! They somehow
vanished without a trace from the house they were kept it. Could they have gone
to the Lighthouse, too? After checking out the Inn and Store, go to the
southern part of the town near where you entered and use Lift to get rid of the
boulder. Walk along the pond to some buried Dark Matter. Use Scoop to dig it
out like you did the other forgeable items in Loho. Then get onto the snowy
pond near the top of this area of Prox and walk along on it to the next one.
Slide over to the Venus Djinni and it will slide into a far wall and get
covered in snow. Slide up and use Scoop to dig it out. Even if you did push it
into a snow bank, Mold still joins you without a fight. Also, check for a
random Mercury Djinni from Golden Sun in the house your parents were in if you
missed at least one in the first game.

After you're ready, go to the northernmost part of town to where the village
elders are waiting for Agatio and Karst. Puelle, the village leader, is getting
impatient for Agatio and Karst's return. They start debating on whom will go to
the Lighthouse to search for the two. The village elder says that none of them
will be going; it's too dangerous. Walk up to the village elder (in between a
rock and a Proxian soldier) and you'll introduce yourselves. They are slightly
surprised to see Isaac, who killed Saturos and Menardi at Venus Lighthouse.
Isaac explains why he had to fight them and what they had done in Vale. Your
party eventually decides to go to Mars Lighthouse to search for Agatio and
Karst and light the beacon. They tell you to get the Mars Star from Agatio and
Karst, and then send you off. Back on the world map, go north around a mountain
to the final Lighthouse, just below Gaia Rift.

u. Mars Lighthouse and Ending (Mrlhe)

MARS LIGHTHOUSE

First, climb a ladder right of the entrance to the Lighthouse and grab an Apple
below one of the elevator shafts, then enter the door below. In the Lighthouse
lobby, climb the right-hand stairs and fight the Mimic behind the Pound pillar
for a Cookie. Then enter the door right of the stairs at the top of the room.
Ignore the large ice block and exit the other door. From this door, exit the
lobby from the leftmost door. Go around through this hallway to the stairs. Up
ahead, use Pound to get through the pipe and enter the next room. You can't get
the Mars Djinni in here for a while, but you can Grind the block of ice (this
is the top of the ice slab you saw on the lower floor). This makes a huge crack
in it below. Return to that room and finish the ice off with Burst, then go
through the door. You'll see a large, ornate circle in here, but you can't do
anything with it yet. Go off to the left hallway and climb the short stairs.
Enter the door at their top. This room gets kind of frustrating, so save often
to avoid having to start all over. Basically, you must use Move to get the
dragon-shaped statue to the other side of the room. The dragoon statue blocks
any jets of flame from the dragon heads that are on the top wall.
Unfortunately, when Moving it farther to the right, you must briefly relinquish
your cover. Only Move the statue when the dragon head it's in front of is far
away, quickly get behind it again, and save often so you don't have to start
over if you mess up. Once you get it into the indentation in front of the
stationary dragon head to the right, go down the next staircase.

In here, first go left onto the frozen pool. From the ground, go left, up,
right, down, left. Then go down into the door and through the hall. Use Blaze
to light the unlit torch and fire the dragon head. This cracks a large block of
ice. Return to the ice pool room and use the door you didn't already. Go down
the stairs below and use Burst to break apart the cracked ice. Don't enter it,
take the unused doorway back up the short stairs. Once again, use Blaze to fire
a dragon head and go through the exposed door. You'll be in an ornate hallway.
Go through the middle of the 3 doors and take the precious Orihalcon from the
chest. Then take the right door to a long hallway. Every few seconds, a
dragon's head at the top of the hall shoots a massive fireball down the central
corridor. Go up the paths on both sides of this central corridor and Pound down
all the pillars in the small "nooks" on either side. Then use these nooks to
avoid the fireballs as you make your way to the door. At the end of a long
hall, you'll arrive at a large ice pool. Use Move on the dragon statue directly
left of the door to move it left across a small piece of ice. Then, get onto
the ice rink and go: down, left, down, left, up, right, up, left, down, left,
and down to a Mercury Djinni. Defeat Balm and have it join you, then go back up
and go up the stairs. You'll arrive above another circle. Time to get a new
Psynergy: slide down the chute and take the Teleport Lapis from the chest! Try
it out on the Teleport circle to teleport to the one you saw earlier. Return
through the hall to the left and down the stairs. On this floor, return to the
door you defrosted but skipped. It seems empty, but look at the blocks. Use
Reveal, then Teleport to get to a ledge above the Orihalcon chest (hopefully
empty).

Enter the staircase to reach a very tricky room. Before you attempt the
gauntlet here, go down the short stairs and walk all the way to the left,
checking out the Pound course in the corridor and the looming dragon head at
the end. Take the powerful Valkyrie Mail from the chest above the dragon's
head. Return to where you entered the room. You now have two options after you
slide down the chute. You'll trigger a glowing dragon head to start moving
along a track as you land. This head is heading straight for the large dragon
head you saw on the other side of the room. When it gets there, it will shoot a
huge fireball down the corridor! Your first option is to race the head down.
This is entirely possible; just run all the way and set Pound to L or R. If you
don't want to risk getting hit by the fireball, wait on the button you landed
on for a while until the flame passes safely by. This not only gives you twice
the time to reach the far door, it also clears out all the obstacles from the
path. Once you exit this room, don't use the Teleport circle yet. Go up through
the hall ahead to find out what would have happened if you had used it. You
would have appeared right in front of a loaded dragon head! Use Move to get a
statue in front of the torch controlling the dragon head to disable it. Return
to the Teleport circle and use it now. Climb the ladder and go through another
hall. When you reach the next room, you'll probably see the chest and think
"oh, another Nut. Oh well." Well, DON'T IGNORE THE CHEST! It contains the most
powerful weapon in the game, the Sol Blade! It can only be equipped to Isaac of
Felix, but it has a huge attack bonus and the best unleash in the game, which
can easily deal over 1000 damage to many enemies! To reach it, you'll have to
do a new pillar hopping puzzle. Some of the platforms have ice on them. You
must avoid jumping so that you slide down to the floor below. It still isn't
too hard to reach the insanely powerful Sol Blade, though. After you get it,
slide down to the floor below, reclimb the stairs, and hop across to the next
room.

Follow the series of hallways, stairs, and doors until you reach a larger room.
At the end of a walkway above a frozen pool, you'll see two dragons encased in
a huge slab of ice. Standby all the Djinn you'll need for Summons; there's a
Boss Battle coming up. When you're ready, use Blaze to light the unlit torch,
then Burst the cracked ice slab. The dragons thaw and attack you!

BOSS BATTLE: FLAME DRAGONS

These bosses are not all that hard if you set enough Djinni to standby.
Remember to Summon Haures and Eclipse often and concentrate on one dragon.
After you've Summoned all you can, finish off the dragon you weakened most with
Psynergy and the Sol Blade. Then repeat for the other one. Remember to leave
enough Set Djinni on at least one party member so they can have the Wish series
of Psynergy. You'll notice something strange in the fight. The Flame Dragons
have many of the same attacks as Agatio and Karst, like Rolling Flame, Meteor
Blow, Djinnfest, and Stun Muscle. Rising Dragon is supplemented with Flame
Breath, but their movesets are very similar-could there be a connection?

After you defeat the Dragons and get a Psy Crystal, they transform into, you
guessed it... Agatio and Karst! They obviously don't know what happened when
they were transformed into the Flame Dragons. They start to remember their
mission. They wandered around lost because the Lighthouse was frozen, unable to
find the aerie. Now that you've beaten them, they are too drained to finish
their mission! They even feel cold, which the Fire Clan is supposed to be
immune to. They start to think they're going to die up here in the Lighthouse.
Agatio suddenly remembers something else. An eye told them they don't have the
will to go further... was this "eye" an illusion? Do you even remember ever
seeing an eye on your journeys? You should if you played Golden Sun. Could the
eye have turned them into dragons? They start to remember their fight against
you. Agatio suddenly notices you standing next to him. Because they are too
weak to even stand, Agatio and Karst beg you to finish their quest and give you
the Mars Star. Go up to the dragon head behind the other two that helped
defrost the dragons and give it the Mars Star (it's in Felix's Mythril Bag).
This doesn't light the Lighthouse, but it definitely warms it up. The
Lighthouse glows red and once again fills with lava. Now Retreat and enter the
lobby again.

Climb up the left stairs and use Blaze to fire the dragon head at the ice on
the right side of the room. Use Burst to blow it up, then go through the door
and make your way to the Mars Djinni you saw earlier, Fugue. Defeat it, then
return to the lobby and go up the stairs in the center of the room. On this
floor, hop over the platforms on the lava and go up more stairs. The large
dragon head in this room will tell you telepathically that to scale the heavens
and reach the aerie, you must light the 4 symbols. It doesn't mean the 4
symbols in this room, though. It does open 4 new paths. Walk in front of each
symbol to reveal a path you can take to one of the 4 towers on the top of Mars
Lighthouse. I'll start with the fish symbol.

Go through the hallway to outside the Lighthouse. Get across the freezing
bridge and enter the tower. Go through another hall to an ice pond. To reach
the top door, go left, down, right, up, left, up. Go down the stairs to a
puzzle room. In here, there are 2 puddles and 3 pushable sections of pipe. Push
the middle section up first, and then Freeze both puddles. Roll the top pillar
to the right and the middle pillar back down, and then roll the bottom pillar
up. This will light a torch in the previous room. Return to that room and slide
down to a pit on the bottom of the room. Climb back up to the normal level and
go to the ladder (the directions are like before only the second to last step
is right, not left). Use Blaze to ignite the steam the small dragon head is
shooting, which activates the big one and clears a path. From the right side of
the room, go left, down, right, down, and left. Enter the next hall and exit
through the bottom door to emerge at the top of the tower. Use Blaze on the
blue torch facing the top wall of the enclosure to make a burning fish symbol
appear. Now use Retreat and return to the symbol room. The blue torch around
the dragon head will be lit.

Now enter the bird symbol. Go through the hallways until you reach a choice of
two Cyclone portals. Take the left one and you'll be at another choice. Take
the left one again and use Move of the dragon statue to the right to move it in
front of a fire-breathing dragon head. Slide down the slope and climb the
ladder to the right. Go through the two Cyclone portals to be at the first room
and take the left one again. This time take the right portal at the second fork
and walk up. Climb down the ladder and go to the right to 6 blocks in the
Reveal symbol. Use Reveal, then Cyclone. Go through the next Cyclone portal and
to the northwest. Use Move to get the Hover conduit into place when the nearby
dragon head is up near the ceiling. Then let it push you over the ledge. Return
to the ladder and use Hover to get over the other moving dragon head, to
another Cyclone portal. Prepare yourself as you use it; you'll appear right in
front of a loaded dragon head! Quickly dash off to the left and take the Psy
Crystal, then run down the corridor as soon as it spits fire again. Use Reveal
at the 6 platforms and hop out of the path of the fireballs. Go down and
through another door to the top. Light the bird symbol like you did the fish
symbol and then return to the symbol room. Take the dragon door this time.

After the usual hallway and bridge, don't enter the tower yet. On the right
side of the ledge around it, take Alastor's Hood from the chest. Then enter the
tower. Use Burst on the two cracked walls in this chamber and enter the left
one. Hop to a button in the upper left corner of the room and press it to make
a dragon head light a torch. Then hop from the right doorway and use Blaze to
make the dragon head in the center of the room crack the center wall in the
room before. Burst this one open and hop to the next doorway. Go around a bend
in a pipeline here and push a pipe upward into place. Go down through the way
the pipe was blocking and you'll have a choice of two stairs leading under pipe
to choose from. Take the bottom one first (notice the dragon head blocking the
path) and use Move to get the dragon statue left, closer to the dragon head.
Take the other stairs and Move the statue in front of the head. Go up the way
it was blocking and through a longer tunnel on top of the room. Push the pipe
you pushed up earlier back down and return to before the last stairs, to the
other fire-spitting head. Go through the way it was preventing you from taking
and through the bottom doorway to the dragon symbol room. Light it like you did
the others and return to the symbol room. Now take the final door: the human.

Once you reach the inside of this tower, you'll have a choice of 3 statues to
move aside. One contains a door; the other two have fire-spitting dragon heads.
Move aside the right-hand statue and go through. You now have 4 statues to
choose from. A doorway has already been revealed. Move aside the far left
statue and enter. Take the stairs up to the main room. You'll have to solve a
Carry puzzle. Don't push the block on the ledge into either of the slots; fill
those with the blocks on the ground and push the higher one across to block a
dragon head. Walk over a tightrope and push a statue right onto the ground to
open a shortcut past the Carry puzzle. Save before attempting the next part.
Because glass is made of sand, you can somehow use Sand on the two glass
squares to the left. Use Sand to get past the two dragon heads and exit the
room through the bottom. Finally, light the human symbol and return to the
symbol room. The dragon head will make a Teleport circle appear. Save, adjust
your party, and put your Djinn on standby according to my Doom Dragon FAQ.
That's right: you're almost to the final boss! Before you engage the Doom
Dragon, however, you are strongly recommended to go on the 4 sidequests in the
following chapters to make your final battle much easier. Anyway, once you've
done those and returned with all the powerful Summon attacks, prepare yourself
to Teleport on the new circle.

!!!IMPORTANT NOTE!!!
ATTENTION: DO NOTNOTNOT SAVE YOUR GAME ON THE FILE YOU'VE BEEN USING FROM THIS
POINT ON IF YOU WANT TO KEEP PLAYING AFTER BEATING THE GAME!!!
!!!IMPORTANT NOTE!!!

As you approach the aerie, a voice calling you "betrayers" welcomes you. You
can't see the speaker through the strong winds, but you decide to throw the
Mars Star in before it's too late. The voice asks if you still want to light
the beacon and seems to recognize Isaac and Garet. It tells you to search your
heart, and Garet, somehow acting smart, realizes it's the Wise One from the
beginning of Golden Sun! What's he doing here, and why does he still think the
Lighthouses shouldn't be lit? He must have been the one who turned Agatio and
Karst into dragons! You start talking about the Wise One's power and how he
held back the eruption at Mt. Aleph. The Wise One asks why you have come to
light Mars Lighthouse after he gave you the task of preventing just that. Jenna
tells it that Prox will be destroyed if they don't, but the Wise One says you
should leave them to the fate they deserve after trying to light the
Lighthouses. You try to convince it of the danger the world is in without
Alchemy. The Wise One seems to hold many of the same views Conservato did and
has the same stubbornness. The Wise One says that the end of the world by
mankind's hand will come sooner than you think if you light the beacon. The
Wise One tells you that your "friend" Alex is climbing Mt. Aleph right now.
Jenna asks what Alex is doing there (but now how he got there when you can't)
and the Wise One replies that he knows more about what will happen when Alchemy
is released then you do. The power of the Lighthouses will all gather at Sol
Sanctum and merge into the Golden Sun (you were wondering how the series got
its name, weren't you?). The Golden Sun is the pure power of Alchemy finally
made real and is what forms the Stone of Sages. The Wise One says that this has
been Alex's objective for all these years: to act weaker than he is and
manipulate people into lighting all the Beacons, and then receive the power of
Alchemy at Sol Sanctum!

Even if you are risking giving Alex infinite power, Isaac decides that you must
still light the beacon to save Prox. The Wise One says he can't interfere with
your actions. Jenna says that he can't stop you from lighting the beacon if
this is true. As you try to light it, the Wise One blocks you! He says that he
cannot hold you off from lighting the beacon. But what if a miracle were to
suddenly occur, one that stopped you from lighting Mars Lighthouse? Obviously
the Wise One is up to something; he says you can only light the beacon if you
can defeat a miracle. Suddenly, miraculously true to his word, a 3-headed
dragon swoops down from the sky and lands in front of you! Garet comments that
he and Isaac already beat a two-headed dragon on Venus Lighthouse; how much
harder could this one be? As you move to fight the beast, Kraden, remembering
who the Fusion Dragon really was, realizes who this dragon really is and cries
out to you not to fight it. Too late, though. You're already in battle with
the...

FINAL BOSS: DOOM DRAGON

Difficulty: 5/10
Location: Mars Lighthouse Aerie
HP: 16000
PP: 150+
ATK: 470
DEF: 155
Agility: 200
Exp: N/A
Coins: N/A
Weakness: Jupiter

The Doom Dragon is the final boss of GS2. He has 3 heads. Every time you take
away 1/3 of his HP, a head will disappear. The Doom Dragon may seem
intimidating, but you should be able to beat him easily using my strategy from
GameFAQs.

DarthMarth's Doom Dragon Strategy

First, the DD's attacks of note (he attacks 4 times a turn):
=Djinn Blast/Djinn Storm=
These can both seriously mess up your strategy. Djinn Blast puts all the Djinn
of a character on recovery, and Djinn Storm puts ALL your current party's Djinn
on recovery. Luckily, he only replaces Blast with Storm when he is down to one
head. (see below) The best thing to do is try to cope with Djinn Blast when it
happens (he doesn't use it often). Once he is down to one head, kamikaze him
with Summons before he uses Djinn Storm.
=Cruel Ruin=
This is the new version of Outer Space. Once again, it does lots O' damage to
your party. It looks cooler, though. :)
=Haunt=
You may want to make sure you have a way of removing evil spirits caused by
this.
=Curse=
Make sure at least two of your characters can revive.
=Guard Aura=
This is Doom Dragon's version of Flash. It pretty much just makes you waste a
turn.

All right, here is my way of beating the Doom Dragon easily. Here is my team
setup:
---Main Team---
Isaac: 4 Mars, 5 Jupiter, all set, has Sol Blade, Hyper Boots, Mythril Helm,
Riot Gloves and Valkyrie Mail
Ivan: 4 Venus, 5 Mercury, including Shade, all set, has Psychic Circlet and
Iris Robe
Mia: 2 Mercury, 7 Mars, including Flash and Tonic, all set, has some Waters of
Life
Garet: 5 Venus, 4 Jupiter, including Granite, all set
---Backup Team---
Sheba: 9 Jupiter, all but one on standby
Felix: 9 Venus
Jenna: 7 Mars, 2 Mercury, both Mercury and 5 Mars on standby
Piers: 9 Mercury, all but one on standby

Here goes: with Isaac, start attacking (he should unleash Megiddo every time)
from the start. You may also want to consider Death Leap/Plunge because of the
DD's Jupiter weakness. Never stop using Death Leap/Plunge or attacks with him,
ever. Constantly alternate Flash and Granite with Mia and Garet, switching to
Ivan's Shade if either of them has to do something else. Because of his PP
restoring items, Ivan can cast even Pure Wish every turn. Use Revive or Water
of Life if a character is downed (like by Spirit of Death). If an evil spirit
grips a character, use Tonic. If Ivan doesn't need to heal during a turn, have
him use a Plasma series attack. Keep doing this, trying to regulate yours and
the DD's pattern as much as possible (just try to cope if it uses Djinn
draining attacks, or restart if you wish), until it kills your first party. It
should have one head (BTW, it loses heads as you do damage to it) and sustained
lots of further damage by now. If not, you're screwed. Anyway, once your backup
GS2 party is staring the weakened, one-headed DD in the face, have them let
their summons rip it apart. Especially use Jupiter Summons like Eclipse and
Catastrophe. This barrage should kill the Doom Dragon. I hope this strategy
helps!

As you fight it, I'll let you do some guesswork on whom the Doom Dragon really
is. Here are some hints: first, what 3 characters do you think could have
merged to form this monstrosity? Could the color of the Doom Dragon's heads be
the answer? Maybe its two yellow heads and one red head mean it's made out of 2
Venus Adepts and 1 Mars Adept. And also, what 3 characters would be free to
come up here and fuse? In other words, which 3 Adepts could have gone to the
Mars Lighthouse without you noticing them before?
MAJOR SPOILERS
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After you beat the Doom Dragon, it splits apart into 3 unfamiliar people. Or
are they? Everyone asks Kraden why he asked you not to fight the dragon. He
says you didn't just kill the dragon, you also killed the 3 people it was
formed from. Because it couldn't stop you from lighting the beacon, the Wise
One instead played a cruel trick on you. Jenna tells Sheba to help her see who
the 3 people were as you try to sort this out. Kraden tells her not to look; it
will only bring her pain. As Jenna sees the face of one of them, she backs
away, too horrified to speak. The 3 people that formed the Doom Dragon were
actually Jenna and Felix's parents, and Isaac's father! The Wise One must have
taken them from Prox and formed them into the Doom Dragon. Mia and Piers try to
heal them, but it doesn't work. Kraden tries to comfort Jenna by saying that
being turned into a dragon requires a huge amount of energy, as you saw with
Agatio and Karst. Even if the Doom Dragon had won, it still would have died.
Garet, Sheba, and Piers start getting mad at the Wise One and yell out to him.
Isaac tells them to be quiet and says he knew who he was fighting as soon as
the battle started. You decide that you still have a mission, as painful as it
may be. Control switches back to you (alone as Felix). Talk to your party and
dying parents if you want, but then light the Beacon when you're ready.

After you light the beacon, some children begin talking to you telepathically!
They tell Mia that they're at the base of Mercury Lighthouse. They say that in
a dream, "he" told them to spread the warning to everyone at Mercury Lighthouse
to stay clear of it, and Mt. Aleph. Garet demands to know who "he" is, scaring
the little children. Mia asks them and they describe the Wise One to her!
Everyone wonders why the Wise One would try to save people from the Lighthouses
and the power of Alchemy if he's so evil. Master Hamma starts talking to you
and says that although the Wise One looks evil, he is really caring. Everyone
asks what's so caring about making you kill your own parents. Hamma asks if the
Wise One is really so evil if he was warning people away from the Lighthouses
to save them. She warns you to get off Mars Lighthouse fast, and then is gone.
Just as you are deciding if you'll take your parents along, the beacon changes
to an evil black and yellow-the Golden Sun is forming! As you talk about what
is happening and your escape, Garet suddenly thinks he's being grabbed by
someone. This is never explained in The Lost Age, but it soon ends. As you try
to escape with your parents, a bright flight flares up as the scene ends.

PROX

You are in the town hall here. The Prox elder and leader are congratulating you
on lighting the Lighthouse and saving Weyard. But did your parents make it out?
Anyway, the Proxians describe the sight of the beacon being lit and the Golden
Sun appearing over Vale. You start to say your goodbyes, but you then find out
that the Proxians brought your parents back from the brink of death! Somehow,
the fire Psynergy from Mars Lighthouse recharged them (you found that Earth and
Fire have a symbiotic relationship when this same thing happened on Venus
Lighthouse) and rekindled their life. Jenna comes in and says that everyone
else is ready to go and that you should hurry up. After saying goodbye again,
you regain control. Once you're ready, go to the entrance area of Prox. Your
parents are waiting for you! You discuss the fate of Vale and your trip back
home, and then your parents, Mia, Sheba, and Piers leave. Garet asks Kraden if
he thinks Vale will be all right when they arrive. Kraden says he doesn't know,
but Garet's parents will definitely be safe because of the Wise One's warning.
Before Isaac, Kraden, and you leave, Kraden guesses why the Wise One made you
fight your parents. He must have been testing you to see if you would sacrifice
your parents to save the world and thus be worthy of Alchemy. You probably
passed that test! As the credits roll, you see Alex climbing Mt. Aleph, just
like the Wise One said. He is hurrying to reach the summit before the Golden
Sun rises. You also see the Lighthouses sending their beams to Sol Sanctum.
After the credits finish, you see Alex standing on Mt. Aleph with his arms
outstretched. A huge beam shines on him. When it ends, he is excited by his new
power and tests it by creating a storm over Vale. But, nothing happens. He
tries again, but still nothing. The Wise One flies up to him and asks if he
wants limitless power. Alex says he already has it and shows the Wise One his
new strength by pushing it backwards when it says his power is not as limitless
as he thinks. The Wise One demonstrates the limits of Alex's power by slamming
him on the peak of Mt. Aleph and stunning you. When Alex demands to know why he
isn't invincible, the Wise One tells him he put some of the Golden Sun's power
in the Mars Star, which transferred it to Isaac. An earthquake starts. Alex,
unable to get up, falls into the earth as Mt. Aleph is swallowed.

The screen changes to black on black as your party and family approaches Vale.
Isaac and you decide to go ahead to see if anything has happened. In his most
amazing feat since Trial Road, Felix manages to speak a near-complete sentence!
In more famous words, "I'm sorry, Jenna, but... Vale... Mt. Aleph... They're
gone!" Isaac, Kyle (his dad) and Garet mourn the loss of their families. Felix
amazingly talks more, telling them to go to nearby Vault to rest and think.
Garet says that would be easy for someone who isn't all alone in the world to
think. Now Sheba utters one of the strangest quotes in the game: "Aw... Poor
baby..." This leads Mia to think Sheba and Garet... You can guess whet she is
thinking even if she doesn't say it. As Garet is getting mad at everyone
laughing, someone tells him to cheer up. A little kid also laughs and says he
got to see his brother crying-it's Garet's family! Isaac's mother also made it
out of Vale! After a few touching images of everyone greeting each other, the
game ends and you can save your clear data (MAKE SURE TO DO IT ON A DIFFERENT
SLOT IF YOU WANT TO PLAY AGAIN!). Great game, no?