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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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?
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