Harapa Ruins

The Harapa Ruins are, as the name suggests, ruins located in Harapa. The ruins are initially inaccessible, but reactivating the Alchemy Forge sends water flowing through Harapa, opening a path to the ruins. The ruins must be cleared to acquire the Ice Queen Stone.

Story
At some point before Dark Dawn, Nyunpa had an encounter with the Ice Queen, who managed to subjugate him. Using Nyunpa as her mode of transportation, the Ice Queen found her way to Harapa, where she uses her power to partially restore the ruins and power the ancient city. However, she intentionally holds back some of her power to prevent complete restoration.

Once the Alchemy Forge is activated, the Forge further powers up the Alchemy Well, bringing back water to the entire Ei-Jei region, including Harapa. Matthew's party enter the ruins to "enlist" the Ice Queen's power in order to reach Craggy Peak. After defeating her and retrieving her gemstone, the ruins temporarily shut down, as indicated by the crystalline structure nearby going dark. The ruins are quickly reactivated by Matthew and Nyunpa, who is freed after the queen's downfall, by using the gemstone's power to refreeze the ruins thereby fully restoring Harapa.

Walkthrough
Hop across the logs and stepping stones to make your way to the ruins. Once in the ruins, go down and step on the big green block, which will take you way down into the ruins.

Take the left path, as the right leads to a dead end. You can tell we're not really supposed to be here right now, as this place requires powers that we don't have yet. Follow the left path past the ice section, and open the door in the next corridor. Stay on dry land and go south, heading east when you can (stay on dry land). You'll find two chests on this route with a Lucky Pepper and a Bone Armlet.

Head back and go into the door on the left this time. Move the statue down onto the ice and you can now get on the ice and slide over to the left. Now we're in the BIG ice room. Our goal is to shoot down the south exit so we can grab that Djinn. Now just go up, right, down, and left. Follow that with up, left, down, right, and finally down. The Djinn won't go down easy, so battle him to add the Mercury Djinni Serac. To the right is a chest with some Crystal Powder in it. To the left is another chest with a Viking Helm in it.

Go back up and get back on the ice. Go up, right, down, and left again, followed by up, left, up, right, and up. Go up to the stone. Here you'll have some choices. To fight the monster here, answer "no" and than "yes".

After the fight with the Ice Queen, you will get the Ice Queen Stone. You'll also re-awaken the monk Nyunpa, who was behind the ice and can apparently read minds. Apparently he was trying to do the right thing and it went wrong.

Equip the Ice Queen Stone to one of your Mercury Adepts to gain the psynergy Cold Snap, which can freeze puddles of water and other items to ice. Do it on this central puddle so we can get out of this place, as defeating the Ice Queen turned everything to water.

The whole place will return to ice, so slide down and to the right to the covalently placed stairs.

Go up the north exit and open another door to reach a beginning section of this area. Here, grow the plant if you haven't already and jump past the puddle. Turn around and freeze the puddle, than grow the next plant and use the frozen column to jump across to the left. You'll have to move a statue out of the way to continue, but it's worth it as you'll find a Mystery Blade in the chest.

Head back to Harapa now. On the way Nyunpa will part ways with you, and comment on how much your party reminds him of Isaac’s party back in the day.

Collectibles
Items found in Harapa Ruins include:
 * Lucky Pepper
 * Bone Armlet
 * Crystal Powder
 * Viking Helm
 * Mystery Blade
 * Serac, a Mercury Djinni