Craggy Peak Ruins

The Craggy Peak Ruins is a dungeon in Golden Sun: Dark Dawn. It is located on the Craggy Peak at Khiren Mountains and serves as the midway point between Passaj and Te Rya Village. It can only reached by ascending Clouds of Passaj after reversing the flow of the Alchemy Forge. Inside the ruins is a relatively simple dungeon with rooms based on the Zodiac symbols. There are only two open doors the first time one enters the ruins. Other doors are unlocked as they complete the puzzle of a certain Zodiac room.

Background and Story
The Craggy Peak Ruins were once the home of the Neox, a tribe of Jenei, or ancient Adepts. In ancient times, the Neox were known to travel to and from the home via a cloud passageway, that led to the home of their allies, the Exathi in their home of Passaj. Access to the Ruins were controlled via the Alchemy Forge, a machine that created the cloud passage using the mineral Zol as well as Mars and Mercury psynergy. When the Neox died out, the Craggy Peak Ruins were deserted; in addition, the Alchemy Forge was rendered inactive.

In the years that passed, the Neox home fell into legend. Later on, Matthew's party would activate the Alchemy Forge, in an attempt to access the Ruins, as they were part of the only available way to cross the Khiren Mountains. After realizing the ruins were deserted, Matthew's party would explore the ruins and solve its puzzles. Eventually, the Adepts were able create a pathway from Craggy Peak to the valley below, allowing them to continue on their journey to Morgal.

Exterior
As soon as you get up here, your magical cloud steps will disappear. Tyrell will use his incredible power of smell to deduce that no one lives here, since he can't smell food.

Go to your left and grow the vine here so you can climb up. Use Grip to get over to the right and grow the other vine. You can also move this statue to the right. Up on the top, you can check out the tablet, but enter the door you just opened. Cast whirlwind on the fan to make a pillar appear down below. Check out the mirror thing above the circle to see a centaur instead of Matthew's reflection. Grip the column to make the stones align and a walkway appear. There's a Wise One statue to the right here if you need it. Walk on the platform and get down below.

Down here is a room FULL of doors. The rooms are also depicted by the signs of the zodiac, and often contain puzzles based around them.

Rooms
Aquarius (The Urn Room): Move upwards into the urn room. In this room, go to the left and grab the spire to turn the central walkway. Go up the stairs here and cast a fireball on the lion holding the chest. Make your way back and move the walkway again to get to the chest, which has some Spiked Armor. Now move the walkway again to continue.

In here, cast Douse on the urn.

Leo (The Lion): Fireball the lion.

Gemini (The Twins): Take the upper path to come to a very clever puzzle where pushing one statue effects the other. Here's what you have to do to solve this puzzle: Up, Up, Left, Left, Left, Down, Left, Left, Up, Up, Right, Up, Up, Right, Right, Down, Right, Right, Up, Up, Up, Right. Remember that if you can't physically do the moving, use Matthew's Move psynergy.

Libra (The Scales): Jump on the scale and move onwards. The tablet in here advised that the four angels must find balance. Jump onto the right scale here and move the top statue onto the scale. Step off of it (to the south) and the scales will remain in place. Move to the left scale and jump on it. This will bring it all the way down (apparently Matthew weighs more that the statues), so move the top statue on to THIS scale and step off.

Now just do the same thing over again and you'll solve this puzzle.

Virgo (The Woman): Move the central walkway here to continue. Grip the column then cast Growth on the sprout.

Pisces (The Fish): Go to the right and move the central walkway to continue. Cast douse on the two fish here. Aries (The Ram): Go down the stairs and to the next room.

Now you want to spit a fireball at the ram wall, but doing so will make the two rams on either side of it pop out. Not good, since you want all rams gone. This isn't that bad, though. Just shoot the first one, then the one on the right. Shoot the far right one now, and then just shoot the one in the middle.

Cancer (The Crab): Move up the right hand side here and grab the pillar on the statue to make it turn and a chest show up. You can find a Grievous Mace here. Use grab on the middle pillar to move on.

Use Arid Heat on the bowl in here to solve this room.

Scorpio (The Scorpion): Go to the left in this room and use grip at the end to make a stepping stone to the next room. Make a note of the warrior and scorpion here.

In here, you have to match the scene you saw in the earlier room. Push the top left block to the right and then down so it's in front of the soldier. Now push the top right block to the left. You can also get a Vambrace from inspecting the soldier statue here.

Now push the scorpion block to the left and up. One more push to the right and your done.

Taurus (The Bull): Well, there are two movable gears/steps in here in the middle and the top. There's also a Jupiter Djinn stuck in a lion's mouth! Move the top one to get up by the door and shoot the lion here with a fireball. Go back down and grip the lower steps to get to that Djinn. It won't be happy, but you should soon have the Jupiter Djinni Doldrum.

Go into the room above for a clever puzzle about a bull's horns. Here you have to Douse where the horns are meant to be and then freeze them both to make horns.

Capricorn (The Goat): In this room go to the left and grip the statue to bring around the chest, but it's just pretending to be a chest since it's really a mimic. These things still aren't too hard, so defeat it to get the real treasure: Lure Cap. This increases the monster encounter rate. Useful; for training and levelling up.

The easiest way to solve this is to use Amiti's Insight to see the solution. Follow that solution and you'll be fine.

Now that we have that gauntlet out of the way, go into the last door.

Sagittarius (The Archer): Grip the wheel here to continue on to the north. In this next room, freeze the puddle and then grip the pole to make the archer face himself. This will take on a literal meaning apparently in the cut scene.

After completing all the rooms, going out of the ruins and solving one last Grip puzzle will create a flying pathway that leads down to the snowy region of the Khiren Mountains.

Collectibles

 * Spiked Armor
 * Grievous Mace
 * Lure Cap
 * Vambrace
 * Jupiter Djinni Doldrum

Trivia

 * Each constellation in the Zodiac is associated with one of the four classical elements. It's debatable whether or not Camelot was aware of this when designing the puzzles in this dungeon, as some of the puzzles involve the associated element while others opt for whatever is most logical for that constellation.
 * Fire: Both the Leo and Aries puzzles require Fireballs.
 * Earth: The Virgo puzzle requires both Grip and Growth. While the Capricorn puzzle can be solved without any Psynergy, the three statues can be moved using, well, Move.
 * Water: Douse is used to solve the Pisces puzzle. The Cancer puzzle, on the other hand, requires Arid Heat; While this seems to be a contradiction, it's worth remembering that using Arid Heat drains water.
 * Oddly enough, none of the Wind constellations need Jupiter Psynergy.