Lemurian Ship

The Lemurian Ship is, obviously, a ship created in Lemuria. As stated by Babi, only those who are able to use Psynergy are able to pilot it. It is utilized to travel throughout Weyard, mainly the Eastern & Western Seas, and also serves as a small dungeon.

Acquiring the Ship
To acquire use of the vessel the player must help Piers retrieve his stolen Black Crystal from the Kibombo witch doctor to-be Akafubu. The Great Gabomba, the guardian of the village, requires an offering (a small round crystal) from Akafubu before he will be accepted as the new witch doctor. Unfortunately for Piers, when Akafubu's original crystal does not work, his one fits the bill as a replacement and is stolen from Madra. Felix helps Piers recover his crystal, allowing them to set out to sea. Unfortunately, when and they return to East Indra Shore they find the ship overrun with monsters known as Aqua Jellies. Felix and co. clear the ship of these monsters and place Piers' Black Crystal into a pedestal in the engine room, finally allowing the Adepts to set out to sea.

The Flying Ship
Shortly after the events at Jupiter Lighthouse the player will be able to acquire (or rather given) the Wings of Anemos from the citizens of Contigo. With these wings, and the help of the Hover Psynergy, Felix will now be able to fly over water as well as flat land by holding the B button (objects such as forests will still block the player's path though). Furthermore, while flying the player will be able to avoid monsters and travel at a much faster speed, although this does drain PP from the whole party. Choosing Hover from the menu (as opposed to pressing B) will put the ship in a semi-glitched state that is identical in every way to standard sailing except that no monsters will be encountered.

The Cannon
After using a cannon in Loho to blow up a stone wall, the people there will give it to you as a reward and install it on your ship. The only function of the cannon is to be used in conjunction with the Magma Ball to blow up the ice wall that blocks the path leading to Prox.

As a Dungeon
Before you get onboard the ship, use Frost on the puddle, then climb up and hop across. Inspect the crate to get a Cookie. Go back to the boat, and approach the door. Once you're inside, head through to the next room.

You'll have to fight several monsters called Aqua Jellies in here - they're only a tiny bit harder than a regular enemy. Make sure you fight all of them, even if you don't have to, because you'll want the experience and money. Anyway, kill the one in your way and hop over the puddle it leaves behind. Go down the ladder and beat this Aqua Jelly, then freeze the puddle it leaves behind. Hop across and get the Potion from the chest, then head right. Follow the path through the room with the many Aqua Jellies. In the next area, defeat all the Aqua Jellies (ignore the one you can't get to). Shove the large box into the bottom right of the square, then use Frost on the bottom two puddles to get across. In the corridor, shove the box off and enter the door to the right. This is a big room - start by beating the Aqua Jelly down the ladder to your right. Freeze its puddle and then go up and hop across the ice pillar and beat the next Aqua Jelly on the other side. Freeze this puddle, then go up to the next Jelly, beat it, and freeze it. Head back to the entrance of the room and take the north ladder this time. Beat and freeze this Jelly, and then use the pillar to hop across and beat the next one. Freeze this puddle as well, then Move the large Box so that the pillars form a path to the next platform. Go back up and use this path. At the top of the room, go down the ladder, beat and freeze the Jelly, and then use the ice pillar to exit the room through the door to the left. Back in the room you were in before, go down the ladder and beat the Jelly. If you try to walk across the bridge it falls, so freeze the Jelly to stop the bridge from moving. In the Jelly-filled room, you can only approach one of them. But before you do, set Felix's Mercury Djinni and Iron, set all of Jenna's Mars Djinn, set Breath and Ether of Sheba's and all of Piers' Djinn except Shade. Heal if necessary, then try to attack the Jelly in the middle. All of the Jellies in this room will combine to form the Aqua Hydra boss. You'll get a Vial for beating the Aqua Hydra, but now you can hop across the boxes to get to the left-hand door. Follow the path to go down a deck. Down here, move the pillar over the drop symbol on the floor, then use Douse on the pillar. This will open the door at the top. Follow the path around to the next door, and you'll be at the core. Soon, you'll be back on top deck, looking out at the ocean. Everyone will want to go to Vale and places, but you can't, for several reasons. You can go exploring pretty much anywhere in the Great Eastern Sea now, other than any place from the original Golden Sun. After you get Parch you will be able to get the treasure chest in the room where you fought the boss. The chest contains a Mist Potion.

Trivia

 * Interestingly enough, Isaac and co. also have a Lemurian ship, which was given to them by Babi, but it is never seen after the epilogue at the end of the first Golden Sun. Even so it is mentioned by villagers in many different towns spread throughout the Eastern Sea. It is never seen nor mentioned after Isaac and Felix's teams join forces and its fate and whereabouts are unknown. Due to Piers's ship already occupying the docks at Atteka Inlet, this also raises a question of where Isaac landed on Atteka, since other than Atteka Inlet there was no place to land on Atteka to get to Jupiter Lighthouse. Strangely, when shown in the first game, the ship has a very different appearance and even seems to have wings.


 * Menardi also has what appears to be a Lemurian Ship docked at the Idejima peninsula. It is unknown how Menardi could have obtained a Lemurian Ship. It disappeared after Idejima began floating across the sea and was most likely destroyed by the tidal wave.