Encyclopedia
The Encyclopedia is a feature introduced in Golden Sun: Dark Dawn. It is viewable in-game while your action menu is open, appearing as an option alongside returning menus like Psynergy, Djinn, status, and so on. The Encyclopedia contains information on various terms, people, and locations brought up in conversations throughout the game.
Much of the game's dialogue features words and terms that are highlighted in red. Whenever one appears on screen for the first time, the Encyclopedia's entry on that word or term is permanently added to the encyclopedia, regardless of whether it is opened up while the dialogue remains on-screen or not (the term can either be tapped with the stylus or, more reliably, shifted to using the DS' shoulder buttons). When a page is opened, it is displayed on the upper screen of the DS, and it displays text that explains plot and mechanical information about the term to orient players whether they have played the GBA Golden Sun games or not.
It should be noted that not all entries appear as a result of spoken dialogue; some are added upon entering a new town, acquiring a new item, or following a cutscene. In addition, many entries are updated as you proceed through the game. One can read these "silent" entries or updates by either opening the encyclopedia or waiting for it to come up it conversation.
In addition to the Encyclopedia, Dark Dawn introduces the Djinn Guide. The Djinn Guide is basically the same as the Encyclopedia except that it is exclusively for Djinn, as the title suggests.
Dark Dawn's Encyclopedia
Golden Sun: Dark Dawn contains a total of 179 Encyclopedia entries. Some entries have pictures, and some replace themselves with more complete or different text descriptions as the game progresses — but no single entry undergoes more than one content change. If the game is deliberately played so that as many entries are missed as possible, the player will end up with a minimum of 165 entries upon starting a postgame save file. By that point, all but three of the missing entries can be subsequently picked up: Lord McCoy, Mercury Lighthouse, and Dream Leaf, which are permanently missable once the segment of the game taking place in Morgal is concluded.
ABC
Name | Entry | Acquisition |
---|---|---|
Adepts | Those who can use Psynergy are known as Adepts. Adepts are the rare descendants of an ancient culture that has long since passed. Wind Adepts are especially rare. |
Granted automatically in the opening sequence at Lookout Cabin. |
Alchemy | The force of the four elemental powers and the study of how they combine to create reality is known as Alchemy. The ancients sealed away the force of Alchemy, and the Warriors of Vale went on their Golden Sun quest to restore Alchemy. |
Granted automatically in the opening sequence at Lookout Cabin. |
Alchemy Dynamo | This ancient machine is found in the Belinsk ruins. It is said to be dangerous but is not currently functioning. | Granted automatically when meeting Laurel and Tret in Kolima Forest. |
Alchemy Dynamo (2) | This ancient Alchemy Machine sealed the Eclipse Tower in the Belinsk ruins. After being reactivated with the Magma Orb, it causes the Grave Eclipse. |
Updated automatically upon receiving the sailing ship. |
Alchemy Forge | This ancient machine was built by the Neox and is powered by the element of fire. It is thought to create wondrous things. | Granted automatically upon first visiting Passaj. |
Alchemy Forge (2) | This ancient machine was built by the Neox and is powered by the element of fire. The machine can be put in reverse with the Cold Snap Psynergy from the Ice Queen Stone. |
Updated automatically upon reversing the Alchemy Forge. |
Alchemy Well | This ancient machine was built by the Neox to create water in vast quantities. | Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Alchemy Well (2) | This ancient machine was built by the Neox to create water in vast quantities. The machine can be put in reverse with the Arid Heat Psynergy from the Sand Prince Stone. |
Updated automatically upon leaving the Alchemy Well's chamber after reversing it. |
Anemos | This tribe of Wind Adepts is said to have raised its ancient city into the sky, where its underside is still visible as the moon. All modern Wind Adepts are thought to be descended from the Anemos. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Angara | This continent is in upper Weyard. It is divided by long mountain ranges that make travel between its regions difficult. The northern side of Angara is cold, while the southern part is very dry. Mount Aleph and the Goma Plateau are in the west. |
Granted automatically in the opening sequence at Lookout Cabin. |
Apollo Lens | This ancient machine amplifies light. In theory, it has the ability to end an eclipse. | Granted automatically in Yamata City's palace. |
Apollo Lens (2) | This ancient machine amplifies light. It concentrates and magnifies light into a beam of astounding intensity. Concerned that its power might fall into the wrong hands, the ancient Jenei sealed it away in Apollo Sanctum. |
Updated automatically during the process of setting up the Apollo Lens. |
Arangoa Prelude | This ancient musical incantation has no sheet music—each of the six parts is given by a master musician to one apprentice. While it is extremely difficult to play, properly performed, the piece is said to cause miracles. |
Granted automatically when Sveta leaves the party at the end of Teppe Ruins. |
Arangoa Prelude (2) | This ancient musical incantation has no sheet music—each of the six parts is given by a master musician to one apprentice. When played, the music mesmerizes any non-Adept who hears it. It also will open the secret entrance to the Belinsk ruins. |
Updated automatically when "Arangoa Prelude" is requested of the troupe in Belinsk. |
Arid Heat Psynergy | This fire-based Psynergy can evaporate a water source in the blink of an eye. | Granted automatically upon receiving the Sand Prince Stone. |
Ayuthay | This country is well known for its beautiful stonework. Its towers, walls, and courtyards are the envy of all Ei-Jei. | Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Ayuthay (2) | This is the country of master stoneworkers—descendants of the Exathi. The waters from its Alchemy Well have restored its fortunes. | Granted automatically upon finishing the initial conversation with King Paithos. |
Barai Pond | This man-made pool was built by the Ayuthay. It serves as a reservoir for runoff water from the Alchemy Well. At the bottom is an underwater temple containing untold treasures. |
Granted automatically when first encountering Paithos. |
Beastmen | This is the term applied to the people and animals that were transformed into hybrid forms by the Golden Sun. Besides their altered appearance, some beastmen are said to possess strange powers that humans cannot gain. |
Granted automatically in Teppe Ruins. |
Belinsk | This fortress city is the capital of Morgal, the country of beastmen. It is a bastion of both military might and cultural sophistication. | Granted automatically in Konpa Cave. |
Belinsk (2) | This fortress city is the capital of Morgal, the country of beastmen. The ancient ruins on the surface conceal the Eclipse Tower below. | Updated automatically upon receiving the Sailing Ship. |
Bilibin | Once a small town, Bilibin has grown since the time of the Golden Sun to the point that it's now a country. While supposedly governed by the McCoy men, it's rumored that the queen actually is ruling the realm. |
Granted automatically in Lookout Cabin after the Abandoned Mine episode. |
Border Town | This town is the major crossing point between Morgal and Bilibin. | Granted automatically in Lookout Cabin after the Abandoned Mine episode. |
Border Town (2) | This town is essentially two towns: one in Bilibin and one in Morgal. As the nations involved become more hostile, the town is increasingly divided. | Updated automatically after Sveta leaves the party at the end of Teppe Ruins. |
Carver's Camp | This lumberjack camp stands at one end of a valley that leads through the Goma Mountains to Bilibin and the rest of the continent beyond. | Granted automatically in Lookout Cabin after the Abandoned Mine episode. |
Carver's Camp (2) | This camp stands at one end of a valley that leads through the Goma Mountains to the continent beyond. But its bridge to Bilibin has been destroyed. | Granted automatically in Carver's Camp once the gondola is destroyed by Carver. |
Champa | This seafaring nation has a long tradition of piracy. Despite their reputation as seagoing thugs, the Champa people have a strong national pride. | Granted automatically during the meeting with the pirates in Border Town. Can first be granted by talking to a townsperson in Belinsk. |
Cold Snap | This water-based Psynergy produces an arctic chill. By focusing its power on a specific point, the user can turn a water source into a pillar of ice. | Granted automatically upon defeating the Ice Queen. |
Craggy Peak | This mountain was once home to the Neox. Their ancient but highly advanced civilization created many remarkable devices. | Granted automatically upon first visiting Passaj. |
Craggy Peak (2) | This mountain was once home to the Neox. Their ancient but highly advanced civilization created many remarkable devices. The Neox were wiped out when Alchemy was sealed away. Their legacy lives on in the form of ruins that dot the mountain. |
Granted automatically upon exiting Craggy Peak Ruins and entering the Khiren Glacier. |
Crush Psynergy | This fire-based Psynergy strikes an object with great force. It can be used on cracked boulders and weakened floors to shatter them. | Granted automatically when the Crush Tusk is picked up in Kolima Forest. |
Crush Tusk | This relic of Sludge retains some of his destructive power. It can be worn to gain the Crush Psynergy. | Granted automatically when the Crush Tusk is picked up in Kolima Forest. |
DEF
Name | Entry | Acquisition |
---|---|---|
Djinni | A Djinni is a creature of pure elemental energy. Adepts use Djinn to enhance their own powers and summon spirits. Djinn fall into four elemental categories: Mars (fire), Mercury (water), Venus (earth), and Jupiter (wind). |
Granted automatically when first entering the Tanglewood. Technically updated when a postgame save file is started, but the contents are identical. |
Douse Psynergy | This water-based Psynergy conjures a small storm cloud that can extinguish fires and fill small cavities with water. | Granted automatically in Konpa Cave as soon as Rief joins the party. |
Dream Leaf | These leaves grant pleasant dreams to those who eat them. They grow from a rare tree in Kolima, and people travel far to buy them. | Only granted by talking to a townsperson at the closed gate in Saha Town. Note that this will be permanently missed once the Dream Tree is healed in Kolima Village. |
Dream Tree | This is the source of the dream leaves that grant pleasant dreams. It is also one of the great trees that Kolima Village is built into. Because of an unknown disease, the Dream Tree's leaves have been altered to cause nightmares. |
Granted automatically when talking with Jill in Kolima Village. |
Dream Tree (2) | This is the source of the dream leaves that grant pleasant dreams. It is also one of the great trees that Kolima Village is built into. Hermes' Water has cured the disease that ravaged the Dream Tree, and its leaves are again healthy. |
Granted automatically when Hermes' Water is used on the Dream Tree. |
Eastern Sea | This great sea lies to the east of Angara and includes both the Otka Sea and the Sanan Sea within its expanse. In the wake of the Golden Sun event, it was separated into northern and southern regions. |
Can be granted by talking to a townsperson in Belinsk. Can later be granted by using Spirit Sense on the innkeeper at Harun Village. |
Echo Gems | These gems are only useful in pairs. Each taps into its holder's life force to emit light and communicate with the other stone. | Granted automatically upon picking up Hinechou's Echo Gem in Tonfon. |
Eclipse Tower | This lighthouse-like structure is hidden away in the Belinsk ruins. | Granted automatically in Belinsk Castle after completing the Belinsk Ruins dungeon. |
Eclipse Tower (2) | This ancient edifice is sealed away in the Belinsk Ruins. It radiates power in a manner similar to the Elemental Lighthouses. It was sealed away because of the forbidden energies associated with it. |
Granted automatically when the Grave Eclipse begins. |
Ei-Jei | This is a general term for the region in the southeast part of Angara that includes Ayuthay, Kaocho, Sana, and Champa. It is generally a sophisticated and prosperous area. |
Granted automatically in Konpa Cave. |
Ei-Jei (2) | This is a general term for the region in the southeast part of Angara that includes Ayuthay, Kaocho, Sana, and Champa. It is generally a sophisticated and prosperous area. This prosperity can be traced to several Alchemy Machines. |
Updated automatically when the Sol Mask is inserted into the Alchemy Forge. |
Elemental Lighthouse | There are four of these towers that sent their beams of elemental energy over Mount Aleph to cause the Golden Sun event. This released the force of Alchemy, which had been sealed away by the ancients, back into the world of Weyard. |
Granted automatically late into the Abandoned Mine. This technically gets updated once the Psynergy Training Grounds is completed, but the contents are identical. |
Elemental Star | These four crystals, the keys to starting the Elemental Lighthouses, were once sealed up in Sol Sanctum by the ancients. Thirty years ago, the crystals were taken from the sanctum and used in the quest to cause the Golden Sun event. | Can be acquired by picking up Sun Saga 2 as an item in Patcher's Place (or buying it from an item shopkeeper if missed). |
Elements | The elements of earth, wind, water, and fire are the building blocks of matter, and also promote the growth of all things. When the Elemental Lighthouses were lit, elemental power surged back into the world, making the use of Alchemy possible again. |
Granted automatically upon entering the Alchemy Well chamber. |
Elements (2) | Elements—such as those of earth, wind, water, and fire—are the building blocks of matter, and promote natural growth. When the Elemental Lighthouses were lit, elemental power surged back into the world, making the use of Alchemy possible again. |
Updated automatically when a postgame save file is started. |
Endless Wall | This massive, ancient edifice divides Ei-Jei and Morgal. Its origin and purpose are largely unknown. | Granted automatically when entering the central tent in Te Rya Village so that Ryu Kou and Hou Zan walk in. Can first be granted from many different sources throughout Kaocho. |
Endless Wall (2) | This massive, ancient edifice divides Ei-Jei and Morgal. Its origin and purpose are largely unknown. The wall extends west from Sana into the heart of Angara and ends at Apollo Sanctum. |
Updated automatically when the last area of Apollo Sanctum is reached. |
Exathi | This ancient people gained the respect of the world—and even the Jenei—with their great craftsmanship. Though the Exathi had no Psynergy, their skill made them partners with the Jenei in creating things that used elemental power. |
Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Fireball Psynergy | This fire-based Psynergy focuses heat energy into a ball of flame that the user can throw to incinerate a target. | Granted automatically during either version of the scenario in the Tanglewood that involves a flower being burned with the Fireball Psynergy. |
Fori | In ancient days, the Fori were those who had neither Psynergy of the Jenei nor the craftsmanship of the Exathi. The word itself—Fori—even seems to be an ancient insult that meant "simple people." |
Can be granted by talking with a townsperson in Passaj during the first visit. (Spirit Sense is required to pick it up in the late game / postgame.) |
GHI
Name | Entry | Acquisition |
---|---|---|
Gabomba Statue | This huge statue was revered by a village in central Gondowan. The statue was the entrance to a vast clockwork labyrinth that was powered by Psynergy. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Glyph Book | This tome is a primer to the lost language of the ancients. It was kept safe in Konpa so that future generations could learn its legacy. | Granted automatically while solving the puzzles in Konpa Ruins. |
Golden Sun | This powerful explosion happened above Mount Aleph 30 years ago, releasing elemental energy throughout Weyard. Though the Golden Sun event brought the dying world back to life, the magnitude of the power released has caused disasters. |
Granted automatically in the opening sequence at Lookout Cabin. |
Goma Mountains | This range divides the Vale refugees from the rest of Angara. Isaac's cabin is on a plateau that is part of the new highlands raised up by the Golden Sun. | Can first be acquired by talking to Garet immediately after he sees Matthew off from Goma Plateau. Granted automatically in Carver's Camp once the gondola is broken. |
Gondowan | This vast continent is south of Angara. The Warriors of Vale famously traveled to Gondowan to light the Venus Lighthouse. This continent, once joined by land to Angara, has since split away due to the seismic effects of the Golden Sun. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Grave Eclipse | This terrifying phenomenon is caused by the Eclipse Tower. While the tower swallows up all light, monsters of shadow reign. The Eclipse Tower doesn't merely obstruct light, it actually absorbs it, though what this might portend is unclear. |
Granted automatically in Yamata Palace. |
Great Serpent | This fierce dragon, more formally known as the Great Serpent of Mikage, slept in Mount Mikage on the island of Nihan. When the Venus Lighthouse was lit, the dragon awoke. Using sunlight to weaken it, the Warriors of Vale slew the beast. |
Granted automatically in Yamata Palace. |
Grip Crystal | This Jenei artifact was hidden in the Konpa ruins. It must be equipped to gain Grip Psynergy. | Granted automatically when the Grip Crystal is claimed in Konpa Ruins. |
Grip Psynergy | This earth-based Psynergy can grasp faraway objects and bring them close. It can also carry the user across some gaps. | Granted automatically in Carver's Camp while Carver contemplates using a gondola to cross a chasm. |
Growth Psynergy | This earth-based Psynergy causes plants to grow rapidly, sometimes creating climbable vines to new locations. | In the Encyclopedia by default from the start of the game. |
Harapa | This former ruin has been rejuvenated into a thriving city since the Golden Sun event. Elemental energy now flows throughout Harapa. | Granted automatically in Konpa Cave. |
Harun Village | This small village on Harun Island is home to some ancient ruins with a legacy of traditions. It is famous for the local seaweed. | Granted automatically upon entering Harun Village. |
Hermes' Water | This water is from a spring in Imil. It has the power to heal and revive any living thing. | Granted automatically after first meeting Briggs in Port Rago Docks. |
Ice Queen | This cruel woman was once imprisoned in a gemstone, luring men who were foolish enough to be attracted by her beauty. Her freezing powers helped revive the Harapa area from near ruin. |
Granted automatically when accepting the battle with the Ice Queen. Technically updates once the Ice Queen is defeated, but the contents are identical. |
Ice Queen Stone | This gem was created by the ancient Neox. | Granted automatically when first attempting to form the Clouds of Passaj. |
Ice Queen Stone (2) | This gem was created by the ancient Neox. It is the key to gaining the power to put the Alchemy Forge in reverse. | Granted automatically upon defeating the Ice Queen. |
Imil | This snowy northern land is home to the Mercury Lighthouse and its protectors, the Mercury Clan. Hermes' Water flows naturally from the local springs, a product of the lighthouse's elemental influence. |
Granted automatically after first meeting Briggs in Port Rago Docks. |
Indra | This continent was where the Warriors of Vale found the ship that allowed them to sail around the world. Indra was once east of Gondowan, but the seismic effects of the Golden Sun have pushed it far from that continent. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Insight Glass | This ancient Jenei artifact is Ayuthay's most treasured possession. | Granted automatically when first encountering Paithos. |
Insight Glass (2) | This Jenei artifact is Ayuthay's most treasured possession. It has a consciousness and chose Amiti as its master. | Updated automatically upon reaching the end of Barai Temple. |
Insight Psynergy | This water-based Psynergy allows the user to view the true solution required, among other deeper views. | Granted automatically upon reaching the end of Barai Temple. |
Izumo | This village once rested on Nihan, but it was destroyed by massive tsunamis that flooded it. It was once terrorized by a monstrous dragon called the Great Serpent until the Warriors of Vale slew the beast. | Can be granted by using Spirit Sense on an older woman in the palace in Yamata City. |
JKL
Name | Entry | Acquisition |
---|---|---|
Jenei | In ancient times, those who could use Psynergy were known as the Jenei. With their powers and their understanding of Alchemy, the Jenei created a great civilization, which all faded when Alchemy proved too dangerous for the ancient world. |
Granted automatically upon first visiting Passaj. |
Jupiter Lighthouse | This lighthouse provided the wind energy that combined with the other three elements to power the force of Alchemy. This tower is now in western Gondowan's Atteka region and was one of the four that were lit to trigger the Golden Sun event. |
Granted automatically when starting the third course at the Psynergy Training Grounds. |
Kaocho | This powerful nation was founded by King Wo, who wages war against Passaj and Ayuthay from its rich palace. | Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. Can first be granted by reading a sign outside Passaj's overworld location. |
Kaocho (2) | This powerful nation was founded by King Wo, who covets the treasures of the Ei-Jei region and wages war against Passaj and Ayuthay. | Updated automatically upon being sent falling into the Ouroboros. |
Karagol Sea | This vast inland sea once was a vital crossing between Angara and Gondowan. After the two continents were split from each other by the Golden Sun, the Karagol Sea became joined to the ocean. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Khiren Mountains | This massive mountain range separates Ei-Jei in the south of Angara from Morgal in the north. Its tall, snowcapped ridge seems to go on forever, and the Khiren Glacier is nestled among its highest peaks. |
Granted automatically in Konpa Cave. |
Kolima Forest | This mysterious forest is in northeastern Angara. Isaac's old friend, Tret, can be found somewhere among its trees. | Granted automatically when first meeting Briggs in Port Rago Docks. Can first be granted by reading a sign at the Psynergy Training Grounds. |
Kolima Forest (2) | This mysterious forest somehow blocks visitors with strange magic. The few Waelda tribesmen live within and guard the forest. The Golden Sun event somehow moved the forest far to the east. |
Granted automatically upon finishing the conversation with Laurel and Tret. |
Kolima Village | This town is essentially built into the four great trees that comprise it. Its troubled history leads neighboring folk to think of it as cursed. | Granted automatically by entering Kolima Village through Saha Cistern for the first time. |
Konpa Ruins | These ruins are thought to have been a major center where ancient Adepts could share ideas with visitors. Little else is known about this mysterious location, which only came to light after the Golden Sun. |
Granted automatically upon first completing the Psynergy Training Grounds. |
Kraken | This giant squid plagued the Karagol Sea, capsizing all ships that fell into its grip. While sailing across the Karagol, the Warriors of Vale slew the vicious squid. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Laurel | This member of the Waelda tribe is one of the guardians of Kolima Forest, along with Tret. Her emissary, Pewter, has some trouble remembering his manners. |
Granted automatically when Hermes' Water is used on the Dream Tree. |
Lemuria | This legendary island city is home to an advanced civilization isolated from the world by surrounding and ever-present mists. Time passes slowly for its citizens, who sometimes travel the world in powerful ships of distinctive design. |
Can first be granted by reading a sign at the Psynergy Training Grounds. Can later be granted by talking with an NPC at Tonfon's pier. |
Luna Mask | This ancient artifact puts the Alchemy Well into operation. It is a silvery, shining mask crafted by the ancient people of Passaj. | Granted automatically when first encountering Paithos. |
MNO
Name | Entry | Acquisition |
---|---|---|
Magma Orb | This object is a power source strong enough to fuel the Alchemy Dynamo. | Granted automatically when confronting Blados and Chalis at the top of Talon Peak. |
Magma Orb (2) | This object powers the Alchemy Dynamo. It appears as a jewel that pulses with power. It is found inside the body of the Mountain Roc. | Granted automatically when approaching the Magma Orb in the Mountain Roc's belly. |
Mars Lighthouse | This lighthouse provided the fire energy that combined with the other three elements to power the force of Alchemy. This tower is now in the lands north of Angara and was one of the four that were lit to trigger the Golden Sun event. |
Granted automatically upon beginning the final course of the Psynergy Training Grounds. |
Mercury Lighthouse | This lighthouse provided the water energy that combined with the other three elements to power the force of Alchemy. This tower is in the Imil region of Angara and was one of the four that were lit to trigger the Golden Sun event. |
Can first be granted by reading a sign at the Psynergy Training Grounds. Can later be granted in Kolima Village. Note that this will be permanently missed once "Arangoa Prelude" is requested. |
Mind Read Psynergy | This wind-based Psynergy allows the user to listen to the thoughts and strong emotions of people and animals. Only very specialized Wind Adepts such as Ivan and Sheba can master this esoteric technique. |
Granted automatically in Teppe Ruins. |
Morgal | This country occupies the northeastern part of Angara, with the capital city of Belinsk at the center. Morgal is home to many wonders, from the tree village of Kolima to the ancient dock facilities of Port Rago. |
Granted automatically following the Tangle Bloom boss fight in the Abandoned Mine. |
Mount Aleph | This mountain, home to Sol Sanctum, was mostly destroyed when the Golden Sun effect exploded above it. The mountain once stood over the town of Vale, which was obliterated by that cataclysmic event 30 years ago. |
Granted automatically in the opening sequence at Lookout Cabin. |
Mountain Roc | These gigantic birds are so rarely seen that they're beyond legendary. A single feather can provide enough material to help craft a soarwing. |
Granted automatically following the Tangle Bloom boss fight in the Abandoned Mine. |
Mountain Roc (2) | Mountain Rocs are rare and powerful enough to be worshipped as gods of birdkind. Alchemy Machines can be powered by the Magma Orbs that form in their bellies. |
Granted automatically after approaching the Magma Orb in the Mountain Roc's belly. |
Mourning Moon | This immense Psynergy Vortex once unleashed unimaginable destruction in the center of Angara. The misery it caused was so widespread, it became known as the Mourning Moon. |
Granted automatically in the opening sequence at Lookout Cabin. |
Move Psynergy | This earth-based Psynergy allows the user to move objects along the ground. Objects far too heavy for human hands can be moved with little effort. | In the Encyclopedia by default from the start of the game. |
Neox | The Jenei ruled all civilization with their powers. Those who lived in what is now called Craggy Peak were called the Neox. The Neox worked with the Exathi to create the Alchemy Machines. But when Alchemy vanished from the world, so did the Neox. |
Granted automatically upon first visiting Passaj. |
Nihan | This eastern island was once home to the village of Izumo before it was flooded. The surviving villagers founded Yamata City. The dominant feature of the island was Mount Mikage (also called Gaia Rock), which was home to the Great Serpent. |
Granted automatically in Unan's study after the Sanan royals are reunited. Can be granted beforehand by talking to an older woman in Yamata Palace. |
Osenia | This large continent is far to the south, across the ocean from Angara. The Warriors of Vale crossed its desert expanse and scaled its immense Air's Rock plateau using wind-based Psynergy. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Otka Sea | This eastern sea lies between Port Rago and Yamata City. It is quite dangerous, with rough waters and deadly monsters. The only ships that consistently survive crossing it are those made in Port Rago. |
Can be granted by talking to Yamata City's item shopkeeper. |
Ouroboros | This legendary labyrinth is said to be quite serpentine, ensnaring those who dare to enter its twists and turns. | Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Ouroboros (2) | This labyrinth below the new Kaocho Palace was built by the ancient ancestors of those living in Ayuthay. It is said to hold an important mask that is a critical piece of ancient machinery. |
Updated automatically after concluding the conversation that granted the previous form of this entry. |
PQR
Name | Entry | Acquisition |
---|---|---|
Passaj | This mountain town is home to craftsmen. Though atop a remote peak, Passaj is said to have gotten its name because it is, or was, a passage of some sort. | Granted automatically upon leaving Harapa's southeast exit. |
Passaj (2) | The Exathi descendants in this town mine the floating ore, zol. Passaj is said to have gotten its name because it is, or was, a mountain passage of some sort. | Updated automatically when the Sol Mask is inserted into the Alchemy Forge. |
Patcher's Place | This general store serves up just about everything refugees from Vale might need to survive. A small settlement is huddled around the store. | Granted automatically when departing Goma Plateau for Patcher's Place. |
Port Rago | This harbor is home to proud shipwrights in the ancient Exathi tradition. The docks there are a beautiful heirloom of the town's distant past. | Granted automatically during the meeting with the pirates in Border Town. |
Poseidon | This sea god stood in the way of all those who tried to sail past him. The Warriors of Vale had to acquire the Trident of Ankohl in order to breach Poseidon's invulnerability. |
Can first be granted by reading a sign at the Psynergy Training Grounds, but it will automatically be granted upon completing the Psynergy Training Grounds regardless. |
Psynergy | Controlling the elements with the mind is known as using Psynergy. Those who use Pysnergy are called Adepts—masters over earth, wind, fire, and water. Many effects are possible through the use of Psynergy. |
Granted automatically in the opening sequence at Lookout Cabin. Technically updated when a postgame save file is started, but the contents are identical. |
Psynergy Stone | This is a Psynergy-rich mineral that forms over many years as elemental power slowly crystallizes. Adepts can regain Psynergy Points by touching a stone, which then shatters. |
Granted automatically while proceeding through the cave in Goma Plateau. |
Psynergy Vortex | These are distortions in space that suck the elemental energy out of the world—and from Adepts. They're thought to be an aftereffect caused by the Golden Sun event. |
Granted automatically in the opening sequence at Lookout Cabin. |
STUV
Name | Entry | Acquisition |
---|---|---|
Saha | This town rests on the former marshland made habitable by Kolima Village's migration. It is a popular stop for people wanting to buy dream leaves. | Granted automatically upon entering Saha Town. |
Sana | This country makes up the eastern part of the Ei-Jei region. It used to be a fearsome and aggressive colonial power. | Granted automatically in Teppe Ruins. Can first be granted from many different sources throughout Kaocho. |
Sana (2) | This country makes up the eastern part of the Ei-Jei region. It used to be a fearsome and aggressive colonial power. After Emperor Ko's death, Sana fell into a deadly civil war of succession. Unan, who desired unity, was eventually crowned. |
Granted automatically after reuniting the Sanan royals. |
Sanan People | The Sanan people have spread from their homeland, Sana, throughout much of Angara—including Kaocho and Morgal. Their original country has been both an aggressor and a peacekeeper throughout the history of Angara. |
Granted automatically when entering the central tent in Te Rya Village so that Ryu Kou and Hou Zan walk in. Can first be granted from many different sources throughout Kaocho. |
Sanan Sea | This body of water in the southeast of Morgal borders Sana and Champa. A number of valuable trade routes run through it. Where there are trade ships, there is piracy. Eoleo in particular has made himself the scourge of the region. |
Can be granted by talking to Border Town's weapon shopkeeper. Can later be granted in Tonfon. |
Sand Prince | This legendary man, whose powers are based in fire, has been sealed in the Sand Prince Stone since the era of the ancients. He has waited below Ayuthay for someone worthy enough to claim the gemstone, for it holds a great power. |
Granted automatically upon entering the Alchemy Well chamber. Technically updates automatically upon receiving the Sand Prince Stone, but the contents are identical. |
Sand Prince Stone | This gem was created by the ancient Neox. It is the key to gaining the power to put the Alchemy Well in reverse. | Granted automatically upon receiving the Sand Prince Stone. |
Search Psynergy | This earth-based Psynergy is unique to Himi. It allows her to discover hidden objects and other secrets. | Granted automatically in Yamata Palace. Technically updates as soon as Himi joins, but the contents are identical. |
Slap Glove | This glove creates the same effect as the Slap Psynergy unique to beastmen. Even those without Psynergy powers can use this treasure of Morgal. | Granted automatically when meeting Laurel and Tret in Kolima Forest. |
Slap Psynergy | This wind-based Psynergy conjures a blast of air with unusual properties. It's good for knocking things around or waking up sleeping people. | Granted automatically in Teppe Ruins upon returning from delivering the Elegant Bag. |
Sludge | This monster was born from the angry spirits of the creatures killed when the Golden Sun relocated Kolima Village. Its curse altered the Dream Tree to produce nightmare-causing leaves. |
Granted automatically when meeting Laurel and Tret in Kolima Forest. |
Soarwing | This remarkable invention allows its wearer to glide upon the winds. Soarwings are hard to make and so are quite rare. | Granted automatically in the opening sequence at Lookout Cabin. |
Soarwing (2) | The feather of a Mountain Roc is what gives this invention its gliding power. If trained, Adepts can use a soarwing to fly with high precision. | Updated automatically upon being seen off by Garet from the Goma Plateau. |
Sol Mask | This ancient relic is said to be related to the Alchemy Forge in some way. | Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Sol Mask (2) | This ancient relic is required for operating the Alchemy Forge. This golden mask was crafted by the ancient Exathi of Passaj. | Updated automatically when the Sol Mask is inserted into the Alchemy Forge. |
Sol Sanctum | This ancient temple hidden in Mount Aleph was said to be the birthplace of Alchemy and the repository for the Elemental Stars. After the stars were used to start the Elemental Lighthouses, creating the Golden Sun, the resulting havoc ruined the temple. |
Granted automatically in the opening sequence at Lookout Cabin. |
Spirit Sense Psynergy | This wind-based Psynergy allows users to read minds. Only Sveta can wield this power, though Ivan and Sheba were known to use a similar ability. | Granted automatically when Sveta joins in Teppe Ruins. |
Tanglewood | This forest is said to transform at night, changing into a wood that ensnares those brave—or foolish—enough to enter it after dark. | Granted automatically shortly before entering the Tanglewood from Goma Plateau. |
Te Rya | This nomadic tent village is located in the snowy Khiren Mountains. Its people survive by staying mobile and following their flocks of sheep and goats. | Granted automatically by entering Te Rya Village. |
Teppe Ruins | This ancient home of the Jenei Adepts was built into the northern face of the Khiren Mountains. Time has not been kind to the Teppe ruins, and the Golden Sun event damaged them further. They crumble a little more each day. |
Granted automatically when entering the rightmost building in Te Rya Village. |
Thermal Psynergy | This fire-based Psynergy creates a warm updraft strong enough to lift the user up to otherwise inaccessible heights. | Granted automatically upon receiving the Sailing Ship. |
Third Eye | This white gem was sealed away inside the Watchtower of Warrior's Hill. The Adept it chooses can use it for a third eye and see the unseen. | Granted automatically when Himi joins in Yamata City. |
Tonfon | This city is the capital of Sana. It is known for its exquisite architecture as well as being a center of fishing and commerce. | Granted automatically when Uzume speaks while Himi is in the party. |
Track Psynergy | This Psynergy heightens a user's sense of smell, making it possible to detect faint odors and track them back to their source. | Granted automatically when Sveta joins in Teppe Ruins. |
Tree Flute | This flute is said to be made from ancient trees that once grew near Ayuthay Castle. Its craftsmanship is undeniably old. | Granted automatically when first encountering Amiti. |
Tret | This is an old friend of Isaac's who lives in Kolima Forest. Apparently he has useful information about Mountain Rocs. | Granted automatically when first meeting Briggs in Port Rago Docks. Can first be granted by reading a sign at the Psynergy Training Grounds. |
Tret (2) | This Waelda tribesman is one of the elders and guardians of Kolima Forest, along with Laurel. Over time he has grown into a massive tree and has protected all of Kolima from numerous calamities. |
Granted automatically upon finishing the conversation with Laurel and Tret. |
Tuaparang | This enigmatic nation has great scientific and military prowess. They fly in a giant airship, giving them the name "Zenith Tribe." They are obviously interested in all things related to Alchemy, including ancient devices and Psynergy Vortexes. |
Granted automatically when meeting Sveta in Belinsk Ruins. |
Umbra Gear | These items of equipment were created by the ancient Jenei to harness the powers of darkness. | Granted automatically in Yamata Palace. |
Umbra Gear (2) | These five items were left by the Jenei for their descendants in the event of another Grave Eclipse. When worn, this equipment shields the wearer from the power of light, though only beastmen are able to use it. |
Updated automatically when wearing the Umbra Gear at the top of Apollo Sanctum is proposed. |
Umbra Map | This weathered map of Morgal was left by the Jenei so that their descendants could find the Umbra Gear. | Granted automatically in Yamata Palace. |
Vale | This village lay at the foot of Mount Aleph until the Golden Sun event, when Aleph exploded, devastating the area. The people of Vale have settled elsewhere, with most making their home around the new Goma Plateau and the Goma Mountains. |
Granted automatically in the opening sequence at Lookout Cabin. |
Venus Lighthouse | This lighthouse provided the earth energy that combined with the other three elements to power the force of Alchemy. This tower is in Gondowan and was one of the four that were lit to trigger the Golden Sun event. |
Granted automatically when starting the second course at the Psynergy Training Grounds. |
WXYZ
Name | Entry | Acquisition |
---|---|---|
Waelda | These plant-based beings live for many human generations and gather immense knowledge over their long lives. Certain Waelda tribesmen, such as Tret and Laurel, have gained enough wisdom to be deified and known as enlightened trees. |
Granted automatically when meeting Laurel and Tret in Kolima Forest. |
Wards | These ancient systems protect the ruins beneath Belinsk by replicating the will of the Warden of the North, a Jenei official. The systems test Adepts who wish to enter, and only those who pass are allowed access to the Alchemy Dynamo's core. |
Granted automatically by approaching the Ward at the gate at the bottom of Belinsk Ruins. |
Warriors of Vale | This group of Adepts saved the world by unsealing the force of Alchemy and causing the Golden Sun event 30 years ago. But because that event also brought mass destruction, the Warriors of Vale are widely seen as a controversial group. |
Granted automatically by speaking to the receptionist in front of the Psynergy Training Grounds at Patcher's Place. Can first be acquired by enacting the scenario in the Tanglewood in which Garet burns a flower instead of Matthew. |
Watchtower | This legendary building sits atop Warrior's Hill on Harun Island, waiting for worthy champions. | Granted automatically in Ikan's house in Harun Village after returning Kaba and then casting Move on a crate. |
Watchtower (2) | This legendary building sits atop Warrior's Hill on Harun Island, waiting for worthy champions. The Third Eye, a countermeasure against the eventual awakening of Luna Tower, rests here. |
Granted automatically upon claiming the Third Eye. |
Weyard | The world of Weyard is a flat, disklike planet composed of four elements: earth, wind, fire, and water. The elemental forces of Alchemy, once sealed away, have returned to Weyard, bringing new life—but also destruction. |
Granted automatically in the opening sequence at Lookout Cabin. |
Whirlwind Psynergy | This wind-based Psynergy summons a small tornado. Light objects may be blown away by the wind. The whirlwind also pushes the user back slightly. | Granted automatically in the opening sequence at Lookout Cabin as soon as Karis joins Matthew. |
Wise One | This absolute being looks like a floating boulder with one central eye. He watches over Weyard and holds unimaginable power. The Wise One is now known to be what the ancients called a Philosopher's Stone, a creature they forged through Alchemy. |
Granted automatically in the opening sequence at Lookout Cabin. |
Yamata City | This city is the primary settlement on Nihan. Its culture is centered around spirtuality, with many prayer shrines. | Granted automatically upon walking into Yamata City. |
Zol | This unique mineral, also called "floating stone," floats in the air when touched by the wind. | Granted automatically when Baghi provides the Tree Flute. Can first be granted by talking to a miner inside Passaj Mountain Climb. |
Zol (2) | This unique mineral, also called "floating stone," floats in the air when touched by the wind. It can be melted down to create a floating gas. | Updated automatically when the Sol Mask is inserted into the Alchemy Forge. |
People
Name | Entry | Acquisition |
---|---|---|
Matthew | This young man is a promising Earth Adept, just like his father was when he started his adventures 30 years ago. And just like Isaac, who led the famous Warriors of Vale, Matthew is a person of few words but strong convictions. |
Granted automatically in the opening sequence at Lookout Cabin. |
Karis | This young Wind Adept has long known Matthew and Tyrell, often visiting them at their Goma Plateau cabin. Her father, Ivan, was a Warrior of Vale. She has inherited her father's indomitable spirit and powers of observation. |
Granted automatically in the opening sequence at Lookout Cabin. |
Tyrell | This young man is a Fire Adept, following in the footsteps of his father, Garet. He has a reputation for being a troublemaker, but Matthew is still proud to call him his best friend. |
Granted automatically in the opening sequence at Lookout Cabin. |
Tyrell (2) | This young man is a Fire Adept, following in the footsteps of his father, Garet. He has lived up to his reputation for being a troublemaker by crashing the soarwing—the event which has propelled the heroes into action. |
Updated automatically upon being seen off by Garet from the Goma Plateau. |
Isaac | This Earth Adept left his hometown of Vale over 30 years ago—and returned to find it destroyed by the Golden Sun event. He lives in a cabin that looks upon distant Mount Aleph, where he trains his son, Matthew, in the use of Psynergy. |
Granted automatically in the opening sequence at Lookout Cabin. |
Garet | This old friend of Isaac's fought alongside him as a Warrior of Vale in the events leading up to the Golden Sun phenomenon. He is Tyrell's father and a Fire Adept just like his son. He lives near Mount Aleph, helping Isaac monitor the area. |
Granted automatically in the opening sequence at Lookout Cabin. |
Ivan | This Warrior of Vale traveled with Isaac during their quest 30 years ago. He now lives in the nearby land of Kalay. He and his daughter, Karis, are Wind Adepts, descendants of the Anemos, an old civilization thought long gone. |
Granted automatically in the opening sequence at Lookout Cabin. |
Felix | Another one of Vale's Earth Adepts led a second party that joined up with Isaac's group in the days before the Golden Sun. Felix's sister, Jenna, and the scholar Kraden were others from Vale in his party. He left his homeland—and has not been seen since. |
Granted automatically upon entering the Tanglewood. |
Patcher | This Vale refugee has built a large general store and inn to support fellow survivors of the Golden Sun event. Though not exactly a mayor, Patcher is the closest thing to a leader this outpost has. |
Granted automatically when departing Goma Plateau for Patcher's Place. |
Patcher (2) | This Vale refugee has built a large general store and inn to support fellow survivors of the Golden Sun aftermath. This unofficial leader of the area welcomes all who visit, except Tyrell, who once nearly burned down his place. |
Updated automatically upon first conversing with Patcher. |
Kraden | This old scholar is one of Weyard's foremost authorities on Alchemy, Psynergy, and ancient cultures. He traveled with the Warriors of Vale, and he now conducts his research with two young apprentices. |
Granted automatically late into the Abandoned Mine. |
Carver | This leader of the lumberjack camp is known as Carver, though as an old Vale refugee, it's unknown whether he's always been called that—or just loves his job. He never shies away from a task at hand, which sometimes worries his men. |
Can first be granted by reading a sign at the Goma Highlands Road. Granted automatically when first talking to Carver about the broken bridge in Carver's Camp. |
Nowell | This young woman is one of Kraden's two highly promising Alchemy students, along with her brother, Rief. She has immense respect for her mentor and spends most of her time studying ancient ruins and artifacts with him. |
Granted automatically in Konpa Cave. |
Rief | This Water Adept has traveled the world with his teacher, Kraden, studying Alchemy and other traces of the ancient world. Rief is the son of Mia, a Water Adept who traveled with the Warriors of Vale. |
Granted automatically in Konpa Cave. |
Blados | This master swordsman is commander to a mysterious group of soldiers. | Granted automatically in Konpa Cave. |
Blados (2) | This Tuaparang commander is a master swordsman constantly looking for a fight. He works closely with Chalis in manipulating Matthew's group to accomplish their own sinister goals. |
Updated automatically after first meeting Sveta in Belinsk Ruins. |
Nhamu | This fortune-teller peers into the distant future by gazing into her crystal ball. She and her partner, Nhemo, provide their psychic talents in the city of Harapa. |
Can be acquired in Harapa at any time. |
Nhemo | This fortune-teller probes the near future by looking into the calm waters in her golden bowl. She and her sister, Nhamu, provide their psychic talents in the city of Harapa. |
Can be acquired in Harapa at any time. |
Sheba | This Warrior of Vale helped Felix and his compatriots trigger the Golden Sun. She is a brave ally and a skilled Wind Adept. While her actual origins are still unknown, some say she is a child of the gods, since she literally fell out of the sky as a baby. |
Can be acquired by picking up Sun Saga 3 as an item in Passaj. |
Bogho | This elder of Passaj, like all descendants of the ancient Exathi, is a blacksmith of great craftsmanship. He is stubborn and short tempered but devoted to protecting his people, especially against incursions from Kaocho. |
Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Baghi | This young man helps his grandfather, Bogho, look after Passaj. He lost his parents at an early age and has since devoted himself to serving the people of Passaj. |
Granted automatically when speaking with Baghi in Passaj for the first time. |
Baghi (2) | This young man helps his grandfather, Bogho, look after Passaj. He lost his parents at an early age and has since devoted himself to serving his people, which has won him the friendship of Ayuthay's Amiti. |
Updated automatically when Amiti elects to leave Ayuthay for Matthew's quest. |
Amiti | This nephew to King Paithos is the prince of Ayuthay. He is also a good friend to Baghi from Passaj. | Granted automatically when speaking with Baghi in Passaj for the first time. |
Amiti (2) | This prince of Ayuthay long thought he was a miracle born purely of his mother's powers. King Paithos has revealed the truth. His mother had no powers, and Amiti has inherited his Water Adept abilities from a strong Adept whose identity is a mystery. |
Updated automatically when Amiti elects to leave Ayuthay for Matthew's quest. |
Ku-Embra | This younger of the two Kaocho generals is celebrated for his swordsmanship. He is a master of the Zealous Fury attack. Ku-Embra is brash and temperamental, unlike his cogeneral and brother, Ku-Tsung. |
Automatically granted upon presenting Wo's Letter to the soldiers at the south end of Ayuthay. Can first be granted from many different sources throughout Kaocho. |
Ku-Tsung | This older of the two Kaocho generals is renowned for his combat skills. He is a master of the Dragon Spark attack. Ku-Tsung is fairly reasonable, unlike his cogeneral and brother, Ku-Embra. |
Granted automatically in King Wo's throne chamber in Kaocho Palace. |
King Wo | The military-minded ruler founded the new country of Kaocho in the name of his home empire, Sana. He spends his days plotting how to take over more of Ei-Jei and has mysteriously built his palace upon ancient ruins. |
Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Kan-Shuku | This cabinet minister in King Wo's court oversees Kaocho's military efforts in Passaj and Ayuthay. Kan-Shuku has grown frustrated by the failures of his troops, and he fears King Wo's growing displeasure. |
Granted automatically in King Wo's throne chamber in Kaocho Palace. |
Meisa | This woman is the assistant to King Wo's advisor, Kan-Shuku. In practice, however, Meisa is the one who keeps King Wo's court on course. Her shrewd insights have earned her a permanent place next to his throne. |
Granted automatically in King Wo's throne chamber in Kaocho Palace. Technically updates as soon as the party is dropped into the Ouroboros, but the contents are identical. |
Chalis | This woman brims with a beauty that's rarely seen among the people of Angara. Chalis has become a trusted advisor in King Wo's court, though it seems that her strange wealth of information is what has caught the Kaocho ruler's attention. |
Granted automatically in King Wo's throne chamber in Kaocho Palace. |
Chalis (2) | This Tuaparang agent uses her enchanting wiles to bewitch King Wo and manipulate Kaocho from behind the throne. She is partnered with Blados, subtly pushing Matthew and his friends to accomplish their goals. |
Updated automatically after first meeting Sveta in Belinsk Ruins. |
Paithos | The ruler of Ayuthay is known as King Paithos. He has presided over a new era of prosperity brought by the restarting of Ayuthay's Alchemy Well. | Granted automatically upon initially bringing the Alchemy Forge out of its dormancy. |
Paithos (2) | This ruler of Ayuthay has presided over a new era of prosperity brought by the restarting of Ayuthay's Alchemy Well. He has sheltered his people from attack by ordering everyone into the underground part of his city. He is Amiti's uncle. |
Granted automatically upon finishing the initial conversation with King Paithos. |
Veriti | This Ayuthay was Amiti's mother, who passed away not long after her child was born. She was also the sister of King Paithos. | Granted automatically when first encountering Paithos. |
Veriti (2) | This Ayuthay has long been heralded as an Adept who worked miracles. King Paithos is one of few who know the truth: a mystery man whom she was in love with was truly this Adept. She died not long after giving birth to his child, Amiti. |
Updated automatically upon finishing the initial conversation with King Paithos. |
Ryu Kou | This hotheaded Sanan youth has taken up residence in Te Rya village after apparently being on the run. | Granted automatically when entering the central tent in Te Rya Village so that Ryu Kou and Hou Zan walk in. |
Ryu Kou (2) | This member of the Sanan royal family triggered the Grave Eclipse in the hopes of saving his sister, Hou Ju. After his father was killed in Morgal's revolt, he escaped into Te Rya village with his sister and Hou Zan. |
Updated automatically upon receiving the Sailing Ship. |
Hou Zan | This elderly man is Ryu Kou's tutor, mentor, and friend. His calm, rational manner balances his pupil's fiery nature. | Granted automatically when entering the central tent in Te Rya Village so that Ryu Kou and Hou Zan walk in. |
Hou Zan (2) | This elderly man was Ryu Kou's tutor, mentor, and friend. His calm, rational manner balanced his pupil's fiery nature. Despite his age, Hou Zan was a master of martial arts. He died defending Ryu Kou and Hou Ju during the Grave Eclipse. |
Granted automatically upon triggering the cutscene in Iceberg Outpost. |
Hou Ju | This young girl is much beloved by the villagers of Te Rya and especially Ryu Kou. | Granted automatically when entering the rightmost building in Te Rya Village. |
Hou Ju (2) | This young girl is Ryu Kou's sister. She was held prisoner in Belinsk in the aftermath of Morgal's revolution. She seems to inspire a fierce devotion in all who know her, as evidenced by her brother and the villagers of Te Rya. |
Updated automatically upon receiving the Sailing Ship. |
Sveta | This beastman Adept has enhanced senses and can read others' minds and render scents visible. | Granted automatically in Teppe Ruins. |
Sveta (2) | This beastman is part of the Czamaral clan, royal family of Morgal. She is King Volechek's younger sister. Her unique powers let her read minds and render scents visible. In battle, she can transform into a ferocious beast. |
Updated automatically after first meeting Sveta in Belinsk Ruins. |
Volechek | This leader of beastmen is the king of Morgal. He was crowned after leading the successful uprising against Sanan colonists. | Granted automatically in Teppe Ruins. |
Volechek (2) | This leader of beastmen is the king of Morgal and Sveta's older brother. His long war with Sana and Bilibin has driven his anger and desperation, causing him to activate Luna Tower. |
Updated automatically upon receiving the Sailing Ship. |
Lord McCoy | This ruler of Bilibin got his start as the mayor of a small town. Over the years, it has grown into a full-fledged kingdom. While Lord McCoy is the ruler of his domain, there are widespread rumors that his wife plans to put her son on the throne. |
Can be first granted by talking to a townsperson in Patcher's Place. Can later be granted in Border Town. Note that this will be permanently missed once "Arangoa Prelude" is requested. |
Eoleo | This young pirate has succeeded his father, Briggs, as the scourge of the Eastern Sea. He has been captured by Morgal forces and is being held in Belinsk. |
Granted automatically during the meeting with the pirates in Border Town. Can first be granted by talking to a townsperson in Belinsk. |
Eoleo (2) | This young pirate has succeeded his father, Briggs, as the scourge of the Eastern Sea. As a Fire Adept, Eoleo has an edge in piracy. Free spirited like his father, he is also loyal and respected by his crew. |
Updated automatically after Eoleo joins the party in Belinsk's docks. |
Vande | This musician is a member of Belinsk's popular minstrel troupe. He has visited many lands in search of musical inspiration. | Granted automatically when first leaving Belinsk. |
Vande (2) | This musician is a member of Belinsk's popular minstrel troupe, the only band capable of performing "Arangoa Prelude." He spends much time traveling in his search for musical inspiration, so he is known throughout Morgal. |
Updated automatically when "Arangoa Prelude" is requested of the troupe in Belinsk. |
Jenna | This Fire Adept was a Warrior of Vale who fought at Felix's side. She currently resides in Kalay, along with other Vale survivors. While her son Matthew's powers are inherited from his father, he did get her bright and determined spirit. |
Granted automatically when first meeting Briggs in Port Rago Docks. |
Briggs | This grizzled sailor is the de facto ruler of the notorious Champa pirates and father of Eoleo. Despite his brash demeanor, he has a sentimental side, as seen in his attachment to his old and worn-out ship. |
Granted automatically during the meeting with the pirates in Border Town. Can first be granted by talking to a townsperson in Belinsk. |
Briggs (2) | This grizzled sailor was the de facto ruler of the notorious Champa pirates and father of Eoleo. His bravery saved Eoleo, but he was killed by monsters during the Grave Eclipse. He died a hero aboard his beloved ship. |
Updated automatically after Eoleo joins the party in Belinsk's docks. |
Piers | This Water Adept from the remote civilization of Lemuria joined Felix's party in his quest to ignite the lighthouses. He now sails the world in his ancient ship, investigating mysterious phenomena. |
Granted automatically during the meeting with the pirates in Border Town. Can first be granted by reading a sign at the Psynergy Training Grounds. |
Mia | This Warrior of Vale traveled with Isaac. She is a Water Adept whose powers were inherited by her son, Rief. She is descended from the Mercury Clan, keepers of the Elemental Lighthouse of the same name. |
Granted automatically when meeting Laurel and Tret in Kolima Forest. |
Arcanus | This masked man is apparently in league with the Tuaparang. | Granted automatically following the boss battle at the end of Belinsk Ruins. |
Arcanus (2) | This Adept's machinations were largely responsible for the Golden Sun event, which granted him tremendous power. While he currently cooperates with the Tuaparang, his goals in doing so remain mysterious. |
Updated automatically when a postgame save file is started. |
Ikan | This storyteller is the historian of Harun Village. He is distracted by worry since his son and grandson disappeared. | Granted automatically by finding Kaba and his father in Harun Channel. |
Ikan (2) | This storyteller is the historian of Harun Village. His duty is to direct brave champions to Warrior's Hill. He is much beloved for his stories by the village children, including his grandson, Kaba. |
Granted automatically after Ikan provides the Watchtower Key. |
Kaba | This boy has been missing since the eclipse. | Granted automatically by finding Kaba and his father in Harun Channel. Can be first granted by talking to Ikan in Harun Village. |
Kaba (2) | This boy is the grandson of Ikan, storyteller of Harun Village. When his father was wounded during a shipwreck caused by the eclipse, he carried the injured man to safety. |
Granted automatically after Ikan provides the Watchtower Key. |
Himi | This young girl is daughter to Susa and Kushinada of Yamata. She supposedly possesses remarkable powers. | Granted automatically in Yamata Palace. |
Himi (2) | This young girl is daughter to Susa and Kushinada of Yamata. She is also an Earth Adept chosen to bear the Third Eye. Despite her youth and relative inexperience, she possessed powerful Psynergy and can see into the future. |
Granted automatically when Himi joins in Yamata Palace. |
Susa | This king of Yamata is father to Himi and Takeru and husband to Kushinada. He was a hero of Izumo in his youth. While the younger Susa was wild and uncontrollable, age has mellowed him, and he has earned the respect of his subjects. |
Granted automatically in Yamata Palace. |
Kushinada | This queen of Yamata is the mother of Himi and Takeru. Since Himi's illness, she has led continuous prayer vigils. As a young woman, she was chosen by lottery to be sacrificed to a monster but was saved by the Warriors of Vale. |
Granted automatically in Yamata Palace. |
Kushinada (2) | This queen of Yamata is the mother of Himi and Takeru. She has taken ill, exhausted by constant prayer. | Granted automatically when Himi joins in Yamata Palace. |
Takeru | This courageous warrior is the son of Susa and Kushinada, making him the prince of Yamata and heir apparent. After his sister Himi had a vision of the world in peril, he went abroad on an important mission. |
Can be granted from Yamata Village townsfolk. (Once Himi has joined, it will only be available through Spirit Sense.) |
Uzume | This Earth Adept was sister to Susa and the de facto ruler of Izumo before the village was destroyed by tsunamis. She died of an illness shortly after shepherding her people to Yamata. |
Granted automatically when attempting to leave Yamata Palace with Himi. |
Emperor Unan | This wise and educated monarch rules Sana from the capital of Tonfon. He succeeded the warlike Emperor Ko after a bloody civil war, uniting and bringing peace to his war-torn country. |
Granted automatically upon approaching Unan's quarters in Tonfon. Can first be granted from many different sources throughout Kaocho. |
Emperor Ko | This warmongering tyrant was once emperor of Sana and known as the Dread Emperor for his aggressive expansionism. On his death, a civil war in Sana eventually crowned Unan as the new emperor, bringing much-needed peace to the region. |
Granted automatically in Unan's quarters in Tonfon. Can first be granted from many different sources throughout Kaocho. |
Lady Hinechou | This Sanan royal is mother to Ryu Kou and Hou Ju. Besides having lost her husband to war, both of her children are missing. | Granted automatically upon entering Hinechou's room. |
Lady Hinechou (2) | This Sanan royal is mother to Ryu Kou and Hou Ju. She has at last been reunited with her children and lives with them in Tonfon. | Granted automatically after reuniting the Sanan royals. |
Lord Kuan | This Sanan royal was killed during the battle in which Morgal won its independence. | Can first be granted by talking to a townsperson in Belinsk. |
Lord Kuan (2) | This former lord of Morgal was father to Ryu Kou and Hou Ju. He was killed in battle against Volechek. While he lost his domain and life to the beastmen, he did manage to arrange for his children to escape. |
Granted automatically after reuniting the Sanan royals. |
Obaba | This formidable Champan lady is Briggs's grandmother. She is respected (and occasionally feared) by her countrymen. She is descended from the ancient Ankohl civilization, and she maintains their advanced blacksmithing tradition. |
Can be granted by entering Champa Camp. |