Golden Sun: Dark Dawn/String Dump (Part 10)

From Golden Sun Universe

This reference page features cleaned-up versions of most of Golden Sun: Dark Dawn's in-game text strings that are expressed as dialogue. Instances of junk strings are removed. Each collapsible section represents the contents of a different .dat1 file, the file name of which is listed in the title.

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Supplemental

Travel Log (msg_buputil)

Stop Tyrell from flying!

Find Tyrell at the crash site!

Get to the broken soarwing!

Head to nearby Patcher's Place!

Meet Kraden in Carver's Camp!

The bridge to Bilibin is ruined!

Meet Kraden in the Konpa ruins!

Meet Kraden in the Konpa ruins!

Get the card for the Konpa Gate!

Find the Konpa ruins tunnel!

Exit Konpa Cave—find Rief!

Plan the trip over the mountains.

Explore Harapa, then head east!

Go to Passaj—key to the north!

Find the way to the distant peak!

Search Passaj for a way to cross!

Learn how to get the Sol Mask!

Start the quest for the Sol Mask!

Explore or escape the Ouroboros!

Leave Kaocho in search of clues!

Probe the depths of Ayuthay!

Speak with the Ayuthay king!

Get the temple's Insight Glass!

Find the way into the Ouroboros!

Get the Sol Mask!

Restore the Alchemy Forge!

Return to the sky platform!

Find the Ice Queen Stone!

Put the Alchemy Forge in reverse!

Cross the clouds to Craggy Peak!

Descend from Craggy Peak!

Cross the glacier and find a town!

Explore the Teppe ruins!

Deliver the bag to Ryu Kou!

Meet up with Sveta in Teppe!

Travel through Teppe to Morgal!

Find Kraden in Belinsk!

Head toward Border Town!

Meet Briggs in Port Rago!

Speak to Tret in Kolima Forest!

Find a cure for the Dream Tree!

Cure the Dream Tree!

Follow that Djinni to Laurel!

Find the Slap Glove!

Face the Mountain Roc!

Meet up with Sveta!

Find all the band members!

Request "Arangoa Prelude"!

Enter the Belinsk ruins!

Enter Belinsk Castle!

Reach the heart of Belinsk's ruins!

Escape Luna Tower!

Get to the pier and leave town!

Escape Belinsk!

Find land at the eclipse's edge!

Find the Umbra Gear!

Find the rest of the Umbra Gear!

Find any remaining orbs!

Activate the Apollo Lens!

Return home!

Tyrell has taken the soarwing and wants to fly away. Stop him before he breaks it.

Tyrell had to crash the soarwing below the plateau at a forest cave. Find him before it's too late.

After saving Tyrell, you must now reach the broken soarwing.

Your quest for the feather has just begun! Head to Patcher's Place to learn more about how to reach Carver's Camp—as well as Bilibin and the rest of Angara beyond.

You must find your way from Patcher's Place to Carver's Camp. The journey will be long and difficult: prepare well, then make your way to the distant camp to meet Kraden.

The bridge from Carver's Camp to the Bilibin area has been destroyed by a Psynergy Vortex. Though Kraden is nowhere to be found, see if locals can manage to cross the chasm.

Because the bridge that leads deeper into Angara has been destroyed, Kraden has changed the meeting place to an alternate route: a cave under the Konpa ruins. Meet him there.

Kraden has changed the meeting place to the caves below the Konpa ruins. Go to these ruins, then find your way down into these caves.

Only fully tested Adepts can pass through the gate to the dangerous Konpa ruins. Earn the gate card at the testing grounds at Patcher's Place.

The only way deeper into Angara is through a tunnel in the Konpa ruins, which seem to be what's left from an ancient civilization. Locate the tunnel deep below the ruins.

After encountering sinister forces, you must exit the southern end of Konpa Cave, while Kraden races to the other end. One of you has to find and rescue Rief!

Blados blocked Konpa Cave, so you're trapped in the southern part of Angara. To meet Kraden in Belinsk, you'll need to find a way over the Khiren Mountains. Rief knows how. Head east to start this journey.

Explore Harapa to learn more about Ei-Jei, the region you'll be passing through on your journey north over the Khiren Mountains.

Rief says that you can probably cross the Khiren Mountains in Passaj. Find your way to the mountain town.

Find the path that leads from Passaj across the Khiren Mountains. Rief saw this passage when here with Kraden, so he will give more details once you find it.

Rief has shown you the way over the Khiren Mountains: you must cross from Passaj's sky platform to distant Craggy Peak. Search Passaj for clues to creating a legendary cloud passage.

You brought the Alchemy Forge back to life, but you need the Sol Mask to use the machine. This relic is in the Ouroboros down in Ei-Jei. Learn more in Passaj about how to get it.

The Sol Mask is said to be in the Ouroboros in Kaocho. Baghi advises you to head to Ayuthay first in order to learn secrets about the Ouroboros from Amiti. Explore both countries to learn the truth.

You were dropped into a part of the Ouroboros—but there is likely no way to get any deeper to where the Sol Mask has been hidden. If that proves true, at least find your way out for now.

The Ouroboros holds the mysterious Sol Mask, but you have no way deeper inside. There must be clues elsewhere in the southern half of the continent. You do possess King Wo's letter to his generals in Ayuthay...

The Kaocho generals have let you go into the inner courtyard of Ayuthay. Though they have ordered you to purge the evil spirits laughing inside, this is a good opportunity to explore the interior.

You played the Tree Flute and met Amiti. He says that the Ayuthay king has expected a group of Adepts. Speak with King Paithos to learn more.

Paithos says that you cannot find the true way into the Ouroboros unless you have the Insight Glass from the pond temple. Use the Alchemy Well to lower the water, then get the relic from inside.

Now that Amiti possesses Insight Psynergy, head back to Kaocho and find the true way back into the Ouroboros, where the Sol Mask awaits.

Using the powers at your disposal, you found the way into the true depths of the Ouroboros. Now you must get the Sol Mask from inside.

You have the Sol Mask, so head to Passaj and restore the Alchemy Forge to full operation.

You restored the Alchemy Forge to full operation. Now head to Passaj's sky platform to take the legendary cloud passage to distant Craggy Peak.

There is one more ancient secret for creating a passage to Craggy Peak: putting the Alchemy Forge in reverse. To do that, you'll need Psynergy from the Ice Queen Stone hidden in the Harapa ruins.

You have the Ice Queen Stone from the Harapa ruins. Use its Psynergy to put Passaj's Alchemy Forge into reverse—and create the cloud passage to Craggy Peak!

With the Alchemy Forge in reverse, cross the Clouds of Passaj to the far side of the sky, where Craggy Peak awaits you!

After reaching Craggy Peak, you found more ancient Neox ruins. Find a way through them to descend from the peak.

You puzzled your way through the Craggy Peak ruins and reached the Khiren Glacier. Find someone who can tell you how to get north into Morgal from here.

You met Ryu Kou and Hou Zan in Te Rya village. They told you of a path through the Teppe ruins that leads north to Morgal.

You met Sveta in the Teppe ruins, and she gave you a bag to be delivered to the concerned villagers of Te Rya.

You delivered the bag to a grateful Ryu Kou. Go meet Sveta in the Teppe ruins so she can guide you to Morgal.

Now that Sveta has joined your party, you can pass through the Teppe ruins. Navigate your way into Morgal.

Sveta has left your party until after you deal with the Mountain Roc. You'll want some guidance before tackling it, so try to find Kraden in Belinsk.

Kraden has apparently not yet made it to Belinsk. Also, the minstrels you need to signal Sveta have scattered across Morgal. Perhaps if you head toward Border Town, you can meet Kraden on the way?

In Border Town you received a letter from the notorious pirate, Briggs. He asked for your help and can probably be found in Port Rago, getting his ship repaired.

Briggs sent you to speak to Isaac's old friend, Tret, in Kolima Forest. He also gave you some Hermes' Water, which will apparently cure any sort of disease.

You defeated the monster that had been preying on the Dream Tree, but the tree has still not recovered. Perhaps there is a cure for its disease somewhere else in Morgal?

You defeated the monster that had been preying on the Dream Tree, but the tree has still not recovered. This seems like an opportunity to test the healing powers of the Hermes' Water.

You had just cured the Dream Tree with the Hermes' Water when you were congratulated by an obnoxious Djinni, a messenger for someone named Laurel. Follow him to Kolima Forest.

According to Tret and Laurel, you will need Slap Psynergy to awaken the Mountain Roc. With Sveta unavailable, you must find the Slap Glove.

Ryu Kou gave you the Slap Glove on the condition that you raid Belinsk Castle with him. But first you must face the Mountain Roc to get a power source.

You got the Mountain Roc feather, but Ryu Kou has the Magma Orb. Now you must meet up with Sveta in Belinsk to save Eoleo!

You'll need Sveta's help to save Eoleo. Find all six musicians who will perform "Arangoa Prelude" and signal Sveta to meet you.

You'll need Sveta's abilities to save Eoleo. Request that the Belinsk minstrels play "Arangoa Prelude," the signal to rendezvous with Sveta.

The entrance to the Belinsk ruins opened after "Arangoa Prelude" was played. Now Sveta says to enter the ruins and meet her within.

You finally reunited with Sveta. Now you must infiltrate Belinsk Castle and save Hou Ju and Eoleo.

The road that Sveta took from Belinsk Castle is now blocked. You will need to navigate an alternate route to the heart of the Belinsk ruins.

Ryu Kou was manipulated by Arcanus into activating Luna Tower. The tower's systems have announced that you should evacuate. Then you need to save Hou Ju and Eoleo from Belinsk Castle.

You saved Hou Ju and Eoleo, but Luna Tower is radiating strange, dark energies, and the town will soon be swallowed up. Get to the pier and find transportation out of Belinsk!

Briggs was killed fighting monsters of the eclipse. Eoleo joined the party in order to avenge his father's death.

Much of the world is in shadow since the activation of Luna Tower. Volechek gave you a strange orb, but its function is unknown. Kraden suggests finding land near the edge of the eclipse and talking to leaders.

Himi was awoken by the Third Eye. Head to Tonfon to begin your search for the Morgal map, then use her abilities to search for the Umbra Gear you'll need to stop the Grave Eclipse.

You've acquired all three orbs, but still need to collect the remaining Umbra Gear before you can stop the Grave Eclipse.

You've acquired all the Umbra Gear necessary to activate the Apollo Lens. Find any remaining orbs you need to open the gate to Apollo Sanctum.

You have all the Umbra Gear and all three orbs. Now you must head to the heart of Apollo Sanctum via the Endless Wall and put a stop to the Grave Eclipse!

The Apollo Lens has banished the darkness and brought forth a new dawn over the world. Isaac and Garet are waiting for you at home on the Goma Plateau!

Encyclopedia (msg_field)

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.

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.

This ancient machine is found in the Belinsk ruins. It is said to be dangerous but is not currently functioning.

This ancient machine was built by the Neox and is powered by the element of fire. It is thought to create wondrous things.

This ancient machine was built by the Neox to produce water in vast quantities.

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.

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.

This ancient machine amplifies light. In theory, it has the ability to end an eclipse.

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 demanding to play, properly performed the piece is said to cause miracles.

This fire-based Psynergy can evaporate a water source in the blink of an eye.

This country is well known for its beautiful stonework. Its towers, walls, and courtyards are the envy of all Ei-Jei.

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.

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.

This fortress city is the capital of Morgal, the country of beastmen. It is a bastion of both military might and cultural sophistication.

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.

This town is the major crossing point between Morgal and Bilibin.

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.

This seafaring nation has a long tradition of piracy. Despite their reputation as seagoing thugs, the Champa people have a strong national pride.

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.

This mountain was once home to the Neox. Their ancient but highly advanced civilization created many remarkable devices.

This fire-based Psynergy strikes an object with great force. It can be used on cracked boulders and weakened floors to shatter them.

This relic of Sludge retains some of his destructive power. It can be worn to gain the Crush Psynergy.

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).

This water-based Psynergy conjures a small storm cloud that can extinguish fires and fill small cavities with water.

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.

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.

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.

These gems are only useful in pairs. Each taps into its holder's life force to emit light and communicate with the other stone.

This lighthouse-like structure is hidden away in the Belinsk ruins.

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.

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.

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.

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.

This massive, ancient edifice divides Ei-Jei and Morgal. Its origin and purpose are largely unknown.

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.

This fire-based Psynergy focuses heat energy into a ball of flame that the user can throw to incinerate a target.

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."

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.

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.

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.

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.

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.

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.

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.

This Jenei artifact was hidden in the Konpa ruins. It must be equipped to gain Grip Psynergy.

This earth-based Psynergy can grasp faraway objects and bring them close. It can also carry the user across some gaps.

This earth-based Psynergy causes plants to grow rapidly, sometimes creating climbable vines to new locations.

This former ruin has been rejuvenated into a thriving city since the Golden Sun event. Elemental energy now flows throughout Harapa.

This small village on Harun Island is home to some ancient ruins with a legacy of traditions. It is famous for the local seaweed.

This water is from a spring in Imil. It has the power to heal and revive any living thing.

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.

This gem was created by the ancient Neox.

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.

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.

This ancient Jenei artifact is Ayuthay's most treasured possession.

This water-based Psynergy allows the user to view the true solution required, among other deeper views.

This village once rested upon 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.

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.

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.

This powerful nation was founded by King Wo, who wages war against Passaj and Ayuthay from its rich palace.

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.

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.

This mysterious forest is in northeastern Angara. Isaac's old friend, Tret, can be found somewhere among its trees.

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.

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.

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.

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.

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.

This ancient artifact puts the Alchemy Well into operation. It is a silvery, shining mask crafted by the ancient people of Passaj.

This object is a power source strong enough to fuel the Alchemy Dynamo.

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.

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.

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.

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.

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.

These gigantic birds are so rarely seen that they're beyond legendary.
A single feather can provide enough material to help craft a soarwing.

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.

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.

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.

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.

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.

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.

This legendary labyrinth is said to be quite serpentine, ensnaring those who dare to enter its twists and turns.

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.

This general store serves up just about everything refugees from Vale might need to survive. A small settlement is huddled around the store.

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.

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.

Controlling the elements with the mind is known as using Psynergy.
Those who use Psynergy are called Adepts—masters over earth, wind, fire, and water. Many effects are possible through the use of Psynergy.

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.

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.

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.

This country makes up the eastern part of the Ei-Jei region. It used to be a fearsome and aggressive colonial power.

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.

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.

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.

This gem was created by the ancient Neox.

This earth-based Psynergy is unique to Himi. It allows her to discover hidden objects and other secrets.

This glove creates the same effect as the Slap Psynergy unique to beastmen. Even those without Psynergy powers can use this treasure of Morgal.

This wind-based Psynergy conjures a blast of air with unusual properties. It's good for knocking things around or waking up sleeping people.

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.

This remarkable invention allows its wearer to glide upon the winds. Soarwings are hard to make and so are quite rare.

This ancient relic is said to be related to the Alchemy Forge in some way.

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.

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.

This forest is said to transform at night, changing into a wood that ensnares those brave—or foolish—enough to enter it after dark.

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.

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.

This fire-based Psynergy creates a warm updraft strong enough to lift the user up to otherwise inaccessible heights.

This white gem was sealed away inside the Watchtower of Warrior's Hill. There's an unusual sigil in the center.

This city is the capital of Sana. It is known for its exquisite architecture as well as being a center of fishing and commerce.

This Psynergy heightens a user's sense of smell, making it possible to detect faint odors and track them back to their source.

This flute is said to be made from ancient trees that once grew near Ayuthay Castle. Its craftsmanship is undeniably old.

This is an old friend of Isaac's who lives in Kolima Forest. Apparently he has useful information about Mountain Rocs.

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.

These items of equipment were created by the ancient Jenei to harness the powers of darkness.

This weathered map of Morgal was left by the Jenei so that their descendants could find the Umbra Gear.

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.

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.

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.

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.

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.

This legendary building sits atop Warrior's Hill on Harun Island, waiting for worthy champions.

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.

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.

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.

This city is the primary settlement on Nihan. Its culture is centered around spirituality, with many prayer shrines.

This unique mineral, also called "floating stone," floats in the air when touched by the wind.

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.

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.

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.

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.

This old friend of Isaac's fought alongside him as a Warrior of Vale in the events leading 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.

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.

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.

This Vale refugee has built a large general store and inn for fellow survivors of the Golden Sun event.
Though not exactly a mayor, Patcher is the closest thing to a leader this outpost has.

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.

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.

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.

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,

This master swordsman is commander to a mysterious group of soldiers.

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.

This fortune-teller probes the near future by looking into the calm waters in her golden bowl.
She and her partner, Nhamu, provide their psychic talents in the city of Harapa.

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.

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.

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.

This nephew to King Paithos is the prince of Ayuthay. He is also a good friend to Baghi from Passaj.

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.

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.

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.

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.

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.

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.

This 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.

This Ayuthay was Amiti's mother, who passed away not long after her child was born. She was also the sister of King Paithos.

This hotheaded Sanan youth has taken up residence in Te Rya village after apparently being on the run.

This elderly man is Ryu Kou's tutor, mentor, and friend. His calm, rational manner balances his pupil's fiery nature.

This young girl is much beloved by the villagers of Te Rya and especially Ryu Kou.

This beastman Adept has enhanced senses and can read others' minds and render scents visible.

This leader of beastmen is the king of Morgal. He was crowned after leading the successful uprising against Sanan colonists.

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.

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.

This musician is a member of Belinsk's popular minstrel troupe. He has visited many lands in search of musical inspiration.

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.

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.

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.

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.

This masked man is apparently in league with the Tuaparang.

This storyteller is the historian of Harun Village. He is distracted by worry since his son and grandson disappeared.

This boy has been missing since the eclipse.

This young girl is daughter to Susa and Kushinada of Yamata. She supposedly possesses remarkable powers.

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.

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.

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.

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.

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.

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.

This Sanan royal is mother to Ryu Kou and Hou Ju. Besides having lost her husband to war, both of her children are missing.

This Sanan royal was killed during the battle in which Morgal won its independence.

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.

This ancient Alchemy Machine sealed the Eclipse Tower in the Belinsk ruins.
After being reactivated with the Magma Orb, it causes the Grave Eclipse.

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.

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.

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.

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.

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.

This fire-based Psynergy can evaporate a water source in the blink of an eye.

This is the country of master stoneworkers— descendants of the Exathi. The waters from its Alchemy Well have restored its fortunes.

This fortress city is the capital of Morgal, the country of beastmen. The ancient ruins on the surface conceal the Eclipse Tower below.

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.

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.

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.

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.

This fire-based Psynergy strikes an object with great force. It can be used on cracked boulders and weakened floors to shatter them.

This relic of Sludge retains some of his destructive power. It can be worn to gain the Crush Psynergy.

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).

This water-based Psynergy conjures a small storm cloud that can extinguish fires and fill small cavities with water.

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.

These gems are only useful in pairs. Each taps into its holder's life force to emit light and communicate with the other stone.

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.

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.

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.

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.

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.

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.

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.

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.

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.

This Jenei artifact was hidden in the Konpa ruins. It must be equipped to gain Grip Psynergy.

This earth-based Psynergy causes plants to grow rapidly, sometimes creating climbable vines to new locations.

This water is from a spring in Imil. It has the power to heal and revive any living thing.

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.

This gem was created by the ancient Neox. It is the key to gaining the power to put the Alchemy Forge in reverse.

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.

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.

This Jenei artifact is Ayuthay's most treasured possession. It has a consciousness and chose Amiti as its master.

This powerful nation was founded by King Wo, who covets the treasures of the Ei-Jei region and wages war against Passaj and Ayuthay.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Controlling the elements with the mind is known as using Psynergy.
Those who use Psynergy are called Adepts—masters over earth, wind, fire, and water. Many effects are possible through the use of Psynergy.

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.

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.

This gem was created by the ancient Neox. It is the key to gaining the power to put the Alchemy Well in reverse.

This earth-based Psynergy is unique to Himi. It allows her to discover hidden objects and other secrets.

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.

This ancient relic is required for operating the Alchemy Forge. This golden mask was crafted by the ancient Exathi of Passaj.

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.

This fire-based Psynergy creates a warm updraft strong enough to lift the user up to otherwise inaccessible heights.

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.

This Psynergy heightens a user's sense of smell, making it possible to detect faint odors and track them back to their source.

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.

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.

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.

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.

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.

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.

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.

This Vale refugee has built a large general store and inn to support fellow survivors of the Golden Sun aftermath.
This unofficial leader of this area welcomes all who visit, except Tyrell, who once nearly burned down his place.

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.

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.

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.

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.

This younger of the two Kaocho generals, who passed during the Grave Eclipse, was celebrated for his swordsmanship.
His restless spirit lingers, caught within the earthly realm.

This older of the two Kaocho generals, who passed during the Grave Eclipse, was renowned for his tactical leadership.
His frustrated spirit still lingers, trapped within the earthly realm.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 possesses powerful Psynergy and can see into the future.

This queen of Yamata is the mother of Himi and Takeru. She has taken ill, exhausted by constant prayer.

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.

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.

Djinn Guide (msg_kernel)

This spirit was Isaac's very first Djinni. Flint talks a great deal, but is both knowledgeable and nice, so no one complains.

This love spirit is first found in Kaocho. Steel's attack is a vitality-stealing kiss that leaves enemies wanting more.

This spirit joins the party with Himi and was born from a mineral formation. Geode draws power from far underground to attack.

This spirit represents earth's binding powers and is first met on Warrior's Hill. Chain's attacks hold a foe in place to help allies coordinate strikes.

This lodestone spirit joins the party with Himi. Magnet's attacks paralyze with a powerful force.

Laurel uses this spirit of emotion as her envoy, sometimes to her regret. Pewter's attack can penetrate strong defenses with molten metal.

This spirit of inevitability is found north of Border Town. Gears can force evil beings to turn on one another.

Desire is the province of this spirit, who you first meet in Belinsk. Furrow's attack takes vitality from foes by force.

This tough spirit is first met on the Passaj Mountain Climb. Bark's rough hide can protect allies like a shield.

A spirit of the void, this Djinni is found deep in the Belinsk ruins. The vacuum within Chasm draws everything in.

This flower spirit is found by the gate to the Konpa ruins. Flower's sweet scent has a refreshing and healing effect.

This tree spirit is found in Kolima Village. Garland has a pleasant fragrance that immediately refreshes and relieves fatigue.

This climbing-plant spirit is found in Passaj. With a single look into Ivy's eyes, an enemy may be immediately petrified.

This spirit has influence over seeds and is found in the Teppe ruins. In battle, Vine plants seeds that grow with amazing speed to hamper foes.

This spirit is found in Harapa. Brick's control over stones allows for the instant creation of defensive barriers.

This metallic spirit joins with Himi. Buckle's influence over metals can harden substances to many times their original strength.

This fragrant spirit is met along with Himi. Clover's fresh scent seems to cleanse the soul and is quite calming.

This spirit is associated with death and is found at the ruins in Yamata. Hemlock's grim power sentences the living to imminent death.

This spirit represents the lifeblood of trees and plants and is an old friend of Isaac's. Sap's attack absorbs vitality from foes.

This spirit controls gravity and is a friend of Isaac's. Ground's attack creates gravity wells strong enough to paralyze an enemy.

This spirit of very hard stone is one of Isaac's friends. In battle, Granite's tough, wall-like body can defend allies.

This spirit represents the healing energies of the earth. Quartz can heal wounds by focusing ambient energy into a living creature.

This spirit reflects the trace minerals present in living creatures and is a friend of Isaac's. Salt can cleanse and purify an ally's body of harmful effects.

This spirit of crystallized ice joins the party with Rief. Sleet's attack wraps enemies in blinding cold, making fighting more difficult.

This spirit has influence over sleep and joins your party along with Amiti. Mist's attack enshrouds a foe's mind, making it ready for sleep.

This spirit of intense cold is found at Carver's Camp. Chill's attack renders enemies brittle and vulnerable.

This spirit represents the overpowering cold of a glacier and is met at the Harapa ruins. Serac's attack sucks all heat away from the environment instantly.

This spirit represents peaceful sea life and is met in Belinsk. Pincer's attack erodes an enemy's ability to resist Psynergy.

This spirit represents aggressive sea life and joins the party along with Amiti. Claw's attack leaves a foe more vulnerable to Psynergy.

This torrential spirit is met in Belinsk. The force of Spout's watery attack leaves behind a mist that obscures a foe's vision.

This spirit represents water under pressure and is found near Imil. Geyser's attack consists of a highly pressurized spray of water.

This spirit of seashells is encountered at Gaia Falls. Shell's hard skin protects allies against the most storm-tossed seas (and enemy attacks).

This spirit embodies tears shed in grief and is encountered in Kolima Forest. Teardrop's own tears can bring people back from the brink of death.

This hopeful spirit represents the water that bubbles from springs and is found in Harun Village. Spring's water is supernaturally refreshing.

This geyser spirit joins the party in Barai Temple. Surge can conjure a hot-spring effect that relieves fatigue for allies.

This spirit embodies the life-giving properties of the sea and is first met at Port Rago. Coral's aura restores life and health to the injured.

This spirit of calm waters befriends the party along with Amiti. Mellow's untroubled aura shields the party from hostile Psynergy.

This spirit embodies crusted ice and is met on an island in the far north. By encasing an enemy's mind in ice, Rime can seal that foe's Psynergy.

This spirit of churning oceans is first met near Tonfon. Foam can create areas of tidal instability that slow enemies down.

This spirit represents powerful currents and is found in Belinsk. Torrent's tremendous energy is contagious and makes the whole party move faster.

This spirit carries the refreshing feeling of morning dew and is met near the Teppe ruins. Dewdrop cleanses the party of toxins and the like.

This spirit of dreams and hallucinations is found near Konpa Gate. Fever's power overheats a foe's brain, causing delusional thinking.

This spirit embodies hot rage and is first met at Te Rya village. Fury summons the souls of those who died in anger to attack enemies.

This spirit of blazing heat is first met at Nihan. Sizzle's attack sears foes, leaving them vulnerable to further attack.

This light spirit is first encountered at the Dream Tree. Glare emits light intense enough to blind and injure an enemy.

This spirit of hot rage joins the party with Eoleo. Wrath's vicious attack may exhaust an enemy immediately.

This spirit represents fire's power to melt and is first met in Kaocho. Lava's attack is hot enough to melt enemy defenses, leaving foes vulnerable.

This spirit brings fiery influence to some foods and joins the party with Himi. Pepper can overwhelm an enemy's senses, leaving the foe stunned.

This spirit has influence over spicy heat and is a favorite of Eoleo's. Chili's power leaves a foe breathless and unable to move.

This indomitable fire spirit is encountered in Tonfon. Tinder can restoke life's fire with perfect reliability in an unconscious ally.

This spirit of fading light joins the party with Eoleo. Glow breathes on the remaining embers of life, rejuvenating knocked-out allies.

This spirit of fire's last remnants is first met in Harapa. Cinder can ignite vigor in an unconscious ally through sheer determination.

This inspiring fire spirit is encountered at the volcanic island cave. Flare's ecstatic light elevates and refreshes the mind.

This bolstering spirit is encountered at Patcher's Place. Forge's blazing flame stirs allies to greater ferocity in battle.

This spirit causes fires to burn ever hotter and joins with Eoleo. Stoke's inspiring presence rallies friends to fight more fiercely.

This spirit represents fire's controlling aspect and is found in Passaj. Brand can lock an enemy's Psynergy in place with a heat seal.

This spirit of burning pain joins the party with Eoleo. Reflux is essentially cowardly but lashes out with horns when approached.

This spirit represents the fiery passion of music and is found in Champa. Fugue's infectious rhythm exhausts foes' mental strength.

This spirit of the sun's warming touch is found at Apollo Sanctum. Aurora's gentle influence heals other Djinn, speeding their recovery.

This spirit of concentrated heat is a friend of Garet's. Torch's focused attack passes through any sort of protection.

This spirit of radiance is Garet's friend. The brilliant flash of Shine's attack blinds enemies around its target.

This incandescent spirit is a friend of Garet's. The light that comes off Flash is intense enough to soften enemy blows.

This spirit of fire's persistence is Garet's friend. Spark's never-say-die attitude inspires allies to fight on despite setbacks.

This spirit of fire's light is a friend of Garet's. Corona's glowing radiance is strong enough to blunt enemy attacks.

This spirit of ignition is a friend of Garet's. Kindle's influence allows allies to exceed their usual limits of strength and power.

This fleet spirit is first encountered at the Goma Highlands Road. Gust's tremendous speed always gets the jump on an enemy.

This uplifting spirit joins the party along with Sveta. Waft's soothing fragrance lulls an enemy to sleep.

This electrical spirit joins the party along with Sveta. Bolt's constantly charging current shocks a foe senseless.

This spirit of clouds is first encountered at Talon Peak. Puff fills enemies with cloudstuff until they burst.

This spirit embodies whirlwinds and is found in the Ouroboros. Vortex's attack leaves enemies dizzy and unable to see straight.

This sandstorm spirit is first encountered in Border Town. Sirocco's swirling winds reduce enemy visibility to zero.

This spirit of burning winds is first found at a small desert island. The violent winds Simoom creates are scorchingly hot and act like a toxin in the body.

This spirit of speed joins the group with Himi. Swift is the fastest of all spirits and always strikes before an enemy can.

This spirit of swirling vapors joins the party with Sveta. Haze can grant temporary sanctuary to a friend in the form of concealing mists.

This lightning spirit is first encountered at the Konpa ruins. Jolt generates a shock that can bring an unconscious ally around again.

This spirit embodies living breath and is found in Ayuthay. Breath specializes in healing allies in the nick of time.

This musical spirit is found on an island in the Otka Sea. Lull's song is comforting and causes combatants to have trouble continuing the battle.

This spirit represents still air and is found at Craggy Peak. Doldrum can hold an enemy in place by encasing it in unmoving wind.

This spirit embodies the winds at the highest altitudes and is found in western Kaocho. Allies find Ether's presence calming, even in the midst of battle.

This spirit of lingering fragrances is first met in Saha Town. Wisp can refresh the mind and heart with invigorating aromas.

This spirit of energetic winds befriends the party along with Sveta. Fleet's vigor inspires allies to act faster.

This spirit of soft winds joins the party with Sveta. Breeze's calming influence shelters the mind from harmful Psynergy.

This spirit represents flight and is found in Yamata. From a high vantage point Kite gives the party key tactical advice, allowing for an extra action.

Shop dialogue (msg_shop)

Come in! Welcome! Take a look at our fine weapons.

Oh! That's a fine choice, but you don't have enough money.

Which one of you gets this?

Your pack is full, [Character].

You can't equip this, [Character]. Do you still want it?

How many do you want?

Then here you go!

Would you like to equip it now, [Character]?

You look bolder already!

Anything else today?

Feel free to drop in anytime.

Sorry, [Character], but your pack is full. No [item] for you.

What would you like?

Anything else?

You want [item]? That will be [value] coin[s].

How about [value] coin[s]?

All right then—keep it safe. And equip yourself well before battle.

What do you want to sell?

Anything else for sale?

If you can't remove that [item], I can't buy it.

Sorry, but we don't buy those.

How many will you sell?

How about [value] for your [item]?

What a rare find! How about [value] coin[s]?

That comes to [value] coin[s]. Sound good?

Your [item] is damaged, so I can only offer you [value] coin[s]. Deal?

How about [value] coin[s] for your old [item]?

OK! It's a deal!

What? Changed your mind? Well, too bad for you.

All right, I'll buy it! Here are your coins.

Don't want to let go of it, eh?

Who's got something to sell?

Sorry, but we're out of stock. Come back later, OK?

Interested in rarities? You must be a true connoisseur!

Which one would you like?

You can repair your broken, unusable weapons here.

I don't repair those.

Flawless [item]? No repairs needed!

This [item] won't come off. Bring it back once you get it off.

Uh-oh. You don't seem to have enough money.

I'll repair your [item] for [value] coin[s]. Fair?

Changed your mind? Whatever you say!

Yes, sir! I'll just take that [item], then.

I've repaired your [item]. Don't go breaking it again, now.

Anything else need repairing?

Whose item needs some repairs?

What needs fixing?

You need armor? I'm your guy.

Hate to break it to you, but you can't afford that.

And who is this for?

[Character] can't carry any more.

[Character] can't equip this. Is that OK?

How many do you want?

Here you go.

[Character], would you like to equip this now?

That looks great on you!

Can I get you anything else?

Thank you very much! Please come again.

[Character] can't carry another [item].

What kind of armor are you looking for?

Anything else I can get you?

You want [item]? That will be [value] coin[s].

How about [value] coin[s]?

All right, I'll give this to you now, but don't forget to equip it later.

What would you like to sell me?

Want to sell anything else?

Your [item] won't come off. I'll buy it if you can get it off somehow.

Sorry, but we don't buy [item].

How many are you selling?

How about [value] coin[s] for your [item]?

Oho! This is the good stuff! How about [value] coin[s]?

That's a total of [value] coin[s], OK?

That [item] is damaged. How about [value] coin[s]?

I can offer [value] coin[s] for your [item]. We have a deal?

Thank you kindly.

You don't like my price? Sorry. Nothing more I can do.

Thank you very much.

That's as high as I can go. Sorry, but no deal.

Who's got something to sell?

I'm sorry. We're out of stock right now.

Oh, a collector! All of these things are of the utmost quality.

What would you like?

Do you need something repaired?

I don't repair those.

But that [item] is in fine shape. No repairs needed.

I have to take it to fix it, so if you can't take it off, I can't help you.

I'm sorry, but you can't afford that.

Repairing your [item] will run [value] coin[s], OK?

It doesn't seem to be within your budget.

It'll be my pleasure to fix your [item].

The repairs to that [item] are complete. Here you go!

Do you need anything else repaired?

Whose item needs some repairs?

What needs fixing?

Heya! Welcome! This here is a weapons and armor shop.

Looks like you don't quite have the funds...

So who do I give this to?

[Character], looks like you're packin' at capacity. Can I give this to someone else?

[Character], you can't equip this. Do you still want it?

And how many you gonna take?

OK, use in good health!

[Character], you wanna go ahead and equip it right away?

Oh, yeah—that looks nice!

Have a look-see at my other stuff, too!

I'm right here anytime you want to come back!

[Character], you can't carry that [item]—you are full up.

Which one do you want?

Need anything else?

I need [value] coin[s] for that [item]. Whaddaya say?

How 'bout [value] coin[s] for the lot?

Sure, store it away for now, but don't forget to equip it BEFORE you need it.

What can I take off your hands?

Want to get rid of anything else?

How am I supposed to get that [item] off you? Bring it back when it's off.

Real sorry, but we don't buy those.

How many you wanna sell me?

Will ya take [value] coin[s] for that [item]?

That's a rare dandy! Will you take [value] coin[s]?

I pay [value] coin[s] for those. That work for you?

That [item] is damaged, but I can still give you [value] coin[s]. OK?

Will you take [value] coin[s] for that [item]?

Great! Here's your cash.

Don't like the price? OK, no harm in asking!

All right—this cash is for you, my friend.

That's a great price! If it's not enough for you, we've got no deal.

Whose item you wanna sell?

We're all out of the rare stuff— sorry. Check back again, will ya?

Lookin' for something special, eh? Take a look at the top shelf.

What's it gonna be?

So you're fixin' for some repairs, eh?

I don't repair those.

Hey, this [item] doesn't have a scratch. "If it ain't broke..."

I can't repair this [item] unless you take it off.

Hmm. That's a shame. You don't have enough money.

Does [value] coin[s] sound fair to fix your [item]?

Price out of your league? That's a shame.

I'll take that, then.

Here she is, all fixed up. You're all set!

Need any other repairs done?

Whose item will I be repairing?

What needs fixing?

Welcome! We have all sorts of items for you!

I'm sorry, but it looks like that's a little out of your price range.

Now, who is this for?

[Character]'s hands are full.

[Character] can't equip this, you know. Is that OK?

How many would you like?

OK, here you go.

Would you like to equip this right now, [Character]?

It suits you!

See anything else you like?

Thank you. Please come again.

Sorry, [Character]. You're full up. I can't give you any [item].

What would you like?

Is there anything else?

You want [item]? I'll need [value] coin[s].

That will be [value] coin[s] total, OK?

Very well—here you are. Don't forget to equip it later.

What do you want to sell?

Anything else?

This [item] won't come off! Come back if you manage to remove it.

I'm sorry, but we don't carry this sort of thing.

How many can you sell me?

How about [value] coin[s] for your [item]?

These are very rare! I can offer you [value] coin[s].

That comes to [value] coin[s]. Is that all right?

This [item] is damaged. How does [value] coin[s] sound?

For [item] I can give you [value] coin[s], OK?

Good. It's a deal.

I understand if the price doesn't suit you. I'm afraid I don't negotiate, though.

And this is for you.

That's my best offer. You can take it or leave it.

Who's got something to sell?

We don't have any real rarities right now, but do try again another day.

Rarities, eh? Well, here's my best stuff. See anything you like?

Which one are you interested in?

Repairs? No problem.

I don't repair those.

Your [item]? Perfect condition! No repairs required.

I can't repair your [item] if you can't remove it.

You don't have enough? That's too bad...

It'll be [value] coin[s] to repair this [item].

You don't like the price? Sorry, but I don't haggle.

Then I'll take it.

Your repairs are done. Here you are.

Need anything else repaired?

Who needs something fixed?

Which item's broken?

Welcome to our inn.
It's [value] coin[s] for a room. Would you like to stay?

Please enjoy your stay.

I'm afraid you don't have enough.

Please come again.

I hope you slept well. Have a nice trip!

Welcome! Ready for a good night's sleep? Ah, you've got a dream leaf, so of course you are! Want to use it?

Pleasant dreams!

A night's stay will be [value] coin[s]. Sound good?

Welcome, weary wanderers. What aid do you seek?

Do you wish for more aid?

Visit us anytime you need relief. The gods will always protect you.

I see. One of your number has lost the will to fight and needs revival?

Fear not. None of your companions has fallen yet.

Who needs to be revived?

To revive [Character], I require a donation of [value] coin[s]. Is this acceptable?

I'm sorry, but you must be able to make the donation.

The donation is too much? Then weary wanderers you shall remain for now.

I will now call upon the gods of healing.

[Character] has been revived!

Hmm...so you need an antidote to a poison or venom?

Fear not! None of your companions has been poisoned.

Whom shall I cure?

To heal [Character], a donation of [value] coin[s] is required. Is this OK?

You do not have enough coins to make the donation, so I must refuse for now.

The donation is too much? Then weary wanderers you must remain.

I shall begin immediately.

The poison has left [Character]'s body.

You wish me to drive evil spirits away?

Fear not! None of your companions is haunted!

From whom shall I drive away the spirits?

To drive the spirits away from [Character], I will require a donation of [value] coin[s]. Is this OK?

You cannot afford the required donation, so I cannot aid you now.

The donation is too much? Then weary wanderers you must remain.

I shall now drive out the evil spirits.

[Character] is now free of evil spirits.

Hmm... You wish to have your cursed equipment removed, do you?

Fear not! None of your companions possesses any cursed objects!

From whom shall I remove the curse?

To remove the curse from [Character], I require a donation of [value] coin[s]. Is this acceptable?

You cannot afford the required donation, so I cannot help you at this time.

The donation is too much? Then weary wanderers you must remain.

I shall now remove the curse.

[Character], your curse is lifted!
All your cursed gear has been removed— please be careful handling it in the future.

Revive for [value] coin[s].

Cure poison for [value] coin[s].

Exorcise spirits for [value] coin[s].

Lift curse for [value] coin[s].

You've got some pretty rare materials there. If you want some metalwork done, I'm your woman.

What should I work with?

If you find an item that needs work or an interesting material, bring 'em by! I make things no one else can.

If that's all you've got, I don't know what you need me for.

You want me to make something out of [item]?

You want me to rework this [item]?

Changed your mind? Not to worry.

Not quite sure? No problem.

Yes, I can definitely make something impressive with this. Come back later and see.

...Yes... I can definitely polish this up nicely...

Who's got something for me to work on?

Welcome! We trade in just about everything here, so take your time and look around.

I'm sorry, but you don't have enough money.

Who should I give this to?

[Character] is already carrying too much.

You can't equip that, [Character]. Do you want it anyway?

How many would you like?

OK, it's all yours!

[Character], would you like to equip that right now?

Wow, that looks great, huh?

Feel free to keep shopping!

Come back soon!

Looks like [Character] can't hold any more stuff, not even this [item].

What are you looking to buy?

Need anything else?

That [item] is [value] coin[s]. Is that OK?

All together, that'll be [value] coin[s], OK?

Enjoy, and don't forget to equip it before you get in a fight.

What are you selling?

Anything else you want to sell?

This [item] won't come off. You'll have to sell it to me later.

Terribly sorry, but we don't deal in those.

How many have you got to sell me?

[item]... Hmmm... Does [value] coin[s] sound fair?

That's quite a find! How does [value] coin[s] sound?

That comes to [value] coin[s]. Do we have a deal?

That [item] is a bit worn... Does [value] coin[s] seem fair?

Does [value] coin[s] sound fair for that [item]?

OK, here's your money.

Well that's the best I can do. Sorry...

There you go...

I'm afraid that was my final offer, so I guess that's it.

Who's got an item to sell?

Sorry, we're currently out of stock on our special deals.

Oh, you've noticed our rarities! What would you like?

Which one do you want?

Oh, need some repairs done?

I don't repair those.

No damaged [item] here! What's to fix?

If you can't take the [item] off, then I can't really fix it.

After all that talk, you don't have enough money...

Fixing this [item] will run you [value] coin[s], all right?

Too much for you? Oh well...

I'll keep this for you.

The repair work is finished. Here you go.

Need any more repairs?

Who's got something that needs repairs?

What needs fixing?

Looking for some weapons?

Sorry, but you don't have enough money for that.

Who's this purchase for?

You can't carry any more, [Character].

You can't equip this, [Character]. Do you still want it?

How many do you want?

Then here you go!

Would you like to equip it now, [Character]?

You look tougher already!

Anything else today?

Anytime you need something, just ask.

Sorry, [Character]. You can't carry any more, not even [item].

What would you like?

Anything else?

You want [item]? That will be [value] coin[s].

How about [value] coin[s]?

OK, it will be in your inventory, unequipped.

What do you want to sell?

Want to sell anything else?

You can't remove your [item]. So I can't buy it.

Sorry, but I don't buy those.

How many will you sell?

How about [value] coin[s] for your [item]?

What a rare find! How about [value] coin[s]?

That comes to [value] coin[s]. Sound good?

Your [item] is damaged, so how about [value] coin[s]?

How about [value] coin[s] for your old [item]?

OK, it's a deal!

Changed your mind? That's a shame.

All right, I'll buy it! Here's your payment.

You don't want to part with it? OK.

Who's got something to sell?

Sorry, but I don't have any rarities now. Come back later, OK?

You've got an eye for fine things, I see!

Which one would you like?

If your weapons break, we can fix 'em here!

I don't repair those.

Er, your [item] ain't broke. Can't fix what's not busted.

This [item] won't come off. Bring it back after you get it off.

Hmm. You don't seem to have enough money.

I'll repair your [item] for [value] coin[s]. OK?

Changed your mind? That's just fine.

OK, I'll just take that [item] then.

I've repaired your [item]. Here you go.

Need anything else repaired?

Whose item needs repairing?

What needs fixing?

Interested in some armor?

Sorry, but you don't have enough money.

Who's this purchase for?

You can't carry any more, [Character].

You can't equip this, [Character]. Do you still want it?

How many do you want?

Then here you go!

Would you like to equip it now, [Character]?

Looks pretty sharp on you!

Anything else today?

OK, just ask if you need anything later on.

But [Character] can't carry another [item]. Who gets it?

What are you looking for?

Anything else?

You want [item]? That will be [value] coin[s].

How about [value] coin[s] for all that?

Pleasure doing business with you.

What do you want to sell?

Want to sell anything else?

Your [item] won't come off. Take it off, then bring it back.

Sorry, but we don't buy those.

How many will you sell?

How about [value] coin[s] for your [item]?

How rare! How about [value] coin[s]?

That's a total of [value] coin[s], OK?

That [item] is damaged, so how about [value] coin[s]?

How about [value] coin[s] for your [item]?

OK, thanks!

What, you're not interested? OK, maybe later then.

OK, thanks!

Don't want to part with it, eh?

Who's got something to sell?

Sorry, but I'm out of stock. Come back later, OK?

You like the rare stuff, eh?

Which would you like?

I can fix any broken armor you've got right here.

I don't repair those.

That doesn't need any repairs.

This [item] won't come off. Bring it back after you get it off.

Sorry, but you don't seem to have enough money.

Repairing your [item] will be [value] coin[s], OK?

Oh, you've changed your mind? The customer is always right.

OK, I'll just take that [item], then.

The repairs to your [item] are complete. Here you go!

Do you need anything else repaired?

Whose item needs repairs?

What needs fixing?

Stocking up on items, huh?

Sorry, but I don't think you have enough money.

Who's this purchase for?

You can't carry any more, [Character].

You can't equip this, [Character]. Do you still want it?

How many do you want?

OK, here you go!

Would you like to equip it now, [Character]?

Looks like you made a smart purchase!

Anything else today?

OK, I'll be here if you need anything!

But [Character] can't carry another [item]. So, who gets it?

What would you like?

Anything else?

You want [item]? That will be [value] coin[s].

How about [value] coin[s]?

OK, it will be in your inventory, unequipped.

What do you want to sell?

Want to sell anything else?

You can't remove your [item]. So I can't buy it.

Sorry, but I don't buy those.

How many will you sell?

How about [value] coin[s] for your [item]?

That's pretty rare! How about [value] coin[s]?

That comes to [value] coin[s]. Sound good?

Your [item] is damaged, so how about [value] coin[s]?

How about [value] coin[s] for your [item]?

OK, it's a deal!

What? Changed your mind?

OK, I'll buy it! Here's your payment.

Don't want to part with it, eh?

Who's got something to sell?

Sorry, but I don't have any rare finds right now.

So you like rare finds, eh?

Which one would you like?

Need repairs?

I don't repair those.

Huh? I don't see any damage to your [item]...

I can't repair your [item] if you can't take it off.

Sorry, but you don't have enough money.

I'll repair your [item] for [value] coin[s]. OK?

Changed your mind? OK, that's fine.

I'll just take that [item].

I've repaired your [item]. Here you go.

Need anything else repaired?

Whose item needs repairing?

What needs fixing?

Interested in staying at my inn? It's [value] coin[s] for a room. How about it?

OK, get some shut-eye. Don't let the bedbugs bite!

Sorry, but you don't have enough money to sleep here.

Not ready to turn in? OK, stop by anytime.

I hope you slept well. Come back anytime.

Come in! Welcome! Take a look at our fine weapons and armor.

Oh! That's a fine choice, but you don't have enough money.

Which one of you gets this?

Your pack is full, [Character].

You can't equip this, [Character]. Do you still want it?

How many do you want?

Then here you go!

Would you like to equip it now, [Character]?

You look bolder already!

Anything else today?

Feel free to drop in anytime.

Sorry, [Character], but your pack is full. No [item] for you.

What would you like?

Anything else?

You want [item]? That will be [value] coin[s].

How about [value] coin[s]?

All right then—keep it safe. And equip yourself well before battle.

What do you want to sell?

Anything else for sale?

If you can't remove that [item], I can't buy it.

Sorry, but we don't buy those.

How many will you sell?

How about [value] for your [item]?

What a rare find! How about [value] coin[s]?

That comes to [value] coin[s]. Sound good?

Your [item] is damaged, so I can only offer you [value] coin[s]. Deal?

How about [value] coin[s] for your old [item]?

All right, I'll buy it! Here are your coins.

What? Changed your mind? Well, that's a shame.

All right, I'll buy it! Here are your coins.

That's too bad.

Who's got something to sell?

Sorry, but we're out of stock. Come back later, OK?

Oh, you like rarities? Please, take a closer look!

Which one would you like?

You should have damaged weapons fixed before they break completely.

I don't repair those.

Impressive. That [item] is in flawless condition.

This [item] won't come off. Bring it back once you get it off.

Uh-oh. You don't seem to have enough money.

I'll repair your [item] for [value] coin[s]. Fair?

Changed your mind? Whatever you say!

Yes, sir! I'll just take that [item], then.

I've repaired your [item]. Don't go breaking it again, now.

Anything else need repairing?

Whose item needs some repairs?

What needs fixing?

Welcome! We have all sorts of items for you!

I'm sorry, but it looks like that's a little out of your price range.

Now, who is this for?

[Character]'s hands are full.

[Character] can't equip this, you know. Is that OK?

How many would you like?

OK, here you go.

Would you like to equip this right now, [Character]?

It suits you!

See anything else you like?

Thank you. Please come again.

Sorry, [Character]. You're full up. I can't give you any [item].

What would you like?

Is there anything else?

You want [item]? I'll need [value] coin[s].

That will be [value] coin[s] total, OK?

Very well—here you are. Don't forget to equip it later.

What do you want to sell?

Anything else?

This [item] won't come off! Come back if you manage to remove it.

I'm sorry, but we don't carry this sort of thing.

How many can you sell me?

How about [value] coin[s] for your [item]?

These are very rare! I can offer you [value] coin[s].

That comes to [value] coin[s]. Is that all right?

This [item] is damaged. How does [value] coin[s] sound?

For [item] I can give you [value] coin[s], OK?

Good. It's a deal.

I understand if the price doesn't suit you. I'm afraid I don't negotiate, though.

And this is for you.

That's my best offer. You can take it or leave it.

Who's got something to sell?

We don't have any real rarities right now, but do try again another day.

Rarities, eh? Well, here's my best stuff. See anything you like?

Which one are you interested in?

Repairs? No problem.

I don't repair those.

Hey, this [item] is in perfect condition! No repairs required.

I can't repair your [item] if you can't remove it.

You don't have enough? That's too bad...

It'll be [value] coin[s] to repair this [item].

You don't like the price? Sorry, but I don't haggle.

Then I'll take it.

Your repairs are done. Here you are.

Need anything else repaired?

Who needs something fixed?

Which item's broken?

Welcome to our inn.
It's [value] coin[s] for a room. Would you like to stay?

Please enjoy your stay.

I'm afraid you don't have enough.

Please come again.

I hope you slept well. Have a nice trip!

Welcome to my dim-sum shop. Our food is to die for!

You don't have enough money. No "dine and dash" allowed here.

Who is it for?

[Character], you can't carry any more.

[Character], you can't use this. Do you still want it?

How many do you want?

Order up! Hot off the grill!

[Character], you'll be equipping this now, right?

It looks perfect on you!

Do you have anything else to order?

Come again!

Sorry, [Character]. You're full up. I can't give you any [item].

Which would you like?

Would you like anything else?

How does [value] coin[s] sound?

Welcome, welcome! I've got some fine dream leaves here. Can I tempt you?

Ooooh, too bad! Looks like you can't swing it, fundwise.

Who's gonna hold on to it for you?

Sorry, [Character], you don't seem to have the space to carry anything else right now.

You know you can't equip this, right, [Character]? You still want to hold it?

Great! How many can I put you down for?

You got it. Enjoy some quality dream leaf.

Tell me, [Character], are you ready to equip that right now?

That looks great!

Take your time. Look around.

Pleasure doing business with you. Come by again sometime.

Sorry, [Character], I can't sell you [item]— you're all full up.

What can I get for you?

Anything else today?

That [item] will run you [value] coin[s]. Sound good?

All right, that brings your total to [value] coin[s]. Fair deal?

All right, use it in good health, and don't forget to equip it later.

What would you like to sell?

Anything else you want to get rid of?

Uh, this [item] won't come off. I can't buy it while it's attached. Unequip it and come back.

I wish I could help you, but we don't deal in those here.

How many do you want to lose?

I can offer [value] coin[s] for that [item]. Sound good?

Say, that's a rare find you've got there! I'll take it off your hands for [value] coin[s].

That comes out to [value] coin[s]. That number sound fair to you?

This [item]'s a little beat up, but I'll take it off your hands for [value] coin[s]. What do you say?

I can give you [value] coin[s] for that [item]. Sound good?

Wonderful! Here's your cash.

No deal? Oh, well...

OK. Here's your money...

Sorry, friend, that's my final offer. You can take it or leave it.

Who's got something to sell?

Sorry, the top shelf is empty right now, but check again later.

Looking for some real treasures, eh? I don't think you'll be disappointed...

Which one are you interested in?

You got it.

I don't repair those.

This [item]? It's in great shape!

I can't repair your [item] while you're still wearing it...

This is awkward, but you can't afford my fee for that...

I can fix this [item] up for [value] coin[s]. Deal?

Sorry, but that's my price. I've got bills to pay.

Great! Let me just take that from you for a moment...

Repairs are all done! Here you go.

Need me to fix anything else?

Who's got something broken?

What's busted?

E3 demo leftovers

Title (msg_title)

Thirty years ago, the world was shaken by a disaster the likes of which had never been seen before.

The heavens stormed. The lands quaked. The seas raged. Across the land, people prepared for the end of the world.

The tale spread that this great calamity was caused by some unknown soul who had released a forbidden power upon the world.

This power was called Alchemy.

Freed from its prison, this powerful force triggered what came to be known as the Golden Sun effect.

The chaos that Alchemy unleashed remade the world, but when the age of turmoil ended, a Golden Age began--an age of heroes whose deeds would become legend.

Patcher's Place shop (msg_tink_shop_e3)

I'm sure your dad's told you about the fate of Mount Aleph.
When the Golden Sun came, its power obliterated the mountain and rained destruction on our village.
That was 30 years ago. How I miss Vale...

Your mothers and fathers, the Warriors of Vale, saved the world from ruin.
Unfortunately, the rest of the world only sees the Golden Sun they unleashed as horrific catastrophe.

Most of those people from Vale can use Psynergy. So we're not shocked when they tap into it.
But those who live at the bottom of the mountain aren't Adepts. They'd prefer that people not use Psynergy, if possible.

Thirty years ago, the Goma Mountains were like a wall that divided the continent, leading to vast plains.
But the continent has changed so much since then because of the Golden Sun. Now the plains are a highland area.

The Goma range is more like a highland these days, but don't forget that it's still mountainous!
Watch your step if you go walking out there. You never know where there could be crevices underfoot!

A warrior who'd come back from a long journey told me the strangest news...
That the continent has been expanding rapidly since the time the Golden Sun came 30 years ago!

Patcher's Place, hmm? It's been a long time since I've stopped through here.

Me too...

What's wrong, Tyrell? You don't look happy to be here.

Matthew thinks you seem OK, but something's wrong. I can tell.

It is frustrating trying to read Tyrell sometimes, but I think I know when something's wrong.

All I said was that he didn't look happy! I didn't mean anything by it.

Glad you think things are just dandy! But I'm trying to watch out for him, Matthew! It's not easy.

It's nothing! I mean, I'm totally happy! Patcher's Place is full of neat stuff! I haven't seen it for a while!

That's all it is! OK, Karis?!

Welcome! I'm Patcher, and you're in my place! So, what can I do you for?

Hey! You're—!

You're Isaac's kid! Matthew, right?

You and your dad were just here yesterday. Bought some stuff too! What brings you back so soon?

Hmm. Not here with your father...? Odd. Where could Isaac be?

Hello, Patcher.

Ivan's daughter, am I right? Karis?

That's right, Patcher.

Hey—now it all makes sense. Your dad, Ivan, brought you kids here!

Er, no.

Ha! That guy's all chin, no brain! He'll figure it out...!

YOU! Garet's son! What are you doing in here? Come back to make MORE trouble in my place?!

Trouble? Me? Here? That's ancient history, Patcher. Let's just forget that.

Ancient history?! I remember it like it was yesterday!

Your stupid Psynergy nearly burned down my store!

I'm sick to my stomach just thinking about it. Finish up your business, and then get out, will ya?

Is all this why you don't come here with us?

You're never going to be OK coming here, are you!

You've caused trouble other places too, haven't you, Tyrell?
But you've got guts. I'll give you that...

What I did here happened forever ago!

Why can't he just forget it?! It makes me feel terrible! I didn't mean to do it!

We can't just pretend he's going to be fine. We have to calm him down fast!

Yelling isn't helping! We need to calm him down!

Oh, great. Now I have two friends falling apart on me. Help me calm him down!

I'm not sure cheering will help matters now, Matthew. We need to calm him down!

Hey! Just stop that!

Ouch!

That should hurt, Tyrell! Throwing around your Psynergy for those from Vale is one thing...
But showing it off in front of regular people isn't smart!

You never learned to hide your Psynergy in public. Your mother never had a chance to tell you...

Your mother...died when you were so young, Tyrell.

But WE'RE here for you! We're not going anywhere! So stop being so difficult!

When we head down the mountain, we won't be seeing many Adepts!
So it'll be even more important to keep your Psynergy under wraps!

OK. Fine.

Excuse me?!

I heard you! Stop your howling!

No way! Not until I drill it into that head of yours, Tyrell!

No Psynergy in front of strangers anymore, OK?!

You're not the boss of me!

Typical. Just typical.

Now, don't be like that!

OK! No Psynergy in front of strangers! Now can we drop it, please?!

Consider it dropped.

But we still have a problem. Patcher isn't about to give us much help now.

What do you think, Matthew?

Always the reliable leader, aren't you, Matthew?
So, stay the course? Then we need to reach Kolima Forest. That means heading east!

No need to be bossy, Matthew!
We all agree that we need to head to Kolima Forest! So we'll have to head east.

It's not so bad. Not when we have YOU as our leader!
So, we're heading to Kolima Forest! And that means we need to head east!

Way to step up! Just like your father always says: a leader always answers the call!
So, leader, if we're still going to Kolima Forest, that means we go east!

When did you start acting so reliable, Matthew? You're making me look bad!

Don't take it too hard, Tyrell. You're fine just as you are...

Except for your troublemaking.

I'll pretend that I didn't hear that.

Well then, leader? Lead on!

This place is an inn, but it's not ready for business. We're too busy catering to all the crowds coming through!
Don't worry. We'll have the place ready for when you take the full adventure in the future!

This here's the local armory. But our armorer has gone home.
All you visitors must have tuckered him out already.

Welcome to our weapons shop. But, er, it's all sold out!
I guess the demand was too great! Not enough weapons to go around!

Interested in what our item shop has? Sorry, but we're all out right now!
So many customers, you see. It won't happen again, I promise you that.

Hey—are you here for the big event?
Well, I guess the big event is anywhere YOU are, isn't it? I've heard you're quite a warrior!

Patcher's Place exterior (msg_tink_e3)

The Psynergy Training Grounds are on the plateau above.

There's a big event going on, so you can't go this way. But you can enter through Adventure Mode!

The elders who lived in Vale say that Sol Sanctum was hidden from the world...
That is, hidden where Vale used to be, at the foot of Mount Aleph.
But after the Golden Sun came, everyone found out about Sol Sanctum.

The famous Warriors of Vale live in a lookout cabin up the road.
They look out for the whole world!

Do you want to stop playing the demo and return to the title screen?

Patcher's Place interior (msg_tink_ph_e3)

The town of Bilibin lies to the east, over the mountain range. I'm sure your dad, Isaac, has been there!
I think Isaac even knew Lord McCoy! Er...just McCoy, that is. He's no longer lord, since he stepped down.

The town of Bilibin is part of the McCoy clan territory, way off to the east, over the mountains.
The guards at Bilibin's gate are strict about who comes and who goes! So I never want to see that place again!

After the Golden Sun transformed the landscape, there wasn't a way to reach Bilibin—until the woodmen built a bridge!

You warriors look pretty green, so stay on the path if you plan to head out of here!
The farther you get from this area where Vale used to be, the worse the monsters will get! Watch out!
Or you'll get eaten!

Patcher's Place room (msg_tink_room_1f1_e3)

The world was saved by the Golden Sun. But our hometown of Vale was destroyed.
We barely escaped, but we did survive. We started over here, building cabins in this area.

Your father was very handsome. All the young women from Vale couldn't take their eyes off of him!

Patcher's Place upper (msg_et_ent_e3)

These are the Psynergy Training Grounds, where you'll learn how to wield the powers of a Warrior of Vale!
If you complete the training, you'll enter the nearby dungeon as a reward! We can't let just ANYBODY in there...
Now it's time for you to earn your own legendary reputation!

Psynergy Training Grounds (msg_et_1_e3)

Blast your enemies to blaze a trail forward!

Help Tret from Kolima Forest find his friendly face. No holy tree should look like THAT!

Hey, Adept! Flame this fiend, will you? I don't like the way he's looking at me!

Touch [R-Button Shortcut] on the upper right to stoke up some Fireball Psynergy!

Eeep! My tail is caught! I can't move! Use your powers to free me!

Touch [L-Button Shortcut] on the upper left to use your Move Psynergy! Get that rock off my tail!

I'm caught in these branches! I can't fly away! I'm begging you, Adept! Help!

I can't get back down! If you're a Warrior of Vale, you should be able to help me out, right?

Thanks!

Thanks a bunch!

Thank you!

Thanks, Adept!

Hey, Adept! Flame this fiend, will you? I don't like the way he's looking at me!
Touch [R-Button Shortcut] on the upper right to stoke up some Fireball Psynergy!

Battle Demo (msg_btlexp)

Welcome to the battle demo, where you'll fight through three rounds of combat that get harder as you go!
If you make it all the way through, you'll be free to explore a nearby town!

Select [Fight] to view options for your characters' actions.

Then select [Attack] if you want to make a direct attack with a weapon.

Select [Psynergy] if you want to use spell-like powers.

I'm sure you can beat this mode! Why don't you try it again?

I'm sure you can beat this mode! Why don't you try it again?

I'm sure you can beat this mode! Why don't you try it again?

Select [Djinn] if you want to send one of us into battle!

We each have a different power.

Send us into play when you need help with tough enemies!

Good work! You've proven yourself to be a talented Adept! Now head into the dungeon and put your powers to the test!

I'm sure you can beat this mode! Why don't you try it again?

Be sure to try the other demo!

After you use us in battle, we'll go into standby status!

When enough of us are in standby, you can then use [Summon]!

When you do that, we Djinn will summon a powerful being! So go ahead and try it!

Nice job! You've definitely got what it takes to be an Adept. Now, why don't you head into town and take a look around!

Konpa Ruins (msg_gnp_ruin_in_e3)

Do you want to stop playing the demo and return to the title screen?

When the great Earth gem moves, its power will open the way forward.