Harapa

Harapa (ハラッパー Harappa) is a fairly prominent settlement featured in Golden Sun: Dark Dawn. It is a set of ancient ruins located in southwest Angara, in the arid parts of its southern Ei-Jei region, which has since been settled in the modern era in the wake of the Golden Sun event thirty years earlier.
When Matthew's party is forced by Blados to deviate from his course into the northern Morgal region, he and Rief must first pass through Harapa before exploring Ei-Jei for the means to cross north over the Khiren Mountains. This search eventually necessitates Matthew's return to Harapa to delve into the Harapa Ruins connected to the city in search of the Ice Queen Stone, which is connected to what apparently provides Harapa the power that lights it up at night. Harapa can incidentally be revisited late in the game while the party is sailing the Eastern Sea surrounding Angara.
In Golden Sun: Dark Dawn
- For all NPC gossip, see Side Scripts.
When the party is trapped in Angara's southern Ei-Jei region by a cave-in set off at the south exit of Konpa Cave, your only path into the broader Ei-Jei region is through Harapa at the region's southwest corner. There are no mandatory steps to take inside Harapa besides the cutscenes that are forced upon you during your first visit, but late in the party's time in Ei-Jei, you will have to return to Harapa to clear the connected Harapa Ruins dungeon when directed.
Initial visit

After a cutscene at its west, wooden gate where Rief introduces the city, you can immediately head through its southeast exit to trigger another unavoidable cutscene so that you can then freely exit and reenter Harapa for the remainder of the Ei-Jei arc. A fairly involved but ultimately optional character-building cutscene takes place automatically when you approach the children around the torch just left of the lowered east gate. You can also enter the purple tent to speak to the Fortune Tellers Nhamu and Nhemo to receive cryptic foreshadowing of future events. Like with any other settlement, there are several worthwhile collectibles that ought to be gathered before proceeding northeast toward Passaj Mountain Climb.
Harapa's item shopkeeper is the only one in the game who sells PP-restoring Khiren Waters, and while she will still be open for business when the city can be eventually revisited late in the game, there will be a large span of time in between where the party will be restricted to the northern Morgal region. In contrast, the weapon and armor shopkeepers will only remain open up until you depart Ei-Jei for Morgal. For now, you can buy a Hunter's Sword or Longbow for Karis and a Heavy Mace for Rief, and the Witch's Wand in the weapon Artifacts menu can be purchased instead for either of them. Newly introduced pieces of generic armor in the armor vendor include the Leather Armor, Travel Robe, Leather Armlet, and Open Helm.
Enter the sliding door left of the weapon shopkeeper, go upstairs, walk east over the arch, and examine the upper of the two wooden barrels on the roof behind the armor stall for one of the game's eight Apples. Meanwhile, enter the diagonally angled Sanctum at the northwest corner and climb up the stairs past the Great Healer, then cast Rief's Douse Psynergy on the burning torch so that you can hop across it and follow the top of the wall north into the entrance screen for the future dungeon Harapa Ruins. You can collect the Mars Djinni Cinder, though the dungeon cannot currently be entered on account of the screen's ground level being dried up. Fortunately, Cinder and the Apple are not among the collectibles that become permanently missed when the player departs for the Morgal region.
Subsequent visit
Late in the player's time spent in the Ei-Jei region, they will have returned to the mountain settlement Passaj at the top of the Passaj Mountain Climb and inserted the Sol Mask from the Ouroboros dungeon into the Alchemy Forge there, only to find that they must utilize a cooling Psynergy to operate it further. Inserting the Sol Mask will have also caused water to flow back into Harapa, and the player will be instructed to return to Harapa and defeat the Ice Queen that lies in wait inside the dungeon under Harapa Ruins to retrieve the Ice Queen Stone.

When you return to Harapa from your various activities in the lands east of it, the townspeople will have updated their gossip, and the ground itself will have become decidedly greener and all the plant-life will be newly blooming. When you take the city's north exit into the exterior screen of Harapa Ruins, the newly raised water level will now be causing the brown logs to be floating, letting you hop along them in the direction of the front entrance. Enter the dungeon underneath Harapa Ruins and play through it to its end in order to receive the Ice Queen Stone, and equip it onto either Rief or Amiti so that he can use Cold Snap to let the party make its way back out of the dungeon.
By the time the party comes back out of the front entrance of Harapa Ruins, night will have fallen upon the city, which will now be awash with glowing colors. While all the townspeople will temporarily provide another set of gossip when spoken to, there are no special cutscenes or collectibles that are only available during this brief intermission, and both the southeast gate will be raised and the west gate will be blocked off by the guard. You can cause daylight to return at any time by staying at the inn.
It is important that you collect the Venus Djinni Brick in the southwest structure in town before you head back once more to Passaj to cast Cold Snap on the Alchemy Forge and begin your one-way trip to the Morgal region. This is done by casting Cold Snap on the puddle at the far west end of the main town area, then stepping just outside the lowered southeast gate (without stepping out so far as to exit back into the overworld) and casting Growth on the sapling just left of it. The vine ladder you create lets you walk west along the south perimeter wall, where you can hop onto the ice pillar and then another pillar to enter the elevated doorway of the ordinarily inaccessible southwest structure. The Venus Djinni Brick will become permanently inaccessible once you depart for the Clouds of Passaj.
Final visit
Following the conclusion of the arc that takes place throughout the Morgal region, the final arc of the game will see the player exploring the Eastern Sea on their new sailing ship. This swath of the game both is somewhat non-linear and allows the party to visit several settlements that are not mandatory for the party's main quest; this includes an optional revisit to Harapa, which features little of mechanical interest for the player besides the ability to buy more Khiren Water. (Ginseng, a stronger PP-recovering item, can be bought in bulk at Tonfon in eastern Angara at this time.) The city populace will feature both a final set of updated gossip and a new set of mentally expressed thoughts that can be read using Sveta's Spirit Sense Psynergy, which also works on the gravestones near the sanctum.
If you revisit the village to see what has become of it since the fallout of the events at the end of the Morgal arc, you will find that you cannot enter it from the east because its southeast gate is permanently raised. It is this gate that makes getting Brick during your revisit impossible because the requisite puddle can only be frozen into an ice pillar from inside Harapa, whereas the vine you need to climb to hop across the pillar can only be climbed from outside the gate – and the ice pillar will melt if you try returning to the overworld through the west and reentering Harapa through its east.
If you enter the building behind the now-empty weapon stall and climb up to its balcony, then hop left to enter the northwest building in town, you can find a brown boulder that you can Crush apart to uncover a Mythril Silver.
Vendors
Harapa's inn is located immediately to the right of the item and armor vendors and costs 7 coins per party member. This makes it 28 coins when the party first enters Harapa with four members, and 35 coins when they enter with five members later. When Harapa is revisited by the end of the game, it will cost either 49 or 56 coins to accomodate either seven or eight party members.
| Weapon Shop | |||
| Name | Class | Cost | Effect |
| Long Sword | 200 | Attack +14, Unleashes Critical Strike and Spin Strike | |
| Axe | 280 | Attack +24, Unleashes Critical Strike | |
| Light Blade | 520 | Attack +28, Unleashes Gale Force and Critical Strike | |
| Mace | 500 | Attack +26, Unleashes Critical Strike and Rolling Attack | |
| Bow | 800 | Attack +22, Unleashes Double Shot and Snipe Shot | |
| Artifacts | |||
| Staff | 860 | Attack +32, Unleashes Critical Strike and Stun Voltage | |
| Armor Shop | |||
| Name | Class | Cost | Effect |
| Armor | 240 | Defense +12 | |
| Clothing | 50 | Defense +7 | |
| Robe | 200 | Defense +10 | |
| Bracelet | 180 | Defense +7 | |
| Helm | 180 | Defense +9 | |
| Circlet | 120 | Defense +6 | |
| Item Shop | |||
| Name | Class | Cost | Effect |
| Consumable Item | 10 | Restores 50 HP to one Adept | |
| Consumable Item | 20 | Cures Poison and Venom from one Adept | |
| Consumable Item | 30 | Removes Stun, Sleep, and Delusion from one Adept | |
| Consumable Item | 100 | Restores 20 PP to one Adept | |
| Artifacts | |||
| Consumable Item | 3000 | Revives one downed Adept | |
Collectibles
Cinder: Reached by climbing up the stairs inside the northeast Sanctum, then casting Douse on the torch in the wall just to the upper left of the balcony, then jumping over the gap and following the wall north into the exterior screen of Harapa Ruins.
Apple: Found inside the upper of the pair of barrels atop the roof of the building just north of the armor shopkeeper's stall. It is reached by entering the building north of the weapon shopkeeper's stall, going upstairs onto its balcony, and walking east over the arch connecting both buildings.
15 Coins: Found inside the top barrel out of the three barrels lined up inside the first floor of the building just behind the weapon shopkeeper's stall.
Nut: Found inside the wooden box at the southeast corner of the box-filled second floor of the building just behind the weapon shopkeeper's stall, underneath a wooden barrel.
Khiren Water: Found inside the white pot at the lower-right corner in the southwest white-and-blue residence.
Herb: Found inside the rightmost wooden box of the two boxes at the upper-right corner of the southeast white-and-blue residence.
Sleep Bomb: Found inside the leftmost barrel in the inn.
Sacred Feather: Found by inspecting the upper-left of the four gravestones just left of the northeast Sanctum.
Oil Drop: Found inside the sole, white pot in the second floor of the northeast sanctum.
The following can only be collected during a brief window of opportunity when the party has obtained the Cold Snap Psynergy from Harapa Ruins, but before it is used back at Passaj to depart for the Clouds of Passaj:
Brick: Is residing inside the southwest structure with the elevated doorway. Cast Cold Snap on the puddle left of this structure to create an ice pillar at the left end of the city, then step just past the east, diagonal gate and carefully move to the sapling just outside the city wall without stepping back out into the overworld. Cast Growth on this to walk clockwise along the wall and hop east across the ice pillar to reach the structure's doorway.
Crystal Powder: Found inside the white pot just to the right of the southwest structure's elevated doorway.
The following can only be collected during an optional revisit the party can make to Harapa from the Eastern Sea:
Mythril Silver: Uncovered by casting Crush on the boulder inside the northwest structure, which can be hopped into from the roof of the building just behind the weapon shopkeeper's stall.
History
Harapa is a city built from ruins, making it rather elaborate, with its buildings made from stone, paved streets and sliding doors. According to one of Harapa's citizens, no king was interested in Harapa in its ruined state. Thus, Harapa remains free, and is generally not a target of the expansionist country of Kaocho. Many of the ancient buildings have been uncovered and restored, though a couple remain in a state of disrepair. One of Harapa's main attractions is its two resident fortune tellers, Nhamu and Nhemo, who tell the distant and near future respectively.
When first encountered, however, it, along with much of Ei-Jei, is in a drought, and its rivers have run dry. When the Alchemy Forge is started, and the Ruins to the city's north are completed, it becomes more lively and festive, and overflows with water. The city appears to be powered by ice-based energy, which is transferred from deep within the ruins to the center of town by means of a strange crystalline structure. At nighttime, the walls are closed and the city's lights shine. Harapa and Belinsk are the only cities in Dark Dawn that can be visited at night. Its Encyclopedia entry is as follows:
- This former ruin has been rejuvenated into a thriving city since the Golden Sun event. Elemental energy now flows throughout Harapa.
The city of Harapa is famous as a city of ruins. Sometime after the Golden Sun event, groups of people traveled to these ruins, and began restoring them. At the same time, the monk Nyunpa, fearing the disasters triggered by the Golden Sun event would bring widespread misery to Weyard, abandoned his quest for enlightenment and set out to help people. During his travels, he would become possessed by the Ice Queen, a treasure of nearby Passaj. Under her influence, he traveled to the ruins in Harapa. The Ice Queen would end up using a small portion of her power to partially restore the city, which would become mildly prosperous despite the harsh drought in the region. At some point, Kraden, along with his two pupils, Rief and Nowell, would pass through the city on their travels.
Later on, Matthew and his party come to the city, after being trapped in Ei-Jei by Blados. Rief, who recently joined the party, suggests the city as a resting point before continuing on to Passaj. During their time in the city, the group has a run-in with a local boy after Tyrell impulsively shows off his Fireball Psynergy. After leaving the city, Matthew's group seeks to restore the legendary Alchemy Forge of Passaj and use it to enter northern Angara. Eventually, their travels lead them to complete the activation of the Alchemy Well in Ayuthay. After also completing the Alchemy Forge, the two machines cooperate to provide plentiful water for Harapa.
However, the Adepts find that they cannot use the Alchemy Forge to continue on their journey. After speaking with Passaj's elders, the group returns to Harapa and travels its ruins. They then defeat the Ice Queen, whose powers not only allow the group to continue on their journey but the city's restoration. That night, brilliant lights begin to shine all over Harapa, dazzling it citizens. The Adepts are unable to leave the city, due to a gate that locks automatically during the night. The Adepts decide to take the opportunity to rest up at the Inn, and the next morning, the Adepts leave the city to return to Passaj.
When the Grave Eclipse begins, Harapa is one of the few cities that remains mostly unharmed. Thanks to the combination of their walls and the city's lights, the town is able to pass through the event with little damage.
Trivia
- Harapa (and in particular, its pronunciation in the Japanese version, Harappa) is named after Harappa, the first city excavated in northwestern Pakistan to indicate the existence of the ancient Indus Valley Civilization. The particularly developed architecture shown in the in-game Harapa is likely a reference to the remarkable level of urban planning evident in the physical details and layout of Harappa's heritage site, which was likely necessitated by the gradual aridification of the region 4,500 years ago. The term "Harappan" is used to refer to both this and another Indus city discovered in the area, Mohenjo-daro.
- Harapa can be used to determine an approximate passage of time within the game. Upon first emerging from the ruins, while it is still night, a waning crescent moon is visible. Since the party later visits Belinsk during the Full Moon Festival, it can be determined that a little more than half a lunar cycle passed at least (the actual period could be any whole number of additional cycles). While this corresponds to about two weeks on Earth, Weyard may not have the same lunar cycle.
- In an apparent localization error, while the party is briefly able to look at Harapa's newly illuminated status after exiting Harapa Ruins, the NPC who oversees the western gate will mention that a certain monk had exited Harapa through the gate despite the dangers of going out at night. However, the NPC speaks of this occurrence as if this happened quite some time ago rather than a moment ago.
- During the party's first visit to Harapa somewhat early in the game, they are likely to partake in a cutscene with a boy near a torch who aspires to learn Psynergy and become a famous Adept. During the party's optional revisit to Harapa late in the game, the girl who was with him reveals that the boy was killed by the shadowy monsters that emerged outside Harapa when the Grave Eclipse began.
| Towns and Villages | |
|---|---|
| Golden Sun | |
| Vale • Vault • Bilibin • Kolima • Imil • Xian • Altin • Kalay • Tolbi • Lunpa • Suhalla • Lalivero | |
| Golden Sun: The Lost Age | |
| Daila • Madra • Alhafra • Garoh • Mikasalla • Naribwe • Kibombo • Yallam • Apojii Islands • Izumo • Champa • Lemuria • Shaman Village • Contigo • Loho • Prox | |
| Golden Sun: Dark Dawn | |
| Lookout Cabin • Patcher's Place • Carver's Camp • Harapa • Passaj • Kaocho • Ayuthay • Te Rya Village • Belinsk • Border Town • Port Rago • Saha Town • Kolima Village • Harun Village • Yamata City • Tonfon • Champa Camp (and Champa) | |