Patcher's Place

Patcher's Place (ティンカーの万屋 Tinker's Variety Shop) is a settlement featured in Golden Sun: Dark Dawn that is visited shortly after the player departs Lookout Cabin to begin their main quest. The namesake of Patcher's Place is Patcher, a refugee from Vale, the village once located near Mount Aleph prior to the destructive Golden Sun event. Because his general store provides goods to his fellow refugees in the area, a small settlement has formed around his store. Matthew's party must partake in the Psynergy Training Grounds set up near the store to win the Gate Card needed to eventually pass Konpa Gate and reach Konpa Ruins far to the southeast.
In Golden Sun: Dark Dawn
- For all NPC gossip, see Side Scripts.
After the player steps out into the overworld from Goma Plateau in northwestern Angara for the first time, they must follow a linear route a short ways southwest to Patcher's Place's icon. When you enter the settlement, you can only enter the large building in the center, and a long cutscene will immediately take place between store-owner Patcher and your party members Tyrell and Karis. Afterwards, when you first talk to Patcher over his counter, he will walk you through the different signs usually posted near inn services and weapon, armor, or item vendors.

Patcher's weapon shop allows you to buy weapons such as the Long Sword and Short Bow to increase your attack ratings, and while most of his basic armor will already be equipped by your three party members, you can buy up to two Wooden Shields for Matthew and Tyrell. Opening up his item shop will automatically add an expensive Water of Life to the Artifacts menu shared between him and other settlements' item shopkeepers. If you walk behind his counter from the east and walk past Patcher, you can reach the chest just north of the inn sign and find one of the game's eight Power Breads, which permanently boost HP.
As a general rule, every NPC you come across at a settlement can be talked to for the sake of learning in-game lore and orientation, but in almost every case, doing so does not carry mechanical incentives. To learn more about the backstory from the previous two games, you can find Sun Saga 2 by examining the upper-left bookshelf in the upper-left building in the main village screen left of the sign and ladder. (Both this and Sun Saga 1, which can be found in Lookout Cabin, will automatically add themselves to the item artifacts menu once the party enters Angara's southern Ei-Jei region and permanently locks off access to the western Goma region of Angara.)
Climb up the ladder to the upper screen, which is technically part of the Psynergy Training Grounds that you can partake in right away. Before doing so, cast the Move Psynergy on the three earth pillars scattered around the tree as necessary in order to push and arrange them as an equally spaced-out path leading east from the top of the tree, and climb the tree and hop east across them. Then, hop onto another tree at the east end of the screen, climb down, and cast Matthew's Growth Psynergy on the small sapling to turn it into a vine ladder, letting you climb down and add the Mars Djinni Forge to your Djinn collection. You can slide down the cliff slide to save time returning to the Psynergy Training Grounds.

Talk to the man in front of the gate to the Psynergy Training Grounds and ask for tips to be introduced to a series of themed, amusement-park-like obstacle courses, which you must clear by casting the Fireball Psynergy on "boss posters" at the end of each of them before your time is up. The four courses vaguely retell the events of the first two games in the Golden Sun series, and defeating the Dim Dragon at the end of the final course will earn you the mandatory Gate Card (regardless of which of two treasure chests you open). After this, you can safely head out of the settlement's south exit and progress through the Goma region, but you can also replay the Psynergy Training Grounds with much stricter time limits and fight the stronger Dim Dragon Plus at the end to open the other chest, which will contain a Water of Life.
If you head out of the south exit of Patcher's Place without getting the Gate Card, you can still progress all the way through most of the rest of the Goma region by clearing Goma Highlands Road to reach Carver's Camp and trigger story events there, and you can explore the optional Carver's Lumberyard. However, the following location, Konpa Gate, will not let you pass without the Card, forcing you to backtrack in that case.
Eventually, you will reach the large Konpa Ruins dungeon and make your way into the Konpa Cave it leads into. After a very difficult early boss battle in the cave, once you pass south beyond a room where you must roll perpendicular pillars to cross, a cutscene will cause a cave-in behind you, permanently locking off the Goma region and trapping the party in the Ei-Jei region. This will render Patcher's Place impossible to revisit for the rest of the game, and so you will not be able to go back to pick up Forge and the Power Bread if you had left them behind.
Vendors
The inn service of Patcher's Place is located in the main building, immediately to the left of the signs representing Patcher's various shopkeeping services, and costs 2 coins per party member.
| Weapon Shop | |||
| Name | Class | Cost | Effect |
| Long Sword | 200 | Attack +14, Unleashes Critical Strike and Spin Strike | |
| Light Blade | 120 | Attack +8, Unleashes Critical Strike | |
| Mace | 80 | Attack +6, Unleashes Critical Strike | |
| Staff | 40 | Attack +4, Unleashes Critical Strike | |
| Bow | 300 | Attack +11, Unleashes Double Shot | |
| Armor Shop | |||
| Name | Class | Cost | Effect |
| Clothing | 20 | Defense +3 | |
| Robe | 25 | Defense +4 | |
| Shield | 40 | Defense +6 | |
| Gloves | 10 | Defense +2 | |
| Hat | 30 | Defense +3 | |
| 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 | |
| Artifacts | |||
| Consumable Item | 3000 | Revives one downed Adept | |
Collectibles
Forge: Can be seen overlooking the village at the north end of the main village screen. Reaching this Mars Djinni requires using Move to set up a path of three earth pillars, climbing up and down two trees, and casting Growth on a sapling.
Power Bread: Found inside the chest behind the large counter used by Patcher, above his inn.
Sun Saga 2: Found by examining the upper-left bookshelf in the house built into the cliff left of the ladder leading up to the Psynergy Training Grounds.
Antidote: Found in the residence built into the east end of the main village screen, inside the first gray pot to your left as you enter.
3 Coins: Found inside the first exterior barrel you pass by on your way toward the front entrance of Patcher's general store.
11 Coins Found inside the right of the two drawers in the residence built into the bottom level, near the south exit.
Elixir: Found inside the barrel under the bridge to the upper right of Patcher's general store.
Herb: Found in the back room at the lower floor of Patcher's general store, inside a wooden barrel at the southwest corner of the kitchen.
Smoke Bomb: Found inside the barrel at the southwest corner of the main village screen, next to the stairs south of the Sanctum.
Meanwhile, completing the Psynergy Training Grounds once and defeating the Dim Dragon boss wins you the Gate Card, awarded by opening one of the two chests at the end (it does not matter which). If you then complete the hard version of the Psynergy Training Grounds and defeat the Dim Dragon Plus, you can open the other chest to win a Water of Life.
History
Patcher's Place was founded in the days following the Golden Sun event, and thus is populated almost entirely by former residents of Vale. The large general store supplies nearly every need of a traveler, with an inn and Vendor shops. Its other main attraction is the Psynergy Training Grounds, located in the northern part of town. The Training Grounds serve both as a theme park-style retelling of the exploits of the Warriors of Vale and as a practice site for young Adepts. The Psynergy Training Grounds are a popular attraction, and are required in order to pass the Konpa Gate.
Immediately prior to the start of Dark Dawn, Isaac and Matthew make a trip to Patcher's Place for supplies. Following the start of Matthew, Tyrell, and Karis's quest for a Mountain Roc feather, Isaac sends the group to Patcher's Place as a first stop, so they can gear up and get information from Patcher. The initial meeting with Patcher does not go well, as Patcher notices Tyrell. Tyrell had nearly burned down the store with his Mars Psynergy in a fit of rage once, and nearly does it again out of frustration. Patcher would later apologize for his initial behavior. The Adepts would then complete the Psynergy Training Grounds before leaving the town. After exploring the Konpa Ruins, the Adepts are cut off from returning, as the southern entrance to the ruins is blocked.
Trivia
- Contained within the game's code is a demo version of Patcher's Place that was used for Dark Dawn's E3 showcase, including a less natural-feeling version of the cutscene in which Karis and Tyrell have a falling-out. At one point, Karis tearfully brings up that Tyrell's mother had died when he was young, which is not mentioned anywhere in the final version of the game; its canonicity is therefore in dispute.
| 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) | |