Vale

From Golden Sun Universe
Vale, with Mt. Aleph visible north of it, is departed from at the start of Isaac and Garet's journey across Angara but can be revisited throughout most of Golden Sun.

Vale (ハイヂア村 Haidia Village) is a village featured in Golden Sun and prominent in the lore of the Golden Sun series. It is located near the northwest edge of the northern continent of Angara. It is a secretive village of Psynergy-wielding Adepts who consider it their sacred charge to guard Sol Sanctum, the temple built within Mt. Aleph, the mountain Vale lies at the foot of. The most important of the GBA duology's main characters hail from this settlement: Isaac, Garet, Jenna, and Felix.

When the sanctum is invaded and robbed by outsiders led by Saturos, Isaac and Garet depart Vale on a journey to put a stop to Saturos' plan to break the seal placed on Alchemy. However, Felix and Jenna would come to willingly lead a separate party across Weyard on their own effort to see Saturos' goal through to the end. Between Isaac and Felix's respective parties, a total of eight heroes end up responsible for the Golden Sun event. The world's population come to know these eight as the "Warriors of Vale" because four of them come from this village.

In Golden Sun

For all NPC gossip, see Side Scripts.

When a new game file is started, the player is immediately thrust into a "dark and stormy" version of Vale and forced to take part in the game's prologue sequence. As a younger, weaker version of Isaac, you start off just outside his house in the village's upper main screen and are directed to the bottom of the lower main screen. Because boulders will roll into place to block you from taking the stairs underneath Isaac's house, you will have to work your way west, and you will unavoidably pick up the young version of Garet along the way. Another rolling boulder at the far left end of the main screen forces you to enter a neighboring screen, which is where the route southeast to the lower main screen's plaza truly begins.

Several scripted battles with extremely weak monsters introduce the combat system. Eventually, Jenna and a village adult will be depicted accompanying your party at the plaza; follow along with the cutscenes that take place back north until you are forced into an impossible "boss encounter" against the "Mystery Man" and "Mystery Woman".

After the prologue

After another lengthy cutscene establishes that it has become the present day, you will start off again in front of Isaac's house, controlling older and stronger versions of Isaac, Garet, and Jenna. You can enter most buildings in Vale's two main screens if you wish (and one significant piece of foreshadowing occurs in the upper floor of the inn), and it would be wise to spend your limited starting funds on defensive equipment at the armor shop at the plaza. By hopping onto the small island in the lake and inspecting the giant Psynergy Stone formation, you can replenish all of the party's PP for free. Most houses can be entered purely for the sake of reading the gossip of the residents and bookcases inside, though the storehouse at the upper-right corner of the lower main screen will remain locked. As a general rule, it is not worth laboriously checking every jar and box in this or any other settlement because most are empty, and most of those that aren't will contain extremely minor items.

The plaza at the south end of Vale's lower main area features all types of vendors seen in other settlements, as well as a permanent Psynergy Stone formation that will refill the party's PP whenever inspected.

Your first mandatory goal is to get to the screen left of the upper main one, where Kraden's cottage lies; a group of puppies playing with each other will be blocking off the south exit into the side screen, so you will have to use the exit north of that. This forces the party to travel to Kraden's cottage using a route where you will unavoidably trigger a cutscene with Saturos and Menardi; afterwards, the puppies will disappear. Once you approach Kraden and trigger a cutscene that shows him accompanying your party, you can now enter Sol Sanctum off the top end of the village. Along the way, at the north end of the upper main screen, you will unavoidably run into a Healer from the "normal" Sanctum who tells you that Sol Sanctum is off limits. Wait until he then walks into the shadowed area behind the right wall of the normal Sanctum before proceeding northwest so that he won't catch you again.

By the time you have finished all the story developments at Sol Sanctum and escaped the dungeon (with Jenna no longer in your party), cutscenes will pick up as soon as you reenter the upper main screen from the north. During a cutscene that takes place in the normal Sanctum, you must accept the quest as Isaac to continue with the game. (However, if you choose otherwise and then spurn the game's opportunity to reconsider by exiting from the Sanctum, you will trigger an early "bad ending" that will then give you a choice to either return to the moment of the decision or be booted back to the file select screen.) You will eventually be deposited outside Vale on the overworld map with the Catch Beads (and an extra Herb) in your inventory, ready to begin the journey across Angara. Your first destination should be the village of Vault southeast of Vale, and you will unavoidably meet the Venus Djinni Flint along the way.

Subsequent visits

For virtually the entire game, Vale can be freely revisited, with its front entrance at the plaza no longer blocked off. Prior to making the one-way crossing out of the south exit of Mogall Forest at the east end of Angara, you can talk to the item shopkeeper from behind her table to get another free Herb. The Catch Psynergy bestowed by equipping the Catch Beads lets you grab the Nut dangling from a tree in the upper main screen (though, due to a bug, Catching this Nut will cause a dangling Nut in Kolima Forest to also disappear, but not the other way around; you may want to leave this Nut alone until you complete Kolima Forest). It will not be possible to enter Sol Sanctum again because a Healer will be parked in front of the entrance.

As soon as you recruit Ivan into your party's ranks at Goma Cave following the episode at Vault, you can return to Vale and Mind Read all of the townspeople if you wish, but you can also cast Whirlwind on the bush behind the building with the armory to find a cave containing a Power Bread (this cave features the same bestiary of random monsters as Goma Cave itself).

The optional Vale Cave can be accessed during a revisit to Vale after collecting the Lift Psynergy, which is needed to get past the boulder left of Kraden's cottage.

Once you have crossed south of Mogall Forest, then by the time you get back out of southeastern Angara by exiting west from Lamakan Desert, you can return to Vale again, where all the NPCs will have updated their spoken text and mental thoughts. Optional cutscenes with Isaac and Garet's families will take place in their houses in the upper main screen (having Isaac revisit his mother Dora will also slightly modify a cutscene near the end of Golden Sun: The Lost Age if the data transfer system is used). The storage building at the upper-right corner of the lower main screen, which will have been locked up until now, can now be entered, letting you find a Vial in a jar and 123 coins in a wooden box. Since Ivan will have unavoidably acquired the Reveal Psynergy by this point, you can use it to scan all jars and boxes in this and other buildings quickly so that you can rack up minor items as mentioned before.

Most significantly, the Lift Psynergy you will have unavoidably acquired in southeastern Angara lets you pass north of the boulder left of Kraden's cottage, letting you access the optional Vale Cave dungeon (which rewards you with the Halt Gem and the Jupiter Djinni Kite).

Vale, like virtually every other location in Golden Sun, may be freely revisited up until the point in the final dungeon, Venus Lighthouse, where you will be unavoidably shuttled toward the final boss encounters and then the ending credits. So long as you make sure not to save your game file between the boss and the credits, you can return here to collect important treasures like the Power Bread, Halt Gem, and Jupiter Djinni even if you had overlooked them for most of the game. The Djinni, in particular, is very important to have in the party by the time the Clear Data Save File is created for the purpose of transferring progression-related data into The Lost Age.

Vendors

Vale's Inn is located in the appropriately marked building east of the lake with the giant Psynergy Stone formation in the plaza at the bottom part of the lower main area of town. The Inn service charges 2 coins per party member, which is enough of a pittance that there is functionally no advantage in instead using restorative Psynergy like Cure to manually top off everyone's health meters and then freely restoring PP by inspecting the formation in the lake. Vale's weapon, armor, and item vendors are also located around the lake with the formation, though its Sanctum service lies at the top end of Vale's upper main screen instead.

Weapon Shop
Name Class Cost Effect
Long Sword.gif Long Sword Long Sword 200 Attack +14
Mace.gif Mace Mace 80 Attack +6
Short Sword.gif Short Sword Light Blade 120 Attack +8
Wooden Stick.gif Wooden Stick Staff 40 Attack +4
Armor Shop
Name Class Cost Effect
Cotton Shirt.gif Cotton Shirt Clothing 20 Defense +3
Leather Cap.gif Leather Cap Hat 20 Defense +3
One-Piece Dress.gif One-Piece Dress Robe 25 Defense +4
Padded Gloves.gif Padded Gloves Gloves 10 Defense +2
Travel Vest.gif Travel Vest Clothing 50 Defense +7
Wooden Shield.gif Wooden Shield Shield 40 Defense +4
Item Shop
Name Class Cost Effect
Antidote.gif Antidote Consumable Item 20 Cures Poison and Venom from one Adept
Herb.gif Herb Consumable Item 10 Restores 50 HP to one Adept

Collectibles

The following items only appear in their respective containers after the prologue sequence, and can be gotten before leaving for Sol Sanctum with Kraden:

  • Coin.gif 1 Coin: Found in a wooden barrel just underneath the stairs in the second floor of the Inn.
  • Herb.gif Herb: Found in the lower-left wooden box inside the left building in Vale's lower plaza (the "blacksmith's building").
  • Smoke Bomb.gif Smoke Bomb: Found in the white-and-blue jar inside the lower-right of the four buildings at the upper half of the lower main area.
  • Coin.gif 3 Coins: Found in the lower-left white-and-blue jar inside the upper-left of the four buildings at the upper half of the lower main area.
  • Antidote.gif Antidote: Found in the lower-right wooden barrel inside the house just right of where the waterfall crashes down in the south part of the upper main area (where Jenna's grandparents live).
  • Coin.gif 6 Coins: Found in the white-and-blue jar inside a house in the upper part of the upper main area, off to the left and in between the two larger houses (Isaac and Garet's houses).
  • Elixir.gif Elixir: Found in the upper of the two water jars just outside and left of Kraden's cottage.
  • Coin.gif 5 Coins: Found in the white-and-blue jar inside Kraden's cottage.

The following items are available after returning from Sol Sanctum:

  • Catch Beads.gif Catch Beads: Automatically received in the cutscene that takes place before Isaac and Garet are deposited outside in the overworld.
  • Herb.gif Herb: Automatically received in the cutscene that takes place before Isaac and Garet are deposited outside in the overworld.
  • Herb.gif Herb: Received from the item shopkeeper by speaking to her from behind her counter. This becomes missable once the party takes the south exit of Mogall Forest.
  • Nut.gif Nut: Acquired by casting Catch on the Nut dangling on a tree midway through the upper main area, just above the waterfall off to the left. (Due to a bug, Catching this Nut will cause a dangling Nut in Kolima Forest to also disappear, but not the other way around.)

The following item can be acquired as soon as Ivan permanently joins the party at the entrance to Goma Cave after defeating the bosses at Vault:

  • Power Bread.gif Power Bread: Found in a chest in the small cave hidden behind the left of the bushes behind the armory at the lower plaza of the lower main area; cast the Whirlwind Psynergy to remove the bush.

The following items can only be acquired after making it out of Angara's southeastern region by taking Lamakan Desert's west exit back out into the overworld, since the storehouse that makes up the upper-right of the four buildings in the upper part of the lower main area will now be unlocked. The containers for both items, as well as any items mentioned above that have not been collected, can easily be identified by casting the Reveal Psynergy near them. (See Vale Cave for its respective collectibles, which can be gotten at this time.)

  • Coin.gif 123 Coins: Found in a wooden barrel just to the upper right of a wooden box, both far to the right from the Psynergy Stone.
  • Vial.gif Vial: Found in the upper-left white-and-blue jar.

Bestiary

A series of scripted, one-time battles occurs at specific and unavoidable locations the player must pass through while following along with the events of the stormy prologue sequence. After the cutscene with the townsperson lying injured near the fence destroyed by the boulder left of Kraden's cottage, the party will fight one Vermin and then one Bat while making their way back into the upper main screen. Shortly afterward, a battle with two Wild Mushrooms will take place.

After the cutscene where Isaac is asked to get help from the adults at the plaza down south, a fourth battle with a Bat and a Vermin will take place just before transitioning into the lower main area of town. There will be no more battles with enemies until the Mt. Aleph Boulder falls and Isaac takes the east exit back out, where he and Garet will be forced to battle and be downed by the overwhelmingly strong "Mystery Man" and "Mystery Woman".

Bestiary of Vale (prologue)
Monster Name LVL HP ATK DEF AGI EXP Coins Weakness Drop Drop Rate
Bat 1 17 21 6 13 1 1 Star jupiter.gif Herb.gif Herb 1/32
Vermin 1 20 23 7 7 2 2 Star mars.gif Herb.gif Herb 1/16
Wild Mushroom 1 18 22 5 10 1 2 Star mars.gif Smoke Bomb.gif Smoke Bomb 1/32
Mystery Man (boss) 10 3000 63 22 9 0 0 Star mercury.gif
Mystery Woman (boss) 10 2600 50 20 13 0 0 Star mercury.gif

History

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The only thing known about Vale's history is that it was established at the foot of Mt. Aleph quite some time ago. Mt. Aleph contains Sol Sanctum, and within its furthest depths is a chamber containing four jewels called the Elemental Stars, and each of these jewels contain the purified essence of one of the four elements of the world. The people of Vale were only vaguely aware of the presence of the Elemental Stars within Sol Sanctum, but they were too well hidden inside the dungeon for them to find and investigate the supreme jewels. They were only really aware that it was a shrine to Sol, a mythical depiction of the Sun itself, and they were aware of the Wise One within Mt. Aleph merely as a mythical figure as well. Hence, over the generations the people in Vale took it upon themselves as a village to guard the sanctity of the shrine, ensuring that no outsiders to the village can enter the sanctum, and even the people and elders of Vale themselves do not freely enter and exit the shrine.

Characters on Isaac's rooftop - or, in Garet's case, in Isaac's rooftop

Located at the foot of Mt. Aleph in what would be Vale's main plaza is a large Psynergy Stone formation. When a person undergoes prolonged exposure to a source of Psynergy, he or she gradually develops a sort of Adeptness to the art of manipulating Psynergy to achieve effects sorcerous in nature, and people can be born with such Adeptness inherited from their parents and able to continue to develop over generations. Therefore, everyone in Vale today is an Adept to a degree because of the presence of that Psynergy stone formation. The Valeans follow ancient laws passed down through the village that state Psynergy is a secret art that should never be revealed; therefore, when outsiders are in the village, all citizens are to refrain from showing Psynergy at all. The code of Vale had also established that Psynergy is not to be shown outside the village, and not to be used for evil. Consequently, one must attain permission from Vale's elders to leave the village. It would not be outrageous to say that the village borders on xenophobic from all this.

The village of Vale is referred to by official sources as a "village," but the games themselves seem to depict the contrary; Vale is likely the most extensive and populated settlement in either game, and with a very developed code of society as well. This is likely due to the general influence of Psynergy upon the village. One of the overall themes of the history of the world of Weyard is that with the great power of Alchemy and Psynergy, mankind was able to develop great civilizations in Weyard's ancient past, so with Psynergy abound in this village, Vale became a healthy, populous village with a more developed society than most other settlements across Weyard. In addition to the Psynergy-related laws above, the elders of Vale have also passed other customs into effect, including the notion that it is courteous and respectful for outsiders to introduce themselves to the village's mayor. Vale was also helped by being set in an idyllic environment, with a river flowing through the village from Mt. Aleph. A tradition held by the Valeans that would prove very important in the future is what follows: Vale stays pristine because of Mt. Aleph's purity. Taint that purity, and you risk "terrible retribution."

In Golden Sun

The story of the full Golden Sun series effectively begins here at Vale, three years before the present. By this time, young versions of several of the series' main characters have been raised and brought up: the 14-year-old Venus Adept, Isaac, is the son of Kyle and Dora. The 15 and 14-year-old Venus and Mars Adepts, Felix and Jenna, are the children to their father and mother who are not identified by name but are given facial portraits and are considered big characters nonetheless, and they all live together in a riverside house. Felix and Jenna also have an aunt and two grandparents living in a house opposite theirs on the other side of the river. And the 14-year-old Mars Adept Garet is the second of three children, the other two popularly named Kay and Aaron, of their parents who are generally unidentified by official sources but are referred to by many players as Mr. Jerra and Mrs. Jerra (see Jerra for the full story on these names), and Mr. Jerra's two parents, being the grandparents of Garet and his siblings, are the Mayor of Vale and his wife. Also living in Vale that time was the scholar of Alchemy, Kraden, who just recently took up tenancy, and he was sent to live there to study Alchemy for the mysterious lord of Tolbi, Babi, who was interested in Alchemy's purported ability to thwart death itself. They all lived seemingly perfect and tranquil lives in Vale until the prologue sequence depicted in Golden Sun takes place three years before the present.

The Mt. Aleph boulder incident

The village of Prox, located far to the snowy north, has found that Weyard is shrinking in size because of the absence of Alchemy over the ages, because the abyss up north is gradually expanding in size, and it would swallow the village in the future if Alchemy is not returned to the world in time. Prox decides to send emissaries south to Vale, the village in front of Mt. Aleph where much of Alchemy's lore revolves around, to tell the elders that the world was dying. For some unfathomable reason, the elders do not listen to them and do not believe any of their claims, and they drive the emissaries out of Vale by force. The emissaries have to leave in peace, but they had found out that Sol Sanctum within Mt. Aleph held a hidden secret connected to theirs and the world's salvation: the Elemental Stars, which must be cast into the wells of the Elemental Lighthouses throughout Weyard to commence the return of Alchemy to the world. Prox is now required to take matters into its own hands: the elders of Prox send out the village's finest and most powerful Mars Adept warriors, led by Saturos and Menardi, to perform a manual investigation within Sol Sanctum itself and see if they can acquire the Elemental Stars.

When Saturos and Menardi's raiding party tries to explore the sanctum, however, they trigger the sanctum's trap, and their entire raiding party lose their lives and Saturos and Menardi are the only ones to make it out of the sanctum alive as Mt. Aleph generates a magic thunderstorm that engulfs both the mountain and Vale. A great boulder on Mt. Aleph referred to as the Mt. Aleph boulder becomes dislodged and starts tumbling down in the direction of Vale. Naturally, the whole village is in a panic, and everyone is trying to rush down to the plaza where it would be safer while several adults with Psynergy try to hold the giant rolling rock back from entering the village as long as they can. However, Felix fell from the pier of his and Jenna's riverside house and can only hang onto a wooden pole sticking out from the raging water of the river helplessly, lest he fall over the nearby waterfall to a very likely death, and he is too far away from his parents and Kyle on the pier to be rescued without Psynergy, something they all had run out of at that point.

The Mt. Aleph boulder bears down on four helpless victims: Kyle, Felix, and his two parents

When Isaac, Garet, and Jenna return from the plaza to the pier with an adult with the Psynergy reserves to help Felix, that is when it happens: the Mt. Aleph boulder begins its inevitable descent through the village, crashing right through Jenna's house at the area where Felix, his parents, and Kyle were located. In a moment, all four of them, as well as the boulder and most of the house itself, have seemingly disappeared, having fallen over the nearby waterfall. With everyone else in a seemingly inanimate disbelief, Isaac and Garet wander away from the disaster site and catch a glimpse of Saturos and Menardi, discussing what had transpired and how they must not fail in their objective to find and acquire Sol Sanctum's secrets the next time they attempt to do so. The Mars Adepts catch Isaac and Garet eavesdropping on their conversation and decide the latter two must forget what they just heard, and they administer this remedy by force, knocking out Isaac and Garet cold, then leap and bound away from Vale. The two children did indeed forget the existence of the Mars Adepts and what they were saying.

Saturos and Menardi pass by the river at the area at the base of the waterfall and see the four people who were assaulted by the Mt. Aleph boulder earlier - Felix, his two parents, and Kyle - floating along the river leading away from Vale. Perhaps out of remorse for what they have caused to Vale, Saturos and Menardi take the four injured people along with them on their voyage back to Prox. Of course, that the four victims' bodies were not found by the people of Vale would leave them to believe that all four of them were killed after weeks of searching the river following the disaster.

The village of Vale becomes very different emotionally in the years after the Mt. Aleph boulder incident. Jenna is legitimately traumatized by being deprived of all of her immediate family - her brother Felix and their parents - and can only live with her aunt and grandparents in the house on the opposite side of the river facing what was once the house of her family's past. Jenna would make it a daily routine to stand among the ruins of her former home and appear lonely and somber. Isaac and Dora are distraught over the death of Kyle as well. While Kraden was not present at the disaster site when it happened, Kyle and the other parents were very dear to him, so he shares the young ones' pain.

Disturbing Sol Sanctum

In the present, the emotional wounds the village has suffered have been gradually stitched over time, and Jenna had regained some of her spirit over the long years. Since the disaster, Isaac and Garet have decided to work and study hard to be able to use Psynergy. Isaac used to visit Kraden a lot, and Kraden has lived in Vale long enough to be allowed by the elders to visit the interior of Sol Sanctum from time to time to study it, though he has yet to find out the sanctum's true secrets. One day, Kraden plans to bring Isaac, Garet, and Jenna into Sol Sanctum for their education in Alchemy and Psynergy.

Saturos and Menardi return to Vale on that day, however, ready to execute another infiltration of Sol Sanctum, and they are assisted by two others: Alex, the powerful and secretive Mercury Adept from Imil, and none other than Felix, custom-trained by Saturos and Menardi to assist them on their venture. Felix is essentially indebted to serve Saturos based on the latter's saving the former's life, and he must now break the code of his old hometown by helping Saturos break into and pilfer Sol Sanctum. This he considers shaming to himself, so to avoid any of the people of Vale recognizing him, Felix wears a mask, and he and Saturos and Menardi check into Vale's inn while Alex is off somewhere else. That outsiders are in the village means the people of Vale must refrain from displaying Psynergy, and the village takes notice when Saturos's group doesn't bother introducing themselves to Vale's mayor, something Vale considers customary. Thus Saturos's group is labeled appalling by the gossip of the villagers. While Felix stays at the inn, Saturos and Menardi investigate for more information about Sol Sanctum, but they find the people know little about Sol Sanctum's mysteries.

Isaac, Garet, and Jenna encounter Saturos and Menardi on their way to Kraden's cottage

When Saturos and Menardi happen upon Kraden, they interrogate him for information. They tell Kraden how they plan to "set the elements into motion" using the Elemental Stars from Sol Sanctum; Kraden, even though he is a trained Alchemy sage, had previously not known what they do know about how the Elemental Stars are supposed to work, and he finds it unnerving how the pair speak as if they had seen it with their own eyes. He stubbornly refuses to assist Saturos in researching the sanctum and displays notable cunning in his responses to their inquiries, and he ultimately sends them away because his Sol Sanctum-related engagement is with Isaac and his friends. Saturos and Menardi agree in secret that they can use him to the advantage of their objective.

Isaac, Garet, and Jenna, meanwhile, make their normal rounds around village for the day, and if they enter the inn they will encounter the masked Felix. While they don't recognize him, he sure recognizes them and is extremely unnerved by the sight of his former friends and family right there next to him, and he must keep his identity a secret from them, so he must assume a callous disposition and shoo them away. When Isaac and friends head to Kraden's cottage, they encounter Saturos and Menardi (who they had forgotten about from their past encounter three years ago), and after recognizing the intricacies of the current scenario Saturos allows them to go to Kraden. Isaac and friends meet a very troubled Kraden, who tells them what he had learned from the Mars Adepts, and they agree it's possible they could be thieves who came to rob Sol Sanctum. But Kraden, not certain about how accurate Saturos's account of Sol Sanctum was, decides it's better to commence their trip into Sol Sanctum with the added objective of seeing whether the Mars Adepts have actually been to the sanctum, and then notifying the village elders right afterward if so.

When Isaac, Garet, Jenna, and Kraden sneak past the elder keeping watch for possible intruders into the sanctum to intrude the sanctum, Saturos, Menardi, Felix (who forgetfully leaves his wallet behind at the inn), and Alex secretly follow and stalk them into the sanctum, intending to use their efforts to explore the Sanctum to find for themselves the chamber containing the Elemental Stars which they plan to steal. What would happen over the next hour within Mt. Aleph's Sol Sanctum would be central to the circumstances of the entire world and the plot of the entire Golden Sun series. Saturos's group pilfers three of the Elemental Stars, but the mountain begins to erupt as a direct result, and the group flees the mountain and Vale with Kraden and Jenna in their group as hostages, and Isaac and Garet encounter the mythical Wise One himself, who transports them out of the volcano to safety after telling them that Alchemy's release can have potentially dire consequences for the entire world. The eruption of the mountain could have been disastrous for Vale, but the Wise One saves the village by redirecting the lava flow away from the village's direction, an act seemingly God-like in scale.

Isaac and Garet receive the great responsibility to take the fate of the world in their hands from the Wise One, through the Great Healer

Isaac and Garet return to Vale and relate everything that had transpired in a village meeting with the Great Healer, the Mayor of Vale, and Dora, including the revelation that Felix is alive but is in league with the robbers of Sol Sanctum and was forced to kidnap his own sister, and that the entire world is at stake. The Great Healer receives information from the Wise One telepathically and tells Isaac and Garet that they must make the decision whether they will pursue Saturos's group and prevent them from casting the Elemental Stars into the Elemental Lighthouses to return what the Wise One says is a terrible power. Should Isaac refuse and leave the village on his own, the Golden Sun series' storyline will reach one of its possible conclusions, ending with the message "And so the world began drifting toward its fated destruction..."

In the canonical version of the game's story, Isaac accepts the great responsibility to take the fate of the world in his hands. Having accepted the quest, Isaac and Garet are provided little actual informational assistance from the Great Healer, much to the Mayor and Dora's exasperation. Everyone knows that it doesn't sound like they can afford to wait, but they agree that Isaac and Garet should depart on their adventure the next day. During the night, Isaac promises Dora not to return to Vale until they have completed their mission for the Wise One. The next day, much of the entire village's populace is there to see the two warriors off, and Kay gives her brother Garet some comedic advice while Aaron gives Isaac the Catch Beads, as he was instructed to by Dora, who has become depressed enough over the circumstances that she is not there among the group to see them off and has locked herself up in her house instead. After Isaac and Garet leave the village to go on their journey, the village goes back to its ordinary routines, more or less. However, even if Isaac should come right back and knock on Dora's door, she will not recognize Isaac's voice and send him away, believing that Isaac would keep his promise to her and return only much later.

After Mt. Aleph's eruption

The village again becomes quite different emotionally, feeling empty and quiet in comparison to what it was before. Everyone now knows the Wise One from the healers' tales exists, but that doesn't make much difference now. After Jenna was taken away, her grandmother grows sick with despair, and Dora has much the same thing happen to her over the next period of time when Isaac leaves. Even though it's approaching winter at that point in the story, with cold outbreaks occurring, Dora takes long to recover from her depression-based illness. The people also become all the more xenophobic, never trusting strangers to the village again. The village would experience regular tremors that would occur from the erupted and smoking Mt. Aleph, and the river in the village grows very hot after the eruption. Everyone gets excited, thinking there are hot springs on the mountain, but then the river cools down again. The air also sparkles with glittering powder from crushed Psynergy stones from within Mt. Aleph, and Psynergy stones rain all over Weyard.

When Isaac has explored much of the continent of Angara, he and his group have the opportunity to revisit Vale. The villagers they meet are happy he has come back for a visit but are disappointed that he has not yet completed his mission. Garet meets his family again, but Isaac finds his mother ill in bed even though Jenna's grandmother has fared much better with her cold. Dora, though happy Isaac has come back to visit, scolds him for breaking his promise to come back only after completing the Wise One's mission, and she jumps out of bed to demonstrate that her fever is not that bad. She then encourages Isaac to do his best to complete his quest. The next time Isaac leaves the village, his quest will not allow him to return until the end of The Lost Age.

In Golden Sun: The Lost Age

Whatever goes on with Vale during the long period of time Isaac is gone for the rest of his journey is not specified, though it may have indeed been uneventful, and Dora apparently becomes better from her illness. A tremendous amount of story-centric events have occurs with Isaac and Felix's parties outside of Vale though, with Isaac's party first being able to defeat Saturos and Menardi in battle after the latter two have activated two of the four Lighthouses. Felix and his party of Jenna, Kraden, Sheba, and Piers continue Saturos's quest and activate a third Lighthouse. When Isaac and Felix's party encounter each other, Isaac learns startling truths about Alchemy from Felix and how it is actually the life force behind Weyard and must be returned to ensure the world's survival, so the two parties join forces and activate the last Lighthouse together. With the four Lighthouses activated, the process that restores Alchemy to Weyard is about to begin.

Vale is effectively erased by the sinking of Mt. Aleph and the return of Alchemy to the world. Isaac, Garet, and Kyle watch

The Wise One enters the dreams of everyone at Vale and warns them that the return of Alchemy at Mt. Aleph will effectively erase the entire village and everyone within it; all of the villagers therefore perform a mass evacuation of Vale to save themselves. The energies of the four Elemental Stars then get shot out of their respective Lighthouses and merge in the airspace above Mt. Aleph to form a glowing yellow sphere of Alchemy known as the Golden Sun, and it in turn shoots out light that bathes Mt. Aleph's peak, giving shape to the Stone of Sages within the mountain below, and the presence of that vessel is what returns the force of Alchemy to Weyard. At the peak of Mt. Aleph is Alex himself, who has actually taken advantage of everyone else's efforts to restore Alchemy so that he could be up there in time to stand in the center of the Golden Sun's stream of power and gain immense power for himself. Having gained the power of the Golden Sun, Alex commands storms to manifest and assault the now-empty village of Vale below to test his power, but nothing happens because his mastery of Alchemy is incomplete; a precaution the Wise One took long ago has caused a portion of the power he lacks to have entered the body of an unwitting Isaac.

With Alchemy now released and its influence at Vale and Mt. Aleph now at large, Mt. Aleph begins to magically sink into the ground, with all the surrounding landscape being destroyed and Vale disappearing in what ends up being a large crater around the mostly sunken mountain. But all of the village's former residents are safe and sound outside the area's perimeter. Sometime later, Isaac and Felix's party, who have reunited with their long lost parents and Kyle in Prox, triumphantly return to Vale, but after crossing the mountain to the northwest of Mt. Aleph, they tragically find the village has been all but erased. Isaac and Kyle believe Dora has been lost, and Garet grieves over how his entire family is apparently dead, but these emotions do not last long because Garet's family and Dora show up to meet them. The Lost Age ends with everyone happily reuniting with each other outside the perimeter of the destroyed village, at sunset.

In Golden Sun: Dark Dawn

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Spoiler warning: The following section(s) contain plot details that some people may not wish to learn before reaching this point in the game on their own.

In Golden Sun: Dark Dawn, Vale is completely destroyed. According to the game's Encyclopedia, many of Vale's refugees resettled in Kalay, though others, such as Isaac and Garet still live near Mt. Aleph. Many survivors also resettled in the newly built Patcher's Place. Mt. Aleph is now a highly volatile active volcano, and the changes made to Weyard by the Golden Sun event have turned the surrounding area into an inhospitable mountain range, which can only be traversed via flying machines such as the Soarwing.

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Spoilers end here.Those who did not want the plot ruined for them may now continue reading as normal.

Trivia

Felix's party can disembark southeast from this spot just southwest from Loho to be able to walk over the lands of the first game, including Vale and Mt. Aleph's overworld icons.
  • Ordinarily, in Golden Sun: The Lost Age, it is impossible to walk upon any of the landmasses featured in the first Golden Sun, and all locations featured in the first game are removed from the game's code. The game even goes so far as to remove their icons from the overworld, presumably to minimize confusion from players who did not play the first game. However, by beaching the Lemurian Ship at the pictured spot shortly southwest of Loho and disembarking in a southeasterly direction, Felix's party can explore most of the locked-off portion of the overworld representing the first game's areas and see the missing settlements for themselves. It is possible to walk all the way back to Vale on foot through this method in The Lost Age, and the icons for it and Mt. Aleph are not removed like the rest; nonetheless, the ability to enter Vale has been removed from the game, so Felix can uneventfully walk through both icons.
  • None of the hidden items that can be retrieved from the barrels and crates in present-day Vale are available in the barrels and crates in the dark and stormy prologue that takes place at Vale at the start of the first game, even though all the bookcases in the houses can be read and show the same text.
  • If young Felix were to speak any lines during the prologue sequence, his dummied-out younger portrait would have been shown onscreen because portraits in the GBA games are internally assigned to specific NPCs and are programmed to always display whenever the NPC says any text.
  • In the ROM of the first Golden Sun, the text strings gathered together to encompass NPC dialogue for Vale's residents when the village is revisited later in the game include dialogue written to suggest that at least one fisherman NPC was planned to appear around Vale's river. The strings comment that there are "monstrous fish" in the river and react as though Isaac would have been allowed by the game to slay them as monsters.
Towns and Villages
Golden Sun
ValeVaultBilibinKolimaImilXianAltinKalayTolbiLunpaSuhallaLalivero
Golden Sun: The Lost Age
DailaMadraAlhafraGarohMikasallaNaribweKibomboYallamApojii IslandsIzumoChampaLemuriaShaman VillageContigoLohoProx
Golden Sun: Dark Dawn
Lookout CabinPatcher's PlaceCarver's CampHarapaPassajKaochoAyuthayTe Rya VillageBelinskBorder TownPort RagoSaha TownKolima VillageHarun VillageYamata CityTonfonChampa Camp (and Champa)