A Golden Sun: Dark Dawn Game Script Drop-off (
darkdawnscript) wrote2014-06-17 01:14 am
Patcher's Place
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[When Matthew gets onto the World Map, he's soon followed by a sparkly, brown light. It quickly looks like a Djinni.]
Tyrell: Woah! A Djinni, right in front of us! What should we do?
Karis: Catch it, of course!
Flint: Wait, wait! It's me...Flint! Your father sent me to look after you, Matthew. You'll need assistance from Djinn if you hope to survive the trip to the Mountain Roc. Besides, none of you has been on a real adventure before. But I have! So I'm glad to help out! Now, let's be on our way, friends!
Flint: I've got a message from your father, Matthew. He says while you're at Patcher's Place, be sure to visit the Psynergy Training Grounds. Then make your way to meet Kraden at Carver's Camp. Isaac has already gotten word that Kraden is there, waiting by the bridge for you. Would you like me to repeat all of that?
Matthew: [Yes]
[He repeats most of that second paragraph.]
--------------------------
Matthew: [No]
Flint: Well then, off we go!
[Flint sparkles into Matthew.]
Text: The Venus Djinni Flint joined you! It's set to Matthew!
| Patcher's Place |
[Outside:]
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PP01: Did you know that some of the Warriors of Vale live in a cabin near Mount Aleph? They're just up the road, still looking out for the world!
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PP02: Don't forget to visit our Psynergy Training Grounds. It's a must-see for new Adepts. You can experience the epic journey of the Warriors of Vale...as four theme-park areas!
------------------------------------------------------------------------------
[Enter Patcher’s Place to get:]
Karis: Finally, Patcher's Place! I'm always amazed by how many things Patcher packs in here for sale.
Tyrell: Uh, yeah. It's amazing. Now get me out of here.
Karis: That's right. I forgot that Tyrell isn't welcome at Patcher's Place.
Matthew:
Karis: I have a feeling we need to be more on guard when bringing Tyrell in here.
--------------------------
Matthew:
Karis: I have a feeling that everything's not going to be just dandy. Patcher has it out for Tyrell.
--------------------------
Matthew:
Karis: Who knows why Patcher has it out for Tyrell? But I think we're just going to have to deal with it.
--------------------------
Matthew:
Karis: If Patcher doesn't like Tyrell, I think getting angry is only going to add fuel to the fire!
(*Continuing*)
Tyrell: Don't blame me. I didn't want to come back here. Actually, I'm getting out of here before it's too late...
Patcher: [off-screen] You three over there! I'm Patcher. This is my place. What can I do you for?
[Patcher comes down from the second floor landing.]
Patcher: Hey! You're—! You're Isaac's kid! Matthew, right?
Matthew: [Yes]
Patcher: Well, Isaac's kid is welcome here anytime!
--------------------------
Matthew: [No]
Patcher: No? That's odd. I rarely forget a face.
(*Continuing*)
Patcher: Weren't you and your dad just here yesterday? What brings you back so soon? Hmm. Not here with your father...? Odd. Where could Isaac be?
Karis: Hello again, Patcher!
Patcher: Now, where do I know you from... Is she traveling with you, Matthew?
Matthew: [Yes]
Patcher: Really? Wait a minute. I remember who you are! You're Karis, Ivan's daughter!
--------------------------
Matthew: [No]
Patcher: No? Ah, no I remember! Isaac mentioned you yesterday. You're Karis, Ivan's daughter!
(*Continuing*)
Karis: That's right, Patcher! I've been visiting here on business from my father.
Patcher: Hmm. What a smart kid. Just like Isaac said.
[Patcher starts looking around.]
Karis: Uh-oh...
Tyrell: Heh... Hi there, Patcher.
Patcher: YOU! Garet's son! What are you doing in here? Come back to make MORE trouble?!
Tyrell: Trouble? Me? Here? That's ancient history!
Patcher: Ancient history?! I remember it like it was yesterday! Your stupid Psynergy nearly burned down my store! I want you outta here! And you others—finish your shopping and be on your way!
Karis: So that's why he can't stand you, Tyrell... You nearly burned down his store? Wow. Is there anywhere you haven't made a mess of things, Tyrell?
Tyrell: What I did here happened forever ago! I didn't mean to do it! But Patcher never...ever...FORGETS!
[In his anger, Tyrell seems to be accidentally starting to use Psynergy.]
Matthew:
Karis: This is no time to just shrug and smile! We have to calm him down!
--------------------------
Matthew:
Karis: I hope you're not cheering him on, Matthew! We need to calm him down!
--------------------------
Matthew:
Karis: Oh, great. Now I have two friends falling apart on me. Help me calm him down!
--------------------------
Matthew:
Karis: Yelling isn't helping! We need to calm him down!
(*Continuing*)
Karis: Snap out of it, Tyrell!
[Karis runs up and pushes him over. The Psynergy stops.]
Tyrell: Ouch. That hurt.
Karis: I hope that DID hurt, Tyrell! It's pretty stupid, losing your temper like that! You might have scorched this whole place! I...I'm sorry. But we Adepts aren't supposed to use our powers in public when we're just starting out! It's our responsibility as Adepts to make sure we never hurt people! Our fathers are concerned about how people view Psynergy! They must see it as helpful, not hurtful! Burn your own reputation, if you must, but have a care for how that would impact Garet!
Tyrell: OK. Fine.
Karis: What'd he say? I can't hear him.
Tyrell: I said, I heard you. So just drop it.
[Tyrell stands up.]
Karis: You're going to hold it in check, Tyrell? No Psynergy in front of strangers anymore, OK?!
Tyrell: Now you're just starting to nag.
Karis: Typical. Just typical.
Tyrell: Oh, come on. Don't get insulted now.
[Karis seems like she's crying.]
Tyrell: OK! No Psynergy in front of strangers! Now can we drop it, please?!
[Karis quickly calms down.]
Karis: Consider it dropped. But we do have a problem. I doubt Patcher will give us any helpful information now.
Tyrell: What do you think we should do, Matthew?
Matthew:
Karis: We should take it easy? Good idea. Maybe Patcher will see Tyrell in a new light if we keep calm...
--------------------------
Matthew:
Karis: We should stay in high spirits? Maybe Patcher would see Tyrell in a new light if we did that...
--------------------------
Matthew:
Karis: Well, maybe begging for Patcher to forgive Tyrell might help. But he seems pretty angry...
--------------------------
Matthew:
Karis: Well, if you and I got angry, that would get Patcher's mind off Tyrell. But that seems risky...
(*Continuing*)
Tyrell: You guys really are looking out for me... I'm not sure if I deserve such good friends.
Karis: Oh, Tyrell. You know we like you just the way you are... He'll come around. That is, if you can keep your fireballs under control.
Tyrell: I'll pretend I didn't hear that.
Karis: Well then, leader? Lead on!
-Onward!-
Patcher: So, you're traveling with Tyrell... Do you really trust that hothead?
Matthew: [Yes]
Patcher: Isaac trusted hi with a quest, huh? I suppose I can sell you some goods then. You'll need all the help you can get if you're traveling with Tyrell.
--------------------------
Matthew: [No]
Patcher: What? Then I suppose you must be traveling with him for good reason. Watch him, though. Actions speak louder than words. He's got a lot to prove to make up for his trouble.
[Inside the store:]
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PP03: The survivors from Vale and their descendants can all use Psynergy, so it's pretty common around here. But Adepts are still rare around Angara. Keep your powers under wraps, or you might attract unwelcome attention!
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PP04: Vale survivors know that there are four kinds of Psynergy. Want to learn more?
Matthew: [Yes]
PP04: Adepts generally master a specific kind of Psynergy, based in fire, water, earth, or wind. You have three of the four kinds of Adepts in your party, so you're mostly covered! You may have also heard of the force of Alchemy that has been revived. The ancients used Alchemy to combine the four elemental energies to do amazing things!
--------------------------
Matthew: [No]
PP04: Ah, so you know already? I hope you get a lot out of all your Psynergy!
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PP05: I'm sure your dad's told you about how the Golden Sun changed the land. It shook the world so violently that it reshaped everything. Mount Aleph and our home, Vale, were devastated, and new mountain ranges divided up all of Angara!
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PP06: 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 a horrific catastrophe.
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PP07: Patcher stocks a wide variety of goods here. I always walk away with more than I intended!
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PP08: Herbs are restorative items are essential for long journeys. So stock up! If your party falls in defeat, you'll lost more than the cost of a few curatives!
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PP09: A warrior who came back from a long journey told me the strangest news... The continent has been expanding since the time the Golden Sun happened 30 years ago!
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PP10: Your father, Isaac, was very handsome. All the young women from Vale couldn't take their eyes off of him!
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PP11: Most people in Weyard have no idea that Vale was sacrificed for the sake of he world.
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Oven: It smells of freshly baked goods!
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[Talking to Patcher across the counter:]
Patcher: I might have been a little out of line when I lost my temper. Sorry, Matthew and Karis. Of course I'm glad to help you gear up for your trip. So let me walk you through the different kinds of goods I sell!
[He walks to the left where there's a picture of a home.]
Patcher: OK, starting from this side… See the little "home" sign? Check in there to stay the night! When you stay at inns, you'll recover all your Hit Points and Psynergy Points. You'll leave fully refreshed!
[He goes to the shield sign.]
Patcher: Next, see the "shield" sign? That's my armor shop. Always equip the best protective gear you can find to survive the battles ahead of you!
[He moves half an inch to the sword picture.]
Patcher: When you see the "sword" sign, that means you're at a weapon shop. Every time you visit a new town, check out what new weapons are available locally.
[He finally gets to the leaf sign on the right.]
Patcher: Finally, the "herb leaf" sign means you're at an item shop. Fledgling heroes should stock up on lots of herbs and other restorative items!
[He goes back to the middle of the counter.]
Patcher: Now, at ANY kind of store, you can also find rare one-of-a-kind things in the artifacts section. If you sell-or throw away-any such rare weapons, armor, or items, you can always buy them back later on! That's the tour. So, understand what inns and shops have to offer?
Matthew: [Yes]
Patcher: Then stand at any shop sign to do business with me!
--------------------------
Matthew: [No]
Patcher: Well, the customer is always right, so I'm glad to give you the whole sales pitch again!
[He heads back to the home sign and the dialogue repeats.]
(*Continuing*)
-Onward!-
[Outside:]
------------------------------------------------------------------------------
PP12: 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 event happened, everyone found out about Sol Sanctum.
------------------------------------------------------------------------------
PP13: Hey—do you know about the Psynergy Training Grounds here?
Matthew: [Yes]
PP13: Good! It's so great that the grounds offer training—while letting us experience the epic journey of the Warriors of Vale!
--------------------------
Matthew: [No]
PP13: You don't? Go experience it! You'll love training while seeing all that Isaac and the others did to save the world!
------------------------------------------------------------------------------
PP14: Are you leaving our area and heading to Bilibin and the lands beyond, by any chance?
Matthew: [Yes]
PP14: I still can't believe that most of Angara has divided into countries since the Golden Sun. Bilibin is worse than most. Lord McCoy has grown his town into a realm ruled with an iron fist. So good luck to you, if you head to Bilibin and all those other countries beyond it.
--------------------------
Matthew: [No]
PP14: No? You looked geared up for a long journey. But it's really best to stay at home these days. We thought the world would settle down after the Golden Sun's first catastrophes struck. Then civilization took a turn for the worse as leaders forged countries from the chaos and waged war. Yes, it's really best that you stay safe here—where war has not yet come to us.
------------------------------------------------------------------------------
Sign: Psynergy Training Grounds
------------------------------------------------------------------------------
[Inside:]
------------------------------------------------------------------------------
PP15: I bet you're going to Carver's Camp. You have to cross the Goma Highlands to get there. Can you use Psynergy?
Matthew: [Yes]
PP15: Then you should be able to get through. It used to be lowlands until the Golden Sun shook things up. The men of Carver's Camp have tried to tame this wild area, but you'll still need Psynergy to pass through. Oh! And look for the sky gondolas the lumberjacks have set up! They make travel far easier.
--------------------------
Matthew: [No]
PP15: Then I don't know how you're going to get through. Only Adepts can get past its natural obstacles!
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PP16: You're on a quest given to you by Isaac and Garet? Wow—they're a hard act to follow, aren't they!
------------------------------------------------------------------------------
PP17: You're heading down through the Goma Highlands, right?
Matthew: [Yes]
PP17: After you cross the highlands, you'll reach the lumberjack area called Carver's Camp. The camp is at one end of the only valley that cuts through the impassable Goma Mountains.
--------------------------
Matthew: [No]
PP17: You're not? Then you'll never meet the lumberjacks of Carver's Camp! They're worth the highland trip!
------------------------------------------------------------------------------
Book: Psynergy Training Grounds: This area is now essential for helping new Adepts prove their skill with Psynergy. But it's just as essential for showing young Adepts what the Warriors of Vale did on their epic journey 30 years ago!
------------------------------------------------------------------------------
PP18: Bilibin is Lord McCoy's territory, way off to the east through the mountain valley. Its guards are strict about who comes and who goes there. I have no desire to set foot in Bilibin.
------------------------------------------------------------------------------
PP19: Bilibin stands at the far side of the one valley that passes from the highlands through the Goma Mountains. I think Isaac knows Lord McCoy. Er, that is, he was the lord there. Now his son has taken over.
------------------------------------------------------------------------------
PP20: There's a beautiful sight in the highlands known as the Konpa ruins. But it's hard to reach them, even for strong Adepts!
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PP21: The Golden Sun shook up our side of the continent pretty badly. Few could leave the Goma Highlands. Then the lumberjacks at Carver's Camp tamed the new wilderness, and they built a bridge that goes to Bilibin.
------------------------------------------------------------------------------
PP22: You warriors look pretty green, so stay on the roads wherever you travel in the big world! You'll probably suffer worse attacks if you stray off the beaten path.
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PP23: Most people take the valley route to Bilibin through the otherwise impassable Goma Mountains. But powerful Adepts can access a second route that's hidden below the Konpa ruins.
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[Healer's Place:]
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Healer: When you become poisoned, cursed, or fall in battle, visit one of us healers. We bring warriors back from the brink.
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| Psynergy Training Grounds |
[Outside:]
------------------------------------------------------------------------------
PP24: This is a Psynergy training area. You'll get a special card if you pass the challenge. It's a card that allows you to pass through the gate that bars the way to the Konpa ruins!
------------------------------------------------------------------------------
[A little kid climbs a tree, then turns to Matthew.]
PP25: Hey, look at me! Can you make it up? You'll need to know how to make it through training!
-Onward!-
[Outside:]
------------------------------------------------------------------------------
PP25: Everybody calls me a monkey because I climb trees. But I hope I don't look like one!
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PP26: If you're going through the Goma Mountains, you'll pass near the Konpa ruins! They're amazing. So if you want to visit them, be sure to go south from Carver's Camp. You'll then need to get through the road gate to reach the ruins. But it's worth all the trouble!
------------------------------------------------------------------------------
PP27: Most of Angara leaves us all in peace on this side of the Goma Mountains. But they say all that might change because of the discovery of the Konpa ruins. Some countries across Angara don't like the Vale refugees being in control of such an ancient place.
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PP28: You can learn about the epic tale of the Warriors of Vale in the training grounds... But I hear that there are books scattered around that tell chunks of the whole story! Try to find them in bookshelves and such. I hear the whole collection is truly epic!
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PP29: I heard that the Warriors of Vale can pass this test in no time flat. Isaac must be an awesome warrior if that's true!
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PP30: The training grounds is too fun to experience just once! You can run through again and again! And you'll even get a neat reward if you complete it more than once!
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PP31: My dears, be sure to pass all four areas at the Psynergy Training Grounds. Otherwise you'll find yourselves coming back before long. The gatekeeper near the Konpa ruins will turn you back if you haven't finished the tests!
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PP32: There's talk of a dangerous vortex inside a cave at the Konpa ruins. It's said to suck up Psynergy. How revolting.
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Sign: Follow the warriors' legendary quest! Restore Alchemy to the world! Save everything from oblivion!
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Sign: Follow the warriors' legendary quest! Light the four Elemental Lighthouses in four thrilling test areas!
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Operator: These are the Psynergy Training Grounds, where you can test your skills... while following in the historic footsteps of the Warriors of Vale! Will you take the challenge?
Matthew: [We're ready!]
Operator: Time to begin, new Warriors of Vale! Live the legend!
--------------------------
Matthew: [Tips?]
Operator: OK, here's what you need to know about the trials ahead!
[We see images of the first area.]
Operator: Fierce monsters await you on the training grounds. Do what you must to survive such evil encounters! But monsters won't be your only worry. Stubborn logs and other obstacles will block your path! Use your wits, strength, and Psynergy to find the way forward. Never forget that signs are a warrior's best friend. Read them for hints! Now, if the hardships before you weren't tough enough, you must ALSO finish within a time limit! So get to the end of each area as quickly as you can—then overcome the final challenge you find there!
[It goes back to the entrance.]
Operator: By the way, your PP will regenerate faster here in the training grounds, so use all the Psynergy you want. If you want to leave during training, step onto one of the red circles. You'll get the gate card for the Konpa ruins if you pass the whole course. So good luck, adventurers!
--------------------------
Matthew: [Not now.]
Operator: We'll be waiting for you!
| Mercury Area |
Sign: The first area covers Isaac's quest to get to the first of the lighthouses that lit up the Golden Sun: the Mercury Lighthouse.
Sign: Blast your enemies to blaze a trail forward!
Sign: Help Tret from Kolima Forest find his friendly face. No holy tree should look like THAT!
Operator: This area might look like some sort of wacky attraction, but it's no walk in the park. You'll need to solve its puzzles in order to reach the Venus Lighthouse!
| Venus Area |
Sign: When the Mercury Lighthouse was lit, the elemental power of water gushed across the world.
Sign: The second area covers the quest to the Venus Lighthouse, down the eastern side of Angara, then into Gondowan.
Sign: Ride the rails to the next obstacle section. Switch the track turns where needed!
Sign: Defeat the Kraken of the Karagol Sea!
Operator: The release of power from the first two lighthouses radically altered the landscape for the warriors. So your greatest hardship will be finding some kind of safe path to the Jupiter Lighthouse!
| Jupiter Area |
Sign: This area revisits the Jupiter Lighthouse quest, which led from Indra to Osenia. Here the heroes met Piers of Lemuria.
Sign: Ancient Lemuria fell to ruin in part because of the brutality of Poseidon. But how could it be possible to defeat a sea god?
Sign: Make the Gabomba Statue's tongue stick out!
Sign: Assemble the Trident of Ankohl, then defeat the sea god Poseidon!
Operator: The warriors crossed harsh extremes to reach the first three lighthouses. But the fourth was the harshest of all. You must slog through the snow and ice to get to the Mars Lighthouse, and then you must slay a dragon!
| Mars Area |
Sign: Anemos artifacts gave the heroes' ship the power of flight, allowing passage over the icy ocean and to the Mars Lighthouse!
Sign: The Golden Sun event was triggered when all four lighthouses were lit—fully restoring Alchemy to the world.
Sign: Prove your worth to the incarnation of Mars, then ascend to the lighthouse!
[If you ever step into a red circle:]
Text: Want to stop training?
Matthew: [Yes]
[You're warped back to the entrance.]
--------------------------
Matthew: [No]
-Onward!-
[Once you beat the Dim Dragon:]
Text: Which chest would you like to open?
→ Right.
→ Left.
[The first time you clear it:]
Text: Matthew got a gate card.
[You're warped back to the entrance.]
Operator: You made it through training! Now you possess the gate card! You need that to pass through the gate to the Konpa ruins.
-Onward!-
[If you talk to him again:]
Operator: You've already complete the basic test here at the Psynergy Training Grounds. But now you can try a harder challenge! Would you like to continue?
Matthew: [Hard stuff, now!]
Operator: Very well, you new Warriors of Vale! Live the legend!
--------------------------
Matthew: [Tips?]
Operator: Very well, let me give you some advice to prepare you for adventure!
[The explanation repeats as it shows the Mercury Area again. When it goes back to the entrance:]
Operator: By the way, your PP will regenerate faster here in the training grounds, so use all the Psynergy you want. If you want to leave during training, step onto one of the red circles. Good luck, adventurers!
--------------------------
Matthew: [Records?]
[You see an image of a scoreboard listing your fastest times in each area.]
--------------------------
Matthew: [Not now.]
[Same as before.]
[Outside:]
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PP24: It's no surprise you passed the challenge, since you're children of the Warriors of Vale. You're already an inspiration to us all!
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PP26: I bet I'll pass that test by the time I'm your age. You'll let me into your party then, right?
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PP27: Waah! I wanted to be the first one to pass the test at the training grounds!
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PP29: You might not be the Warriors of Vale, but you still passed the test like it was no big deal. I guess we've got a ways to go with our own Psynergy.
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PP31: If only everyone cooperated as well as your team does, anyone could pass the challenge!
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PP32: Show that card at the gate to the Konpa ruins. You'll be able to pass through.
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[Also on GameFAQs!]
[When Matthew gets onto the World Map, he's soon followed by a sparkly, brown light. It quickly looks like a Djinni.]
Tyrell: Woah! A Djinni, right in front of us! What should we do?
Karis: Catch it, of course!
Flint: Wait, wait! It's me...Flint! Your father sent me to look after you, Matthew. You'll need assistance from Djinn if you hope to survive the trip to the Mountain Roc. Besides, none of you has been on a real adventure before. But I have! So I'm glad to help out! Now, let's be on our way, friends!
Flint: I've got a message from your father, Matthew. He says while you're at Patcher's Place, be sure to visit the Psynergy Training Grounds. Then make your way to meet Kraden at Carver's Camp. Isaac has already gotten word that Kraden is there, waiting by the bridge for you. Would you like me to repeat all of that?
Matthew: [Yes]
[He repeats most of that second paragraph.]
--------------------------
Matthew: [No]
Flint: Well then, off we go!
[Flint sparkles into Matthew.]
Text: The Venus Djinni Flint joined you! It's set to Matthew!
[Outside:]
------------------------------------------------------------------------------
PP01: Did you know that some of the Warriors of Vale live in a cabin near Mount Aleph? They're just up the road, still looking out for the world!
------------------------------------------------------------------------------
PP02: Don't forget to visit our Psynergy Training Grounds. It's a must-see for new Adepts. You can experience the epic journey of the Warriors of Vale...as four theme-park areas!
------------------------------------------------------------------------------
[Enter Patcher’s Place to get:]
Karis: Finally, Patcher's Place! I'm always amazed by how many things Patcher packs in here for sale.
Tyrell: Uh, yeah. It's amazing. Now get me out of here.
Karis: That's right. I forgot that Tyrell isn't welcome at Patcher's Place.
Matthew:

Karis: I have a feeling we need to be more on guard when bringing Tyrell in here.
--------------------------
Matthew:

Karis: I have a feeling that everything's not going to be just dandy. Patcher has it out for Tyrell.
--------------------------
Matthew:

Karis: Who knows why Patcher has it out for Tyrell? But I think we're just going to have to deal with it.
--------------------------
Matthew:

Karis: If Patcher doesn't like Tyrell, I think getting angry is only going to add fuel to the fire!
(*Continuing*)
Tyrell: Don't blame me. I didn't want to come back here. Actually, I'm getting out of here before it's too late...
Patcher: [off-screen] You three over there! I'm Patcher. This is my place. What can I do you for?
[Patcher comes down from the second floor landing.]
Patcher: Hey! You're—! You're Isaac's kid! Matthew, right?
Matthew: [Yes]
Patcher: Well, Isaac's kid is welcome here anytime!
--------------------------
Matthew: [No]
Patcher: No? That's odd. I rarely forget a face.
(*Continuing*)
Patcher: Weren't you and your dad just here yesterday? What brings you back so soon? Hmm. Not here with your father...? Odd. Where could Isaac be?
Karis: Hello again, Patcher!
Patcher: Now, where do I know you from... Is she traveling with you, Matthew?
Matthew: [Yes]
Patcher: Really? Wait a minute. I remember who you are! You're Karis, Ivan's daughter!
--------------------------
Matthew: [No]
Patcher: No? Ah, no I remember! Isaac mentioned you yesterday. You're Karis, Ivan's daughter!
(*Continuing*)
Karis: That's right, Patcher! I've been visiting here on business from my father.
Patcher: Hmm. What a smart kid. Just like Isaac said.
[Patcher starts looking around.]
Karis: Uh-oh...
Tyrell: Heh... Hi there, Patcher.
Patcher: YOU! Garet's son! What are you doing in here? Come back to make MORE trouble?!
Tyrell: Trouble? Me? Here? That's ancient history!
Patcher: Ancient history?! I remember it like it was yesterday! Your stupid Psynergy nearly burned down my store! I want you outta here! And you others—finish your shopping and be on your way!
Karis: So that's why he can't stand you, Tyrell... You nearly burned down his store? Wow. Is there anywhere you haven't made a mess of things, Tyrell?
Tyrell: What I did here happened forever ago! I didn't mean to do it! But Patcher never...ever...FORGETS!
[In his anger, Tyrell seems to be accidentally starting to use Psynergy.]
Matthew:

Karis: This is no time to just shrug and smile! We have to calm him down!
--------------------------
Matthew:

Karis: I hope you're not cheering him on, Matthew! We need to calm him down!
--------------------------
Matthew:

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

Karis: Yelling isn't helping! We need to calm him down!
(*Continuing*)
Karis: Snap out of it, Tyrell!
[Karis runs up and pushes him over. The Psynergy stops.]
Tyrell: Ouch. That hurt.
Karis: I hope that DID hurt, Tyrell! It's pretty stupid, losing your temper like that! You might have scorched this whole place! I...I'm sorry. But we Adepts aren't supposed to use our powers in public when we're just starting out! It's our responsibility as Adepts to make sure we never hurt people! Our fathers are concerned about how people view Psynergy! They must see it as helpful, not hurtful! Burn your own reputation, if you must, but have a care for how that would impact Garet!
Tyrell: OK. Fine.
Karis: What'd he say? I can't hear him.
Tyrell: I said, I heard you. So just drop it.
[Tyrell stands up.]
Karis: You're going to hold it in check, Tyrell? No Psynergy in front of strangers anymore, OK?!
Tyrell: Now you're just starting to nag.
Karis: Typical. Just typical.
Tyrell: Oh, come on. Don't get insulted now.
[Karis seems like she's crying.]
Tyrell: OK! No Psynergy in front of strangers! Now can we drop it, please?!
[Karis quickly calms down.]
Karis: Consider it dropped. But we do have a problem. I doubt Patcher will give us any helpful information now.
Tyrell: What do you think we should do, Matthew?
Matthew:

Karis: We should take it easy? Good idea. Maybe Patcher will see Tyrell in a new light if we keep calm...
--------------------------
Matthew:

Karis: We should stay in high spirits? Maybe Patcher would see Tyrell in a new light if we did that...
--------------------------
Matthew:

Karis: Well, maybe begging for Patcher to forgive Tyrell might help. But he seems pretty angry...
--------------------------
Matthew:

Karis: Well, if you and I got angry, that would get Patcher's mind off Tyrell. But that seems risky...
(*Continuing*)
Tyrell: You guys really are looking out for me... I'm not sure if I deserve such good friends.
Karis: Oh, Tyrell. You know we like you just the way you are... He'll come around. That is, if you can keep your fireballs under control.
Tyrell: I'll pretend I didn't hear that.
Karis: Well then, leader? Lead on!
-Onward!-
Patcher: So, you're traveling with Tyrell... Do you really trust that hothead?
Matthew: [Yes]
Patcher: Isaac trusted hi with a quest, huh? I suppose I can sell you some goods then. You'll need all the help you can get if you're traveling with Tyrell.
--------------------------
Matthew: [No]
Patcher: What? Then I suppose you must be traveling with him for good reason. Watch him, though. Actions speak louder than words. He's got a lot to prove to make up for his trouble.
[Inside the store:]
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PP03: The survivors from Vale and their descendants can all use Psynergy, so it's pretty common around here. But Adepts are still rare around Angara. Keep your powers under wraps, or you might attract unwelcome attention!
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PP04: Vale survivors know that there are four kinds of Psynergy. Want to learn more?
Matthew: [Yes]
PP04: Adepts generally master a specific kind of Psynergy, based in fire, water, earth, or wind. You have three of the four kinds of Adepts in your party, so you're mostly covered! You may have also heard of the force of Alchemy that has been revived. The ancients used Alchemy to combine the four elemental energies to do amazing things!
--------------------------
Matthew: [No]
PP04: Ah, so you know already? I hope you get a lot out of all your Psynergy!
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PP05: I'm sure your dad's told you about how the Golden Sun changed the land. It shook the world so violently that it reshaped everything. Mount Aleph and our home, Vale, were devastated, and new mountain ranges divided up all of Angara!
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PP06: 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 a horrific catastrophe.
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PP07: Patcher stocks a wide variety of goods here. I always walk away with more than I intended!
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PP08: Herbs are restorative items are essential for long journeys. So stock up! If your party falls in defeat, you'll lost more than the cost of a few curatives!
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PP09: A warrior who came back from a long journey told me the strangest news... The continent has been expanding since the time the Golden Sun happened 30 years ago!
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PP10: Your father, Isaac, was very handsome. All the young women from Vale couldn't take their eyes off of him!
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PP11: Most people in Weyard have no idea that Vale was sacrificed for the sake of he world.
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Oven: It smells of freshly baked goods!
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[Talking to Patcher across the counter:]
Patcher: I might have been a little out of line when I lost my temper. Sorry, Matthew and Karis. Of course I'm glad to help you gear up for your trip. So let me walk you through the different kinds of goods I sell!
[He walks to the left where there's a picture of a home.]
Patcher: OK, starting from this side… See the little "home" sign? Check in there to stay the night! When you stay at inns, you'll recover all your Hit Points and Psynergy Points. You'll leave fully refreshed!
[He goes to the shield sign.]
Patcher: Next, see the "shield" sign? That's my armor shop. Always equip the best protective gear you can find to survive the battles ahead of you!
[He moves half an inch to the sword picture.]
Patcher: When you see the "sword" sign, that means you're at a weapon shop. Every time you visit a new town, check out what new weapons are available locally.
[He finally gets to the leaf sign on the right.]
Patcher: Finally, the "herb leaf" sign means you're at an item shop. Fledgling heroes should stock up on lots of herbs and other restorative items!
[He goes back to the middle of the counter.]
Patcher: Now, at ANY kind of store, you can also find rare one-of-a-kind things in the artifacts section. If you sell-or throw away-any such rare weapons, armor, or items, you can always buy them back later on! That's the tour. So, understand what inns and shops have to offer?
Matthew: [Yes]
Patcher: Then stand at any shop sign to do business with me!
--------------------------
Matthew: [No]
Patcher: Well, the customer is always right, so I'm glad to give you the whole sales pitch again!
[He heads back to the home sign and the dialogue repeats.]
(*Continuing*)
-Onward!-
[Outside:]
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PP12: 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 event happened, everyone found out about Sol Sanctum.
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PP13: Hey—do you know about the Psynergy Training Grounds here?
Matthew: [Yes]
PP13: Good! It's so great that the grounds offer training—while letting us experience the epic journey of the Warriors of Vale!
--------------------------
Matthew: [No]
PP13: You don't? Go experience it! You'll love training while seeing all that Isaac and the others did to save the world!
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PP14: Are you leaving our area and heading to Bilibin and the lands beyond, by any chance?
Matthew: [Yes]
PP14: I still can't believe that most of Angara has divided into countries since the Golden Sun. Bilibin is worse than most. Lord McCoy has grown his town into a realm ruled with an iron fist. So good luck to you, if you head to Bilibin and all those other countries beyond it.
--------------------------
Matthew: [No]
PP14: No? You looked geared up for a long journey. But it's really best to stay at home these days. We thought the world would settle down after the Golden Sun's first catastrophes struck. Then civilization took a turn for the worse as leaders forged countries from the chaos and waged war. Yes, it's really best that you stay safe here—where war has not yet come to us.
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Sign: Psynergy Training Grounds
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[Inside:]
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PP15: I bet you're going to Carver's Camp. You have to cross the Goma Highlands to get there. Can you use Psynergy?
Matthew: [Yes]
PP15: Then you should be able to get through. It used to be lowlands until the Golden Sun shook things up. The men of Carver's Camp have tried to tame this wild area, but you'll still need Psynergy to pass through. Oh! And look for the sky gondolas the lumberjacks have set up! They make travel far easier.
--------------------------
Matthew: [No]
PP15: Then I don't know how you're going to get through. Only Adepts can get past its natural obstacles!
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PP16: You're on a quest given to you by Isaac and Garet? Wow—they're a hard act to follow, aren't they!
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PP17: You're heading down through the Goma Highlands, right?
Matthew: [Yes]
PP17: After you cross the highlands, you'll reach the lumberjack area called Carver's Camp. The camp is at one end of the only valley that cuts through the impassable Goma Mountains.
--------------------------
Matthew: [No]
PP17: You're not? Then you'll never meet the lumberjacks of Carver's Camp! They're worth the highland trip!
------------------------------------------------------------------------------
Book: Psynergy Training Grounds: This area is now essential for helping new Adepts prove their skill with Psynergy. But it's just as essential for showing young Adepts what the Warriors of Vale did on their epic journey 30 years ago!
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PP18: Bilibin is Lord McCoy's territory, way off to the east through the mountain valley. Its guards are strict about who comes and who goes there. I have no desire to set foot in Bilibin.
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PP19: Bilibin stands at the far side of the one valley that passes from the highlands through the Goma Mountains. I think Isaac knows Lord McCoy. Er, that is, he was the lord there. Now his son has taken over.
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PP20: There's a beautiful sight in the highlands known as the Konpa ruins. But it's hard to reach them, even for strong Adepts!
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PP21: The Golden Sun shook up our side of the continent pretty badly. Few could leave the Goma Highlands. Then the lumberjacks at Carver's Camp tamed the new wilderness, and they built a bridge that goes to Bilibin.
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PP22: You warriors look pretty green, so stay on the roads wherever you travel in the big world! You'll probably suffer worse attacks if you stray off the beaten path.
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PP23: Most people take the valley route to Bilibin through the otherwise impassable Goma Mountains. But powerful Adepts can access a second route that's hidden below the Konpa ruins.
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[Healer's Place:]
------------------------------------------------------------------------------
Healer: When you become poisoned, cursed, or fall in battle, visit one of us healers. We bring warriors back from the brink.
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[Outside:]
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PP24: This is a Psynergy training area. You'll get a special card if you pass the challenge. It's a card that allows you to pass through the gate that bars the way to the Konpa ruins!
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[A little kid climbs a tree, then turns to Matthew.]
PP25: Hey, look at me! Can you make it up? You'll need to know how to make it through training!
-Onward!-
[Outside:]
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PP25: Everybody calls me a monkey because I climb trees. But I hope I don't look like one!
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PP26: If you're going through the Goma Mountains, you'll pass near the Konpa ruins! They're amazing. So if you want to visit them, be sure to go south from Carver's Camp. You'll then need to get through the road gate to reach the ruins. But it's worth all the trouble!
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PP27: Most of Angara leaves us all in peace on this side of the Goma Mountains. But they say all that might change because of the discovery of the Konpa ruins. Some countries across Angara don't like the Vale refugees being in control of such an ancient place.
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PP28: You can learn about the epic tale of the Warriors of Vale in the training grounds... But I hear that there are books scattered around that tell chunks of the whole story! Try to find them in bookshelves and such. I hear the whole collection is truly epic!
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PP29: I heard that the Warriors of Vale can pass this test in no time flat. Isaac must be an awesome warrior if that's true!
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PP30: The training grounds is too fun to experience just once! You can run through again and again! And you'll even get a neat reward if you complete it more than once!
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PP31: My dears, be sure to pass all four areas at the Psynergy Training Grounds. Otherwise you'll find yourselves coming back before long. The gatekeeper near the Konpa ruins will turn you back if you haven't finished the tests!
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PP32: There's talk of a dangerous vortex inside a cave at the Konpa ruins. It's said to suck up Psynergy. How revolting.
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Sign: Follow the warriors' legendary quest! Restore Alchemy to the world! Save everything from oblivion!
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Sign: Follow the warriors' legendary quest! Light the four Elemental Lighthouses in four thrilling test areas!
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Operator: These are the Psynergy Training Grounds, where you can test your skills... while following in the historic footsteps of the Warriors of Vale! Will you take the challenge?
Matthew: [We're ready!]
Operator: Time to begin, new Warriors of Vale! Live the legend!
--------------------------
Matthew: [Tips?]
Operator: OK, here's what you need to know about the trials ahead!
[We see images of the first area.]
Operator: Fierce monsters await you on the training grounds. Do what you must to survive such evil encounters! But monsters won't be your only worry. Stubborn logs and other obstacles will block your path! Use your wits, strength, and Psynergy to find the way forward. Never forget that signs are a warrior's best friend. Read them for hints! Now, if the hardships before you weren't tough enough, you must ALSO finish within a time limit! So get to the end of each area as quickly as you can—then overcome the final challenge you find there!
[It goes back to the entrance.]
Operator: By the way, your PP will regenerate faster here in the training grounds, so use all the Psynergy you want. If you want to leave during training, step onto one of the red circles. You'll get the gate card for the Konpa ruins if you pass the whole course. So good luck, adventurers!
--------------------------
Matthew: [Not now.]
Operator: We'll be waiting for you!
| Mercury Area |
Sign: The first area covers Isaac's quest to get to the first of the lighthouses that lit up the Golden Sun: the Mercury Lighthouse.
Sign: Blast your enemies to blaze a trail forward!
Sign: Help Tret from Kolima Forest find his friendly face. No holy tree should look like THAT!
Operator: This area might look like some sort of wacky attraction, but it's no walk in the park. You'll need to solve its puzzles in order to reach the Venus Lighthouse!
| Venus Area |
Sign: When the Mercury Lighthouse was lit, the elemental power of water gushed across the world.
Sign: The second area covers the quest to the Venus Lighthouse, down the eastern side of Angara, then into Gondowan.
Sign: Ride the rails to the next obstacle section. Switch the track turns where needed!
Sign: Defeat the Kraken of the Karagol Sea!
Operator: The release of power from the first two lighthouses radically altered the landscape for the warriors. So your greatest hardship will be finding some kind of safe path to the Jupiter Lighthouse!
| Jupiter Area |
Sign: This area revisits the Jupiter Lighthouse quest, which led from Indra to Osenia. Here the heroes met Piers of Lemuria.
Sign: Ancient Lemuria fell to ruin in part because of the brutality of Poseidon. But how could it be possible to defeat a sea god?
Sign: Make the Gabomba Statue's tongue stick out!
Sign: Assemble the Trident of Ankohl, then defeat the sea god Poseidon!
Operator: The warriors crossed harsh extremes to reach the first three lighthouses. But the fourth was the harshest of all. You must slog through the snow and ice to get to the Mars Lighthouse, and then you must slay a dragon!
| Mars Area |
Sign: Anemos artifacts gave the heroes' ship the power of flight, allowing passage over the icy ocean and to the Mars Lighthouse!
Sign: The Golden Sun event was triggered when all four lighthouses were lit—fully restoring Alchemy to the world.
Sign: Prove your worth to the incarnation of Mars, then ascend to the lighthouse!
[If you ever step into a red circle:]
Text: Want to stop training?
Matthew: [Yes]
[You're warped back to the entrance.]
--------------------------
Matthew: [No]
-Onward!-
[Once you beat the Dim Dragon:]
Text: Which chest would you like to open?
→ Right.
→ Left.
[The first time you clear it:]
Text: Matthew got a gate card.
[You're warped back to the entrance.]
Operator: You made it through training! Now you possess the gate card! You need that to pass through the gate to the Konpa ruins.
-Onward!-
[If you talk to him again:]
Operator: You've already complete the basic test here at the Psynergy Training Grounds. But now you can try a harder challenge! Would you like to continue?
Matthew: [Hard stuff, now!]
Operator: Very well, you new Warriors of Vale! Live the legend!
--------------------------
Matthew: [Tips?]
Operator: Very well, let me give you some advice to prepare you for adventure!
[The explanation repeats as it shows the Mercury Area again. When it goes back to the entrance:]
Operator: By the way, your PP will regenerate faster here in the training grounds, so use all the Psynergy you want. If you want to leave during training, step onto one of the red circles. Good luck, adventurers!
--------------------------
Matthew: [Records?]
[You see an image of a scoreboard listing your fastest times in each area.]
--------------------------
Matthew: [Not now.]
[Same as before.]
[Outside:]
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PP24: It's no surprise you passed the challenge, since you're children of the Warriors of Vale. You're already an inspiration to us all!
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PP26: I bet I'll pass that test by the time I'm your age. You'll let me into your party then, right?
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PP27: Waah! I wanted to be the first one to pass the test at the training grounds!
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PP29: You might not be the Warriors of Vale, but you still passed the test like it was no big deal. I guess we've got a ways to go with our own Psynergy.
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PP31: If only everyone cooperated as well as your team does, anyone could pass the challenge!
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PP32: Show that card at the gate to the Konpa ruins. You'll be able to pass through.
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