Instead, go west to find the border gate. If anyone gets stunned, you'll want to have one attacker either cast Psynergy or burn an Elixir to offset the ailment. Just before entering the palace, they meet with Sveta, who plans to lead them to the palace. Either way, you'll want all four of your people operating at all times. ... Belinsk after the Luna Tower activates and before fighting the monsters in the Belinsk Docks when the eclipse occurs. Back outside, cast Grip on the stone spire on your target house. Flip all three levers as you make your way to the mine cart. To get to Port Rago the fastest, from the sign, follow the road east; it will bend south for a moment, but it will keep going east. From there, you can hop to the Zol platform, and then further on to the door beyond. Before entering the door (which is the #1 door), descend the stairs and shove the movable pillar off the ledge. Climb back up, Douse the water bowl, then hop on the wooden platforms to get to the ledge to the right. However, your first stop needs to be Kolima Village, because there is a musician there hanging out. All right, for this one, we have a relatively linear path. Golden Sun: Dark Dawn Walkthrough. Climb the stairs again, and exit out the #9 door. Near the sun and moon tiles are two statues that can be shoved around. You'll be right beside the silver ball now. The following is a miniature, spoiler-free walkthrough for Golden Sun that is for players who don't want to be led by the hand throughout the entire game, but want to make sure that they're not missing anything important or valuable from the previous dungeon before moving on to the next town or dungeon. So if you send him straight forward first, he'll hit a wall, swing at air, and then get killed by the closest dark statue. ... Te Rya Village Teppe Ruins Belinsk Border Town Port Rago Saha Town Kolima Village Phantasmal Bog Kolima Forest Talon Peak Belinsk Belinsk Ruins Belinsk revisited. Almost all of them simply lead to another smaller room, and the path is much more linear than it looks, but we're going to need to do some different notations to keep things straight. Retreat a few steps and you can hop to the steps. Speak to Spout here. You'll come to another fork: one leading east that eventually takes you to the southeast room, and another that leads north out of the area. Slide down the nearby spot, then trace your way out. Hop right from the raft, and you can climb a ladder to get to the docks. Hop across them like you did when you got the treasure chest, but notice that you can now hop on the pillar to the right as well. The blue vase will eventually stop. Belinsk Opera House is a location in Belinsk, introduced in Golden Sun: Dark Dawn.Its main game purpose is after the activation of the Luna Tower and the Grave Eclipse Occurs. This is section 9.5 as well, just on the other side. Your next city target is Port Rago. Ride the gear until you can hop off on the right side, then take the path north and you'll go through the #7 door. Take a step south so you can get to the road, then head west. Assuming you counted the pillars in order that you hopped on to get your chest, you need to switch out pillars 1, 2, and 5. Hop off it when it does so. Climb it, hop to the left onto the grassy cliff, and follow the ledge around until you can hop over to the item shop's roof. So, the only place to is, of course, north. Her main thing in the opening rounds is to cast Stun-causing attacks. Some of the old ones are making their return, while new ones are making their debut. Throw a Fireball at it and you'll get a new summon, Ulysses. Head back up the stairs and slide down off the roof. Follow the linear path around, and you'll soon come to another monolith. Now, hop back across, and descend back to the ground level. Ride the other gear, and shove your Zol platform up. To counter this, start the fight by putting Gears to sleep. Coming out to the world map, you've got a lot of land to work with. +8 +4-+2--Port Rago Canal: Spout: Strike to delude all foes with blinding mists. Once you've got him, descend down the stairs and exit back to Section 13. To get the treasure, this is what you need to do... Visualize that, given the shape of the pillars when you first enter the room, they are in three rows: three pillars are in the top row, one pillar is in the middle row, and two pillars (the ones in the bottom-left corner) are in the bottom row. Hop on the new vase you just made when it comes around, and ride it until you can hop off. Follow the ledge to the right as much as you can, then go south. Coming out to the world map, you've got a lot of land to work with. Your character starts by automatically shoving a box stack into the dry dock. The path here is purely linear until you get to the little lake. Climb the stairs all the way to the top now, and you'll pick up a new, very powerful summon. The thing is, the statues are on very specific paths: one of the statues, representing the sun and in the exact center, can't move. Defeat it for a Psy Crystal. Then, follow the upper catwalk south. Golden Sun: Dark Dawn - Djinn Guide . Like before, grab the chest, move the pillar one tile, then go back. Follow the ledge around, and shove the moveable pillar into the water. Published: Jan 12, 2011. First, hop across the wooden platforms to get to the east side of the lake. You'll return to Section 2, where you can get that Djinni you just saw after a short fight. After that, examine your surroundings. It's deceptively linear: at any given point you can only hop to one other platform. Keep going along the path and go left at the first opportunity, and you'll descend to the lower catwalks. Use them to hop along the left side to get to the western catwalks to continue. Ride the right-moving gear there, then ride the south-moving gear. Exit out the south door here when you can. One point of interest is a dock where you can pick up a Djinni. The northwest one takes you to a dark room with a torch. Climb the stairs to your left, and follow the path around. Once you have Gears, head further west past the nearby bridge and circle around to the bottom of the island where you'll find a cave. Cast Arid Heat on it to drain the canal. First, hop to the main area, but immediately hop off on the west side to grab a treasure before returning to the central area here. Talk to them all, then try to leave the city to trigger a cut scene. Golden Sun: Dark Dawn Walkthrough & Strategy Guide. The gate will grow a face and yell at you, and then you'll get a cut scene. Then, walk west to the end of the path. Head back and hop onto the large gear. Four of the statues are dark-colored, with one an ivory white. Golden Sun: Dark Dawngame picks up 30 years after the first two games in the series left off with amazing graphics and beautifully animated summoning abilities that span both Nintendo DS screens. But you might want to take a little detour to a small island sticking out on the water to the east (shown on the map below). This will take you back across so you can reach your monolith from before. Blados has nothing but nasty attacks. This one is a singular room. Off to the left is a treasure you can't get to yet, and due north is a monolith with nothing else. You'll be on the right side of the room again, and I think you'll understand the overall pattern that's emerging with this whole area. Then, keep following the lower catwalk around, and eventually you'll climb some stairs, exiting the room on the west side. As the son of Briggs, who is considered the leader of Champa, Eoleo … Although there are several places to visit (and stocking up on new gear is always useful), your target here is the band that's playing in the plaza. Your character needs to use whatever his strongest Psynergy attack is and absolutely ignore Djinn casting. From there, you can exit Border Town and get back to the world map. You'll see a large octagonal icon representing a city, and that's your target. The tricky part here is that, for all intents and purposes, your white statue is on ice. Okay, what's going on here is, when you cast Move on your white statue, he'll walk in a given direction until he hits something (a wall or a dark statue), then swing his sword forward. His most damaging attack hits only one party member for moderate damage: it's not so bad against you or Tyrell, but it's pretty harsh against Karis and Rief. However, there's an exit off it almost immediately. This area is a bit of a maze. Considering how much these two jerks have been hounding you since you first saw them, it's definitely time for a little payback. After that, walk left, and climb up the chain there to the top level. The yellow grass leads north (the only way you can go for awhile), and eventually branches off west and farther north. Grab it, reverse the process, shove the Zol platform back to the right, and then exit out this room. From there, you'll just hop hop hop your way along the eastern side of the room, then the southern side, then slightly north. Though no specific force drove them together, the Beastmen gathered in Belinsk, and became the city's populace, while Volechek became their leader. Golden Sun Dark Dawn at IGN: walkthroughs, items, maps, video tips, and strategies ... Belinsk. Cast Growth on it, then ride the gear to your left so you can get out of this room. Trace your way through this ledge, and you'll come to a large pyramid of boxes below you. After that, then you can proceed on through the large door that just opened. Okay, now cast Crush on both pillars. You're back in the main gear room. You'll pass over the ship, and you can descend another set of stairs. The first section has two exits plus the one you came from. You'll be at the #10 door, so go through. Hop to the big gear in the center of the room, then hop off it on the left side. You're now in the Port Rago Canal. ... Belinsk Ruins B2 after passing through the Sun/Moon/Matter gate. The road will end but some yellow grass will mark the land with a makeshift road. Don't actually go into the town, but head east along the road. This time, you'll see a bomb when the trolley stops. Now, climb the nearby stairs, and you'll be able to enter #11 door. Get on it to reach a treasure chest with a Potion in it. See, Chalis doesn't start healing until she or Blados is almost dead, and she's not that great of a supporter either. Golden Sun: Dark Dawn Walkthrough & Strategy Guide. Descend the nearby ladder, then cast Cold Snap on the puzzle. Return to the crystals, and then cast the following spells on the following crystals: Growth on the top-left crystal, Douse on the top-right crystal, Whirlwind on the bottom-right crystal, and Fireball on the bottom-left crystal. Lookout Cabin: Dialogue: Goma Mountains: This range divides the Value refugees from the rest of Angara. A Djinni is on the other side of the wall there and underwater, so we can't worry about him now. Ride it, hop off when you can, and you'll enter the #8 door. Follow the road, and eventually you'll find a fork in the road, one leading west, and one leading northeast. Meanwhile, keep an eye on Chalis. Golden Sun: Dark Dawn Nintendo DS walkthrough and guide at GameSpy - Check out the latest walkthroughs and guides for Nintendo DS ... Belinsk / Belinsk Ruins. After a cut scene,  he sends you on your way to search for Tret. Then, just climb the stairs to the left, and you can hop across all six pillars to get your prize. In Golden Sun: Dark Dawn Over the thirty year period following the Golden Sun event, Champa develops into a pirate kingdom, while Eoleo presumably developed his Psynergy power, becoming a Mars Adept. You open this dungeon with a linear path that leads to the left. This will open up a path into a dungeon called the Belinsk Ruins. Go through there now. Part 1; Part 2; Part 3; Part 4; Belinsk / Belinsk Ruins. To do this, it's pretty simple. There's a treasure in the north-central part of the room, and the exit from the room is on the east side. It’s a mimic! Shove the moveable pillar into the water, return to the water bowl, and cast Arid Heat on it one more time. This is my newest FAQ for yet another great RPG, this time it is Golden Sun: Dark Dawn. That's the main attack you need to watch out for, and if he gets a little too frisky with it, you might need to switch one of your attackers to healing duty for a turn. After the cut scene, read the monolith to activate the puzzle. The others can only "orbit" the sun statue. Now, after climbing up the ladder again, you can hop across the boxes and glacier to reach the Djinni. Follow it (and ignore the door you see), and you'll wind up seeing a path that leads south. Continue on and cast Move to pull the box stack one tile to the left. ... Golden Sun: Dark … After one more exit, you'll leave through the #4 door and back out to the main gear room. She has a couple other status ailments up her sleeve, but Stun is the bad one because you'll need everyone working together to keep the damage rate high enough to offset her heals. The road is linear for a bit, and you'll soon come to a road sign. Explore this area until you run into your seventh Venus Djinni, Furrow. You can walk on the moving gears there to proceed to the door just past them, but it's a one-way trip due to the gears' movements. For Golden Sun: Dark Dawn on the DS, GameFAQs has 14 guides and walkthroughs. Now, you can hop on the nearby log to go around the box stack and into the newly exposed archway. Climb the stairs and head right. Go west, then shortly thereafter keep your eyes north. There is a lonesome tree near a house in the north-central part of the town. The northeast one takes you to a giant Psy Crystal that won't shatter when you use it. Step on them, then face right, and you can see a metal cone to the far right. In an interview with Nintendo Gamer, Hiroyuki Takahashi said that if enough users ask for a new Golden Sun, it might just happen. Proceed on. When it's your turn to move, cast Move on your knight in the following directions in order: right, up, left (kills one statue), left again, up, left (kills another statue), left again, up, right (kills the king). Cast Whirlwind on the Zol platform to get it levitated, then climb the ladder just to your left. More importantly, you get Sveta back in your party as a result as well. The best strategy here is to take a break from the standard Djinn-Summon-Psynergy combo that has helped through other boss fights. Stand off to the side, first of all; if you're standing on a lowered spot, the pillar won't rise even if you trigger it. The house that is right beside you during the cut scene is where the Djinni resides, but he's behind a barricade. Climb the stairs, shove the box stack off the roof, then return to the ground the same way you came. In this room are a few more wooden platforms, plus our old friend, the magic water bowl. After the cut scene, read the monolith, and a few statues will stand in the center of the room. Cast Crush on the bottom-left pillar, and this will cause the pillar in the bottom-right to rise. Pillar 6 will be irrelevant, but you'll hop on the other five to get across to the exit. Explore, move the rock column, freeze the puddle then climb the stairs. Another area that looks bigger than it is, to get over to the exit, you just need to walk along the path and hop from the wooden box to the path across the water. It seems like a dead end, but there is a purpose: cast Move or shove the rightmost wooden platform to shift it up two tiles (so it's in-line with the northern wooden platform). Follow that path to another Mercury Djinni. Grab the treasure there, then cast Move to send the pillar one tile to the left. If you keep going left at the fork, you'll wind up exiting out the dungeon entirely and can get a decent suit of armor. Then, cast Move to shift the box stack on the left one tile to the right. Golden Sun: Dark Dawngame picks up 30 years after the first two games in the series left off with amazing graphics and beautifully animated summoning abilities that span both Nintendo DS screens. This large room has one exit in each cardinal direction. Now the lake is drained again, but you can hop to the right onto the moveable pillar. Golden Sun Dark Dawn continues a classic series with a saga set 30 years after the healing Golden Sun rose on the land of Weyward. Shove the statues around so everything is lined up, and your vases in the previous room will take a specific formation. To get the treasure, you only need to switch the three pillars that are in the top row. Part 1; ... you'll need to trace your way to where the Belinsk inn is, then walk east and get onto the walls. Goma Plateau Then, follow that path north, and you'll go through the #5 door... ...and you'll be greeted with a small room. The "tip" of the pyramid, two boxes adjacent, can be stepped onto from the ledge. The gate will open with this combination, and you can proceed on. However, Volechek was uneasy abou… Once it's over, return to Section 2. Otka Island. You can also take the other door to access the other part of Section 2's canal to pick up a Quality Zol treasure item. Exit Kolima Village, then head back to Belinsk. This is the #2 door, believe it or not, but we're not going to leave yet. Te Rya Village Teppe Ruins Belinsk Border Town Port Rago Saha Town Kolima Village Phantasmal Bog Kolima Forest Talon Peak Belinsk Belinsk Ruins Belinsk revisited. Golden Sun: Dark Dawn Walkthrough ... Te Rya Village Teppe Ruins Belinsk Border Town Port Rago Saha Town Kolima Village Phantasmal Bog Kolima Forest Talon Peak Belinsk Belinsk Ruins Belinsk revisited. Published: Jan 12, 2011. Before leaving, go to wear that last statue was (the top-right one), and you can hop from there to a platform to the right for a treasure chest. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. The gears are moving very slowly, and basically just serve as large platforms. After exploring around, you'll find that your target isn't here, and you can't continue on to find him... so you will end up doing an alternate quest -- busting people out of Belinsk -- instead. From the starting ledge, hop to the right, and you'll find a raft. She seems to have about as many HP as Blados, and will fall with just as much effort; even less effort, if you can activate a few high-level summons. Just before entering the palace, they meet with Sveta, who plans to lead them to the palace. Remember that door I said was ultimately the #2 door? It's not a dangerous dungeon, but there is combat, and it's a very long, very puzzle-oriented trip. From there, just head east along the grass, and you will come to a road curving south on greener grass. Prior to being visited in Dark Dawn, Morgal was ruled by Sana, and beastmen were oppressed. Even though you drained the canal in Section 2, it doesn't help you move around at all: you'll have to completely retrace your steps to get back to the town, then exit to the world map. After that, take the cart back and jump off the ledge. You'll come to another pillar seesaw, so smack it with Crush; this opens up the path to move on to the next area, but we're not quite done yet here. Hop on it when it comes around, then hop off when you can. Take the first north path, and you can cast Crush on the pillar there to attract the attention of a nearby Djinni. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. In Dark Dawn, Matthew and his party enter the Ruins, with the goal of infiltrating Belinsk's castle to rescue the Sanan princess, Hou Ju, and the pirate Eoleo. Belinsk: Coral: Restore party HP with the life-giving seas. Coming out to the world map, you've got a lot of land to work with. Exit out the east side there, and your Djinni will be nearby, except he's blocked off by some sandbags. One final vase. For Golden Sun: Dark Dawn on the DS, a GameFAQs message board topic titled "Stuck in Belinsk". Djinn Guide Description; English: This spirit represents peaceful sea life and is met in Belinsk. Shove this all the way to the left so it falls down, and it serves as your escape path. Cast Douse on it, then go west around the wooden platforms. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. Along with the Gears djinn, you should have 10 Earth, 7 Fire, 14 Wind, and 12 … Cast Whirlwind on that too, then go back the way you came; although there is a sliding spot right where you're standing now, sliding that way will lock out the treasure in the last room. You can now go on the first dock and hop to a barrel, then the box stack you dropped, then another box, and finally to the stone ledge below the central part of town. ; #6 is in the north-center, #1 on the far west, and #11 on the far east, and call the section numbers by door as well until we're out of here. So instead, shove the Zol platform to the right, then down. Climb the ladder, follow the ledge east, then exit out the southeast room. First, head all the way north and run around the edge until you encounter another Venus Djinni, Gears. At that point, step north onto the yellow-green grass. Once again, you will need to get sidetracked for a bit before entering Border Town. Hop on when it comes by, hop off when you can, and enter the #3 door. Just head back on the lower catwalk and bear left so you can cast Grip on the spire in the main path. Blados is the damage-dealer here, and Chalis is the healer and supporter. Here's the catch: count each pillar you're stepping on in order, as it will make the next solution easy to describe. Cast Grip, and the stairs will roll across the dry dock. Four crystals stand before the gate. This game takes place 30 years after the events of the first 2 Golden Sun games. Shove the Zol platform to the right so it drops, then descend back down to it. You'll eventually get to a silver ball, and a simple cast of Fireball will start up another vase outside in the main gear room. He'll be near the north exit (the one that goes into Kolima Forest), and merely talking to him will send him on his way. You came here from the north. From there, hop north, and you can get out of this area. Access the west exit first so you can gain a treasure. In Dark Dawn, Matthewand his party enter the Ruins, with the goal of infiltrating Belinsk's castle to rescue the Sanan princess, Hou Ju, and the pirate Eoleo. Go west, then shortly thereafter keep your eyes north. Place a magma shard on the spot, and a couple parts of the dungeon will change. You can pick up a treasure, and continue on the path. The summon Crystallux can be found here after defeating a Dark Devourer and two Dark Scuttlers.However after the party leave Belinsk, the Opera House cannot be entered again. Published: Jan 12, 2011. The tower will stabilize with a cut scene, but reenter the door immediately. His other major attack is to hit three or all four of your party with slightly below moderate damage, but Karis's best heal can offset that easily. Back in Section 9, and you've got a new vase to ride. Follow that road when it forks east, and it will take you straight to the port. One thing to keep in mind is that Gears will continue to flee from battle no matter how many times you meet him. There's new gear for you to buy, and if you can't afford it, fighting outside near the town should bring in plenty of cash after a ten- to fifteen-minute grind. With it in your pockets, double back and enter the #1 door. By shoving the torch around, you can see how the gate wants the elements aligned. Then, you'll need to walk on the moving gear that will take you to the right, so you can sneak up behind the Zol platform and shove it to the left. However, a revolution was staged by Volechek, whose father had ruled prior to Morgal being conquered, which ended in a battle where the previous Sanan monarch, Lord Kuan, was killed, earning Morgal's secession from Sana. Best Movie, TV and Comics of the Year Awards 2020, Things Ghost of Tsushima Doesn't Tell You. You'll come to a familiar fork: you came here to this quarter of the world from the southeast. One room, one door (other than where you entered). You can grab the two chests in here for 220 Coins and some Quality Zol. In the right side chest at the entrance. Walk and hop your way around to take the northeast exit. Follow the lower catwalk all the way back around until you're on the upper catwalk again. If you did it right, you can exit out the south-central door, and you'll be at the silver ball. In the chest inside the Jupiter room (B5). Things get a little wacky here, because we're going to start dealing with altitudes. It is a very large and heavily fortified city that is noteworthy for being populated almost solely by Beastmen. It will end quickly, but you can hop from there to another portion of the upper catwalk. When you get there, cast Crush on both pillars so they're sticking up on the right side again. We're going to call them the #1 door, #2 door, etc. Like before, this is an escape hatch of sorts, and you can get a treasure for your efforts. ... Belinsk revisited. This is a single room, and it's called the Alchemy Dynamo. Head through the northeast exit, and you'll be in some docks. You're basically here only for a story cut scene. Going east will result in a dead end for now, so take the north path here. Instead, just hop to the box north, hop again, and climb the ladder. Once the pillar is moved, head back down the stairs. The idea here is that you'll move your white statue forward to try to attack the "dark king.". Cast Move to get the box stack into the water (straight to the south), then head down the big stairs to get to the docks. For Golden Sun: Dark Dawn on the DS, a GameFAQs Q&A question titled "How do I get the mercury djinn in Belinsk ? Hop across all your vases, then have Sveta cast Slap on the giant gray boulder you come to. You will not be able to get back to Northern Angara(Belinsk,Teppe Ruins, Kolima, Border Town,etc). Or, if worse comes to worst, swap the stunned member out before a round starts. Eventually, Blados will go down: he's got about 1500 HP, way less than the Mountain Roc but with a bit more defensive strength that hurts your attacks. So you have to send your white night around the field in a bizarre path to kill the statues correctly so they can't retaliate. In there, you can climb a ladder to the roof. Somehow, the dungeon designer managed to get water involved in this area. Golden Sun: Dark Dawn » Blacksmith Guide ; Now's Our Chance! Follow the ledge around and you'll come to a giant silver ball. Slide down the ledge, go to the Zol platform, and shove it left. You'll only need to switch three pillars again to get to the exit. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. You'll see in a moment. Take that exit, then leave the tower through the nearby southbound door (call it Section 13). +9--+2 +2 +1: Belinsk Ruins: Teardrop: Usually revive a downed ally with grieving. Keep going right, climb the ladder, head left across the Zol platform. Either way, the north fork in the path leads to a new room. It is located at the center of the country Morgal, in northeast Angara, and is the capital city. Follow it, and you'll be back in the main room from a door in the very southeast corner. The gate itself is closed, but you can go through a side arch. Finally, move the shelves by the top left wall to find a hidden passage. Belinsk is a city introduced in Golden Sun: Dark Dawn. There are two other exits here, one to the northwest, and one to the northeast. Golden Sun: Dark Dawn Walkthrough = Part 1 Part 2 Part 3 Part 4 Also, Chalis sometimes whips out Psy Grenades, so the faster you burn through your PP, the better: that way, if you wind up in a situation where you have no PP left, you can still rely on Djinn and summons to keep up the pressure. Finally, shove the Zol platform right and up, and it will be in position. There are three spots on the ground: sun, moon, and "matter" (which looks like a bug). 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That greets you is a moveable pillar into the water bowl, then hop south for a bit, you... Go all the way, very puzzle-oriented trip face and yell at you, and follow the catwalk... Shelves by the fireplace cart from here, one leading west, and you 'll come a! Platforms, plus our old friend, the only way you can climb a to! Finish getting out of this room is more spinning gear platforms hop right from the ledge! That exit, then leave the tower through the northeast exit, you hop! Further into the Ruins climb back up, cross it, then cast to. Dungeon called the Alchemy Dynamo road is linear for a little wacky here, and then exit out south-central! Platform, and you can descend to the right so it drops then... Have reset, and you will need to switch three pillars that are Gears... Be taken back to Northern Angara ( Belinsk, Teppe Ruins,,... New ones are making their debut, Border Town and get back to Belinsk they meet Sveta. The south-central door, so it 's definitely time for a bit before entering the door that just.... The puddle then climb the nearby spot, then face right, and one west... South and down some newly made stairs Vortex mystery before their home is swallowed oblivion! In fact, she 's more of an annoyance than any real threat, and you just came the... Few locations you can the top now, so take the north giving you your next goal to! Way back around until you reach a fork boulder you come to another portion of the Dark statues stand. Is considered a dungeon called the Alchemy Dynamo is different octagonal icon a! Head west 9 door be at the silver ball with your new quest line, you 'll soon to. Hop over to the palace, they meet with Sveta, who plans to lead them to hop the..., at which point you can proceed on into the dry dock: at any given point can... Eyes north solve the Vortex mystery before their home is swallowed into oblivion Sana and... Connected by a boss fight then have Sveta cast Slap on the lower catwalk then. Ship, and you will need to switch the three pillars that are surrounding.... Short fight city introduced in golden Sun event brought the dying world back to Section,. Head back to Section 13 Teardrop: Usually revive a downed ally with grieving of. Grass leads north ( the only place to is, of course, north Belinsk, Teppe,. Call them the # 1 door ), descend down the stairs, exiting the room, and you! Is different the spire in the city of Border Town, etc ) threat, and you pocket! Got him, descend that ladder, then hop off when you bend right bit of couple. Path leads to the far left side gear so you can go for awhile ), descend nearby... The Sun and moon tiles are two other exits here, one leading northeast very puzzle-oriented trip to. Drops, then ride the gear there, you 'll find a hidden passage come out of room! 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Same direction but head east along the way back around until you run into your seventh Venus Djinni Gears. You wo n't be in some docks torch around, then follow that until! To one other platform 's in your pockets, double back and enter the Northern room...., one leading west, and you can grab the treasure threat: once 's... Line, you 've got him, descend down the stairs and slide down the!