Dark Cloud/Muska Lacka

Sun & Moon Temple
When you and Theo arrive at the temple you here a voice warning you not to go in. It's one of the Sand Warriors, guardians of the nearby village of Muska Lacka, you can change his name from the default, Ungaga, now. Muska Lacka was destryed by the Dark Genie and the warrior is so distraght over failing in his duty that he just sits there being depressed. Theo stays behind to try to get warrior back into fighting shape while you go on to explore the temple. When you go inside there is a kind of lobby area; go down the steps to the back and enter the temple proper. In the future, you can skip the lobby by selecting Sun & Moon Temple (inside) from the map.

Sun & Moon Temple (inside)
This dungeon doesn't have any odd quirks about getting to the next level or to the back area. King's Slate opens the next level, Stone Key opens doors within a level, and Secret Path Key opens back levels. The enemies here start fairly easy but get harder (of course). Bomber Head starting in level 3 explodes as it dies, so you may want to use Xaio or Ruby on it.

At level 4 there is a dialog between Theo and Ungaga. Theo tries to use you as an example of how a warrior should really act, but Ungaga doesn't listen.

Level 5 is a Goro only level, but if you've been leveling his weapons with the others this shouldn't be a problem. At level 7 there is another dialog between Theo and Ungaga. Ungaga reveals he was trying to protect Mikala, his fiancee, but failed. Theo tells him that Mikala was saved and they see a shooting star as a good omen.

In level 9 there is a set battle between Gol and Sil, two golems. Even in close quarters these shouldn't pose much of a problem since they move so slowly. The way out is blocked until Ungaga joins your party.

Ungaga
After completing level 8 you should have the components needed to complete The 3 Sisters' House. Do so and watch the cutscene; Ungaga is now in your party and Theo goes home to Brownboo. There doesn't seem to be any weapons available for Ungaga now.

Sun & Moon Temple (inside, cont.)
Enter level 9, fight the monsters there if you haven't already, and use Ungaga's charged attack to blow away the dark barrier that blocks the way to the next level. Similar barriers will appear randomly in dungeons from this point on. As with other newly introduced characters, you get an Ungaga only level soon after this. The bad news is that you can't buy a weapon for him yet as with Ruby so you're back to same problem you had with Xiao and Goro. But you do get three levels to possibly get treasure with a weapon for Ungaga before you get to his level, which is better than the two levels you got with the others. Also, the enemies on Ungaga's level aren't particularly difficult so you may get by with his Fighting Stick and some extra Repair Powders. In the later levels you run into Steel Giants, these are similar to the Golems you encountered earlier in the dungeon but have higher HP and are much tougher on weapons, so you'll probably want to bring a few extra Repair Powders for them. Continue on through level 17.

To continue on to the boss level, you need to complete three houses and watch their events, specifically Zabo's House, Enga's House, and Chief Bonka's House. It will be less confusing to do Zabo's House and Enga's House first, though it makes no real difference. After finishing Enga's house, talk to Zabo and Enga again to get the signets.

Prepare for a boss battle, go back to the dungeon, and enter level 18. Place the signets in their slots and you automatically enter the king's chamber where the boss for this level is really angry that you disturbed it. The Fairy King warns you that, yes, the king's spirit is being controlled by the Dark Genie.

After beating the boss you may want to exit temporarily and save because the dungeon isn't quite done. Approach the passage at the back of the room to enter the hangar where the moon ship is waiting. But with the curse broken the room is about to collapse, so you need to get to the ship and take off before it's too late. The way this happens is with a dual (#6, there were none in Queens), though you're not actually fighting anything but time.

When you clear the dual there is a cutscene where the temple roof opens and the ship takes off, astonishing the residents of Muska Lacka. Back in Brownboo village, Theo sees the ship in flight and waves goodbye, then he takes off his hood, revealing that the Moon People are actually, surprise, bunnies! Anyway, your next stop is the moon.

House completion events
This is a list of events related to completing houses in Muska Lacka.

Georama completion
The georama requests here are a bit different in that the main thing is to keep what's called the Pole Guardian tradition. There are three totem poles which each have three heads carved on them and the heads face different directions. For convenience, we'll say the bottom head faces front and the upper heads face left and right. Each head on the totem poles matches one of the mini totem poles that are in front of the houses. The Pole Guardian tradition says that the mini totem pole in front of a house must face the matching head on a totem pole. Now you're saying, "Wait a minute, there are nine heads on the totem poles but only eight houses in the georama parts." That's true but Ungaga's house, which is permanently fixed in the northeast corner, must keep the tradition as well and that makes nine. The house and the pole it faces can be any distance from each other as long as they line up, which gives you a bit of flexibility. It takes some time to match up all the heads so here is a summary.
 * Totem Pole A
 * Front: Chief Bonka's House
 * Left: Toto's House
 * Right: Prisoner Cabin


 * Totem Pole B
 * Front: Brooke's House
 * Left: The 3 Sister's House
 * Right: Zabo's House


 * Totem Pole C
 * Front: Jibubu's House
 * Left: Ungaga's house
 * Right: Enga's House

There are three other requests in addition.
 * Chief Bonka's House must be close to the temple. (Chief Bonka)
 * The 3 Sister's House must be near the Oasis. (Any sister)
 * The Prisoner Cabinm ust face East. (Gron)

Start with pole C since there isn't much flexibility with it. Place it in front of Ungaga's house so that the bottom head faces the village gate (the one made from boulders). Place Enga's House on the opposite side of the pole from Ungaga's House and Jibubu's house between the village entrance and the pole. Make sure both houses face the pole and are line up with it.

Now do Pole A. Put Chief Bonka's House near, but facing away from, the temple gate (the one made of tusks). Put pole A in front of the chief's house so the bottom head faces it. Now put the prisoner cabin near the corner and Toto's House opposite the pole from it, again making sure they face the pole and are lined up right.

Pole B has the most flexibility and you should have some room near the village gate. It may take a bit of experimentation to find the best fit though. As usual, check Georama Analysis after completing each step to make sure Request percentage goes up; the nine houses, including Ungaga's, are worth 11% each. Finish by adding the road and trees (optional) and making adjustments to taste.

Change back to walking mode to start a dialog with Bonka and Ungaga. Bonka gives Ungaga a new weapon, the Mirage, and she gives you a shiny Diamond.