Golden Sun: The Lost Age/Jupiter Lighthouse: Difference between revisions

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Go right following the cliff to reach a small patch of weeds which you can Cyclone to get a Mint. For the sake of keeping your party alive, it is probably a wise move to use this on Jenna, since she's going to be the one with the whole-party healing Psynergy that you will come to abuse later on. Also, you will want to set either Cyclone or Hover to a Psynergy Shortcut (keep the other one as Move).
Go right following the cliff to reach a small patch of weeds which you can Cyclone to get a Mint. For the sake of keeping your party alive, it is probably a wise move to use this on Jenna, since she's going to be the one with the whole-party healing Psynergy that you will come to abuse later on. Also, you will want to set either Cyclone or Hover to a Psynergy Shortcut (keep the other one as Move).


Go left and use the Cyclone portal to go down into some caves. The patch of weeds to the south at the junction hides a Mad Plant which you can kill for another Mint. If you need it, the door to the north leads to another Psynergy room with a Psynergy Stone you can use. Anyway, keep going right to another door. Go down the ladder and use Hover on the glowing purple spot to float across to the ledge on the right-hand side. You can follow this path to a Cyclone portal, which you can use to enter the Lighthouse properly. Go right, Move the pillar onto the button, and use it to get through to the next room to the north.
Go left and use the Cyclone portal to go down into some caves. The patch of weeds to the south at the junction hides a Mad Plant which you can kill for another Mint. If you need it, the door to the north leads to another Psynergy room with a Psynergy Stone you can use. Anyway, keep going right to another door. Go down the ladder and use Hover on the glowing purple spot to float across to the ledge on the right-hand side. You can follow this path to a Cyclone portal, which you can use to enter the Lighthouse properly. Go left, Move the pillar onto the button, and use it to get through to the next room to the north.


==Climbing the Lighthouse==
==Climbing the Lighthouse==
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If you want to get both of the chests here, you'll need to do a bit of thinking. Firstly, go right across the cracked tile (you'll have to employ the same strategy here as you did with the cracked ground in Dehkan Plateau) and then down the first path to the bottom of the room. Go across the cracked tile down here and get 306 coins from the chest. Allow yourself to drop to the floor below, and just push your way back up to the stairs. Back up here, go the same way, but instead leave the room to the bottom. Although this resets the pillar, if you moved it, it also resets the cracked tiles. Move the pillar off the edge of the platform, then go back along the cracked tiles, around the left edge of the room and use the pillar to jump across and get the Mist Potion from the chest. Now drop down a floor again, and go back up the stairs. Follow the same route as before to get to the door at the bottom of the room. Follow the path to the next room.
If you want to get both of the chests here, you'll need to do a bit of thinking. Firstly, go right across the cracked tile (you'll have to employ the same strategy here as you did with the cracked ground in Dehkan Plateau) and then down the first path to the bottom of the room. Go across the cracked tile down here and get 306 coins from the chest. Allow yourself to drop to the floor below, and just push your way back up to the stairs. Back up here, go the same way, but instead leave the room to the bottom. Although this resets the pillar, if you moved it, it also resets the cracked tiles. Move the pillar off the edge of the platform, then go back along the cracked tiles, around the left edge of the room and use the pillar to jump across and get the Mist Potion from the chest. Now drop down a floor again, and go back up the stairs. Follow the same route as before to get to the door at the bottom of the room. Follow the path to the next room.


Head straight up (you can't do anything else) and you'll be in a room full of cracked tiles. Go left, first of all, and use the Hover spot to get to the solid ground on the right. Move the pillar onto the button. Follow the path of cracked tiles back diagonally across the room to the Hover spot on the right, and use this to float over the really cracked tiles below you. Walk to the door at the bottom that's now open, and go up to the next level via the stairs (remember not to screw up and fall down the trap tile here). Outside, go up to the top of the side tower, and push the piece of Hover Circuit into place. The archer will fire an arrow into the bum of another statue on the aerie of Jupiter Lighthouse, and lift one side of the plug in the well up.
Head straight up (you can't do anything else) and you'll be in a room full of cracked tiles. Go left, first of all, and use the Hover spot to get to the solid ground on the left. Move the pillar onto the button. Follow the path of cracked tiles back diagonally across the room to the Hover spot on the right, and use this to float over the really cracked tiles below you. Walk to the door at the bottom that's now open, and go up to the next level via the stairs (remember not to screw up and fall down the trap tile here). Outside, go up to the top of the side tower, and push the piece of Hover Circuit into place. The archer will fire an arrow into the bum of another statue on the aerie of Jupiter Lighthouse, and lift one side of the plug in the well up.


Now, head back down. Use the trap tile to fall the floor below, then follow the path of cracked tiles on the next floor up a second time, and take the lone cracked tile in the centre of the room all the way back down to the enclosure with the Blue Key. Once you've grabbed it, you can Retreat to the beginning of Jupiter Lighthouse.
Now, head back down. Use the trap tile to fall the floor below, then follow the path of cracked tiles on the next floor up a second time, and take the lone cracked tile in the centre of the room all the way back down to the enclosure with the Blue Key. Once you've grabbed it, you can Retreat to the beginning of Jupiter Lighthouse.
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Shove the piece of Hover circuit off, and move it into the gap to close the circuit and reactivate the Hover spot. Float across to the platform using Hover, then use Cyclone on the portal to go up a level. Go through the door. Whilst in here, shove the pillar off to open another shortcut. Go outside via the door at the bottom right, and move the seemingly useless spike tile into the Hover circuit. It will conduct a lightning bolt, which will reactivate the circuit! Now head back down to the big room with the swirling light beam, and use Hover on the spot to float into it. You'll be carried up a level.
Shove the piece of Hover circuit off, and move it into the gap to close the circuit and reactivate the Hover spot. Float across to the platform using Hover, then use Cyclone on the portal to go up a level. Go through the door. Whilst in here, shove the pillar off to open another shortcut. Go outside via the door at the bottom right, and move the seemingly useless spike tile into the Hover circuit. It will conduct a lightning bolt, which will reactivate the circuit! Now head back down to the big room with the swirling light beam, and use Hover on the spot to float into it. You'll be carried up a level.


At the top, go right across the blocks, down the ladder, and move the other block into place on the Hover spot. Climb the ladder again, and use the bridge of blocks to get a Potion from the chest. Now head out the door to the bottom right. Go up to the next door. In here, do NOT use the Cyclone portal - it's one way and will lead to a place you've already been, and you'll waste PP using Hover and Cyclone to get back. Use the Blue Key on the door and head outside. Use Hover on the spot and the big whirlwind staute will blow you straight across to the next side tower. Go around and enter it. Ignore the stairs on the right, and enter the next large room through the door straight ahead.
At the top, go right across the blocks, down the ladder, and move the other block into place on the Hover spot. Climb the ladder again, and use the bridge of blocks to get a Potion from the chest. Now head out the door to the bottom right. Go up to the next door. In here, do NOT use the Cyclone portal - it's one way and will lead to a place you've already been, and you'll waste PP using Hover and Cyclone to get back. Use the Blue Key on the door and head outside. Use Hover on the spot and the big whirlwind statue will blow you straight across to the next side tower. Go around and enter it. Ignore the stairs on the right, and enter the next large room through the door straight ahead.


==The Second Lifting Arrow==
==The Second Lifting Arrow==
Use Hover to float up to the platform. Up here, shove the Hover circuit-piece off, then slide down using the groove. Move it along into the right-most of the three holes and use the newly-available Hover spot to float up and get the next piece of the circuit. Shove it off, then push it into the hole nearby to access the exit. But wait! There's a Jupiter Djinni to get. Use the right Hover spot to float up to the Pound pillar and use it to launch all the circuit pieces out of their holes. Go back down, and move the corner piece into the left-most hole, and the  straight piece into the right-most one. You can now float up using the left Hover spot. Save your game, then defeat Whorl to have it join you. Set it to Sheba. Now go back down, float across, use the Pound pillar again, and solve the puzzle as you did before to activate the top-left Hover spot. Use this to float up to the door.
Use Hover to float up to the platform. Up here, shove the Hover circuit-piece off, then slide down using the groove. Move it along into the right-most of the three holes and use the newly-available Hover spot to float up and get the next piece of the circuit. Shove it off, then push it into the hole nearby to access the exit. But wait! There's a Jupiter Djinni to get. Use the right Hover spot to float up to the Pound pillar and use it to launch all the circuit pieces out of their holes. Go back down, and move the corner piece into the left-most hole, and the  straight piece into the right-most one. You can now float up using the left Hover spot. Save your game, then defeat Whorl to have it join you. Set it to Sheba. Now either go back down, float across, use the Pound pillar again, and solve the puzzle as you did before to activate the top-left Hover spot to Hover to the door, or just Hover from the already activated spot to just beyond the barrier that Whorl was sitting next to, and continue through the door.


Another tedious puzzle - use Pound on the pillar to eject the Hover circuit piece. This serves as a hopping-stone so you can go down and re-adjust the blocks. Move it so you can use it to jump across to the ladder. Now, if you want a Water of Life, which you may very well, you can solve this puzzle as outlined below.
Another tedious puzzle - use Pound on the pillar to eject the Hover circuit piece. This serves as a hopping-stone so you can go down and re-adjust the blocks. Move it so you can use it to jump across to the ladder. Now, if you want a Water of Life, which you may very well, you can solve this puzzle as outlined below.


[[Image:gstla Jl pillarpuzzle wol.PNG|thumb|left|Solution to get the Water of Life.]]
[[File:GS-LTA Pillar Puzzle Wol.png|thumb|left|Solution to get the Water of Life.]]
[[Image:gstla Jl pillarpuzzle exit.PNG|thumb|right|Solution to exit.]]
[[File:GS-LTA Pillar Puzzle Exit.png|thumb|right|Solution to exit.]]
The image shown to the left is the solution to get the Water of Life from the chest. The image to the right is the solution to reach the exit. At the end of each route, go back up using the ladder and move the Hover circuit back into its hole. Use the Pound pillar to eject the Hover circuit, so you can access the blocks if you went for the Water of Life. Once you're done, leave the room to the door at the bottom left.
The image shown to the left is the solution to get the Water of Life from the chest. The image to the right is the solution to reach the exit. At the end of each route, go back up using the ladder and move the Hover circuit back into its hole. Use the Pound pillar to eject the Hover circuit, so you can access the blocks if you went for the Water of Life. Once you're done, leave the room to the door at the bottom left.


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Agatio has Rolling Fire, a small-ranged Fire attack, Meteor Blow, which is high damage to everyone, and Rising Dragon which does massive damage to one character. On top of this he has Cage, which shouldn't ever be a problem since you should be faster than him. Cage basically serves the same purpose as Felix's Petra, or the special effect of Ulysses; one-turn immobilisation. Karst has Death Scythe, an attack that carries a chance of instant death, and Djinnfest, a move that puts the first Djinni of every party member into recovery. Together, they also boast a fair arsenal of Fire Psynergies, including Healing Aura.
Agatio has Rolling Fire, a small-ranged Fire attack, Meteor Blow, which is high damage to everyone, and Rising Dragon which does massive damage to one character. On top of this he has Cage, which shouldn't ever be a problem since you should be faster than him. Cage basically serves the same purpose as Felix's Petra, or the special effect of Ulysses; one-turn immobilisation. Karst has Death Scythe, an attack that carries a chance of instant death, and Djinnfest, a move that puts the first Djinni of every party member into recovery. Together, they also boast a fair arsenal of Fire Psynergies, including Healing Aura.


Also, it's a good thing to point out that this is the only battle in this game you can actually lose - as in, you won't get Game Over if you party dies. You do, however, get a hefty amount of coins and a new type of forgeable material, Dark Matter, for winning. After the scene, head down the elevator to the base of Jupiter Lighthouse, save, then head back to Contigo.
Also, it's a good thing to point out that this is the only battle in this game you can actually lose - as in, you won't get Game Over if your party dies. You do, however, get a hefty amount of coins and a new type of forgeable material, Dark Matter, for winning. After the scene, head down the elevator to the base of Jupiter Lighthouse, save, then head back to Contigo.


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