Then, simply stand on the bottom tile, and the way forward will open up. Coming out to the world map, you've got a lot of land to work with. With it in your pockets, double back and enter the #1 door. So instead, shove the Zol platform to the right, then down. Belinsk: Coral: Restore party HP with the life-giving seas. Climb the nearby stairs, and you can hop across the pillars to get your chest. Because it's moving now, it will carry you to other parts to let you access other doors. Then, just climb the stairs to the left, and you can hop across all six pillars to get your prize. However, your first stop needs to be Kolima Village, because there is a musician there hanging out. Once the cut scene is done, go through the north door. 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. Golden Sun: Dark Dawn Walkthrough. Double-back, and you'll be back in the room. Take a step south so you can get to the road, then head west. Walls block your movement, so there is nothing to do but continue south and down some newly made stairs. This will take you back across so you can reach your monolith from before. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. Proceed on. This will open up a path into a dungeon called the Belinsk Ruins. This is considered a dungeon and features limited combat, but it's pretty small and you won't be in much danger. Blados is the damage-dealer here, and Chalis is the healer and supporter. The Zol platform will have reset, and you're to the right of it now. Golden Sun: Dark Dawn Walkthrough & Strategy Guide. Golden Sun: Dark Dawn Walkthrough & Strategy Guide. Or, if worse comes to worst, swap the stunned member out before a round starts. Climb back up, Douse the water bowl, then hop on the wooden platforms to get to the ledge to the right. Talk to them all, then try to leave the city to trigger a cut scene. The next volume of the Sun Saga is in the shelf to the right of the stairs, while the treasure chest contains an Assassin's Dagger. More importantly, you get Sveta back in your party as a result as well. Explore this area until you run into your seventh Venus Djinni, Furrow. Like before, grab the chest, move the pillar one tile, then go back. To get there, trace your back to Belinsk. Defeat it for a Psy Crystal. Now, hop back across, and descend back to the ground level. Hop on it when it comes around, then hop off when you can. From the pillar, retreat a bit and bear south, and you'll see some tiny platforms in the abyss. Slide down the ledge, go to the Zol platform, and shove it left. You'll find yourself... ...back in Section 3 on the east side this time. Golden Sun: Dark Dawn - Djinn Guide . The "tip" of the pyramid, two boxes adjacent, can be stepped onto from the ledge. Hop across all your vases, then have Sveta cast Slap on the giant gray boulder you come to. Once you do that, you'll want to ride another gear so you're in the very middle of the whole area. 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. 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). Here, you need to hop across the platforms to the north-center of the room, then place another magma shard on that pedestal, and it will change the shape of the platforms. You're in a series of rooms here connected by a couple halls. It will end quickly, but you can hop from there to another portion of the upper catwalk. Pillar 6 will be irrelevant, but you'll hop on the other five to get across to the exit. Okay, the change you just did for the central room is that there is now a purple vase-looking thing that's rotating around the room along with the gear, and you'll wind up riding that vase to new doors. Go west, then shortly thereafter keep your eyes north. From there, you can exit Border Town and get back to the world map. From the starting ledge, hop to the right, and you'll find a raft. From there, just head east along the grass, and you will come to a road curving south on greener grass. A Djinni is on the other side of the wall there and underwater, so we can't worry about him now. Once he's finished, repeat the procedure with Chalis, but you can afford to take a few more risks: you can start burning Djinn because at that point, Chalis will worry about healing herself more than stunning you or lobbing Psy Grenades. Climb the stairs to your left, and follow the path around. When you get there, cast Crush on both pillars so they're sticking up on the right side again. The road is linear for a bit, and you'll soon come to a road sign. Instead, go into the nearby door at the top of the stairs you just climbed, and go north again in the tiny room there that overlooks the silver ball. So, the only place to is, of course, north. You don't have to go all the way back this time. Now, climb the nearby stairs, and you'll be able to enter #11 door. You can pick up a treasure, and continue on the path. Exit Kolima Village, then head back to Belinsk. Whirlwind it, climb back up, cross it, climb the final ladder, then get the heck out of Dodge. Like before, this is an escape hatch of sorts, and you can get a treasure for your efforts. You also have four holes in the ground, extending northward from the center. After one more exit, you'll leave through the #4 door and back out to the main gear room. Standard procedure normally dictates you go after the healer first, but this battle is different. Remember that door I said was ultimately the #2 door? Shove the moveable pillar into the water, return to the water bowl, and cast Arid Heat on it one more time. 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. Back outside, cast Grip on the stone spire on your target house. Once the pillar is moved, head back down the stairs. Either way, the north fork in the path leads to a new room. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. You're back in the large room from before, but on the west side. Keep moving, descend that ladder, and you can take a south exit back to the previous room. You're now in the Port Rago Canal. Speak to Spout here. To get the treasure, you only need to switch the three pillars that are in the top row. Exit out the south door here when you can. One of the dark statues has a crown on his head. Ride the right-moving gear there, then ride the south-moving gear. Flip all three levers as you make your way to the mine cart. Best Movie, TV and Comics of the Year Awards 2020, Things Ghost of Tsushima Doesn't Tell You. Hop to the big gear in the center of the room, then hop off it on the left side. Pincer's attack erodes an enemy's ability to resist Psynergy. It will light up, the room will shift, you'll be brought back down to the floor level, and a vase will descend to the next area. Before leaving though, there is a Djinni for you to grab. 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. Once you've done that all that, return to the moveable steps and ascend, but keep walking south when you get to the top. One point of interest is a dock where you can pick up a Djinni. Grab it, reverse the process, shove the Zol platform back to the right, and then exit out this room. Here's the catch: count each pillar you're stepping on in order, as it will make the next solution easy to describe. Finally, cast Move to shift the right box stack down two tiles and left one tile. Talk to the sleeping man in a house on the left side of town so he'll spill a drink by the fireplace. Her main thing in the opening rounds is to cast Stun-causing attacks. Go west here (around the stairs), and you'll bump into a guy named Briggs, who is the ship's captain. After the cut scene, read the monolith, and a few statues will stand in the center of the room. Then, cast Move to shift the box stack on the left one tile to the right. Keep going along the path and go left at the first opportunity, and you'll descend to the lower catwalks. This will cause them both to rise on the left side. There's a bit of a mini-puzzle here to continue on. Shortly, the road will end, but some brown dirt will still be going the same direction. Exploring around, as we said, gets you a cut scene. 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. Though no specific force drove them together, the Beastmen gathered in Belinsk, and became the city's populace, while Volechek became their leader. You'll notice that the right gear is actually moving a larger gear on the floor level, but the left gear is spinning pointlessly. Hop off it when it does so. 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. 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. First, head all the way north and run around the edge until you encounter another Venus Djinni, Gears. 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. Part 3 Progress. From thereâit will be the fifth gear your feet touchâyou can hop to the southern ledge. Finally, move the shelves by the top left wall to find a hidden passage. 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. Prior to being visited in Dark Dawn, Morgal was ruled by Sana, and beastmen were oppressed. 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). The tricky part here is that, for all intents and purposes, your white statue is on ice. Golden Sun: Dark Dawn » Blacksmith Guide ; Now's Our Chance! You'll only need to switch three pillars again to get to the exit. Head back up the stairs and slide down off the roof. You'll return to Section 2, where you can get that Djinni you just saw after a short fight. Now the lake is drained again, but you can hop to the right onto the moveable pillar. Shove the left statue onto the left (sun) tile, and the right statue onto the right (moon) tile. ... Belinsk Ruins B2 after passing through the Sun/Moon/Matter gate. Published: Jan 12, 2011. Before entering the door (which is the #1 door), descend the stairs and shove the movable pillar off the ledge. In there, you can climb a ladder to the roof. For Golden Sun: Dark Dawn on the DS, GameFAQs has 14 guides and walkthroughs. Four of the statues are dark-colored, with one an ivory white. Just head back on the lower catwalk and bear left so you can cast Grip on the spire in the main path. Explore the city at your leisure. Published: Jan 12, 2011. We're here to reverse that: cast Crush on the gear on the left, and the gear flows will reverse. You'll pass over the ship, and you can descend another set of stairs. Trace your way through this ledge, and you'll come to a large pyramid of boxes below you. This is my newest FAQ for yet another great RPG, this time it is Golden Sun: Dark Dawn. Also see the quick spoiler-free walkthrough for Golden Sun: The Lost Age. It's a bit of a walk, but you should know where everything is in this part of the world now, so it won't take you very long. 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. Follow the road, and eventually you'll find a fork in the road, one leading west, and one leading northeast. In the right side chest at the entrance. Read it, then continue north and approach the gate. You came from the south, but the east and west paths are blocked (they're on a different altitude even though you can't tell that from the map). The first thing that greets you is a moveable pillar. You'll be right beside the silver ball now. +9--+2 +2 +1: Belinsk Ruins: Teardrop: Usually revive a downed ally with grieving. First, climb the left set of stairs, and cast Whirlwind on the Zol platform when you bend right. Karis needs to cast Impact on your character and keep up the heals after that, doing nothing else. Climb the stairs, shove the box stack off the roof, then return to the ground the same way you came. You're basically on a stony catwalk that crisscrosses other catwalks, making for a very confusing room. Your next goal is to get to Belinsk and call in Sveta since she is involved in this mess. Just before entering the palace, they meet with Sveta, who plans to lead them to the palace. 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. After that, then you can proceed on through the large door that just opened. Your next city target is Port Rago. In fact, she's more of an annoyance than any real threat, and can mostly be ignored. Grab the treasure there, then cast Move to send the pillar one tile to the left. There's only one way to get there, and it's through a Donkey Kong-like series of climbing ladders and running back and forth across ledges with a time limit. 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. Okay, this room is more spinning gear platforms. After that, walk left, and climb up the chain there to the top level. Climb down, go east, and you climb another chain to get to a treasure. The road will end but some yellow grass will mark the land with a makeshift road. After that, you will be taken back to the world map with a new goal and a new town. Shove the Zol platform to the right so it drops, then descend back down to it. Belinsk is a city introduced in Golden Sun: Dark Dawn. Follow the road, and eventually you'll find a fork in the road, one leading west, and one leading northeast. I'm an enormous fan of the first two Golden Suns, and I was happy to hear that there's going to be a continuation to the series. Golden Sun: Dark Dawn Walkthrough. You'll see a large octagonal icon representing a city, and that's your target. After a cut scene, he sends you on your way to search for Tret. You're back in the main gear room. Now, after climbing up the ladder again, you can hop across the boxes and glacier to reach the Djinni. Hop on when it comes by, hop off when you can, and enter the #3 door. Cast Douse on it, then go west around the wooden platforms. Retreat a few steps and you can hop to the steps. Golden Sun: Dark Dawn Walkthrough = Part 1 Part 2 Part 3 Part 4 The gate itself is closed, but you can go through a side arch. Climb the ladder, follow the ledge east, then exit out the southeast room. Then, follow that path north, and you'll go through the #5 door... ...and you'll be greeted with a small room. This is section 9.5 as well, just on the other side. Some of the old ones are making their return, while new ones are making their debut. Things get a little wacky here, because we're going to start dealing with altitudes. Also, while you're down in this spot, head around the stairs, and you'll eventually be able to walk around to the bow of the ship and find a water bowl. That's a dead end, but you need to keep going along the eastern road. Now, keep going east along the catwalk and turn north, then west, and you can pocket the Djinni after a scuffle. This automatically destroys the remaining statue and opens the door to the next area. 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. Otka Island. Once you've got him, descend down the stairs and exit back to Section 13. The next room is comprised of a couple ledges that are surrounding gears. You came here from the north. In an interview with Nintendo Gamer, Hiroyuki Takahashi said that if enough users ask for a new Golden Sun, it might just happen. Golden Sun: Dark Dawn Walkthrough & Strategy Guide. Eventually, you'll hop your way across and ride a gear down to the floor level. 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. Lay your last magma shard on the platform, and the entire room will start moving. ... Belinsk after the Luna Tower activates and before fighting the monsters in the Belinsk Docks when the eclipse occurs. Part 1; Part 2; Part 3; Part 4; Belinsk / Belinsk Ruins. Coming out to the world map, you've got a lot of land to work with. Your character needs to use whatever his strongest Psynergy attack is and absolutely ignore Djinn casting. 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. Specifically, talk to the trumpet-playing squirrel, and you can request to play the song "Arangoa Prelude." With the four holes expanding outward from the center, it's pretty obvious what you need to do. Upon first coming in here, the size of the room might be a bit intimidating. 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. A new generation of heroes must solve the Vortex mystery before their home is swallowed into oblivion. Then, walk west to the end of the path. Okay, now cast Crush on both pillars. One thing to keep in mind is that Gears will continue to flee from battle no matter how many times you meet him. The gears are moving very slowly, and basically just serve as large platforms. Shove the statues around so everything is lined up, and your vases in the previous room will take a specific formation. Published: Jan 12, 2011. From there, you can go up the little ramp, hop to the Zol platform, and hop to the chest. Cast Growth on it, then ride the gear to your left so you can get out of this room. Either way, you'll want all four of your people operating at all times. You open this dungeon with a linear path that leads to the left. ... Belinsk revisited. Back in the main room, and you just came out the #6 door. 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