n. Champa to Champa Revisited
It seems that Briggs has brought jewels to his hometown that have made his thankful neighbors so rich they quit fishing. The thankful people are considering making him the first chief of Champa. Do they even know he's a pirate? The only other important figure in the town seems to be someone named Obaba, who is the only one with the secrets of the Ankohl civilization and a master blacksmith. Check the gravestones northeast of the entrance to town with Reveal to find a Viking Helm. If you saved Hsu in the first Golden Sun, a strangely familiar purple-haired girl runs up to you as you head towards the main part of town. She asks if it is really Isaac (does she need glasses or what?). She asks where Isaac is and then where she can find him. She introduces herself as Fiezhi, a friend of Isaac. She wants to repay him for his bravery in saving Ulmuch (I thought is was Hsu... 0_o). Kraden creates a rather awkward moment by asking if Fiezhi wants to find Isaac because she likes him. 0_o Obviously, this makes her kind of mad. He starts teasing her like a little kid and promises to tell Isaac how she feels (I almost feel sorry for Fiezhi). She almost seems thankful after being embarrassed and gives you a Golden Ring as a good luck charm for him on his mission! After Fiezhi leaves, head to the Inn and Shop as usual.
As you head up the stairs near the Inn, you'll see Briggs and two Sea Fighters! They are all alarmed that you followed them and run away. Follow them into the Champa caves. Make your way up to the top floor of the caves, to a large brick pit. Briggs tells you to stop in your tracks. An old woman (Briggs' grandma) asks him if you are the warriors he told her about. Briggs tries to tell his grandma to do something about you before you take him away, telling her to think about Eoleo. When his grandma tells you to go away, say yes for now. Put 4 Jupiter, 4 Venus, 6 Mercury, and 2 Mars Djinn on standby, save your game, and approach Briggs' grandma again. This time, don't leave. She throws something into the large pit, causing it to bubble with lava! Suddenly, something roars and jumps out of the magma to attack you!
BOSS BATTLE: AVIMANDER The second of the "joke" bosses, Avimander should not be much harder to defeat than a few random enemies. Just Summon Thor, Ulysses, Judgement, and Boreas on your first turn, then follow up with strong Psynergies. You should kill him one or two turns after the initial Summons without even having to heal. After you defeat this pathetic beast, he blows up and Briggs' grandma acts surprised that you won. Briggs keeps asking his grandma to do something before you "take him away". Sheba tells the old woman not to listen to him call you evil if he's a pirate himself. This surprises grandma; obviously Briggs never told her. Kraden reassures Briggs that they won't take him away, but this only makes grandma madder. She starts chasing Briggs around the pit and arguing with him. Chaucha appears and stands up for Briggs. Briggs was only a pirate until he started finding jewels on an unknown island. You all decide to forgive each other and Chaucha rushes Briggs out, convinced he has a cold. After the conversation is over, talk to Briggs' grandma. Give her both your Trident pieces for her to keep. She seems to recognize them... could she be Obaba? Now, leave (try reading Eoleo's mind to find a hint on where he got his jewels). You can also confirm that Briggs' grandma is Obaba.
As you are leaving the town, you hear Alex talking to you, saying you've caught up with him! Alex asks if you are going to cast him away like "trash" now that you have a new water Adept. Jenna and Sheba ask why they should care if he was the one who left them behind. Kraden tells Alex they can light the Lighthouses without his help. Suddenly, Karst appears and asks if they really can. When you ask what is going on, a strange man appears and says Alex is demonstrating his foresight. You were apparently right in Madra; Karst did have a partner, he just stayed at their ship before. The man introduces himself as Agatio and reveals that he already knows your names. He calls you a bunch of "ragamuffins" and Alex agrees that you are useless. Still, he thinks he may have been hasty when judging you. Karst asks what makes you so useful. Alex explains that you are resourceful because you retrieved Piers' Black Orb from the warlike Kibombo. Soon, Agatio and Karst get tired of talking and demand to know when you're going to light the two remaining Lighthouses. Alex tells them to remain calm and also the purpose of your meeting. He thinks that with Saturos and Menardi gone, you wouldn't feel hurried on your quest. He has taken Agatio and Karst with him to give you some "incentive". The two leave angrily. Before Alex leaves, he tells Kraden that his quest has been for nothing. Babi has run out of Lemurian Draught and died. Alex warns you not to return to northern Gondowan in case the people of Tolbi think you had something to do with Babi's death. After Alex leaves, Kraden talks about how he still must continue his quest for Lemuria even if Babi is dead. Kraden starts to explain why he is still looking for Lemuria, and neither of the girls understand him. You are the only one Kraden has told about his quest, so Jenna and Sheba both demand to know. Kraden says he'll tell them when you reach Lemuria. After you regain control, get back onto your boat and sail a little to the northeast, around a mountain range near Champa to a Tundaria-like Tower.
The tower of Ankohl is a very confusing level. Although it isn't long, it's very easy to get lost, so follow me closely. Because a tree blocks the main door of the courtyard, go in through a hole in the wall. In the actual tower, don't bother with either of the side, leaf-covered doors. The treasure chests inside them are empty (maybe Briggs plundered them for treasure). Whirlwind the middle of 3 leaf covering on the top of the room and pass through. In this room, you'll find 7 large statues of faces. You'll notice the middle of the center statue is gone. For this room, I'll call the statues 1 through 7 from left to right. Anyway, use Move to pull out the middles of 1, 2, 6, and 7. Grab the 210 coins from 2 and the Crystal Powder from 7, then enter 6. At the end of the hall, you'll see a pillar blocking you from using Sand from another part of the room to reach a chest. Move the pillar right into the pit, go back to the statue room, and enter 1. After passing through the antechamber, use Sand to reach the chest containing a Nut. Go back to the statue room and go through the door under 1. Go straight down to a corner and turn left. Hop over the pits and go left this way until you reach some stairs. From the stairs, go around the path to some sand. Use Sand to follow it to a small room containing the Thanatos Mace. Even thought it may be weaker than any of your weapons, you can still sell it if you want.
Go back to the corner of the sand, surface, and go up to the next room. Keep heading up to a statue with one of the pieces of its head sitting on a nearby ledge. Push the piece into the statue to make it open its mouth and spit sand out. Return to the room below and before the one with the Thanatos Mace and go to the part of it near the door to the statue room. Go left and blow away the left of two leaf patches to find more stairs. Go up from the top of the stairs and climb down the vines. Walk across the sandpit you created and take the Power Bread from the chest. Use Sand to get under the low arch and climb the vine and stairs on the other side. Go down and into the right doorway from the stairs. Go up to a T-fork and go left. Like before, Move the pillar into the indentation, then return to the previous room. From the stairs you reached this floor on and go left. Go up at the fork and through the door. Use Sand to reach a Vial and return to the other room. Go straight down from the door and follow the path to 365 coins. Return to the T-fork near where you Moved the pillar and take the right path this time. Enter the door here to the sand room. In this sand room, you are forced to step on a switch that causes a nearby statue to periodically fill the room with more sand. You must stop on the similar switch near the statue once the sand rises enough, but before it covers the switch to stop the sand and unlock the door. If you are too late, exit and reenter, then try again.
After the sand room, go down the hallway to a room with a chute. Slide down it and you'll land right next to another statue piece. Push the pillar nearby into the pit to open a shortcut, then push the piece into the statue. You still need one more piece, though. Go through the door behind where you landed. Don't climb the stairs; go right and once again free a sandy shortcut by Moving a pillar. Now use Retreat and return to the statue room. Go through the door under 7 and make your way to the stairs (ignore the leaves). After jumping a pit, use Whirlwind on the left of 3 leaf coverings and enter the room behind it to find the Muni Robe. Return to the hall and enter the next room. Climb down the vines and go up. You'll see a sandbar and incomplete statue, but ignore them for now. Just hop the gap, climb the vine, and then go up the stairs. Go up the hallway and use Sand to use the passage you opened earlier. Go right after surfacing and Whirlwind the first leaves you find. Enter the door and get the Sylph Feather. Return to the hall and keep going right and down. The next room is another sand room, slightly harder this time. Go through it as fast as you can and you should be able to make it to the next room. After hopping some pits in this hall, Whirlwind the first leaves you find and go through. Push the pillar and get the Potion down the vine.
Return to the hallway and go left to the next door. Hop your way down the next hallway and enter the door. Go up and push the statue piece into the statue. Make your way back through the last several rooms until you climb down some stairs to the room with the sandbar and statue you just completed. Ready yourself: as soon as you jump over to the path the statue lies on, it chases you! To avoid getting run over, run away from it to the sandbar and use Sand to have it pass right over you. Once it has passed, surface and go up to where the statue was. Use Sand on the thin sand vein and climb the vines on the other side of it. Go left and climb 2 more stairs. Go through another hall and Move another pillar for another shortcut. Don't feel bored; you're almost done with the level (hopefully you aren't lost). Now head down. You'll see a statue piece seemingly trapped in a block corral. Use Reveal to find that the center block is actually a pit, then Move the piece into it. Climb down the stairs above you and push the piece into the statue. It will create a sand waterfall. Go back to the room before the statue piece corral room and use Sand to reach another staircase through the shortcut you opened. You'll recognize this room; go left and down to the sand waterfall room. Climb down to the sandpit at the foot of the waterfall and burrow it. You can actually climb up the waterfall with Sand! Once at the top, get off on the left and climb more stairs. Go through one more hall to another sand waterfall room. Climb this one with Sand and then climb the vine at the top left. You're on top of the ruins! Climb a few more vines and take your prize: the Left Prong. Now Retreat and return to Champa.
CHAMPA After doing the usual town things, return to Obaba and give her the final Trident Prong. She tosses the 3 pieces into the forging pit. At first, nothing happens. The pit fills with lava. Out of a geyser, the Trident appears. But what's making it float? To reach it, use Reveal and hop over the invisible platforms. Equip it to your fastest character (probably Sheba) and set out on your boat once again. Sail off for the misty area ESE (East-Southeast) of Champa. Enter the rocky area through the two boulders.