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Walkthrough (Golden Sun)

Chapter 18: A Journey over the Sea

Your next goal is: Tolbi! Unfortunately this town lies west of the Karagol Sea, which means you'll have to use a ship to get past this sea since the way on land is currently blocked. The tourist group for the ship you're going to need is inside Kalay's inn. It's located around the town square.

Before the inn.

You'll find the tourists who like you want to travel to Tolbi waiting in the inn. Further back in the room you can find the two travel guides – talk to the one in the blue dress, he will tell you that the group will leave soon! Thereafter you can already leave the inn. But as soon as you're about to go outside of Kalay you'll hear voices coming from the inn! The group comes together in front of it and the counting starts. An elder man's missing, but that shouldn't stop them! They'll march past you and out of Tolbi. Said sir after them...

The group will soon be leaving. Hurry up! The elder man!

Now leave Kalay. Southwest of the town you'll come to the docks, which of course every good trading town has, after only a short walk. Here the desired ship lies at anchor.

Before the docks.

The sea! Garet's astonished to finally see the ocean that isn't even one. A young man will enlighten him that it's "only" a sea. Mmmh... But before you can give the ship a shot you'll have to buy tickets for the passage first! These you can buy in the hut near the entrance. Four person, that makes 600 coins! Hand them over and leave the hut again.

Someday a real ocean... Buy your tickets here!

The ship itself can hardly be missed, it lies in the direct west of the hut. Go to the inspector at the pier and with your tickets you'll be granted entrance.

Come aboard!

Adventurous music, truly the right choice for such a journey! On the left side of the ship you'll see the captain along with some of the sailors. Right now they're talking about the many possible dangers that could happen to them when on the sea without having any warriors aboard. But the captain's sure that his ship will stay undamaged – as he has his anchor-shaped talisman with him. The dispute's over, and one of the sailors, apparently not all too convinced, will retreat to the navigation room.

No one but Kaja can fight. A protective amulet? Mumble mumble...

Follow the guy. Once you're close to the cabin he'll immediately hurry out. And quickly assure you that he did nothing there. Uh, of course!

Of course...

Well yeah, strange guy. Now go back to the ship's stern, there you'll come to the cabin with the passengers. Two warriors further back in the room called Sean and Ouranos, who both want to take part in the Colosso tournament, are especially impatient and demand the soon launch of the ship. As their travel guide cannot promise them anything they decide without further ado to go visit the captain personally. Bewildered the travel guide hurries after them.

The passengers are waiting here. Ouranos has worries. To the captain!

Follow them, too! You've already seen the captain's quarters, they're close to the stern, where also the dubious sailor's stumbled across you. Climb up the ladder to the other attendants here. Tell the sailor that you want to see the captain. Now follow the conversation – Sean and Ouranos have stated their opinion, but the huge sailor Kaja and the captain only respond that the preparations are already taking place. But the ears of the two warriors have also caught that the journey might be dangerous and that monsters populate the sea. The ship needs warriors!

The preparations are taking place. Warriors needed!

Sean and Ouranos have decided on guarding and protecting the deck, something the others appreciate very much. Still there are warriors needed to protect the oarsmen belowdecks... But Ouranos happily states he's already seen able warriors on the ship! Who, by the way, are you.

Sean and Ouranos promise to help out. That's you!

Apparently everything's settled, the crew's ready, warriors have been found, the talisman protects the ship – or not! Completely shocked the captain will point out that his beloved trinket's somehow gone. That means end of discussion – the hsip's not going to launch, to the understandable horror of everyone. The sailor before you, who you've already seen earlier, mumbles some suspicious things under his breath. Does this mean that he's stolen the Anchor Charm?

It's gone... The ship won't leave. Very suspicious...

Slyly read the sailor's mind, his thoughts leave little room for speculation. So atop the mast the talisman's hidden, let's waste no time and get up there! So leave the cabin and climb up the ship's mast. There in a barrel you'll be able to find the desired trinket.

Ao it's atop the mast! Isaac got the Anchor Charm.

Run back to the captain and hand the recovered piece back to him. Full of joy he'll take it to him and decide with determination to finally set sails so that the ship can launch into the sea. Incidentally he and the two warriors will ask you to protect the oarsmen. And in case one of the oarsmen becomes unable to row it's the passengers who have to give a helping hand then. With that being said everything's finally settled! The crew members then go back to their corresponding posts.

The captain thanks you. Finally set sail! Everone to their stations!

Leave the cabin and go again into the passengers' cabin near the stern. Right there go down the stairs left of the entrance and you're already belowdecks, by the oarsmen! Here Kaja's currently instructing his crew of oarsmen. You'll stay down here to protect this very crew!

You'll be their protectors.

As everything's clear now the journey will finally start! Hoist the anchor, set the sails and let's go!

Preparations... Ready! Ship's course... Clear! Cast off!

The oarsmen will start rowing and the ship finally leave the Docks after the long, long to and fro.

Row those oars! The ship launches.

But the problems don't want to end. Monster will be sighted, and they won't even hesitate to attack the ship's crew and passengers! Unluckily the ship can't evade the monsters in time and they'll come aboard. They'll immediately get one of the oarsman, and before things get even worse you should better interfere!

Avast! Too late! Take care of the beasts...

Thus go to the monsters and kill them. That shouldn't be too hard for you! Defeat them however you like, Kaja and the oarsman will thank you for it.

The first battle. The monsters are gone!

Albeit they've gotten one of the oarsmen – Kaja will ask you to find a substitute for him amonst the passengers. So go upstairs and pick any of the waiting passengers. All of them will be able to somewhat sufficiently do the job. Now go back to Kaja and the journey can continue!

A replacement's needed! And here he is.

Ship ahoy once more! But of course also this continuation of your journey won't be without further complications. After only a short time new creatues will emerge from the water, climb onto the deck and attack the crew. Once more it's your turn! Defeat the second group of monsters like the ones before them and pick a new oarsman amonst the tourists, as another one's been injured during the incident.

The oarsmen do their best. Monsters aboard! The second battle.

Let's get on with it! And who would've thought it, again the sea monsters will plague you. This time it's a Virago along with two Men o' War. But also they shouldn't belong to the most difficult of enemies – free the oarsmen from the threat and substitute a disabled oarsman once more.

My bonny is over the ocean... Surprise! The third battle.

But suddenly... crack! The ship's rocking heavily! What could it only be? Kaja will soon inform you about the rocking's cause: a humongeous beast has climbed onto the deck! Immediately hurried up to the deck you'll witness what Kaja meant there. It's a giant kraken...

The ship's rocking dangerously! A huge monster! The Kraken right before you.
Kraken
Kraken Kraken appeared! HP: 2400
The Kraken's able to attack twice and furthermore has some strong attacks at hand. Therefore better be careful! But there really is a dead easy method of mastering this monster. This easy, but in case most effective is to let Ivan cast Sleep in virtually every turn. As the Kraken's utterly vulnerable against this particular spell! It'll leave it completely harmless, whilst you'll be able to damage it with your strongest attacks. The Planet Diver psynergy, which Isaac and Garet learn as Brutes, is very effective as well. With this the battle's rather easy to pass – and should Mia even know Wish, then there's nothing to be feared at all... After your victory you'll receive 711 experience points, 5200 coins as well as a Water of Life.

When the Kraken's defeated you just have to pick the very last stand-in oarsman before safely arriving at the Tolbi Docks. Fortunately indeed, as this sea journey was certainly an exhausting one!

A deserved praise. Land ho! The Tolbi Docks!

Now Kaja will once again deeply thank you for the good job you've done, without which the ship would've never safely gotten to the haven. But he will once again point out for you that Colosso, a popular carnival in Tolbi, is currently about to take place! So you should better get going before it's too late. Do so and leave the ship!

Kaja thanks you. Kaja thanks you even more!

Here at the docks themselves you won't be seeing that much woth mentioning anymore. Although you can move a wooden crate to a position that allows you to jump to a chest on a hill. Inside it you can find a Potion! Once you have it feel free to already leave Tolbi's haven.

Move these crates! Isaac got a Potion.

Tolbi itself isn't that far away from its haven. Indeed the town's even right under your nose!

To Tolbi!

There'll be plenty of new experiences for you to make in Tolbi! What exactly you'll get to know in the next chapter. Prepare yourselves to get a closer look at the big town soon!

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