Where is piers golden sun 2
Push the statue at the end of that corridor too. You can now use your shortcut to return to the beginning of the floor. Pass through the area where there was a geyser and go out through the door that is there. Jump across to the other side of the room.
When you are in the fourth large area, head north until you get to an air rock. Blow a Whirlwind to the west to swivel the central platform. Cross it and then climb up to the upper part of the floor. Go north to get to a pillar - push it to forma shortcut to the entrance.
Return to the last climbable wall and head west. This will bring you to another air rock - blow to the south to swivel the central platform again. Return to the last junction and head north. Jump onto the platform and go south to find the stairs leading to the next floor. Keep following the northern passage until you see an air rock. Blow to the north and then cross over the platform. Continue on your way until you see a second air rock.
Blow to the west and then jump onto the platform. Follow that passage until you leave the area behind. Climb all the way to the bottom and go down the stairs there. Use the Psynergy Stone there and then use the stairs to go up. Go to the right and use the floating platforms to go to the south. Exit the area and push the statue to the left to create a shortcut. Go back inside.
Cast a Whirlwind on the large air rock in the room. This will activate the nearby wind machine. Step on the lower statue to reach the top floor. Move the western statue to the left to make a shortcut. Use the air rock there to turn on the wind machines in the area.
You can collect the nearby chest, if you want to. If you haven't noticed yet, the floors are marked by floor mats. In other words, as you exit a room, a little mat will conveniently tell you which floor you are on. For the rest of this level, I will be referring to floors in this matter. From the first floor, descend to the second floor.
Go through the eastern door and go down to the third floor. Right by the entrance you will be able to see a spot where a statue is supposed to be, yet there is no statue. It is your job to bring the statue there. Go north and climb down the ladder. Climb up the eastern wall and go down the northeastern tunnel. Push the statue to open up another path. Go through that gap and then head to the southwest. Push the statue there to the right. Go north and use the center statue to get to the western side.
Climb down the wall and climb up the other side. Go north and take a gust of wind to the west. This will bring you to an air rock. Blow to the south and the gust of wind will carry the statue that you just moved to the south.
Return to the beginning of the floor and push the statue to the right until it falls down. Climb over and read the tablet at the end of the hall. You will learn the Flora summon spell. Return to the first floor. Climb down the stairs to second floor and then go through the western door. With the statues blowing cyclones around, you can actually proceed in this room. Use the first statue to get blown clear across the room. You can then use the pillar that you moved earlier as a stepping stone.
Push the wind statue all the way to the north and then catch some wind. This will bring you to where you can get the Clarity Circlet from a chest.
Return to the statues and move it to the bottom of the track. Go south and push the statue to the right to make a shortcut. Follow the western passage to find a statue blocking a jet of water. Maneuver over the floating blocks and Move it out of the way. Return to the previous statue that you moved and head south from there.
You can now get to the third floor. Just head east to get to the stairs leading to the fourth floor. Proceed to the southwest. Use the air rock to send a blast of wind to the south and then to the east. Go east and then south. You can get the chest by using a blast of wind from the statue. Otherwise, just head south and then to the east.
Follow the eastern wall to find a shortcut backwards not a big one. Go down the stairs when you are ready to continue on your way. Follow the western of the two corridors all the way to the north. Use the Move spell on the wind statue to push it out of the way. Return to the entrance and take the other passageway. This will bring you to some stairs and then outside. Climb down the wall and then use some wind power to get across the chamber.
Climb the wall and then use the floating platforms to get to the central temple. Use the floating platforms to jump all the way to the north. Read the tablet to learn the Reveal spell. Cross the western set of blocks and use Reveal when you get to a circle made of them. Keep going until you find a chest containing a rare Psy Crystal.
Return to the central platform and then use the eastern set of blocks. When you leave the room, feel free to have Felix cast his Retreat spell. Leave the inner area and then cast it again to get to the very entrance to this area. Leave the place behind. Travel to the east and cross the bridge there. Turn to the south and head that way until you see a town. That town is most unusual - it is populated by a tribe of werewolves.
It is very easy to make your way up to town. Just follow the stairs and push pillars out of the way when you get to them. When you get to the town entrance you will see a werewolf. After a short scene, you will be able to walk around town. Enter one of the buildings near the entrance and then go downstairs.
Walk to the southwest to find a ring of blocks. Use Reveal and keep going until you are outside. Go south to find a chest containing the Hypnos Sword. Go to the northeast and you will see a werewolf cast the Reveal spell.
It will then walk into a large rock. Do the same thing. You'll encounter the werewolf you saw by the entrance inside the place. Follow it no monsters inside and you will eventually find the master werewolf, Maha.
He will commend you on your ability to use Reveal and will send you to bed. In the morning, search the town. You can upgrade some of your equipment now. Go to the stone and return to Maha. He will reward you by pulling Ether , a Djinn, out of his pocket. You can now leave town. Go south until you find a bridge. Then keep heading west over a pair of bridges. Follow the road until you see another town.
Ignore it for now and go to the northeast. You will soon see a cave. Enter the Osenia Cave to find a strange spot marked with an X. Use the Scoop spell to reveal a ladder. Follow that path to get to the stone tablet. Study the tablet to learn the Megaera summon spell. Leave the cave. In the clearing just to the south of the cave beyond the first range of mountains you can fight the wandering Djinn, Sour. Return to Mikasalla. Upgrade whatever armor that you can here. In the southwestern corner of the room you will be able to find some animals.
Use the Scoop spell in the area to uncover a ladder leading below the ground. Climb down it to enter a small underground cavern. Use the northern ladder to return to the surface.
From there you can leave town via the northern exit. This will bring you to a small area where you can add another Djinn, Spark , to your party. Travel to the southwest and cross the bridge. The next leg of the journey will take you to the northwest. When you hit the coast, head north until you see a bridge. Travel to the east from there ignore the bridge and then head northwest when you get to the entrance to the Yampi Desert. Soon enough you will make it to the Osenia Cliffs.
Return to Madra. Talk to everyone in town. They are in an uproar about an attack perpetrated earlier by the Kibombo. You will also learn that they only stole one thing - Piers' black pearl. You can return to the catacombs below town, but there is no point to do that until later. Go northwest from town to get to a bridge. Cross it and then follow the road to the southwest. Eventually you will come across another bridge. Cross it and continue to the north. Cross a second bridge and then head west to find the Gondowan Cliffs.
Use the Scoop spell to the left of the dog there. You will uncover a geyser. Use it to reach the western ledge. Jump to it and then use the chute to fall down one floor. Jump to the west again and then use the southern vines to reach the higher level.
Go northwest and climb up a pair of vines. Walk to the west and then jump the middle of the trio of chutes. Go northwest and drop the rock into the water with the Move spell. He is present at the events at Jupiter Lighthouse and, together with Felix, is specifically responsible for the activation of the Jupiter Beacon.
As well, he and the rest of Felix's party engages in a fateful confrontation with Karst and Agatio on the aerie of Jupiter Lighthouse. Later, he is present at the official meeting between the respective parties of Felix and the one that has been aiming to prevent Felix's quest up until now, Isaac , and Piers helps Felix present the truths about Alchemy that were illustrated in Lemuria to convince Isaac's side to join and support Felix's party for the remainder of Felix's quest.
Piers and Sheba look on as Felix and Jenna celebrate the survival of the townspeople from the now-destroyed Vale. Together, the final party of Adepts travel to the last Lighthouse, Mars Lighthouse, and after a climactic and dramatic series of events unfolds, the Mars Beacon is ultimately lit.
As Alchemy is returned to the world of Weyard, Piers himself is forced to admit, "I never imagined that my actions would help to save the world Piers is not seen on screen at any point in Golden Sun: Dark Dawn , but unlike the other unseen Warriors of Vale, Piers is the only one who is relevant to the progression of the game's main plot, playing off-screen roles at several critical points.
Piers gained world renown shortly following the Golden Sun event, not just as one of the Warriors of Vale who changed the world, but as a legendary sailor who managed the incredible feat of sailing through the infamous Sea of Time. People who have seen him note that his physical appearance thirty years after the event suggests he had only aged around ten years since then. All of the Warriors of Vale that were caught in the energy at the aerie of Mars Lighthouse had their aging rates slowed, giving everyone else abnormally extended lifespans from the perspective of a normal human.
Interestingly enough, that Piers appears ten years older than before still suggests that his original, practically immortal aging rate is no longer in effect - presumably, this is because he no longer has access to the fountain waters of Lemuria, which Lemurians regularly drink to extend their lifespans.
Piers now sails the oceans of the world, investigating mysterious phenomena. Kraden keeps in contact with him with a homing pigeon even when they are many miles apart.
Early in Dark Dawn , he receives letters from Kraden explaining what had recently happened - a nation calling itself Tuaparang had separated Kraden and his pupil Nowell , Mia's daugther, from the children of the Warriors of Vale: Matthew , Isaac and Jenna's son; Tyrell , Garret's son; Karis , Ivan's daughter; and Rief , Mia's son.
Matthew's group is on a quest into the beastman territory of Morgal , located east of Bilibin, to obtain a Mountain Roc feather, but they had been forced to go into the southern Ei-Jei region of Angara, while Kraden and Nowell have been stuck north outside Bilibin's closed borders.
Piers plans to pick them up in the future and bring them to the Morgal region where they need to go. The exact circumstances are not known, but Piers then establishes contact with Briggs, who has his own problem - Briggs' son, Eoleo , had been captured by Morgal's king, Volechek , and held in the fortified castle in Morgal's capital city of Belinsk , and has been slated for execution by the next full moon. Piers gives Briggs the information about Kraden and Matthew's current whereabouts and circumstances, and somehow knows enough to tell Briggs about the being named Tret that lives in Kolima Forest in northeast Morgal.
Tret, a talking tree, has great knowledge of the world and would perhaps have information on how Belinsk's castle can be infiltrated. Piers knows nowadays about how Isaac, thirty years before, had used Hermes' Water , enchanted healing water from Mercury Lighthouse , to cure Tret and Kolima Forest of an affliction, and he seems to know that Kolima Forest is under a similar affliction at present.
Piers has a vial of Hermes' Water, which he got somehow, and gives it to Briggs, telling him that it is important to hand over to Matthew when Briggs meets the Adepts. Piers departs for the time being. Briggs would end up finding Matthew and drawing him into Eoleo's predicament, and Matthew, in receiving the Hermes' Water and going to Kolima Forest and using the water, would have the course of this leg of his journey critically influenced.
Sometime after Matthew returns from Kolima Forest to speak with Briggs again about what Tret said and leaves for Belinsk, the very old and breaking sailing ship that Briggs has is suddenly repaired and retrofitted with the core features of a Lemurian Ship - a dragon-shaped figurehead, wing-like attachments similar to the Wings of Anemos on Piers' own ship, and the capacity to move the ship with Psynergy.
Piers probably had a hand in this very fast job, but this cannot be confirmed because the shipwrights tending to the ship at the time were not looking. It is unclear whether this happened before or after Piers picking up Kraden and Nowell.
When he does so, Nowell spontaneously falls in love with him and chooses to stay with him on his oceanic journeys. By the time Piers drops Kraden off in Morgal, he apparently has agreed to let her stay on board, and Piers and Nowell shove off together.
Shortly after this is when the Grave Eclipse transpires, which cloaks much of Angara and some of the Eastern Sea in a dome of unusual darkness that bolsters monsters and brings them out into the open en masse.
Having sailed outside of this dome, Piers and Nowell manage to avoid the calamity, but many across Angara die, including Briggs.
Matthew's group, who was in part responsible for the Grave Eclipse due to having been manipulated by the Tuaparang, join up with Kraden and Eoleo and manages to sail themselves out of the field of the Eclipse by adopting the retrofitted sailing ship as their own.
With this ship, Matthew and Kraden begin a quest to discover and reach the means to put a stop to the Eclipse. Piers' last contribution to the plot progression of Dark Dawn is his visit to the kingdom at the eastern, un-shrouded coast of Angara, Sana. The seaside capital town of Tonfon , which has apparently already traded with Lemurian sailors, is what Matthew would have to pass through in order to proceed on this quest. The modern-day emperor of Tonfon, the scholarly Unan , had for a while had Tonfon's ports closed in an attempt to prevent the spread news of the death of the previous, warlike emperor of Sana which he overthrew, Emperor Ko.
Piers writes Unan a letter explaining that Matthew would be coming and explains the reasons why, which is why Unan opens up Tonfon's port. Matthew's arrival at Tonfon and subsequent audience with Unan is critical to the party's quest because of the information that Unan has to share which concerns the road to the sanctum that has the secret that can stop the Grave Eclipse , and the end of the Grave Eclipse is ultimately allowed for.
Piers and Nowell's circumstances following this are not known. Golden Sun Universe Explore. Games and media. Brawl 4-Koma Gag Battle Manga. Main categories. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 1. Main characters in Golden Sun. Playable protagonists. Supporting characters. Blados Chalis Arcanus Volechek.
Cancel Save. Air's Rock becomes a complete snooze fest monster wise though, which can be a good or a bad thing, depending on if you enjoy the battles being more mindless than normal and having fewer worries psynergy wise, or if you rely on the monster battles to keep you awake throughout it.
User Info: demigodxzero. This topic just made me realize how non-linear this game really is Yup, a lot of things before the Lemuria thing makes it pretty non-linear More topics from this board Do I have a glitched game? How do I transfer my save data to Lost Age? How do i transfer data from golden sun to golden sun the lost age?
General 1 Answer What is each characters' best class? General 2 Answers Does anyone know what the Bone is for? Side Quest 3 Answers Need help with the blacksmith? Side Quest 3 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: dragonboy dragonboy 12 years ago 1 I read that you can get Piers earlier in the game, how would I go about doing so?
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