About: Sol Sanctum   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

When you sneak past the healer patrolling around the sanctum at the top end of town to exit off the top of the town's screen while Kraden accompanies you, you come across the Sol Entrance; press up against the double-doors to enter the dungeon and watch a brief cutscene. There are random monster battles here, but all of them are very weak and easy to deal with whether you use offensive Psynergy like Flare or not, and if you spend enough time fighting them to level up to 5 (not necessary, since there is no boss battle at the end), random battles will no longer trigger. The layout and puzzles of the dungeon itself, likewise, are extremely easy by the standards of the rest of the series and are meant to introduce the general dungeon-solving methodology players will be using in all future dung

AttributesValues
rdfs:label
  • Sol Sanctum
rdfs:comment
  • When you sneak past the healer patrolling around the sanctum at the top end of town to exit off the top of the town's screen while Kraden accompanies you, you come across the Sol Entrance; press up against the double-doors to enter the dungeon and watch a brief cutscene. There are random monster battles here, but all of them are very weak and easy to deal with whether you use offensive Psynergy like Flare or not, and if you spend enough time fighting them to level up to 5 (not necessary, since there is no boss battle at the end), random battles will no longer trigger. The layout and puzzles of the dungeon itself, likewise, are extremely easy by the standards of the rest of the series and are meant to introduce the general dungeon-solving methodology players will be using in all future dung
dcterms:subject
Weak
LVL
  • 1(xsd:integer)
  • 2(xsd:integer)
Agi
  • 7(xsd:integer)
  • 8(xsd:integer)
  • 10(xsd:integer)
  • 12(xsd:integer)
  • 13(xsd:integer)
ATK
  • 21(xsd:integer)
  • 22(xsd:integer)
  • 23(xsd:integer)
  • 25(xsd:integer)
dbkwik:goldensun/p...iPageUsesTemplate
Rate
  • 1(xsd:integer)
Name
  • Vermin
  • Bat
  • Slime
  • Amaze
  • Wild Mushroom
Exp
  • 1(xsd:integer)
  • 2(xsd:integer)
  • 3(xsd:integer)
Drop
  • Herb
  • Oil Drop
  • Smoke Bomb
DEF
  • 5(xsd:integer)
  • 6(xsd:integer)
  • 7(xsd:integer)
  • 8(xsd:integer)
HP
  • 17(xsd:integer)
  • 18(xsd:integer)
  • 20(xsd:integer)
  • 22(xsd:integer)
  • 28(xsd:integer)
C
  • 1(xsd:integer)
  • 2(xsd:integer)
  • 3(xsd:integer)
abstract
  • When you sneak past the healer patrolling around the sanctum at the top end of town to exit off the top of the town's screen while Kraden accompanies you, you come across the Sol Entrance; press up against the double-doors to enter the dungeon and watch a brief cutscene. There are random monster battles here, but all of them are very weak and easy to deal with whether you use offensive Psynergy like Flare or not, and if you spend enough time fighting them to level up to 5 (not necessary, since there is no boss battle at the end), random battles will no longer trigger. The layout and puzzles of the dungeon itself, likewise, are extremely easy by the standards of the rest of the series and are meant to introduce the general dungeon-solving methodology players will be using in all future dungeons. The first room of note you come across features many separate platforms in the water for you to hop across. This serves as the first puzzle in all of Golden Sun; position yourself below the lower-rightmost platform and press up for a third of a second to hop onto it. Any gap that is as large as one of these floor tiles can typically be hopped across in Golden Sun games. To pass the room, hop up several times, hop left twice, hop down once, hop left once, and hop up three times. Follow the linear, blue hallway all the way to a second watery room with platforms to jump across. In this second room with a tile-hopping puzzle, hop onto the central platform, hop right, and hop in a northwestern-direction to get to a treasure chest containing a Small Jewel, an important item that is needed to progress elsewhere in the dungeon. Hop back down three times, then hop right and up to get to the northeastern dead-end with a minotaur-head relief carved into the wall with one of its eye-sockets filled with a jewel. Interact with it, then when your menu automatically pops up (Golden Sun games do this whenever you're expected to Use a specific item in your inventory, whether you actually have that item or not), go into your Item menu, select the Small Jewel, and use it to place it in the empty eye socket of the relief. You "hear the sound of shifting stone"; go hop back down to the bottom end of the watery room, and this time, hop up the left series of platforms so that you reach the door at the northwestern end of the room (this door is what opened up with the sound of shifting stone). You get to a room that Kraden identifies as what seems like the final room of the dungeon, but is most likely not. On either side of the room is a statue surrounded by what looks like lines of dots on the ground; these dots appear all throughout puzzle-areas in Golden Sun games and serve both to denote that the objects within them may be moved around - either by manually pressing against it or remotely with the Move Psynergy - and to establish the limited areas that said objects may be moved through. Therefore, these statues surrounded by dots may be pressed off to the sides, and they will reveal doorways behind them. While the doorway beyond the left statue leads to a featureless dead-end and should be ignored, the doorway beyond the right statue leads deeper into the dungeon. Climb up the stairwell, and when you are at a point where you can either go left or right, it doesn't matter which way because you'll be going up to a three-way fork that branches left, right, and up. First, go left to find a chest containing another Small Jewel, then return to the fork. Now go up, then at the next fork, go left to reach the door at the top end of the room. You reach a horizontally-shaped room with water and a series of seven statues along the wall, which Kraden in a cutscene suggests can be gotten past with the Psynergy you have. The dots at the edges of the purple floors the statues stand on should instantly suggest they can be moved left or right, and the seven floor tiles that extend partially across the water let each one of these statues be moved by your remote Move Psynergy. Currently, the second statue from the left is the only one concealing a door, but don't bother moving that out of the way to investigate, for the room beyond is another featureless dead-end. Instead, Move the leftmost statue out of the way, and hop up to reach another minotaur relief which you are to use your Small Jewel on. After another sound of shifting stone, move the rightmost statue out of the way to reveal a door that has newly appeared, and hop up and go through that to progress. Now in a series of branching hallways, go up and left to reach a chest containing an Herb, then go right and up to reach what are essentially the series of chambers that the majority of the game's exposition cutscenes take place in. After one cutscene in the purple room with a glowing sun image on the ground, go right to see another cutscene in a room with an image of a crescent moon on the bottom. From here, go down and up a stairwell, and in the hallway you end up in, go down into a room filled with gemstones; the lone purple stone you see on the ground here is a Psynergy Stone that refills the PP meters of all party members, and most dungeons in the rest of the series have at least one of these lying around. Return north and get into a room where there are four female statues bordering metal tiles on the ground; if you push any one of the four statues onto its tile, you'll trigger a cutscene. Ultimately, your objective lies in the room bordering this one to the left, where two small statues and one large statue can all be moved around. Move the center, large statue down one spot with the Move Psynergy, then move the two smaller statues up and onto their floor tiles so that sunlight shines onto the area of ground the large statue is on; this creates a hole that the statue falls through, and something will "click". Now, when you return to the room to the right and move one of the four statues onto their respective floor tiles, a different cutscene will transpire, and eventually you will need to move the other three statues on their floor tiles. Return downstairs for another little cutscene, then return to the first room you originally entered to see a beam of light pointing to the top wall. Interact with the point the light touches the wall to open a portal, and you are off to the Elemental Star Chamber, where a long series of story-intensive cutscenes will transpire. Some time later, you will end up having been transported out of the Elemental Star Chamber, with Jenna no longer in your party, and you are commanded to get out of the trembling, quaking dungeon as fast as you can; while visually the area is shaking, there is no actual time limit, so don't feel pressed for time as you backtrack all the way through the dungeon to the Sol Entrance. Leave out of the bottom of the Sol Entrance to progress through the game.
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software