Yallam, entered from the south end, is a contained town that is for all intents and purposes optional, but it provides an extremely useful service. When entered from the south, it features two residential houses to your immediate left, an Inn to the left of the north entrance, a sanctum just left of the inn, weapon, armor, and item vendors to the town's lower left area, and the blacksmith to the upper left area. A separate screen which is the children's meadow lies to the east exit.
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rdfs:label
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rdfs:comment
| - Yallam, entered from the south end, is a contained town that is for all intents and purposes optional, but it provides an extremely useful service. When entered from the south, it features two residential houses to your immediate left, an Inn to the left of the north entrance, a sanctum just left of the inn, weapon, armor, and item vendors to the town's lower left area, and the blacksmith to the upper left area. A separate screen which is the children's meadow lies to the east exit.
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dcterms:subject
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ITEM
| - Claymore
- Elixir
- Antidote
- Herb
- Nut
- Broad Axe
- Sacred Feather
- Heavy Armlet
- Jerkin
- Mail Cap
- Battle Mace
- Battle Rapier
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dbkwik:goldensun/p...iPageUsesTemplate
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Class
| - Mace
- Axe
- Bracelet
- Long Sword
- Robe
- Hat
- Consumable Item
- Light Blade
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Cost
| - 10(xsd:integer)
- 20(xsd:integer)
- 30(xsd:integer)
- 70(xsd:integer)
- 200(xsd:integer)
- 1400(xsd:integer)
- 2000(xsd:integer)
- 2400(xsd:integer)
- 2600(xsd:integer)
- 2900(xsd:integer)
- 4000(xsd:integer)
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Effect
| - Cures Poison and Venom from one Adept
- Restores 200 HP to one Adept
- Restores 50 HP to one Adept
- Defense +25
- Defense +26
- Attack +50
- Attack +56
- Attack +58
- Attack +70
- Defense +23
- Cures Delusion, Stun, and Sleep from one Adept in battle
- Reduces rate of monster encounters based on level.
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abstract
| - Yallam, entered from the south end, is a contained town that is for all intents and purposes optional, but it provides an extremely useful service. When entered from the south, it features two residential houses to your immediate left, an Inn to the left of the north entrance, a sanctum just left of the inn, weapon, armor, and item vendors to the town's lower left area, and the blacksmith to the upper left area. A separate screen which is the children's meadow lies to the east exit. When you enter, head to the town's northwest end to find a two-sectioned stone house with a smokestack. Sunshine the blacksmith is inside. If you have either a forgeable item or a rusty item in your inventory, you can give it to Sunshine and he will get to work on reforging it for you. Then you can either leave town and enter back, enter the sanctum and come out, or spend the night at the inn (which charges 64 coins). When you return, Sunshine will be lying back down on the mattress, and talk to the wife to get the item Sunshine made. You will automatically spend the coins for the item equivalent to how much that item would cost if you were buying it as an artifact from a normal vendor. You can repeat this process as many times as you like, depending on the forgeable items you can find. In the field with the children and stones, you can partake in the song and dance if you like, but most players can find their way through the Sea of Time without it regardless. Some may attest that it takes more effort to match the instructions here to the Sea of Time appropriately than to actually make your way through the Sea. Just left of the smithy, you will find an odd-looking tree, with a treasure chest visible on the ground at the lower left of the screen. This is where using even a Bronze level password is extremely useful and practical, for after the reunion late in the game, you will gain the Orb of Force (provided you found it in the previous Golden Sun). Use its Force Psynergy to knock down the stump, then use both Cyclone and Scoop in the grass-grown area beyond to access a ladder that leads to the chest. It contains the Masamune, one of the game's high-tier weapons.
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is Hometown
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