h. Gabomba Statue to Madra Catacombs
Go through the tunnels to the next ladder; there is only one way you can go. Notice the large gears preventing you from going back. You can still slide down the chute, though. Strange... As you trek through the Gabomba statue, you notice it is more mechanical than magical... Besides the next ladder, the only two things of interest here are a Mimic (the chest below the entry ladder) and a chest containing the Bone Armlet, a useful piece of armor for Jenna or Sheba. After you climb the next ladder, you'll emerge in a room filled with gears. You can't pass through the large propeller gears here yet. Go to the upper left corner of the room and use Lash as the post on the rotating gear passes closest to you. If you did it right, the gears will be stopped, allowing you to pass through. On the next floor, make your way around to another ladder (ignore the Venus Djinni for now). In this gear-filled room, go down and around, past the ladder, and up to a hall leading to the left side of the room. As you reach it, you'll notice a mouse jump between several gears and disappear. Remember how the mouse jumped from the vertical gear to the horizontal one and continue on to the next ladder. Climb down one more ladder and go down the mazelike hallway to a flashing gear. You can only reach one of the two Pound posts near it, so Pound it in. Return to the room with the mouse and follow its path across the gears to the right side of the room. Climb down the ladders here to be on the other side of the flashing gear room. Grab the Elixir in a chest, then go down and Pound the other pillar to reverse the direction of the gears in the statue.
Return to the gear-filled room, to the two pink vertical gears. While standing above the left gear, walk down to ride it and fall down to the floor below. You are now in position to get the Venus Djinni Steel (you'll have to fight it first). Use Lash and return to the floor above. Go down from this ladder to the ladder on the bottom of the room. Climb it to reach a new floor. Now that the gears have been reversed, you can walk through the propeller gears and climb yet another ladder. The room you emerge in happens to be behind the Gabomba statue's mouth; you can see its tongue retracted on some gears! Also, notice the groove in the floor leading to a miniature Gabomba statue. Climb the next ladder to emerge behind the Gabomba's eyes.
As you reach a floor with strange looking tiles, you hear Akafubu telling his priests to focus their energies. He is getting ready to try the ceremony again. As he makes the Orb float, energy flows along some circuits on the floor in the room you're standing in. Some of the tiles are not turned right, so the energy stops and the Gabomba statue closes its eyes. Kraden reasons that you should use Pound and the two switches on top of the room to complete the circuit. If the ceremony succeeds, the Orb will be in the statue so you can get it. To solve this puzzle, first Pound the pillar on top of the room (you may want to set Pound to L or R) to make the brown tiles floats. Press either of the two buttons on top of the room to rotate all the tiles. When a tile is in the right position, Pound it down to stop it from rotating. I can't give you any more help, because the puzzle is randomly set up. The puzzle is reminiscent of the energy circuit puzzles in Venus Lighthouse, so GS1 experience helps greatly. You need to make energy pulses from the red and blue statues in the room reach the Gabomba head in the middle. Also, note that Akafubu will try again automatically, whether you're ready or not, but if he tries before you finish, don't worry; just continue where you left off after he starts counting down again. After you solve the puzzle, the Great Gabomba responds to the orb by sticking its tongue out and grabbing the Orb! Akafubu follows the Orb and walks into the statue on its tongue. Your party is standing around another miniature Gabomba with a hole in its base. You see the Orb come in through the tongue and roll into the hole. How will you follow it? Sheba notices there is light on the other side of the hole.
After Kraden says there must be a room on the other side, then Akafubu comes in and sees you! He demands to know what you are doing here, and Piers says he is taking back his Orb. Jenna shows Akafubu the puzzle you solved to help him complete the ceremony. After that, Akafubu puts something (maybe the old jewel) into the statue that Orb rolled through and opens it. After you regain control, follow Akafubu through the doorway. Go through the hallway to the elevator, which automatically descends. You soon see Akafubu, who has followed the old witch doctor Oeia's instructions to the final chamber. After he finishes talking, take the Orb. The statue holding the Orb makes it float and gives Akafubu the feather and robe of a witch doctor. Akafubu runs off, happy to be a witch doctor. The statue then turns to you. It tells you that Akafubu ran off too soon and forgot some magic that he will need. It decides not to give this magic to anyone yet. To get it, you'll have to return later when you can use Cyclone. Now, take the Black Orb. The narrative tells you that, despite being mute, Felix told the story of the Gabomba to Akafubu, somehow making it last all night! After talking with Akafubu and his father Oeia, you can go around and enter Kibombo's buildings. Buy the latest weapons and armor, sleep at the inn, then leave Kibombo. Backtrack all the way to Madra. As you go, there are some things you should do in Kibombo Mountains and Gondowan Cliffs.
After climbing the first 3 staircases leading to the mountains, go south to a puddle. Have Piers use Frost on it like you saw him do in jail to turn in into a pillar. Climb another staircase and hop across the pillar. Climb a vine and use Growth on the plant (give Felix a Mars Djinni or Jenna a Venus Djinni to get it). Climb up this vine and get your new Jupiter Djinni, Waft (you'll have to fight it first). Now, continue through Kibombo Mountains and make another stop at Gondowan Cliffs (the guards are all gone now that the ceremony is over).
After you climb to the cliff top and start going west and south to the next area, you should pass another puddle. Freeze it, climb the vine up north, and hop across. Slide down the chute and head southeast to get some Healing Fungus. Now, continue on to Madra.
As you talk with the villagers, you learn that a sea monster has been causing fish to wash up dead on the shores near Madra by raising the ocean's temperature (don't worry, the Inn serves only fresh fish). The sea monster can only be defeated with a trident of some kind and seems to reside in the eastern sea. Also, you learn a little more about two more boats. First, there has finally been some progress in the boat in Alhafra. And more importantly, some travelers have passed through here, coming in a ship identical to Piers'. You soon learn that the travelers are Isaac and his party looking for Lemuria! Anyway, go to a two-story building around the middle of town. Talk to the old man and give him your Healing Fungus. In return, they give you their pet Mars Djinni, Char! Obviously, you won't have to battle it. Now, go to the mayor's house in the northwest corner. As you approach the steps leading to it, a red- haired woman laments not being able to find her sister, Menardi. MENARDI!? Could she really be the sister of one of the villains in Golden Sun? She also seems to be denying Menardi's death. Although she is just as mean as her sister, this woman is no threat to you now. You can also get a clue by learning that she is an Adept and senses Psynergy.
Now, enter the mayor's house. He apologizes for losing Piers' Black Orb. Piers tells them he already went to Gondowan and got it back. As you leave, the mayor gives you the Cyclone Chip! After you finish your talk, the strange woman overhears your name. Sheba tells her that her sister is dead. She says that Felix would never be a match for her sister. She says that although she can get to the remaining Lighthouses, you will have to find your own way. She vows that you will help her find Isaac and avenge her sister, revealing her name to be Karst before she runs off. Everyone worries about Karst now, and Piers notices that Karst said "we", not "I". Could Karst have a partner like her sister's? Sheba suggests warning Isaac about Karst and her partner, but Kraden says you would probably end up fighting them. Sheba asks Jenna why she can't do something, since she and Isaac are an "item" (obviously, this makes Jenna turn bright red and start to stammer, commenting "stupid Sheba"). Kraden ends this awkward moment by reminding everyone of your next destination: Jupiter Lighthouse. Jenna asks what they will do about Garet and the others. Sheba asks her if she means Isaac, embarrassing and enraging Jenna even more. Kraden once again breaks them up. He tells them to keep going as Saturos and Menardi would have done, then lets you regain control. Now, head back to the Madra Catacombs through the entrance behind the city walls (the other one was blocked off by a rockslide).
Go down the path to a closed door. Use Reveal to find a switch to the right of it and press it to open up the door. Go northwest to find a doorway. All you can do in this ruined room now is go through the right hand door and take the staircase leading up. Head down the hall and take the down staircase to find a Lucky Medal. Now, exit the building. Cast Frost on the puddle to the right and go northeast to find a vine-covered pillar. Move it into the indentation. Go down to a chest in some ruined walls containing an Apple. Move the pillar to the right into its indentation and climb up the viney pillar. Make your way around the right side of the catacombs (use the rocks blocking the other entrance as a platform) to a rope. Lash it to the other side, climb it, slide down the chute, hop across the frost pillar, and enter the door. You can now reach a new door in the building. Enter it and use Tremor on the bookshelf (from the left across the chasm) to make the chest on the bookshelf fall down. Exit the building and go around the left side of the catacombs. Climb down to an ultra-useful Mist Potion, then slide down and use the entrance to the building you used a little earlier. Go straight from the entrance to a double door. In the room beyond, you'll find the chest that dropped, which contains the Ruins Key. Exit this room and take the right doorway in the "lobby". Go down the nearest stairs here and use the key to open the doors. On the other side lies the Combo Tablet for the Moloch Summon!
Now that you have it, Retreat from the catacombs and exit Madra. If you talked to the mayor of Vault after the bandits in GS1 escaped and linked up, the bandits will appear. They demand to know where he went. When you don't tell them, they fight you. Use Psynergy, Djinn, and Summons to beat them and win the Golden Boots! Afterwards, return to Piers' ship, near the Dehkan Plateau. Here, use Frost on the puddle and hop across the pillar. Search the boxes to get a Cookie. Climb the ladder onto the ship. Before you can set sail, you first need to go below decks and restore power. Enter the door and the next level.