Going Away... To Vault
Head out and back towards town to find many people gathered near the brown building worrying that you two might be hurt in the eruption. You go into the Sanctum and discover that the Great Healer had a vision from the Giant Eyball/Protector of the Sol Sanctum. He says that Vale will be protected, but a terrible power is coming to ruin Vale's future. Surprise, surprise, it turns out that the only ones who can save Vale and the rest of the world's future is you two. Once that sequence is complete, there's a going away party for you at the town gate. Your Mom, Dora, has Garret's sister give you the item Catch Beads which allows you to grab items that you couldn't normally get (such as nuts in the tree or keys beyond a jail cell.)
You're now in the world map. See the "game play" section for some more information about the World Map. Start heading south to find your very first Djinn, Flint a Venus Djinn, flying around. He'll come up to you and explain the advantages of collecting Djinn and exactly what they do. He'll teach you the basics of using Djinn in battle, so pay attention if it's your first time playing. Once that's all finished, make your way along the dirt path, heading southeast to the town of Vault. Before you can enter the town, you'll see Master Hammet, the greatest merchant of all time, leaving the town in his group of covered wagons. He'll talk about how Ivan is responsible for his rod getting stolen, and how he has Psynergy that he'll need to retrieve it. Getting scared by a falling rock, he eventually ends up heading north to Lupna. Now you'll find yourself in the town of...