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Golden Sun - The Lost Age-Quick Walkthrough Golden Sun Universe Fandom
Golden Sun - The Lost Age-Quick Walkthrough Golden Sun Universe Fandom
Golden Sun - The Lost Age-Quick Walkthrough Golden Sun Universe Fandom
walkthrough
The following is a miniature, spoiler-free walkthrough for Golden
Sun: The Lost Age that is for players who do not want to be led by
the hand throughout the entire game, but want to make sure that
they're not missing anything important or valuable from the previous
dungeon before moving on to the next town or dungeon.
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Preliminary information
Whether or not you make use of Clear Data transfer when you
start the new game, the option to apply a Clear Data file's
effects on a The Lost Age game in progress remains available on
the main menu screen with the Update feature. It can be done
with different Clear Data files. When using the Update feature,
any game file that has saved beyond a certain event, the one
where Isaac's party has since joined Felix's, will no longer be
compatible with the Update feature, instead of appearing as
"Post-Reunion Data".
This game's save files can be saved as Clear Data files as well,
though for ostensibly nowhere near as much purpose as in the
first game; there is no similar password data transfer function
that lets the game feature connectivity with Golden Sun: Dark
Dawn on Nintendo DS. Rather, the purpose of saving a Clear
Data file includes unlocking every song in the hidden Sound
Test feature in the game's Battle Mode for that file. Also, having
a Clear Data file allows you to start a new game of The Lost Age
with one of two all-new replay modes in effect: Easy Mode,
:
where you replay the whole game with all characters starting off
at the levels they were at in the end of the selected Clear Data
file; or Hard Mode, where you replay the whole game as normal,
but with all enemies having 1.5x as much HP and 1.25x as much
Attack and Defense. These modes are purely voluntary and
have no additional rewards to completing them.
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Indra
Once the new game has been started and all the introductory
cutscenes have transpired, you are placed in control of a single-
person party comprised entirely of a level 5 Jenna, located in
the very same "exit portion" of Venus Lighthouse that was
explored by Isaac in the first game. You are to guide Jenna out
:
of the exit a short way away (though Jenna can get to the chest
that contained the Lucky Cap in the previous game, she will only
get an Herb). You will be led in cutscenes to Suhalla Gate, which
will linearly lead you towards the area with the half-sunken ship
seen in the previous game, and along the way you fight off
Ruffian enemies with Jenna's powerful Fume Psynergy. When
you get there, the next series of lengthy cutscenes eventually
has you gaining control of Felix, and whether you talk to
everyone else or attempt to leave them all behind, they will be in
your party by the time you leave your new starting point: the top
part of the small continent of Indra. Your journey begins with
your party comprised of Felix, Jenna, and Sheba.
In the first town you enter, Daila, the only thing of lasting note is
that you can spend your limited money on armor for much-
needed defense points in the town's vendors (as a general rule
in this game compared to the last one, refrain from buying
weapons of any sort from town shops, because weapons you
find in dungeons and have forged from materials, later on, are
much more powerful and valuable than them). Immediately after
exiting Daila down south, you will automatically acquire your first
Djinni of this game, the Venus Djinni Echo. Travel southwest and
follow the route to the location called Kandorean Temple.
Travel back north and east and enter the cave to the right of
Daila, which is a dungeon named the Shrine of the Sea God.
This is a dungeon that you will be returning to later in the game
to complete, but for now, in the small area of it that can be
explored are cutscenes with the boys Riki and Tavi, and you use
Lash on the coiled rope to help them out. After they leave, chase
down, trap, and engage your first Jupiter Djinni, Breath. Leave
the Shrine of the Sea God, and you may want to return to Daila
and enter the mayor's manor to trigger a sometimes-missed
cutscene. Then go southeast.
After a cutscene that occurs when you enter the town of Madra,
you can shop, as well as explore and reach the chest to the
upper left that contains the Nurse's Cap for Jenna or Sheba to
wear. Trigger an important cutscene in the jail to the lower left of
town, which directs you east to the continent of Osenia. This
town has two different entrances to a dungeon-esque area
underneath named the Madra Catacombs, but due to your
insufficient Psynergy abilities at this point, the only treasure you
can loot from here is a chest containing the Tremor Bit that
bestows the Tremor Psynergy. If you still want to get the Tremor
Bit now, go to the far right of the town before entering the gate
and you will be able to bypass having to use Psynergy you don't
yet have. Leave the catacombs and the town, head to the upper
right past Madra Drawbridge, and go through the location
:
connecting the continents of Indra and Osenia, Osenia Cliffs. A
chest in Osenia Cliffs contains the Pirate's Sword.
Lower Gondowan
Back at Madra, after another cutscene at the gate, check the jail
:
again to determine that your next destination is west. Your
Reveal Psynergy lets you explore more of the Madra
Catacombs, and the fact its entrance outside of the town walls
to the right is being permanently sealed up is entirely
inconsequential. You have the capacity to find an Apple and a
Lucky Medal, but there are still treasures you cannot reach until
later. Leave Madra and travel west to the location that bridges
Indra and the lower portion of the continent of Gondowan,
Gondowan Cliffs.
First, go all the way down the central forested stretch of land at
the continent's southern tip, and fight random battles until you
encounter and defeat the third Mercury Djinni, Chill. Then go
north to the small town of Naribwe. Shop if necessary, but be
sure to get the Thorn Crown from the lower right chest and the
Unicorn Ring from the upper left invisible chest. You may want
to note this town's Fortune Teller, which comprises a subtle hint
system that can tell you the location of your next points of
interest depending on whether you place in front of him a
weapon, a piece of defensive equipment, a Utility Psynergy
item, or any other item (in particular, using an armor indicates to
you where your next yet-to-be-claimed Djinni is located). Leave
Naribwe and head north.
:
You will be crossing through a complex series of screens that
comprise the location Kibombo Mountains in a style similar to a
stealth game, staying out of the sight of the patrolling guards
lest you be dropped back at the entrance. Along the way, you
can grab from chests the Disk Axe, the Power Bread, and a
piece of forgeable material that you will be able to make use of
later, a Tear Stone. The best solution to a tricky part involving a
patrolling dog, later on, is to use the Tremor Psynergy at the
side of a crate with a bone on it. Near the end of the location is a
Jupiter Djinni that can't be accessed until when you return back
through Kibombo Mountains later, so exit out of the left end to
emerge on the other side of the mountain range.
Enter the town of Kibombo (the game will depict your visit as
transpiring during the nighttime), and climb up and hop across
the various rooftops and pillars of the town so that you enter the
upper screen from the upper left end. After a series of
cutscenes during which you use Move to push a pillar into a pit,
you permanently gain your fourth party member for the game,
the Mercury Adept warrior Piers - he brings along with him your
fourth and fifth Mercury Djinn, Spring and Shade. Climb to the
back area behind the giant statue, engage another cutscene,
then use Scoop on the spot to the lower right to enter the
Gabomba Statue.
As you make your way through the whirring, giant gears of the
Gabomba Statue, a mouse demonstrates that you can climb,
ride, and hop across the various gears to reach places, and you
eventually want to Pound two pillars on either side of a flashing
gear so that all the gears in the statue reverse direction. Along
the way you can get the Bone Armlet from a chest, get a Hard
Nut from felling a Mimic, and can reach, battle, and earn the
third Venus Djinni, Steel. At the top of the statue is a room with a
:
Pound-based circuit-alignment puzzle that is demonstrated via
cutscene; solve it, and you have effectively completed the
dungeon. Follow along with Akafubu, gain the Black Crystal
Important Item, recall that there is a further dungeon below
Gabomba Statue to be completed later, and reappear in the
town in the daytime.
Rare item drop: If you fell a Red Demon with the attack
effect of an offensive Jupiter Djinni, there is a 1/16 chance it
will drop a Staff of Anubis, a Venus-based staff that is a
good upgrade to at least one of your two staff-wielding
Adepts for the time being.
Now you're traveling all the way back to Indra. Shop at Kibombo
if you like, and grab a Lucky Pepper and a Lucky Medal from the
town's jars. Travel down back through Kibombo Mountains,
using Piers' Frost Psynergy along the way to get to, battle, and
earn your fourth Jupiter Djinni, Waft. Passback through Naribwe,
then back through Gondowan Cliffs, along the way using Frost
to get to the green mushroom that is the Healing Fungus. Back
at Indra, travel back to the ship to trigger an often-missed
cutscene, as well as use Frost to reach a Cookie in a crate to the
left (this Cookie can be permanently missed later). Return to
Madra, engage in important story-based cutscenes inside and
outside the mayor's manor (during which you gain the Cyclone
Chip that bestows the Cyclone Psynergy). Also give the Healing
Fungus to an old couple in one two-story house to get the
fourth Mars Djinni, Char. Afterward, with Piers' Frost Psynergy in
tow, the Madra Catacombs can be visited once more and fully
looted this time - get the Ruin Key from a chest that needs to be
shaken off with the Tremor Psynergy and use it on the big red
door at the basement to gain the fourth Summon Tablet,
Moloch. Upon leaving the town, if this game file has been
:
enhanced with Clear Data from a Golden Sun file in which the
mayor of Vault had been spoken to, later on, a cutscene leading
to an easy fight with the Bandit and Thieves triggers, and you
will gain the extremely useful Golden Boots. Now return to the
ship.
Explore and solve your way through the ship's interior - you are
required to pretty much slay every Aqua Jelly throughout the
ship so you can use the puddle it leaves behind for the purposes
of Frost. While not a large dungeon, in a room with six Aqua
Jellies close together, interacting with the center Aqua Jelly
triggers the long and tough boss fight with the powerful Aqua
Hydra. Afterward, the room fills up with water, and you can now
proceed to the ship basement where the Black Crystal will be
inserted into the ship to power it up and propel the ship into the
ocean. Now in possession of your very own ship to sail the
enormous seas of the world with, a colossal new segment of the
gameplay now begins.
Preliminary exploration
:
Enter the foggy Sea of Time through its bottom end and attempt
to cross its whirlpools until you get yourself carried out by the
fast river to see a cutscene. When you check the world map and
see little spots in the oceans of the world, some of those spots
hold valuable secrets; sail to the spot just southeast of the Sea
of Time and press A to get a Rusty Axe, and sail to the spot east
to the northeast-most island near the edge of the world and
press A to get a Rusty Mace. These weapons and others like
them in the future, while worthless as they are initially, maybe
reforged for a price into specific Artifact weapons, just like
Forgeable materials like the Tear stone you collected, may be
reforged into randomly determined Artifacts - all this is achieved
at the town on the easternmost side of the continent of Osenia,
Yallam.
When you first enter the Great Eastern Sea on your ship,
amongst the many locations that open up simultaneously are no
less than four towns: Yallam on the eastern side of Osenia, Apojii
Islands at the easternmost tip of the world map, Izumo on the
island northeast of the Sea of Time, and Champa at the bottom
area of Angara. All four of these towns have vendors that sell
their own equipment, including artifacts. Offensively you should
probably hold off on any weapon artifacts sold in shops
because the weapon artifacts you collect in the upcoming
dungeons easily outperform those. Defensively, however, items
useful for consideration are Plate Mails and the Blessed Robe
sold at Champa and the War Gloves at Izumo.
Yallam should prove the town you will revisit the most times in
the game because it is the home of Sunshine the Blacksmith,
living in the westernmost house with the chimney. He's the one
who turns your collected Forgeable items and Rusty items into
powerful but expensive artifacts; talk to him, show him one of
these items, and he will tell you to come back later. All you need
to do each time you give Sunshine an item to work with is to
enter and exit the town's Sanctum before returning to the
blacksmith, and you will be given the opportunity to pay for the
item (though you won't be told the item's cost). The Rusty Axe
and Rusty Mace will be reforged into the Captain's Axe and
:
Hagbone Mace respectively, while the Tear Stone will be
randomly forged into one of several available artifacts; perhaps
the longest-lasting item the Tear Stone can provide is the Spirit
Ring, which effectively provides any Adept with a PP-free
equivalent to the Wish Well Psynergy. The number of items you
can be bringing in to Sunshine over the course of your journey,
together with the aforementioned useful equipment sold at the
vendors of various towns, will put a serious strain on your
finances, though.
Return to Daila, and use Piers' Frost Psynergy to reach the Sea
God's Tear rare item in the sanctum. Return to the Shrine of the
Sea God, and both the Frost Psynergy and the Tear will let you
explore the rest of the dungeon. In a room with several rushing
rivers is a chest containing a Rusty Staff which, when reforged
at Yallam, becomes the Glower Staff. Use the Tear on the
massive statue at the end to be elevated up to the top of the
dungeon, where you collect the first Trident prong, the Right
Prong. The dungeon is now complete, so you may leave.
Return to Yallam, take its north exit out into the overworld map,
and travel counterclockwise southwest of it until you get to
Taopo Swamp, an optional and rather complex dungeon-style
location. The swamp area can be crossed via running onto the
various bubbling spots to resurface yourself, and from there you
can get to a chest containing a Cookie. The screen with the
main swamp area contains three separate cave entrances
concealed by Whirlwind-able bushes, one you must get to with
Growth, and each of these cave entrances leads to a set of cave
areas that don't overlap with each other. The cave entrance to
the left quickly leads to a Tear Stone you need to Scoop up. The
cave entrance to the lower right leads to a complex where you
can reach and battle via an air spout puzzle the fifth Venus
Djinni, Flower. This area also has another half-buried Tear Stone,
and a Mad Plant that can be found here drops a Lucky Medal.
And the cave entrance beyond that reachable by Growth leads
:
down to a volcanic area with a series of puzzles, and the final,
most valuable reward here is one of the next stages of
Forgeable item, Star Dust. About the only thing Star Dust can be
forged into that is not worth much is the Stardust Ring.
With the Burst Psynergy in tow, the rock that prevents the
broken ship in Alhafra from being repaired can now be removed.
When you do so, you are led along by a series of cutscenes that
results in the ship's departure from the town. Afterward, you
may now explore the part of the Alhafran cave that you couldn't
before, and collect three more minor treasures. Incidentally, if
this game file has been enhanced with Clear Data from a Golden
Sun file in which Deadbeard was defeated, then a relevant
cutscene will now trigger in the second floor of Alhafra's inn.
The story directs you to sail north to Champa, which has since
updated. Return to Champa and climb all the way up to where
the giant forge is in the mountain, and a cutscene will allow you
to leave and come back later. You may decide to stay and
:
engage in the boss battle with the Avimander; if for whatever
reason the boss is too challenging for you, you may complete
the remaining dungeons and amass their remaining collectibles
before returning. Following another cutscene, you have opened
up the right to forge the Trident prongs into one coherent
weapon, but you might not have them all by this point. Talking to
Obaba will allow you to give your current prong(s) to her to free
up space.
Your Sand Psynergy also allows you to play through the next big
dungeon, Ankohl Ruins east of Champa. This large, complex
dungeon features a lot of Whirlwind-able bushes that should all
be blown away, and when you get to a sort of "hub hallway"
lined with large stone statue heads, the idea is to go down the
left doorway, then when you're returned to the hallway via the
center head's doorway much later, go down the right doorway.
Noteworthy collectibles in the "left-wing" include a Power Bread
and a Thanatos Mace, and noteworthy collectibles in the "right-
wing" include the Muni Robe, a Sylph Feather, and the final prize
at the tower's top, the Left Prong. Once you have all three
prongs and have given them to Obaba in Champa, a cutscene
will reward you with the Trident, finally letting you gain access to
the interior of the Sea of Time.
Enter the Sea of Time from the bottom end. To proceed past the
powerfully rushing rivers in between the whirlpools, sail your
ship around the small volcanoes that glow and sparkle until the
river disappears for exactly two seconds, making it to the
waters/whirlpools on the other side in time. Do it like this and
you should be successful in going up the upper left corner of
the screen. In the next screen, you will encounter the powerful
boss Poseidon, who is invulnerable to all of your attacks until the
first time you use the Trident on him. Destroy him, and then
proceed onward to an overworld map area representing the
:
ocean inside the Sea of Time's fog. Enter the location of
Lemuria.
Jupiter Lighthouse
While the Great Western Sea has much less space and fewer
locations to contend with than the Eastern Sea, there is a
preliminary exploration worth investing in all the same. First, in
the upper center of the continent of Atteka reached by parking
the ship at the western beach, fight until you encounter and
earn your seventh Mars Djinni, Core. Then park at the small
southwest beach of the continent of Hesperia, and investigate
Hesperia Settlement and solve a quick puzzle to collect your
eighth Mars Djinni, Tinder. Then sail into Hesperia's small
northeasternmost river, disembark into the "V"-shaped area of
forest just southeast of a desert, and fight until you encounter
and earn your seventh Venus Djinni, Petra. Then go up to the
small, white Kalt Island, get to and collect your eighth Mercury
Djinni, Gel, and note the Apple dangling off the tree to the left;
you would want to come back here later once you have the
Catch Psynergy.
For the sake of optimizing your party, you can sail into Atteka
Inlet by sailing through the river connected to the lower right
opening to make it into the continent's enclosed southwest
area. Leave the location and go up to the town of Contigo, which
has vendors. This is the town that has the Lucky Wheels
minigame last seen in the previous game's Tolbi, and like that
game, you would want to unload all of your amassed Game
Tickets here to outfit your Adepts with Hyper Boots, Quick
Boots, Mythril Shirts, and Running Shirts. At the large square-
shaped arrangement of plants to the right of where you enter
:
the town, don't use Cyclone, but rather, Scoop the one bare
spot in the center to acquire your eighth Venus Djinni, Salt.
There's also a Power Bread at the northeast part of town in a
barrel. And at the exterior entrance to the Anemos Sanctum, use
Reveal to walk into the front entrance, and a chest at the
immediate dead-end you come across has a Dragon Skin. The
future dungeon to the northwest of Contigo, Jupiter Lighthouse,
cannot be meaningfully explored at this time.
To progress with the story, sail up into the blue lake in the center
of Hesperia, disembark, and enter the cave just north of the
lake. Shaman Village Cave only serves as a short pathway to the
interior of Hesperia at this point - ignore the Mercury Djinni you
see along the way. Enter the town of Shaman Village, which
currently has most of its residences and vendors closed off
from you. From what you can explore of the town, a Hard Nut
and this game's Spirit Gloves are collectible. When the town
leader of Moapa presents himself to you, give him the Shaman's
Rod, and after some cutscenes, you will be able to attempt on a
Colosso-esque puzzle-dungeon competition named Trial Road.
Unlike Colosso, you can try unlimited times and quit in the midst
of an attempt, and you are required to temporarily give up some
of your equipped weapons/body armor/head armor/shield armor
(the penalty for falling behind your opponent over the course of
the race is that you need to give up more equipment to
progress). The ultimate point of Trial Road is to win the boss
battle against Moapa and his two Knights at the area's peak.
Upon winning, you get the Hover Jade that bestows the Hover
Psynergy, and the town's houses and vendors open up, allowing
you to reach and collect a Lucky Medal, Lucky Pepper, and your
seventh Jupiter Djinni, Aroma.
Rare item drop: In Shaman Village Cave, if you fell a Wild
:
Gryphon with the attack effect of an offensive Jupiter
Djinni, there is a 1/32 chance it will drop a Feathered Robe,
likely one of the best possible pieces of armor to have on
Jupiter Adepts.
With the Hover Psynergy, you may now play through Jupiter
Lighthouse in the continent of Atteka. This large, complex
dungeon has a "main structure" and two "side structures" to
play through. Cyclone all the plants just outside the lighthouse
base to find a Mint, fight a Mad Plant shortly after that to get
another Mint, and within the main structure you can collect the
Erinyes Tunic and the Meditation Rod. After finding the Red Key,
use it to gain access to the left structure, and after finding the
Blue Key there, use it to gain access to the right structure,
wherein you can find the Phaeton's Blade and fight and earn
your eighth Jupiter Djinni, Whorl (ideally, you should have eight
of each element of Djinni now). Once you've completed both
side structures, along your way back up the main structure to
the tower's aerie, a series of very story-relevant cutscenes
transpire and direct you, eventually directing you to the tower's
top. You will soon be locked in a boss battle against Karst and
Agatio with just Felix and Piers in your party; survive two rounds
for Jenna to join, then survive two more rounds for Sheba to
join. After this, this becomes the only boss fight in the game that
you can lose but still safely progress through the game
afterward (though winning earns you a Dark Matter forgeable
material). Following the action, leave Jupiter Lighthouse and
return to Contigo.
Rare item drops: If you fell a Wyvern with the attack effect
of an offensive Jupiter Djinni, there is a 1/16 chance it will
drop an Aeolian Cassock, sort of like a poor man's
Feathered Robe. And if you fell a Blue Dragon with the
:
attack effect of an offensive Mars Djinni, there is a 1/16
chance it will drop a Rising Mace, an excellent fit on Sheba
at this point for its high attack power and Jupiter-based
unleash.
Mars Lighthouse
Now in control of your ship, which has been upgraded with the
ability to fly, there are several other important collectibles to
gather. If Isaac's party joined without all of the first game's
Jupiter Djinn, get one from SW Atteka Islet. A shallow spot north
of SW Atteka Islet is enclosed by a ring of low rocks, which your
ship can now fly over, and pressing A will get you a Rusty Sword
that is reforged into the Soul Brand. Use the Catch Psynergy
bestowed by the Catch Beads to grab the Apple at Kalt Island.
At the southeast portion of Atteka, fly your ship inland over the
beach, plains, and river so that you get to a very out-of-the-way
cave location at its southern tip, and use Parch to access your
seventh summon tablet, Coatlicue. At the upper northwestern
area of Angara is a similar cave, in which using the Carry
Psynergy bestowed by the Carry Stone is the solution to
reaching your eighth summon tablet, Haures. And at Yallam, the
Force Psynergy is to be used on the wooden log next to
Sunshine's place to let you access the visible chest containing
one of the best weapons in the game, Masamune.
Enter the town of Prox, which has a vendor with some extremely
noteworthy things to sell (it sells Vials and Mist Potions as
common items, and it sells the extremely expensive and
powerful Mysterious Robe as an artifact). A cookie can be found
in a jar beneath the Inn, a Dark Matter is found buried near the
igloo and is reached with both Lift and Scoop, and up the ice
river the tenth Venus Djinni, Mold, is acquired with Scoop.
Additionally, if Isaac's party joined without all of the first game's
Mercury Djinn, one can be found the lone house in the upper
screen of Prox. A cutscene triggers at the upper left area of the
top screen, after which you may proceed forward north to the
final dungeon on your quest, Mars Lighthouse.
Endgame material
Return to the Sea of Time Islet and let Lonesome George the
:
turtle take you back to Islet Cave. Use Teleport on the Teleport
Pad to access a long series of narrow, straight hallways
comprising this area's later part, and along the way cast Tremor
on the elevated statue to get your eleventh and final Mercury
Djinni, Serac. This area is well-known in the community for
being the home of randomly fought Wonder Bird enemies, the
final palette swap of the Phoenix from earlier; each time you fell
one, you earn over 8000 experience (11,000 if felled with an
offensive Mercury Djinni), making Islet Cave the ideal endgame-
level-grinding spot. It is such a good EXP source that it is worth
having transferred the Lure Cap from the previous game over to
this game to increase random encounter rates. At the end of the
hallways is the boss battle with the second "super boss",
Sentinel, which is completely immune to your Psynergy (but not
your attacks or Summons). After defeating it, collect your tenth
Summon Tablet, Catastrophe.
Rare item drops: If you fell a Wonder Bird with the attack
effect of an offensive Mercury Djinni, there is a 1/32 chance
it will drop a Dark Matter, making it the only infinite source
of these forgeable materials in the game. If you fell a Druj
with the attack effect of an offensive Mars Djinni, there is a
1/32 chance it will drop a Berserker Band. Most notably, if
you fell, a Cruel Dragon with the attack effect of an
offensive Mars Djinni, there is a 1/64 chance it will drop a
Tisiphone Edge, one of the best weapons in the game.