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1. Introduction and Updates
2. FAQ
3. Walkthrough
a. The Beginning
b. Daila to Kandorean Temple
c. Shrine of the Sea God and Dehkan Plateau
d. Indra Cavern to Garoh
e. Air's Rock
f. Garoh revisited to Alhafra and Osenia Caverns
g. Gondowan Cliffs to Kibombo
h. Gabomba Statue to Madra Catacombs
i. Lemurian Ship to Shrine of the Sea God
j. Yallam to Apojii Islands
k. Aqua Rock
l. Tundaria Tower to Izumo
m. Gaia Rock to Alhafra Revisited
n. Champa to Champa Revisited
o. Sea of Time to Hesperia Settlement
p. Shaman Village Cave to Contigo
q. Jupiter Lighthouse
r. Contigo Revisited to Gondowan Settlement
s. Magma Rock
t. Loho to Prox
u. Mars Lighthouse and Ending
v. Yampi Desert Cave
w. Sea of Time Islet Cave
x. Treasure Isle
y. Anemos Sanctum
4. Boss Guide 1, 2, 3, 4, 5, 6
5. Djinn Guide
1, 2, 3, 4
6. Summons FAQ
1, 2, 3, 4
7. Sound Test Listing
8. Forged Items Guide
9. General Item Guide
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25,
10. RNG Guide
11. Legal Information

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Golden Sun: The Lost Age FAQ/Walkthrough.

Written by DarthMarth


q. Jupiter Lighthouse

Hey, it's the same spooky music as in Akafubu's ceremony! I hope you like it, because Jupiter Lighthouse is one of the longest and most important levels. Enter the Lighthouse door. The large door up ahead is closed tight, and you can't open it from this side. Take the path to the left until you reach a fork outside. Take the right-hand path and use Cyclone on the weeds at the end of the short path to find a Mint. Go back and go the other way to a Cyclone portal. Use Cyclone while standing on it to be transported to some catacombs under the Lighthouse. At the fork up ahead, go down first and Cyclone the grass to fight a Mad Plant for another Mint. Go back up and to the other path. You'll have a choice of two door; take the left to find a room with a Psynergy Stone like in the first two rocks, though you probably won't need it at the beginning of the level. Take the other door and climb down the ladder. Use Hover on the glowing tail of the glowing bird-like design on the wall and floor and walk on the air over to the opposite ledge. Up ahead, use the Cyclone portal to get back into the Lighthouse. Go up the path here and push the pillar onto the switch to open the door you couldn't pass earlier and another door. Go up into the new door to the "lobby" of the Lighthouse.

You'll notice a long, swirling stream of Psynergy here. Go through the door on the left side of the tall room first. Just go up and into the next room here. You'll be confronted with a small log-rolling puzzle. Roll the log next to the stairs you came up on up, then the only other moveable one up. Go under the first pillar and push the vertical one left, then the one to the right up. Push the vertical pillar back to the right so it fills in the gap. Hop across it and open the chest to receive the Erinyes Tunic. Now go through the door on the bottom of the room. Back in the main room again. Use the nearby Cyclone portal and enter the door you arrive at. Go up and Move the pillar near the chain to the right off the ledge, then go back down and go through the door past the Cyclone portal. You'll emerge outside. Unlike the other 3 Lighthouses, Jupiter LH has an expansive outdoor area. Go southeast to the next door, back inside. Climb the next set of stairs and go through the door. Go up the hall (note the red door. The Cyclone portal you passed before going outside leads to it). Use Reveal on the pillars forming the symbol and hop across to more stairs. You now have a small jumping puzzle. Jump down to a chute and slide down. There will be 3 pillars in grooves. From right to left, move the first one all the way left, the second one space left, and the third all the way up. Climb the ladder left of the third pillar and jump across the ones you moved and the normal pillars to a chest containing the Meditation Rod, a powerful weapon for Sheba. Now hop back to outside the block enclosure and take the door on the bottom left corner of the room.

Back outside again. You'll notice that pressing the button here causes a bridge up ahead to fall away like a trapdoor. Push the pillar blocking your way across the bridge onto it and press the button. No more pillar. Go back in the way you came outside and go up, past the Meditation Rod chest to some stairs you didn't take before. Slide down the chute and go across the room to a ladder. Climb it and go along the ledge to another room. Climb the stairs to the right, then go down to the door. You're on the Jupiter Lighthouse aerie! "But DarthMarth, I thought you said Jupiter Lighthouse was long!" It is, and be quiet! There is a huge plug on top of the hole you need to throw the Jupiter Star into, preventing you from lighting it yet. Go down the symmetrical stairs on the other side of the aerie and back up to some more stairs. You'll be on the other side of a previous room. Slide down the chute and approach the tall pedestal. A voice tells you to use the power of Anemos. Climb up to the top of the pedestal and use Hover. All the hover symbols in the Lighthouse are now powered up (except those with broken circuits)! Hop over to the right across the suspended pillars and go back to the room you first entered this one through. Push the pillar along the center of the room up onto the Hover spot to make it float. Go down and use the lower Hover spot to float to the left and grab the Red Key. Slide down the chute, hop over the floating platforms, and return to the jumping room. Go down and through the door to the outside and go across the trap bridge. Enter the other door and return to the original stairs in the jumping room. Go back left across the 6 Reveal pillars on the lower floor and go down to the door. Notice the Red Door again; this is where you're headed. In the next room, go down the stairs and through yet another door. Outside, go up to the last door on this trek and use the Cyclone portal just inside. You'll be taken up to next to the Red Door. Use the Red Key (what else?) to open it and go through the hallway and outside. You'll be on a long bridge leading to a tower next to the main Lighthouse. As you near the towers, a statue spits whirlwinds at you whenever you get onto its line of sight, blowing you away like in Air's Rock. Use the alcoves made by blocks to get past it and enter the tower.

After the first room, go to the left and fight the Mimic. Then go fright and up the stairs. Go through the next room to more rolling pillars. Go past the right-hand two and up the next stairs. You'll be in a maze with some cracked floor tiles like the cracked ground in Dehkan Plateau. Go to the right and down to the next room (never step on a tile more than twice), but then go back to the first room. Over to the left from the door, Move a pillar left into a pit. Now go around the left edge of the room and get the Mist Potion from the chest (exit and reenter, then get the 306 coins if you think they're worth it). Anyway, after you're done, return to the door at the bottom of the room and go through the next few doors. The next room is practically empty, so go through it too. The next room is filled with cracked tiles. Carefully walk over the semi-intact tiles to the left Hover pad. Hover to the left solid ground and Move the pillar onto the switch to open a door like at the beginning of the Lighthouse. Go along a path to the right-hand Hover pad and Hover down across the cracked tiles. Go through the door. Don't fall down the cracked tile up ahead. Go up the stairs and through the door to be at the top of the tower. Push the missing circuit to the Hover link into place to make the archer statue fire an arrow at one of the statues holding the plug on the aerie. It raises up and lifts part of the plug up. Go back to the room with lots of cracked tiles and fall down the cracked tile surrounded by 8 normal tiles. You'll land in the blank room. Fall down the cracked next to you, and the next one, and take the Blue Key you land next to. Now Retreat to the beginning of the Lighthouse.

Go back to the "lobby" and go through the left door you first went through. Climb down the ladder in the next room and Move the rightmost pillar below to the left, onto the Hover pad. Jump across the floating pillars and go up the stairs. You'll be in the first pillar-rolling room; go down, hop over the gap, and reenter the main room. Push the circuit piece block off the ledge, then slide down and move it into the broken circuit. Use the activated Hover pad to hover to the ledge on the left, then use the next one to Hover right into the glowing stream of light. In here, you can solve a small puzzle to the left for a Potion. After that, go right and through the door. Go up, right and into the other door. Don't use the Cyclone portal; open the Blue door and go through the doorway behind it. You'll see another deactivated Hover pad. Slide down the chute and push the missing conduit into the circuit to activate the Hover pad above. Go through the door behind you and all the way up to another chain and pillar. Move the pillar left into the pit to complete a shortcut, then use Retreat. Return to the reactivated Hover pad behind the Blue Door. Use it and fly in front of the statue. It will blow you to the right-hand tower.

Inside the tower, go through the first room and through the other door directly ahead, not the stairs. In this room, there are two conduits and 3 slots for them. If both conduits are placed, a Pound pillar pops up, which you can use to pop the conduits out. To reach the conduits, you'll need to use Hover on two different spots. To get the Jupiter Djinni, Whorl, push the straight conduit into the lower right slot and the other one into the lower left slot. Then use Hover and float to the Djinni (you'll have to fight it first). Then, pop the pillars out and push the straight one into the upper slot and the other into the slot the straight one was in before (I hope I didn't confuse you). In the next room, you have a VERY tedious puzzle. The Hover conduit also serves as a means of readjusting the pillars here, but only one at a time. You can solve a puzzle for Water of Life, but it isn't worth the time. Just push the pillars so the look like this:

P = Pillar on Hover pad
O = Hover Pad
| or - = Hover line

|  |  ||
| P-OO-|
| |  | |

After this, push the Hover conduit back into the slot and hop across to the next room. Push the pillar onto a switch to make a shortcut and go up the stairs. Just go through the next room; there is nothing to do in it. In the next room, follow this path to make it to the final room: All the way to the left wall from the entrance
Down 2 spaces
Right 3 spaces
Down 1 space
Right 2 spaces
Down 3 spaces, past the whirlwind statue (don't get blown away)
Left 2 spaces, across a cracked tile
Down 1 space
Left 2 more spaces
Down 3 spaces, let this statue blow you across
Up 1 space
Right 2 spaces
Down, left and to the next stairs

That was boring, wasn't it? The final puzzle room is filled with Hover pads and is rather tricky. Use Hover on the one you are standing on and Hover to the left. You won't fall because of the Hover pads below you. To get past the first whirlwind statue on the left, just run past it on the leftmost row of Hover pads. The next one is harder. On the row of pads 2 spaces down from the lightning rods, run northwest onto the cracked tiles. If you are over these, the statue will miss you. Get back onto the Hover pads as soon as you pass the lightning rods. Open the chest here to receive the powerful Phaeton's Blade. Now return to the center pad and go to the right. Get past the first statue on the right just like the first on the left. The final one if trickier. When you reach the row of lightning rods, go right onto the cracked tiles and run up. If you get back onto the hover pads a split second too early, you're blown away by the statue. Too late, and you run out of Hover time. I have found that the precise moment to turn to the northwest, back onto the Hover padded ground, in right as the whirlwind from the statue is crossing onto the rightmost Hover tile. With practice, you should be able to get this maneuver every time like me. Once you get past the final statue, Hover to the stairs and climb them. Go down the last hallway to the top of the right tower. Activate the statue here just like you did the other one to raise the plug on the aerie high enough for you to through the Jupiter Star in. Now Retreat to the beginning and make your way back to the door where you first went outside, near the Cyclone portal leading to the opened Red Door. Before you go through the next door, give all your Water of Life to Piers and put 6 Mercury, 4 Venus, 6 Jupiter, and 2 Mars Djinn on standby.

As you exit the Lighthouse, you hear your old Golden Sun party! Mia has apparently falling fallen somewhere up ahead and Garet is trying to save her! You hear something falling with a crash. Ivan and Isaac call out to them (yes, Isaac. He apparently transferred his mute virus to Felix during their Venus Lighthouse encounter, and is now quite a chatterbox). Your party starts talking about whether you're on the same side and if you should help them. You run up and see Garet dangling from a ledge, Mia trying to save him. It looks like Isaac or Ivan unwittingly triggered the trapdoor you saw earlier and sent Mia and Garet falling down to a precarious platform. Mia tries to pull Garet up and isn't strong enough. As Isaac tells himself he has to save Garet fast, Agatio appears and says he won't be. Obviously he's accompanied by Karst. Isaac tells them to go away if they aren't going to help, but they tell him about Karst's grudge against Isaac. For the first time, Karst reveals where the Fire Clan is located: the town of Prox, far to the north. Agatio says that Prox is in dire trouble because of the seal on Alchemy; this must be why the pair wants the Lighthouses lit. After they tell of their plans for after Prox is restored, Ivan asks if they think his party would let them after that. Isaac asks if you were trying to help them, and they reply they don't know why you want the Lighthouses lit, but they don't care whether you or them light the Lighthouse. Isaac and Ivan tell them to get out of the way so they can stop you and add a small threat. Agatio and Karst ask if they would leave their friends "hanging". They must have triggered the trapdoor. As they start winding up to a fight, Ivan says he hopes they don't mind a fair, two-on-two fight. Karst tells him that Alex is with them, expecting him to take his cue and appear. But, he doesn't. Agatio gets mad and reveals that he wanted to get rid of Alex all along (he does seem like a "weak link" to me, with his "sneering smile"). They then get into a fight, which looks pretty funny (it has all the battle sound effects, but they don't enter the battle screen).

Your party starts talking about the fight and Garet's position. You all decide to help Isaac, so after you get control, so go through the door behind you and go back to the ledge they are fighting on. As you approach the door to the ledge, Alex appears (literally) and asks if you are going to light the beacon. He then asks if you're sure that's ALL you're going to do. He saw you watch Isaac's party fight Agatio and Karst. He knows that you will regret it if you leave them behind; you can't leave people who have served their purpose behind like he can. He encourages you to go and help them, then fully heals your party! Maybe Alex isn't so bad after all... As you go outside, you see Ivan being downed. The battle screen appears and Agatio finishes Isaac off with the cool- looking Rising Dragon. As the two talk about their victory, Isaac stirs. They are amazed he is still alive and prepare to finish him. Kraden warns Isaac of the danger and follows you to the battle. As Kraden asks what they are doing, Karst tells you to be grateful for their "favor". They get mad that you haven't lit the beacon yet and tell you to hurry up. Sheba says they will, but won't leave Isaac and co. behind. Karst gets mad at your betrayal and once again prepares to finish Isaac off. Jenna defends Isaac and says Agatio and Karst will have to fight your party first. Karst, realizing how tired they are from fighting Isaac and Ivan, decides to do as you say and leave. Agatio tells her to stay and asks why she isn't mad about her sister's death. They decide to leave, but only if you light the beacon immediately and take Isaac's Mars Star. Kraden, amazed, asks how they knew about the Mars Star. Isaac says he trusts you and gives you the Mars Star. Agatio and Karst then leave and head for the aerie. As you leave to follow them, Piers comes with you, not trusting the pair. Now return to the aerie. As you arrive, Agatio and Karst get mad that you're late and order you to light the beacon. After you do so, Piers tells them to let you go. Agatio and Karst refuse and say they can't trust you after you betrayed them. Now that Jupiter Lighthouse is lit, they have no use for you. Karst explains this by telling you Mars Lighthouse is close to their hometown, Prox! Before you can comprehend this, she steals your Mars Star! Piers asks what will happen to Felix's parents after all the beacons are lit. Agatio confirms he'll keep his promise and release them, even if you're not there to take them home to Vale. They then fight you. It's time to die, Felix!

Because only Piers joined you on your ascent, you'll have to start the battle two-on-two. Begin by having Felix Summon Judgement and Piers using Diamond Dust. Because Felix should have Revive and Piers will have Water of Life, they can revive each other if needed. Now, onto the enemy's description. Karst, the weaker of the two, has two unique attacks. Her Death Scythe does a good amount of damage to one character and has a chance of felling them instantly. She also has Djinnfest, which creates a song that puts one Djinni from each of your characters on recovery mode. Agatio, the physically stronger of them, has some extremely deadly attacks. His Stun Muscle does several hundred points of damage to one character and may stun them. His Rising Dragon attack, which you saw him finish Isaac off with, does even more damage with no special effects. His Rolling Flame Psynergy does several hundred points of damage to several of your characters; it's very deadly. And lastly, Agatio has one of the strongest attacks in the game, Meteor Blow, which deals massive damage to all of your party and may even be enough to fell a party member in one hit. It is similar to a Summon in that it does more damage to characters with higher HP. Because Karst has less HP than Agatio and the Death Scythe attack, you should concentrate your strongest Psynergy and attacks on her. After two turns, Jenna appears and asks what's taking so long. Piers explains what's happened and Jenna joins the fray! Use her two Mars Djinni to Summon Ulysses and take advantage of her Aura spells for healing. After another two turns, Sheba joins up. You can now Summon Eclipse on the dastardly duo twice! This battle is really only difficult because you start out with half your party, despite Agatio's devastating attacks. After Sheba joins you, you should have no problem winning. Also, note that this is the only Boss Battle in the game you don't have to win; the storyline progresses regardless of the outcome. Winning is still recommended, however, because you get the rare, forgeable Dark Matter when you win.

After you defeat them, Agatio tells you to finish them off. Karst asks you what would happens to your parents if they, Saturos, and Menardi didn't return to Prox. Jenna doesn't believe they are implying their parents would be killed, so Agatio once again tells you to finish them off. After you reply, Alex appears. He warns you that Karst's threat may be true and to not kill them. He then proceeds to revive the two! He shows you that they are still weak and tells them to leave. Sheba asks how he will get past Kraden and Isaac's party, who are coming up. He says they'll take the... elevator? If you played Golden Sun, you'll remember the two elevators on each side of every Lighthouse aerie. As Kraden appears, they get on the elevator and descend. Garet, who came with Kraden and the others, is mad that they got away. How typical... Ivan says that you should head back to Contigo and rest and Kraden agrees. Isaac leaves on the other elevator and you take the one Agatio and Karst used, which just came back up. After you get back down, climb down the ladder below and exit the Lighthouse. Return to Contigo now to reunite with Isaac.

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