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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


d. Indra Cavern to Garoh

There is not much to do in this cave, but what you do is important. Go up and you'll see a strange tablet on a platform. Use Move to slide the pillar one space to the right and Lash the rope to the post. Climb the rope and hop across the pillar to the platform. As you examine the tablet, strange runes pop out and fly into Felix! You can now Summon your first Combo Summon, Zagan! You need 1 Mars and 1 Venus Djinni on standby to use it. Keep heading along the road and you'll come to a town south of Indra Cavern, Madra. Before you enter it, walk around in the large forest west of Madra. Soon, you'll encounter your second Venus Djinni in a random battle. When you beat Iron, it will join your party. If you Set it to Felix, his class changes to Knight! Now, enter Madra.

As you look around Madra, you learn that the people here are still on alert from a recent attack by people called the Champa, led by a pirate called Briggs. Apparently, they believe the person who came on the boat you saw earlier was a Champa, and locked him up. Enter the jail in the southwestern part of the city and you'll find that the man's name is Piers. As Piers insists he is not a Champa, one of the two men guarding his cell starts taunting him, causing Piers to use some Psynergy! This scares the man and his partner away. If you read Piers' mind, he'll sense it; he must be an adept! As you exit the prison, a rich lady comes up. After some talking, she gives you permission to cross Madra Drawbridge and enter Osenia. Before you leave, buy all the latest weapons and armor, and sell your obsolete ones. Also, enter the Inn, climb the stairs, and exit through the top floor. Jump across the awnings on the shops and open the treasure chest to get the Nurse's Cap. Now, go to the outskirts of town (outside the gate) and go around to the right. You'll soon see a ladder behind some trees and gravestones. Climb down the ladder to be in an underground cavern.

Take the upper door here. Go around through the tunnel and through the next door. You'll see what looks like the ruins of a house. Go through the "door" and climb the vine. Up ahead, Move the pillar into the pit and walk across. Climb down the vine at the end of the ledge and enter the doorway. Go through some more doors and stairs until you reach a chest, which contains the Tremor Bit! Now, Retreat out of the catacombs and exit Madra. Walk northeast until you reach Madra Drawbridge.

Because you met the rich lady, the soldiers allow you to pass. Keep going until you reach Osenia Cliffs.

Before you cross through, jump across the wreckage (of a Champa ship; maybe Piers really is innocent) to reach a chest containing the powerful Pirate's Sword. Now, go back to the shore and climb up the vines, crossing over to Osenia. Keep heading down the path until you reach Mikasalla (you can enter the Yampi Desert now, but you have business elsewhere in Osenia).

Once you reach Mikasalla, do the usual: stock up on new items, heal your party, and find the Lucky Pepper in the Inn. Once you're ready, exit Mikasalla and head north. Then, go east until you reach a dark green patch of grass (there should be a cave northeast of the patch, but you can't do anything there yet). Walk around in here until a new Mercury Djinni appears! Defeat Fog to have it join your party. Fog is somewhat harder to find than Iron was, but keep looking until you find it. Now, go back to Mikasalla and head east. Take the southern path at the fork and cross some more rivers to reach the next town, Garoh.

Go up the slopes here and notice two things. As you go up, you're forced to push pillars that block the way back (don't worry, you'll be able to get back out). Also, it seems to get darker as you go on. One you reach a long path, you see a small, strangely wolf-like boy come up near a pond and howl, scaring Sheba! Could he be a werewolf? Kraden seems excited to find a real werewolf (or lycanthrope as he calls the boy) and wants to continue on to the town. As you enter the town, more strange things happen. Everyone outside is wearing long cloaks with hoods, saying they don't like the full moon (read their minds to find that they CAN'T take their hoods off; definitely werewolves). Also, the shops aren't selling anything useful now. All you can do is rest at the Inn and talk to the townspeople to find about a mountain called Air's Rock north of Garoh. Last, if you go to the northeast part of the town, a full-grown werewolf comes out of a seemingly featureless rock using a new Psynergy! Now, exit Garoh and head northeast until you reach a bridge. Cross the bridge and go west until you reach a mountain in the middle of the desert.

  Golden Sun: The Lost Age

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