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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

Boss Guide

STAR MAGICIAN (and Thunder, Anger, Guardian, and Refresh Spheres)

Difficulty: 8/10
Location: Treasure Isle
HP: 7486 (Star Magician), 360 (Guardian and Refresh Spheres), 460 (Anger Sphere), 520 (Thunder Sphere)
PP: 560 (Star Magician), 43 (Spheres)
ATK: 460 (Star Magician), 317 (Thunder, Guardian, and Refresh Spheres), 357 (Anger Sphere)
DEF: 139 (Star Magician), 127 (Thunder Sphere), 125 (Anger Sphere), 124 (Refresh and Guardian Spheres)
Agility: 268 (Star Magician), 292 (Thunder Sphere), 136 (Refresh and Guardian Spheres), 173 (Anger Spheres)
Exp: 7866 (Star Magician), 439 (Thunder Sphere), 448 (Refresh and Guardian Sphere), 387 (Anger Sphere)
Coins: 5566 (Star Magician), 289 (Thunder Sphere), 278 (Refresh and Guardian Spheres), 30 (Anger Sphere)
Weakness: Mars (Star Magician and Refresh Sphere), Jupiter (Thunder Sphere), Venus (Guardian Sphere), Mercury (Anger Sphere)

The Star Magician is the Mercury counterpart of a series of 4 difficult bosses guarding powerful Combo Summon Tablets. Although the Magician, attacking twice a turn with powerful Mercury and Jupiter Psynergy like Spark Plasma or Freeze Prism, is not so hard, he summons Spheres (I refuse to calls them balls) to aid him. Besides attacking, each Sphere has a special ability:

Guardian: The green Spheres can project a shield around the SM to drastically reduce the damage done to him for a turn.
Refresh: The blue Spheres can use a healing Psynergy called Earnest Ply on the SM, which heals him for at least 1000 HP.
Anger: These red Spheres detonate themselves on your party with explosive force, killing themselves but doing lots of damage to your party.
Thunder: The purple Spheres attack with level 2 Jupiter Psynergy like Shine Plasma, Flash Bolt, and Storm Ray.


For once, don't even standby your Djinn before this battle. Have one party member keep your party healed while the others attack all the non-Thunder Spheres. You may also want to have two of them alternate barrier Djinn (like Flash and Granite), a third heal (preferably with the Iris or Mysterious Robe and Psychic Circlet so they can cast Pure Wish every turn), and the fourth attack. Though this is slower, it is virtually impossible to lose this way. Anyway, once you have gotten the SM to have 4 Thunder Spheres out (Anger Spheres will also do, but they may use Angry Bomb and be replaced with Refresh or Guardian Spheres), start attacking him. Don't hurt the Spheres, though. Although you will take a lot of damage from various Psynergies this way, the battle will still be much easier than it would be otherwise. Just keep your party healed and attack the SM (not his Spheres) until he goes down. A single turn of ferocious Psynergies should then take the Thunder Spheres down.

VALUKAR

Difficulty: 6/10
Location: Yampi Desert Cave
HP: 12960
PP: 0
ATK: 550
DEF: 175
Agility: 206
Exp: 8702
Coins: 4980
Weakness: Mercury

The brutish beast Valukar is the fire Guardian of the Combo Tablet Daedalus. He would be a pretty average Boss fight normally, but there are a few twists that make him tougher. For one thing, he has an attack that will likely stun it target and do damage. Make sure you have a way of curing stun on at least two characters before battling Valukar. His most unique ability, however, is his ability to use your own Djinn against you! That's right, if you leave Djinn on standby after your turn, he'll most likely use them to Summon on one of his two attacks. He also has an attack called Djinn Stun that puts the first Djinn of each of your party members on standby. Make sure to take advantage of this by Summoning the spirits yourself if he doesn't (get ready for fun if he uses Djinn Stun twice in a row). Other than that, just use the standard strategy for most Bosses and you should win.

  Golden Sun: The Lost Age

Golden Sun: The Lost Age download

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