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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

SENTINAL

Difficulty: 5/10
Location: Sea of Time Islet Cave
HP: 8736
PP: 780
ATK 608
DEF: 216
Agility: 171
Exp: 10538
Coins: 6144
Weakness: Venus

Like the previous two Tablet-guarding Bosses, the Sentinal has something unique that makes it very tough to beat. This time, it's Psynergy immunity. Uh-huh, the Sentinal is immune to ALL Psynergy. You'll have to use Summons (as usual, use your strongest ones at first), Djinn, and regular attacks to beat it. He also recovers 200 HP a turn. Ouch... If you have the Sol Blade from Mars Lighthouse, make sure one of your battling characters has it. Meggido and its Venus element work well against the Sentinal. After you have let loose all your Summons, just attack normally (or use Djinn to prepare to Summon). Make sure you keep your party well healed; the Sentinal attacks 3 times a turn with a variety of powerful Psynergies. You may want to use the Flash-Granite-Healing Combo described in the Star Magician strategy.

DULLAHAN

Difficulty: 4/10
Location: Anemos Inner Sanctum
HP: 16000
PP: 200+
ATK: 676
DEF: 269
Agility: 241
Exp: 15600
Coins: 6775
Weakness: Jupiter

You didn't think you'd get the ultimate Summon that easily, did you? Dullahan is, statistically, one of the toughest Bosses in RPG history. Here are his moves of note (so you know, he attacks 3 times per turn and recovers 200 HP and 30 PP every turn):

=Formina Sage=
This attack does a massive amount of damage to a single party member and will likely kill him/her in one hit.
=True Collide=
This attack does about 250 damage to up to 3 party members and heals the damage dealt from Dullahan.
=Charon=
Yes, Dullahan seems to have a copy of the very same Summon you acquired earlier in the dungeon, with an increased chance of instant kills.
=Djinn Storm=
Like Doom Dragon, Dullahan has the deadly Djinn-wrecking attack.

Scared yet? Well, don't be. With this great strategy from Boris Badenov, you're virtually guaranteed to win the battle.

-By Boris Badenov-

I came up with a super awesome happy fun time Dullahan strategy

If you have beaten Jupiter Lighthouse and gotten the other 3 elemental super summons as well as Charon at the start of THIS dungeon, you will be fine to beat Dullahan with little problems using this technique

It should work for a party of the following horrible levels:

40ish for Felix, Jenna, Sheba and Pierce

36ish for Isaac, Garet, Ivan and Mia

You'll need 'em both for this but you'll be able to win with even such paltry levels as this. If you got Teleport and the other 3 elemental summons you outta be around here anyway.

Here's the super awesome happy fun time Dullahan strategy:

Start with Felix, Jenna, Sheba and Pierce

Djinn are as so:

9 Venus Djinn on Felix, ONE is set, the other 8 on standby. Make sure Granite is NOT one of the 9 on him, you'll need Granite for your backup team
9 Mars Djinn on Jenna, one of them is Flash. Flash is SET, the other 8 Mars are on standby
9 Jupiter Djinn are on Sheba, all 9 are on standby
9 more Jupiter Djinn are on Pierce, Kite and Haze are two of them. Those two, KITE and HAZE are SET to PIERCE, the other 7 Jupiter Djinn on him are on standby

Don't worry about how many Djinn you have free, if you do exactly as I say the numbers will work perfectly ;)

The battle will work like this

Round 1:

Felix Casts Charon
Jenna Uses Flash
Sheba casts Catastrophe
Pierce uses Kite on Felix

Flash makes it so nothing hurts you at all, even though a few attacks should have knocked your underleveled ass out of the water, you're safe for this turn ;)

The set Djinn on Felix gives him a little more defense (he's the one you really don't want killed) and also helps Charon do a bit more damage

You'll see what Kite was for in a second

Sheba's catastrophe was just straight out damage, you

Felix's wind power was raised a bit due to Charon. Now it's all on Felix. Next round goes like so:

Felix summons Catastrophe
Felix summons Catastrophe (you used kite on him, he goes twice, member?)
Sheba does who cares
Jenna does whatever
Pierce uses HAZE on FELIX

Haze on Felix to ensure he casts those two catastrophes. It doesn't matter what sheba and Jenna do, dollars to donuts they and pierce will die with flash no longer in effect. Only haze will save Felix. So Felix casts those two catastrophes and that's pretty much the round. His already raised wind Power raises much higher from his first catastrophe, making the second one a real doosy! Dullahan should be quite about dead by now

Do whatever with Felix this round, cast Jupiter if you like so that last Djinn doesn't go to waste. It don't matter if Felix dies before he can cast it though, he's done his part.

Now onto round 2, the backup gang. They do have horrid levels don't they? Not to worry, you'll do fine ;)

Djinn are as follows:

8 Venus and 1 random mercury Djinn on Isaac, one random Venus Djinn is SET, the other 7 and the mercury are on standby 9 Mars Djinn are on Garet, one SET to him, the rest on standby.
8 Mercury Djinn and 1 Venus on Ivan. The Venus on Ivan is GRANITE, that's important, and one of the Mercuries on him is SHADE, also important. You did listen when I told you not to use Granite on Felix, right? GRANITE AND SHADE ARE SET TO IVAN, the other 7 mercury are on standby.
9 Mercury Djinn on Mia. AAAALL Set. She's gonna be a strong 'un :)

The 1 djinn set to Isaac and Garet are to increase their attack power, as are the 8 set to Mia

Round 1 goes like so:

Isaac summons Judgement
Garet summons Meteor
Ivan casts GRANITE that's important. not shade, GRANITE, we need to free him up for next turn Mia summons Boreas

Granite keeps your party alive, they wouldn't be otherwise at that level methinks o_O. Isaac Garet and Mia gain heavy elemental strength from these summons. So next round should do even more damage...

Round 2:

Isaac summons Judgement
Garet summons Meteor
Ivan casts SHADE
Mia summons Boreas

Dullahan shouldn't survive this. You win, you lazy underleveled wretch :P

There's only 2 things that can screw this up: Dullahan doing that auto-death thing to Felix in the very first round to kill him, or djinn storm. If he ever does Djinn storm during these 4 attack rounds, you won't win. But since you only have to attack for 4 rounds, you won't need to try too many times to get a battle where he doesn't use it ;) Even if Dullahan uses that instant kill thing on one of your second group members, you'll probably be able to kill him with only 3 doing their 4-cast summons. And if not, you can always just retry until he DOESN'T auto-death them. Heck, you only gotta last 4 rounds...

  Golden Sun: The Lost Age

Golden Sun: The Lost Age download

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