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1) Introduction
2) Game Play 
1, 2, 3
3) Monster List
4) Item List
5) Walkthrough

  Sub Sections:
  Introduction
  Sol Sanctum
  Going Away...To Vault
  Vault
  On the Road to Bilbin
  Bilbin
  To Kolima/Forest
  Kolima Forest
  Heading North
  Imil
  Mercury Lighthouse
  Back to Kolima Forest
  Fuschin Temple
  Mogall Forest
  Xian
  On the Road Again...
  Altin
  Altin Peak
  Lama Temple
  Lamarkan Desert
  Kalay
  Vault...Again
  Vale...Again
  Kalay Docks
  Tolbi Docks
  Tolbi
  To Altimer Caves
  Altimer Cave
  Collosso
  To Lupna
  Lupna
  Kalay...Again
  To the Suhulla/Desert
  Suhulla Desert
  Suhulla Gate
  Venus Lighthouse Part 1
  Lalivero
  Babi Lighthouse
  Venus Lighthouse Part 2
  What!? We're Backtracking!?
  Crossbone Island  1, 2, 3, 4, 5
  Venus Lighthouse Part 3
  Ending
6) Boss Strategies
7) The Arena
8) Leveling and Character Classes
  1, 2, 3, 4, 5, 6
9) *Spoiler* Spelled Backwards: EGA TSOL EHT :OWT NUS NEDLOG
10) Frequently Asked Questions 
1, 2
11) Credits/Copyright Information

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Golden Sun Comprehensive FAQ/Walkthrough

By: Ikillkenny (Mike Bentley) with a Djinn Guide by Baby M

5) Walkthrough

Kalay Docks
As soon as you reach Kalay Docks Garret will run out and look at the Sea that's not really an Ocean. Someone in town will correct him, and so unfolds another pointless plot development. Once Garret is done, head into the building directly north of you. Talk to the lady at the counter to buy your ticket for going to Tolbi for 800 coins. Once you've bought it, head out of the house and go west to the docks to board your ship. When you get onto the ship head over to the captain to find a crew mate and the captain talking about not setting sail due to monsters. The captain will come around and decide that the ship should sail, but a crewman won't agree with him. You'll notice that he's up to something as he runs off into the Captain's Quarters. Follow him and he'll uneasily sneak back to the top of the ship. Jee, could he have done something wrong? any ways, head into the room at the northern part of the ship and head to the northern part of that room. Several warriors /passengers will start to get impatient about the ship not setting sail and will rush to the captains quarters to persuade him. Follow them down and enter the room in the southern part of the ship. Climb up the ladder here and talk with the guy blocking your path. In this (like always) pointless and dull conversation the captain will realize that his Anchor Charm is gone. Also, there will be discussion about the sea being a dangerous place due to the monsters, and it's going to take passengers to help row incase some of the rowers get hurt. Once you get command back of your character, head out of the room and go to the observation deck which you can get to by climbing up a ladder in the middle of the ship. Press A when you get up on the plank up here to find the Captain's Anchor Charm. Now, go back in the Captain's Quarters and give him the charm. After doing that it's time for *another* conversation where you'll be volunteered for helping to protect the rowers down below decks. Once you're back in command head to the crew quarters (the room at the top part of the ship) and head down the *very* hard to see stairs that are directly behind where the tour guide is standing. Once the crewman stops talking down here you will finally set sail.

Sailing, at first, is pretty interesting. It cuts back between the different people doing different jobs and the actually try to avoid the monsters. However, this sequence is going to repeat 3 times, so it starts to get tedious after a while. Each time a monster attacks, 1 of the row men will go down and you'll want to head upstairs and pick a member of the passengers to replace him. It really doesn't matter who you pick, although you can actually get to Crossbone Island as a detour is you pick the following people in this order (thanks to dbzman@ptd.net): The lady with the green skirt, then the lady with the blonde hair and a brown skirt, the old, bad guy, then finally the Merchant who is not near the staircase.

The first enemy that you encounter will be three Man O' War squids. These guys are basically just normal enemies and you shouldn't have many problems against them. Once those squids are defeated, the crewmen will come down and realize that a rower is unconscious. So, go upstairs and talk to someone to make them a replacement. Pick someone, head downstairs, and get ready for the process of setting sail to begin again. The next group of monsters to attack are the Lizard Monster and two rabid bats. If you used any summons in the previous round, walk back and forth along the top part of the rowing deck to get your Djinn able to set inactive again. Then, head down and get ready for a battle. These guys are a little tougher than regular monsters because that Lizard Man has a little more HP than usual. However, one summon should beat them pretty handily, or just regular attacking. Now, go replace another oarsmen and get ready to set sail. Before you pick a passenger to row, I'd recommend healing all of your characters. Once the ship gets sailing again you'll be attacked by two Man O' Wars and a flying blue bird called a Virago (sort of sounds like Viagra). Once again, these enemies are pretty easy. One summon or just a few psynergy attacks will take them down pretty handily. Go replace *another* crewman and get ready to set sail again. Suddenly it will be attacked again, this time by a monster that actually means business. Head up to the deck of the ship to fight Kraken. However, make sure you're all healed up and have all of your Djinn inactive for this battle, because you will probably need them. Kraken, just like the last boss you faced, will attack twice each round, so you have to be prepared for taking twice the damage. Once you've cast all of your summons, start using Ragnarok with Issac, Heat Wave with Garret, Impact on Garret with Ivan, and Ply Well then Wish (get this when the four water Djinn on her get set after a summon) with Mia. As long as you don't let your party members die, you should be able to defeat Kraden without that much trouble, although he is tough. When you defeat him you'll be awarded 5200 coins and some Water of Life. Now, go select another oarsmen and get ready for the ship to set sail. This time, though, instead of seeing a monster, the guy on top of the mast will spot land and you'll arrive at Tolbi.

Once everyone's said thank you and the likes, head off the ship to arrive at Tolbi Docks.

Tolbi Docks

There isn't a whole lot to do in Tolbi Docks. There's a simple puzzle to solve that involves moving those boxes at the northwestern part of down so that they allow you to jump from the ledge next to the house to the ledge 4 spaces down. When you hop across them and go up you can find a treasure chest that has a potion. Now, head out of Tolbi Docks and go into Tolbi.

Tolbi

Tolbi is a bustling town that's loaded with tourists getting ready for Collosso, an event sort of like the Roman Gladiator games where warriors battle one each other in front of crowds of cheering people. Usually in a town you'd head for the inn, but because the town is so packed there are no rooms available for you to sleep! Instead, head to the weapons and armor shop in the southwestern part of town to buy the latest upgrades. Now, remember all of those game tickets and lucky medals that you go earlier in the game? It's now time to cash them in the gambling capital of the world, Tolbi. Head to the fountain in the middle of the city and throw in a lucky medal. If you can get it to stay in the bulls eye you'll win some handy armor. Next, head to the shop with a die on top of it (that's singular for dice) which is located in the northeastern part of the town. In here, talk to the man on the left to start playing craps. This game is *insanely* easy to win coins at, so you shouldn't have any problem scoring a good deal of money if you play it for a while. Once you're done there, head for the large stairs located at the northwestern part of the town. Two guards will stop you and ask if you've seen Babi. They'll go on their way and you should keep going up the stairs to arrive at Babi's palace. Head to the door along the north wall that's all the way on the left to enter a room with a lot of beds. Talk with the lady at the desk and she'll get you beds to sleep in, which will restore all your health and PP just like an inn. Once she's shown you the beds, simply press A when facing one of them to go to sleep. Once you're done sleeping, go out the door of the room with the beds in it, and go up one of the large staircases on the left or right. Head north through the hallway to overhear a conversation talking about how Lord Babi is somewhere in Altimer Cave, but no one can find him. Naturally, it will be up to you to find him, but let's save that for just a little later. Now, head out of the castle and go to the second floor of the inn which is located in the northeastern part of town. Here you'll see a Djinn, but we won't get that one quite yet. First, take you shots at the slot machine here. Thanks to AlphabetMan of the GameFAQs.com message boards for this information on the slot machine and odds of winning:
(working from the center outward)
•Center Blue Circle: Assassin Blade, 90%
•Center Blue Circle: Earth Shield, 10%
•First Yellow Circle: Earth Shield, 70%
•First Yellow Circle: Assassin Blade, 30%
•Second Blue Circle: Defense Bracelet, 50%
•Second Blue Circle: Spirit Armor, 50%
•Second Yellow Circle: Spirit Armor, 50%
•Second Yellow Circle: Adepts Helm, 50%
•Clear Circle: Water of Life, 20%
•Clear Circle: Adepts Helm, 80%
•Outer Circle: Water of Life, 70%
•Outer Circle: Adepts Helm, 30%
•FAR Outer Circle: Potion, 70%
•FAR Outer Circle: Water of Life, 30%

Note: there are other items to get but these are the most valuable ones. Once you're done in there, head outside and let's go get that Djinn. Head south and out of the gate in town, but don't go out of the city so that the world map would come up. Instead, stay very close to the outer cliff of the city and proceed counterclockwise until you come to a vine. Use Growth on this and climb up it. Once you climb up the vine you'll see a pool of water. Surprise, surprise, you have to freeze that puddle of water. Do so, then head down the vine and go back into town. Go up two stairs facing east to find that ice pillar you made. Hop across it to get the Mars Djinn Ember without a battle. It's now time to exit the town and start looking for Babi in Altimer Caves.

 Golden Sun

Golden Sun

Golden Sun 1


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