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    FAQ/Walkthrough by Jaksiel

    Version: 1.1 | Updated: 11/20/01 | Search Guide | Bookmark Guide

    Golden Sun FAQ/Walkthrough
    Version 1.1
    I.    Contact Info
    II.   Legal Stuff
    III.  Update History
    IV.   Controls
    V.    Basic Storyline
    VI.   Character Overview
    VII.  Walkthrough
    VIII. Psynergy
    IX.   Djinn Information
    X.    Classes
    XI.   Item List
    XII.  Monster List
    XIII. Boss List
    XIV.  FAQ
    XV.   Credits
    Feel free to e-mail me at GohanDZ45@yahoo.com or to AIM me at GohanDZ45 or
    Jaksiel.  If you are asking a question about the game, make sure I am at that
    point by now.  (Right now, I am in Tret).  If you want to contribute to the
    FAQ...well, don't.  Not yet anyway.  I am not seeking contributions right now,
    and I will not until I feel the FAQ is completed.  Only this will I accept
    contributions for things I may have missed.
    You can use this FAQ/Walkthrough on your site as long as you meet the following
    1. You must e-mail me and ask permission.
    2. You must not alter the FAQ/Walkthrough unless I permit it.
    3. You must give me proper credit for writing the FAQ/Walkthrough.
    4. You cannot sell the FAQ/Walkthrough for profit.
    The following sites are the only sites that are allowed to post this
    FAQ/Walkthrough without asking my permission:
    GameFAQs (www.gamefaqs.com)
    RPGamer (www.rpgamer.com)
    Gamespot (www.gamespot.com)
    Any other site must ask first.
    This FAQ/Walkthrough is (c) 2001 GohanDZ.
    Version 1.0 (11/19/2001): Initial submission to GameFAQs.  Controls and
    Walkthrough up to inner Sol Sanctum completed.  Early Djinn Locations also
    Version 1.1 (11/20/2001): Wrote walkthrough up to first foray onto the world
    map.  Began Psynergy section and Items section.
    Taken from the Instruction Manual.
    L Button:
    In towns, villages, and dungeons, uses Psynergy shortcut.
    On the world map, checks surroundings.
    During battle, displays the Status screen.
    R Button:
    In towns, villages, and dungeons, uses Psynergy shortcut.
    On the world map, displays the entire map.  Use the control pad to move the
    cursor.  Moving the cursor over an important location will display the name of
    that location.
    During battle, displays the Status screen.
    Control Pad:
    In towns, villages, and dungeons, walks, jumps forward, and pushes objects. 
    (On the world map, it only walks.)
    During battle and on menus, selects a command or item.
    In towns, villages, and dungeons, and on the world map, displays the Pause
    In towns, villages, and dungeons, and on the world map, displays field
    A Button:
    In towns, villages, and dungeons, and on the world map, displays field
    commands, examines objects, and speaks.
    In conversation and battle, displays the next message.
    On menus and in battle, confirms selections.
    B Button:
    In towns, villages, and dungeons, and on the world map, runs (when used in
    conjunction with the Control Pad).
    In conversation, displays the next message.
    On menus, cancels selections.
    Taken directly from the instruction manual.
    "A forbidden power is unleashed...
    "Nestled away at the foot of Mount Aleph, the most sacred peak on the continent
    of Angara, rests a quiet village called Vale.  For ages, the elders of this
    remote community have been the caretakers of Sol Sanctum - an ancient temple on
    the mountain's slope that for eons has guarded the seal on the ancient science
    of Alchemy.
    "Now, that seal has been broken.  A mysterious figure is attempting to release
    the powers of Alchemy upon the world, a power so great that one who wields its
    full force can attain any of his heart's desires - countless riches, endless
    life, even the power to destroy the world.  Once the combined power of the four
    elements - earth, water, wind, and fire, which together make up all matter - is
    unleashed, the world will fall to its knees before the one who wields it.  If
    this horrible fate is to be averted, a brave soul must now arise!"
    I will not begin work on this section until I have completed the game, and as
    such have met every character.
    Before starting the game, you must name your main character.  You can name him
    anything, but he defaults to Isaac, and I will refer to him as Isaac in this
    You begin the game with Isaac's mother waking you up.  Apparently, the Mt.
    Aleph boulder is about to fall.  Before going downstairs, your mother will ask
    you whether or not you have everything you need.  Regardless of whether you
    choose Yes or No, you're immediately led downstairs and out of the house.  Both
    Dora (Mom) and Kyle (Dad) are going to help others evacuate, so you're left to
    find the plaza on your own.  When Dora asks you if you can find your way, just
    say Yes.  If you say No, she'll keep asking you until you say Yes.  I guess she
    just doesn't get the point.
    Oh well...you're on your own now.  At least she tells you to "just go south". 
    Seems simple enough.  (Note-at this point you can finally pause the game and
    save if you like.  I also suggest turning off the annoying speech sound, but
    that's just a personal preference.)  You can attempt to go into the house to
    the northwest, but you will get shoved out the way by someone who proceeds to
    run to the plaza (whether you answer Yes or No).  So, try to go down the stairs
    below your house...dammit!  A boulder blocked your path!  OK, go down the
    stairs near the rude person's house...DAMMIT!  Another boulder!
    Well, with no choice left, you may as well head north.  You will run into
    Garet, who is attempting to save his "stuff".  He'll ask you if he should ditch
    his stuff.  If you say No, he'll say he would probably die...and then say
    "You're right, I should ditch my stuff."  Apparently, Garet has a short memory.
     Anyway, go north and cross the bridge to the west.  Try to go south, and the
    Mt. Aleph boulder will begin to fall, but it will be held in place by a group
    of four villagers.  One of them will tell you to run away.  After all, you're
    just kids, so you can't figure out that it's a bad idea to stand in the path of
    a very large boulder.  Go down the stairs and attempt to go south...dammit all!
     These boulders have impeccable timing; always managing to block your path
    right before you can use it.
    Well, looks like you have to go to the west now.  Go all the way to the west
    and talk to the person on the ground, who asks you if he's hurt badly.  If you
    say No, he'll realize he's fine, get up, and run off.  That's why I suggest
    saying Yes, as he tells you to "save yourselves", which we were planning on
    doing anyway.  Go south and down the stairs, and you'll probably get into your
    first fight pretty soon.  Whatever you fight, it shouldn't be much of a
    problem, however.  Proceed east and onto the next screen.  If you cross the
    bridge and follow that path, another boulder will fall in your way.  With this
    in mind, simply proceed south down two sets of stairs.
    You will see five villagers attempting to save a boy named Felix from drowning.
     They discover, much to their chagrin, that they're all out of Psynergy and
    must seek help some other way.  Dora will head north and Jenna, Felix's sister,
    will head south.  Dora instructs you to follow Jenna south, so do so.  Climb up
    the stairs and cross the bridge.  Continue east onto the next screen.  No one
    is any of the first three houses, so continue down until you see people milling
    about.  Someone is blocking the Inn, but that's not important.
    Continue south, and you will run into Jenna (among others).  A few people with
    Psynergy left will run off, and another one will join you (along with Jenna). 
    Hurry back to Felix the way you came.
    The instant you're about to save Felix there is another event of poor timing:
    the Mt. Aleph boulder comes tumbling down.  It kills the people who had
    attempted to save Felix before (except Dora and Jenna...but including Kyle),
    and Felix is also presumed dead.  You must now head back across the bridge to
    seek help.  Garet will run after you.  You will overhear a conversation between
    two mysterious persons discussing the events.  Unfortunately, Garet calls out
    to you, and the two strangers take notice.  They'll ask you if you were
    eavesdropping.  No matter whether you answer Yes or No, they'll conclude you
    have to forget and initiate a battle.  THIS IS AN UNWINNABLE BATTLE.  After
    knocking you out, the two run off.
    It is now three years later.  You're mending the roof.  Garet is practicing his
    Psynergy.  For some reason, this prompts Jenna to bring up your accident. 
    Garet begins to talk about it, but stops soon after.  After finishing the roof,
    your mother allows you to head off with Garet and Jenna to the house of some
    man named Kraden.  You also discover your house is low to the ground, as your
    mother is somehow able to jump right back up to the roof after falling off.  If
    you want, you can talk to Garet's sister, who is apparently pissed just because
    Garet wrecked some of her flowers with his training stone.  Pfft.
    You can try to go up Mt. Aleph, but some lady will stop you once you get up the
    nearest stairs.  If you're clever, you can get by when her back is turned, but
    Jenna will stop you anyway and suggest you go to see Kraden.  May as well, I
    guess...just cross the bridge to the west, go down the stairs, and head to the
    next screen.  Before you can get much further, you will overhear another
    conversation between the two mysterious people who knocked you out three years
    earlier.  They mention the possibility of using Kraden for his knowledge.  I
    wonder if that's an omen of things to come?  Anyway, Saturos (the blue one)
    realizes you're eavesdropping again.  In the ensuing conversation, you will get
    two Yes or No questions, but as usual, your response is irrelevant.  Saturos
    and Menardi (the red one) allow you to proceed to Kraden's cottage.
    When you go up the stairs, Kraden will openly wonder who those two are.  He
    appears worried...another omen?  When you talk to him, Garet will mention
    Kraden seems worried.  How observant.  In the conversation that ensues, Jenna
    supposes that Saturos and Menardi are thieves, and Garet suggests telling the
    high elders of the town.  Kraden halts you and suggests you go
    into...*gasp*...Sol Sanctum yourselves!  As usual, whether you respond Yes or
    No to any of the questions is irrelevant.  You will become the group leader no
    matter what.  If you're already desperate for money for some reason, you can
    get 5 coins from a jar in Kraden's cottage.  Retrace your steps to the town. 
    It is now necessary to sneak by the woman and gain access to Mt. Aleph and Sol
    Go straight north and enter the Sanctum.  Go north through the entrance.  It's
    jumping puzzle time!  Jump onto the block furthest to the right.  Jump up to
    the next block, and move up and right.  Jump up to the next block and move up. 
    Jump left two blocks.  Jump down two blocks and move right.  Jump left and then
    jump up.  Move up and right, and then jump up to the next block.  Jump across
    the water and proceed to the next screen.  There is only one path, so just
    follow it to its end and proceed to the next screen.
    Hooray, another jumping puzzle!  Jump onto the center block, move up, and jump
    to the right.  Jump up, move to the left, and jump up again.  Move to the left
    and jump up twice to get to land.  Get the treasure; it's a Small Jewel.  Go
    back to the blocks.  Go back to the set of three horizontal blocks.  Move all
    the way to the right on this and then jump right.  Jump up, move left, and jump
    up twice to get to land.  Follow the path and place the jewel in the minotaur's
    left eye.  Go back to the room entrance and take the leftmost path of blocks,
    which is pretty straightforward.  Follow the path to the next screen.
    You're in a room with many statues.  Kraden will remark that, based on the
    comments of Saturos and Menardi, there should be a hidden passage somewhere. 
    Go to the leftmost and rightmost statues of the room.  Notice how they're on a
    seemingly outlined path?  This means the statues can be moved use the Psynergy
    move.  (Note-You will be frequently using Move through the course of the game,
    so I suggest setting Garet's Move to the L Key, thereby preventing you from
    wading through a few screens to use it.)  Move the rightmost statue to reveal a
    passage.  Take the stairs.
    It doesn't matter which path you take here; they will connect soon enough
    anyways.  When the path splits into a left, center, and right path, take the
    left to gain a Small Jewel.  Go back and take the center path now.  (Ignore the
    right path-it just leads to the center path.)  Turn left when you get the
    chance, and head to the next screen...which is filled with more statues.  Move
    the left-most statue and insert the Small Jewel.  Then move the right-most
    statue and enter.  Take the first path up and turn left when possible.  Follow
    the path to get an Herb.  Return to where you went left and follow the path
    right until you can turn up.  You are now in a room with four statues and a sun
    symbol on the floor.  This is what Kraden calls the heart of Sol Sanctum.
    This revelation that Saturos and Menardi were truthful about the hidden passage
    leads Jenna to once again conclude that they were thieves.  Your goal was
    merely to find out whether or not Saturos and Menardi had really been in Sol
    Sanctum, and this seems to prove that they were.  You're ready to leave, but
    Kraden hesitates.  He doesn't want to have come all this way to not go any
    further.  (Once again, whether you say Yes or No is irrelevant.  I will not
    mention this anymore unless it is relevant at some point.)  Your group agrees,
    and you continue on.
    Go to the right, and you will discover a room with four statues and a moon
    symbol on the floor.  Kraden concludes that there must be a secret hidden in
    these two rooms.  Go down out of the room, and go up the stairs.  (If, after
    ascending these stairs, you want to refill your Psynergy, you can go down and
    enter a room with a Psynergy-recharging stone.)  Go up, and you'll see a room
    remarkably similar to the one below.  However, this room has water in the
    center, and the four statues are movable.  Why don't you try moving one?
    Whoops, that set off sparks in Kraden's room.  I guess that was a mistake. 
    Kraden determines that it is a trap.  While he warns you not to move any of the
    Luna (moon) statues again, you can do it without it making any difference. 
    However, you will not accomplish anything either.
    Go into the upper Sol room.  You should notice that the two lower statues are
    already on the outlined squares, and the two upper statues can be moved onto
    some outlined squares.  Push each of these statues up two spaces and over one
    to create a giant hole in front of the main statue.  Jump across the water and
    walk right up to the hole.  Use Move to drag the main statue down into the
    hole.  You can now safely move a Luna statue onto an outlined square.  This
    excites Kraden to no end.  After explaining your methods to Kraden, you can
    push the remaining three statues onto their respective squares.  Go down to the
    lower Luna room.
    Kraden is shocked.  Other than the Luna floor symbol changing to a Sol symbol,
    nothing seems to have changed.  You can probably guess this is untrue, however.
     Simply move into the lower Sol room, and you'll discover that the Sol symbol
    has changed to a Luna symbol...and there is a ray of light shining on it.  Walk
    up to the source of this light, and press A.  This will uncover a portal, which
    Kraden jumps into and you follow.
    When Kraden enters this place, he seems to orgasm or something.  It turns out
    this is the resting place of the Elemental Stars...Stars which Kraden claims
    hold so much power that one could conquer the world with just one of them. 
    Wow.  He gives you four catch bags to catch the four Elemental Stars
    (Mars-Fire, Venus-Earth, Mercury-Water, Jupiter-Wind).  And how do you get to
    these stars?  You guessed it...jumping puzzles!
    Jump onto the uppermost "island" that you can access from where you are.  Move
    right, jump right, jump up, and move right.  Jump right three times, then move
    to the right of this problem and jump right again.  Move down, jump right, move
    right, jump down, and move down.  Jump left, move to the left of this island,
    and jump down three times.  Jump left and claim the Venus Star.
    Jump all the way back to where you had the choice whether to jump up or right,
    and you chose to jump right.  It's pretty straightforward, so I shouldn't have
    to spell it out for you.  Now jump up there (obviously),  and jump up to the
    next island and move right.  Jump right twice and claim the Mercury Star.
    Jump all the way back to the main island.  This path should be straightforward
    as well.  Now take the lowest jump and follow another straightforward path to
    claim the Jupiter Star.  To put it in clich├ęd terms, this is when the **** will
    hit the fan.
    Saturos and Menardi have shown up again to steal the Elemental Stars!  Jenna
    openly worries that they will dispose of her and Kraden, but a mysertious
    masked figure shows up and assures her that this is not the case.  They demand
    for you to give them the stars.  No matter whether you answer Yes or No (as
    usual),  you will refuse.  You demand a guarantee that you will not be hurt. 
    Menardi suggests that the masked figure will be the guarantee...and then tells
    FELIX to remove his mask.
    Your group openly questions this name Felix, since you're certain you saw him
    die three years ago.  However, it is true, and Felix is alive and well.  (And
    evil, apparently.)  It turns out Saturos and Menardi themselves saved him from
    certain death!  Once again, they will demand that you hand over the Elemental
    Oh wow, this Yes or No question actually makes a (tiny) difference.  If you say
    Yes, you will jump a few islands before a man called Alex intercepts you to
    take the Stars.  If you answer No, Garet will take the stars from you and then
    have the stars taken from him!  Wow!  He then tells you that you must get the
    last Star yourself to have them free Jenna.  Lazy-ass bastard.
    Go back to the main platform and once again jump onto the uppermost island. 
    Make your way back to the up-or-right intersection.  This time, jump up four
    times.  Move left, jump left, move up, and jump left.  Move to the left of the
    island, jump left twice, and move down.  Jump left, jump down, move left, and
    jump down.  Jump left, move down, jump left, move left, and jump down.  Move to
    the left of the island and jump left.  Claim the Mars Star.
    Oh great, more **** hits the fan.  It turns out since you've removed all of the
    Elemental Stars, the chamber cannot sustain itself any longer and it seems the
    chamber is collapsing.  Whoops.  Suddenly, what looks like an eye made out of
    rock appears.  Kraden hypothesizes that it is the "Wise One".  Since he's the
    guardian of the Elemental Stars, the evil gang decides now is a good time to
    run away.  They realize they're leaving without the Mars Star...Saturos thinks
    you're done for, but Menardi thinks you could make it out.  Alex decides that
    they will kidnap Jenna to make sure they gain the Mars Star from you.  They
    also decide to kidnap Kraden just for the hell of it.
    The Wise One informs you that some things called "Elemental Djinni" have been
    released.  He reveals that if all four lighthouses are lit with the Elemental
    Stars, the power of Alchemy will be released...a power that could destroy the
    world.  At this point, the volcano begins to erupt, and the Wise One generously
    decides to save your lives.  You wind up back in Sol Sanctum, with the need to
    escape.  You COULD backtrack all the way back through, but why not just make it
    easy on yourself and use Isaac's Psynergy Retreat to go back to the dungeon's
    Once you get the hell out of there, it cuts to the Vale villagers observing the
    eruption.  When you appear, the crowd comes to learn that you were in Mt. Aleph
    and Jenna and Kraden have been kidnapped.  They demand to hear the whole story.
     You relate the story within the town's sanctum.  After the retelling, the
    Great Healer reveals that the Wise One has been psychically contacting him.  It
    turns out the the eruption is impossible to stop, but the Wise One will prevent
    the lava from reaching Vale.  He also reveals to the people in the sanctum the
    fright of the Elemental Stars.  The Great Healers tells that the Wise One has
    chosen Isaac and Garet to undertake the quest of saving the world, much to the
    chagrin of the others.  You are asked if you want to undertake the quest. 
    Obviously, you should say Yes.  If you say No, and exit the sanctum, the game
    is over.  That would be bad.  The Wise One himself appears at this point, and
    creepily says that he will be "watching you".  You are once again told to seek
    the Djinn.  You will set off tomorrow, onto the World Map!
    (Note-I suggest you upgrade your weapons and armor before heading off, but this
    is not absolutely necessary.)
    To be continued...
    PP: 4
    Target: 3 enemies
    Description: Attack with flaring flames.
    PP: 4
    Target: 3 enemies
    Description: Attack with a powerful quake.
    More to come.
    None yet.
    PP: 3
    Target: 1 ally
    Description: Restore 70 HP.
    More to come.
    PP: 2
    Description: Move an object on the ground
    PP: 6
    Description: Return to the dungeon's entrance.
    More to come.
    Earth Djinn #1-Flint
    Visible on the World Map the first time you go on the World Map.  Just run into
    him to get him to join.
    Setting Effects (Isaac):
    HP +9
    PP +3
    Attack +3
    Battle Effect:
    Strike a blow that can cleave stone. (One enemy)
    The rest coming in later updates.
      X. ITEM LIST
    Long Sword
    Cost: 200
    Sell Value: 150
    Who can equip: Isaac, Garet
    Equip effect: Attack +14
    Cost: 80
    Sell Value: 60
    Who can equip: Isaac, Garet
    Equip effect: Attack +6
    Short Sword
    Cost: 120
    To sell: 90
    Who can equip: Isaac, Garet
    Equip effect: Attack +8
    Wooden Stick
    Cost: 40
    To sell: 90
    Who can equip: ?
    Equip effect: Attack +4
    Leather Cap
    Cost: 30
    To sell: 22
    Who can equip: Isaac, Garet
    Equip effect: Defense +3
    Cotton Shirt
    Cost: 20
    To sell: 15
    Who can equip: Isaac, Garet
    Equip effect: Defense +3
    One-Piece Dress
    Cost: 25
    To sell: 18
    Who can equip: ?
    Equip effect: Defense +4
    Travel Vest
    Cost: 50
    To sell: 37
    Who can equip: Isaac, Garet
    Equip effect: Defense +7
    Padded Gloves
    Cost: 10
    To sell: 7
    Who can equip: Isaac, Garet
    Equip effect: Defense +2
    Wooden Shield
    Cost: 40
    To sell: 30
    Who can equip: Isaac, Garet
    Equip effect: Defense +6
    Coming in later updates.
    Coming in later updates.
      XIII. FAQ
    None yet, obviously.
    Myself-For taking the time and effort to write this FAQ/Walkthrough.
    CJayC-For running the best gaming site on the internet, GameFAQs.
    Camelot-For designing the first real RPG for the Game Boy Advance.

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