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Golden Sun: The Lost Age

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Golden Sun: The Lost Age is the second game in the Golden Sun series. The game picks up the story during the events of the previous game and puts the player in the roles of the previous game's antagonists.

Debug Mode#

Just like in the original Golden Sun, this game also has a Debug Mode. To enable it, use the code 03001238:01.

  • Holding L will allow you to walk through walls.
  • If you open the Pause Menu, you will see three extra options that don't do anything.
  • Press L + Start to open the Palette Menu.
  • Press B + Start to open the Warp Debug Menu, which will allow you to go to any room in the game.
  • Press B + Select to open the Story Book Flags Menu.
  • Pressing Start + Select should make the frames pause; button presses will advance frames.
  • In battle, hold Start as you open the Status menu to see enemy stats.
  • During cutscenes, press R to enable Dialogue Skip mode. Press L to disable it. Will only work for cutscenes that allow for it. (It is manually added by each of those events.)

(Source: goldensunhacking.net)

Here are a few screenshots of those menus in respective order:

Turn on flag 16D in the Flag menu, go in battle, and during the Attack Sequence (or during fleeing) you can do the following:

  • Press R to destroy the enemy's team.
  • Press Select + R to destroy your own team.

There are a number of menus that can be opened that are not accessible via the debug mode mentioned above, so replace the Pause menu by putting the following values at 0803835C.

  • 0802DE8D = Sprite Viewer. - Going to this screen enables debug mode. (03001238:02)
  • 08040A49 = Music menu.
  • 08040D71 = Menu that starts with "Full PP and Money". - None of these options work. The function uses an argument for which item is selected, but when you pick one, the entry you picked is returned. It is assumed that the function that is meant to use the return value was removed?
  • 080410F9 = Special Warps. - These may, depending on the warp, give you items, set/clear flags, set psy shortcut for R button, etc.
  • 08041351 = Psynergy menu. - L and R buttons can be used to set Psynergy Shortcuts. Felix's party all get 500/500 for PP, but Isaac's party is left out.
  • 08118959 = Battle test? - A battle will open. But you can choose between invisible options if you hold Down first before the function is called. (Basically party/enemy setups.) For Party Setups, you can also check the guy in Link Lobby. (Use warp menu, set map to 312 and door to 0, go south, walking through wall.)
  • 081C0051 = A music menu that lacks a GUI. It is similar to the one that does, but has many differences. (Start will fade the song instead of stopping it. B will stop the song instead of exiting the menu. There are three menu options you can go through with Up/Down instead of four (Select might change FX?) Also, this menu cannot be exited.)

There's a function at 0811C538 that allows you to use L/R to rotate the camera in battle.

Unused Areas#

Unused Rooms#

Map #

Internal Name

Name

Notes

Picture

313-320

TEST0-TEST7

Test 0-Test 7

These appear to be blank rooms, but the collision data suggest otherwise. They are basically copy-pasted versions of used rooms.

321

GET_ITEM

Icon Test / Face Test

322

YAMTEST

Psynergy Test

YAM likely refers to Yutaka Yamamoto? Other games he has worked on may also feature a Yam test.

323

YAMTEST2

Psynergy Test 2

YAM likely refers to Yutaka Yamamoto? Other games he has worked on may also feature a Yam test. The wrong map file is assigned to this room.

324

SHOPTEST

Shop Test

Going here from door 99 will give you Isaac's party.

Unseen Map Data#

Like in the previous game, Link Lobby has four unused corridors.

Crossbone Isle#

The world map file includes the separate section with Crossbone Isle from the first game. This cannot be reached since there's no warp point to it.

Mercury Lighthouse#

A small section is used in the final cutscene, but the actual map is bigger and includes more of the lighthouse from Golden Sun.

Suhalla Gate#

Only parts of these maps can be explored in actual gameplay, but the whole two Suhalla Gate maps from Golden Sun are here. The slopes and vines work, though the warps don't work correctly.

Unused NPC#

The same NPC that went unused in the first game appears here as well, but without the Captain portrait. The non-English European versions have some differences when compared to the first game. Spanish, French and German added a translation for “The rest is up to you”; Spanish and German added a translation for “Ask Mr. Sugimoto”.

Japanese

パラメータセットのせんたくをするんだな

0

せっていできたぞ
あとはお前のセッティングしだいだ

そんなパラメータないぞ
すぎもとさんにきいてみなさい

なんだ ひやかしかい

English

Choose your parameters here.

0

The settings are made.
The rest is up to you.

There's no such parameter.
Ask Mr. Sugimoto.

What is this, just a tease?

Spanish

Cambia aquí la configuración.

0

Las opciones están fijadas.
El resto depende de ti.

No hay dicha opción.
Pregúntale al Sr. Sugimoto.

¿Qué es esto, una broma?

Italian

Qui puoi scegliere i parametri.

0

Impostazioni completate.

Questo parametro non esiste.

Che fai, perdi tempo?

French

Choisissez vos paramètres ici.

0

Le paramétrage est fait.
A vous de jouer!

Ce paramètre n'existe pas.

Qu'est-ce? Une vanne?

German

Wähle deine Einstellungen.

0

Die Einstellungen sind getroffen.
Der Rest liegt bei dir.

Diese Einstellung gibt es nicht.
Frag Mr. Sugimoto.

Was soll das? Veräppelung?

The “You can't save here” messages from the first game are present here too:

Japanese

English

French

German

Spanish

Italian

ここではきろくできません

You can't save here.

Vous ne pouvez pas sauver ici.

Du kannst hier nicht speichern.

No puedes guardar aquí.

Imposs. salvare qui.

ほんとはね

Really.

Vraiment.

Wirklich.

En serio.

Davvero.

After these lines, a new set of unused messages appears:

Japanese

English

French

German

Spanish

Italian

{protagonist_name}は スイッチを そうさした

{protagonist_name} flipped the switch.

{protagonist_name} tourne l'interrupteur.

{protagonist_name} legt den Schalter um.

{protagonist_name} accionó el interruptor.

{protagonist_name} aziona l'interruttore.

はろー、えぶりばでぃ。
はうあーゆー?

Hey there, everybody.
You all doin' all right?

Est-ce que tout le
monde va bien?

Hallo, alle zusammen!
Geht es euch gut?

Hey there, everybody.
You all doin' all right?

おー、べりーないす!

Oh, yeah... Feelin' fine!

En pleine forme!

Oh, ja... Alles in Ordnung!

Oh, yeah... Feelin' fine!

おっおー、ちあーあっぷ!CHRST

Aw, buck up, li'l camper!CHRST

Ah, fais pas cette tête!CHRST

Komm schon, lach ein bisschen!CHRST

Aw, buck up, li'l camper!CHRST

The messages are kept in English for the Spanish and Italian releases. The Japanese messages are actually English phrases written in hiragana (“Hello, everybody, how are you?”, “Oh, very nice!” and “Oh, cheer up!”). No idea about the “CHRST” in the last message, though.

Unused Music#

The first overworld song, named song042 when ripped with GbaMusRiper, has a finished drum track, but is otherwise muted.

Original

Restored

The Lemuria theme also has an extant but otherwise muted track.

(Source: https://youtu.be/e4-bXbS-p2U)

A "hand clap" drum sample is included in the game's data, but never used in any song. The game's sample bank would be reused for Mario Golf: Advance Tour, which does use the effect; additionally, higher-quality versions of all the drum effects are present in Mario Golf: Toadstool Tour.

(Source: https://youtu.be/6IPemSEe3_M)

Djinn Tutorial Alternate Music#

If you hold Up soon after leaving Daila, flag 0x175 turns on. This causes alternate music to play for the tutorial music.

Unused Battle Animations#

In both Golden Sun games, there is a pointer table in which every entry corresponds to a battle animation. In the US version of The Lost Age, this table is located at 08197AA0. Every indexed battle animation has an ID, and these IDs (along with arguments) are defined in a table located at 08128C50. Additionally, many animations are coded within shared functions and are only differentiated by conditional ID branches; for example, the animations for Growth and Punji use the same base function, but Growth has an internal ID of x00 while Punji uses x01.

Both games also have an assortment of unused battle animations; most are not indexed. However, many of these animations are accessible through patches made by members of the Golden Sun Hacking Community; the Animation Overhaul (with Baseline) can be found here.

Below are some purposefully-made animations that exist in this game. Please note that all names are unofficial, but are included for quick reference if the patch linked above is used. Unless otherwise stated, all instances of a target being damaged are not part of the animation.

Description

Address

Visual

"Dagger Rain"

  • Does not use arguments.
  • Uses sound effects.
  • Exists in the first Golden Sun.
  • Hits target.

0813e115

Pre-release Fizz (djinni unleash)

  • Does not use arguments.
  • Uses sound effects.
  • Exists in the first Golden Sun.
  • Target flashes white.
  • Present, in modified form, in Spaceworld footage.

0814b351

"Element Harvest" = Possibly an early pre-summon sequence

  • Does not use arguments.
  • Does not have sound effects.
  • Exists in the first Golden Sun.

081539d1

"Grim Omen"

  • Does not use arguments.
  • Does not have sound effects.
  • Exists in the first Golden Sun.

081539d1

"Seal Strike"

  • Does not use arguments.
  • Uses a sound effect.
  • Exists in the first Golden Sun.
  • Attacker lunges forward.
  • Is indexed.

Index #67 (0814627d)

"Melty Blue" = Unfinished screen transition?

  • Does not use arguments.
  • Does not use sound effects.

08145c69

"Mosaic Transition" = Unfinished screen transition?

  • Does not use arguments.
  • Does not use sound effects.

08125aa1

Unfinished Sequence = Possibly for a boss entrance?

  • Does not use arguments.
  • Does not use sound effects.

0813e7e1

Dummy and Placeholder Enemies#

In this game, enemies have three variants of them. However, some enemy groups only have one or two variants used in-game, leaving unused enemies with placeholder stats. In the following table, only enemies with exclusive palettes are shown with a sprite. This does not include enemies from the first Golden Sun game, which are coded in this game, but left unused.

No.

Name (JP)

Name (romanisation) 

Name (EN)

Name (FR)

Name (DE)

Name (IT)

Name (ES)

Sprite

0

???

???

???

???

???

???

???

59

?

?

?

?

?

?

?

61

あらくれ2

Arakure2

Ruffian 2

Assassin2

Störenfried 2

Furfante2

Rufián2

62

あらくれ3

Arakure3

Ruffian 3

Assassin3

Störenfried 3

Furfante3

Rufián3

68

クレイジーゴリラ

Crazy gorilla

Crazy Gorilla

Psychogorille

Irer Affe

Gorilla folle

Gorila loco

74

チャンパ2

Champa2

Champa 2

Champa2

Champa 2

Champa2

Champa2

75

チャンパ3

Champa3

Champa 3

Champa3

Champa 3

Champa3

Champa3

88

オロチ6

Orochi6

Serpent 6

Serpent6

Vipera 6

Serpente6

Serpiente6

89

オロチ7

Orochi7

Serpent 7

Serpent7

Vipera 7

Serpente7

Serpiente7

95

ポセイドン3

Poseidon3

Poseidon 3

Poséidon3

Poseidon 3

Poseidone3

Poseidón

101

せんし3

Senshi3

Knight 3

Chevalier3

Adjutant 3

Cavaliere3

Caballero3

108

?

?

?

?

?

?

?

111

ワイズウルフ

Wise Wolf

White Wolf

Loup maudit

Scheewolf

Lupo bianco

Lobo blanco

117

バブーンゴブリン

Baboon Goblin

Baboon Goblin

Gnome babouin

Pavian-Goblin

Goblin scimmia

Babuigoblin

120

イビルモモンガ

Evil Momonga

Momangler

Momangler

Momangler

Laceratore

Necromomonga

123

キングコボルド

King Kobold

Kobold King

Roi Kobold

Kobold-König

Re Coboldo

Rey Kobold

131

ウイングランナー

Wing Runner

Winged Runner

Ailopède

Flügelläufer

Ala veloce

Correalado

140

ウルフシェイパー

Wolf Shaper

Skinwalker

Marolf

Gingiva

Strisciapelle

Carnicero

143

ディノザウルス

Dinosaurus

Dinosaurus

Dinosaurus

Dinosaurier

Dinosaurus

Dinosaurio

146

ダークマーダー

Dark Murder

Dark Murder

Meurtrier

Meuchelmörder

Omicida oscuro

Asesinoscuro

149

イビルビショップ

Evil Bishop

Bane Wight

Crânok

Fluchwichtel

Wight ferale

Sacerdote

152

フェアニーニンフ

Fainy Nymph

Weird Nypmh[sic]

Nymphe

Finsternymphe

Ninfa magica

Banshee

154

オールドウッド

Old Wood

Elder Wood

Boizantic

Nox Arboris

Rami antichi

Malacorteza

155

エストレイウッド

Astray Wood

Estre Wood

Boizestre

Nero Arboris

Rami sacri

Crústula

157

ダークウィザード

Dark Wizard

Dark Wizard

Génie obscur

Schwarzmagier

Mago scuro

Brujo oscuro

158

イビルシャーマン

Evil Shaman

Evil Shaman

Sorcier

Necrido

Sciamano nero

Mal Chamán

164

ポイズンシェル

Poison Shell

Poison Shell

Spiralis

Giftschale

Velenoguscio

Venenoconcha

176

ヒュージバード

Huge Bird

Fell Raptor

Rapace géant

Sturzraptor

Raptor feroce

Megarraptor

179

ウイングドラゴン

Wing Dragon

Winged Dragon

Dragon ailé

Flügeldrache

Drago alato

Dragón alado

185

ドラゴン

Dragon

Dragon

Dragon

Tatzelwurm

Drago

Dragón

194

ミニデス

Mini Death

Mini-Death

Croquemort

Mini-Tod

Morte minima

Nelchael

200

アークデーモン

Arch Demon

Aeshma

Aeshma

Aesma Daeva

Aeshma

Aeshma

202

バルログ

Balrog

Valukar

Valukar

Valukar

Valukar

Balrog

203

バルログ

Balrog

Valukar

Valukar

Valukar

Valukar

Balrog

206

エストレイバロン

Astray Baron

Estre Baron

Baronestre

Estre Baron

Barone mistico

Barón Estre

209

スピリットアーミー

Spirit Army

Spirit Army

Soldat esprit

Spiriti

Guerr. mistico

Soldespíritu

214

センチネル

Sentinel

Sentinel

Sentinelle

Sentinel

Sentinella

Centinela

215

センチネル

Sentinel

Sentinel

Sentinelle

Sentinel

Sentinella

Centinela

Elder Wood, Estre Wood, and Weird Nypmh can be seen in-game using the in-game Psynergies with their name. However, they still have their own unused enemy page.

Unused Psynergy#

  • 129 - Reflect: A Psynergy that was carried over from the first game and is usable in battle. It bestows Reflect, which does nothing.
  • 155 - Ma???? (Magnet): A Psynergy usable on the map. Upon use, a ring appears around the player which disappears after a few seconds. It can cause graphical glitches with Lash ropes. The ability may cause transitions between locations and menus to become glitchy. It can be accessed with GameShark/Codebreaker code 82000AA8 009B (changes Felix's first slot to Ma????).
  • 157 - A?? (Arrow): A Psynergy usable on the map. Upon use, a bow appears in front of the player, and shoots an arrow which embeds in NPCs and other objects. Can be used in Psynergy Test Debug Room to light a torch, and annoy Kraden. The ability appears glitchy sometimes, as it ignores the height-map, and thus may appear at the wrong elevation. It can be accessed by using the code 82000AA8 009D.
  • 298 - Aurora Field: Used by the Iris summon, though it can be given to Felix as Psynergy using the code 82000AA8 012A. It fully heals and revives your party, though it only targets the party that is currently active if used as Psynergy.

Abilities 114 (Taint), 115 (Poison), 117 (Confuse), 118 (Charm), and 119 (Paralyze) are unchanged from the first game and also remain unused.

To do:
Images of the Psynergies, information about accessing them.

Unobtainable Objects#

In the table below, items 15, 220, 221, 225, 232, 235, and 237 are leftover items from the first game that cannot be transferred to GS:TLA (because these are key items that are removed from your inventory once they fulfill their purpose) under intended circumstances.

Items 405-407, and 411-413 are fully-coded pieces of equipment that cannot be acquired in-game.

Item 450 is an item used for a boss battle mechanic, but it's never in the player's possession.

No.

Sprite

Name (JP)

Name (romanisation)

Name (EN)

Name (FR)

Name (DE)

Name (IT)

Name (ES)

Notes

15

ワークソード

Work Sword

Machete

Machette

Machete

Machete

Machete

It was usable in the prologue of the first game, where it was the only weapon available to young Isaac and Garet. If hacked into your objects and equipped, it shows the same behavior but cannot be unequipped.

220

ヴィーナススター

Venus Star

Venus Star

Etoile Vénus

Venus-Stern

Astro Venere

Estrella Venus

Played a role in the first game, but has no use in the second.

221

マーキュリースター

Mercury Star

Mercury Star

Etoile Mercure

Merkur-Stern

Astr.Mercurio

Estrella Mercurio

Same as the Venus Star. No longer has a purpose here.

225

ちいさなほうせき

Chiisana houseki

Small Jewel

Petit joyau

Kleines Juwel

Gioiellino

Joya pequeña

It was an item to be used in a GS1 dungeon (Sol Sanctum). Has no function in GS2.

232

イカリのおきもの

Ikari no okimono

Anchor Charm

Ancree enchantée

Anker-Talisman

Ancora incanto

Ancla Amuleto

It was an item to be used in a GS1 dungeon (Tolbi-bound Ship). Has no function in GS2.

235

ふねのチケット

Fune no ticket

Boat Ticket

Ticket bateau

Boots-Ticket

Bigl. barca

Pasaje de barco

Used in the first game to board the Tolbi-bound Ship, but has no purpose here.

237

レムリアのくすり

Lemuria no kusuri

Mystic Draught

Potion Lémuria

Mystik-Trank

Sorso magico

Cura Mística

It was an item to be used in a GS1 dungeon (Altmiller Cave). Useless in GS2.

405

ナイトグリーブ

Knight greave

Knight's Greave

Grèves

Ritterschutz

Schinieri

Canillera

Increases Defense by 8 and HP by 5. Its buy value is 2700 and its sell value is 2025.

406

シルバーグリーブ

Silver greave

Silver Greave

Grèves d'argent

Silberschutz

Schinieri arg.

Canillera plata

Increases Defense by 11 and Luck by 4. Its buy value is 3800 and its sell value is 2850.

407

シノビのわらじ

Shinobi no waraji

Ninja Sandals

Sandales Ninja

Ninja-Sandalen

Sandali ninja

Sandalias ninja

Increases Defense by 5 and the unleash rate by 15%. Its buy value is 2000 and its sell value is 1500.

411

アロマリング

Aroma ring

Aroma Ring

Anneau-arôme

Aroma-Ring

Anello aroma

Anillo aroma

Has no effect when equipped, but can be used to heal HP. Its buy value is 2300 and its sell value is 1725.

412

レインボーリング

Rainbow ring

Rainbow Ring

Anneau coloré

Regenbogen

An. arcobaleno

Anillo arcoiris

Has no effect when equipped, but can be used in battle to attempt to inflict Delusion on enemies. Its buy value is 900 and its sell value is 675.

413

たましいのゆびわ

Tamashii no yubiwa

Soul Ring

Anneau-âme

Seelen-Ring

Anello anima

Anillo Alma

Has no effect when equipped, but can be used to attempt to revive a downed party member. Its buy value is 1800 and its sell value is 1350.

450

あいずのふえ

Aizu no fue

Signal Whistle

Sifflet

Signalpfeife

Fischietto

Silbato

Although used by the boss Briggs to call Sea Fighters, it cannot be normally obtained by the player. If hacked into your inventory and used in battle, it summons a Sea Fighter in the enemy party.

Unused Map Logic#

E Tundaria Islet#

In E Tundaria Islet, attempting to walk on the water will cause Felix to go through a drowning animation, followed by the screen briefly turning black and depositing the player back at the entrance to the area. There is no way to access this without cheating as it is impossible to fall off into the water, suggesting that earlier in development it was possible. This was likely dropped for being too hard or simply not fitting within the series' design standards for movement.

Curiously, using Reveal will delay the drowning as long as it remains active.

GSTLA_UnusedMapLogic_ETundariaIslet.mp4

“YAMTEST” debug map#

You can use Blaze on the large flame next to Kraden to set him in fire. He will react, yell at you and move to a different place. If you do it again, his yell will be different. The text has only been translated into English and German (the other European localisations keep the English text).

Japanese

English, French, Spanish and Italian

German

あちゃーーー

GAH!

UAH!

なにすんじゃー!

What are you doing???

Was machst du den???

おわちゃー!

YARG!

ARGH!

Unused Graphics#

To do:
Add unused menu divider tiles.

These are ability range indicators, with columns representing ranges of 1, 3, 5, 7, 9, and 11 targets, which can be used in menus that show Psynergy abilities. The top row is used for abilities with diminishing effectiveness ratios, while the bottom would likely be used for abilities without these ratios. However, the game does not have any means of using the bottom row except in cases where abilities have a set range of "All" targets (for example, Break); the bottom right-most indicator is used in these cases. While the top row is fully implemented, ability ranges 9 and 11 are not assigned to any abilities that appear in these menus so they also go unused.

Each indicator uses two tiles, with the second being mirrored horizontally.

Golden_sun_link.PNGThe Legend of Zelda: Lost Age of the Golden Sun Present in the ROM are sprites of a character that closely resembles Link. The following GameShark/Action Replay code will change Felix's sprites to these:

759BE646 09FCAF90 
C8F712A9 DD7B08F2 
DD9FA7CB 542FB102 
AF9C69C9 54A98243 
AB223216 631A0C4F
1E27D83B BBFB6923 
2D190863 3F2DC15A 
E768D406 4E9779DC 
7C639D9F 4C442A5D 
C6A11B07 D4D76256 
ADB85D93 6D4F1230 
1E27D83B BBFB6923

Unused Ghost Army Idle Sprite#

The Ghost Army enemy points its spear to the right. This left-pointing version is unused.

Unused Jenna Sprites#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

If the event that sets Felix as the lead character is bypassed through debug warps, Jenna will remain the lead character on the overworld. While she is missing sprites for several basic actions (such as pushing objects and climbing diagonal ropes), she does have several sprites that aren't used. These include complete casting animations for all directions (unused as she doesn't get any Psynergy usable on the field when she is the lead character), injured sprites for the overworld if she is defeated but other party members are still active (unused as she never has allies when she is the lead character, so her defeat causes a party wipe), and sprites for nodding her head while looking in all directions (as she is only asked 2 questions, both in a cutscene where her facing is preset, most of these are unused).

Felix Drowning#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: While it can be seen in the above video, a clean spritesheet rip for this section would be still be nice to have.

Part of the above unused behavior in the E Tundaria Islet map. Felix has a large number of frames for use while drowning that go unused.

Unused Monsters#

The following sprites exist completely animated in the game, but no enemy in the roster uses them. Note that the small scorpion is different from the regular scorpion enemies (which are larger).

Unused Character#

This NPC exists in the game data with a sprite sheet and a portrait. According to the debug room, it might be a seller or an innkeeper.

Unused Text#

To do:
Add the equivalent text from the original Japanese script (and from the European localizations, if they have their own versions of the lines).

Meeting Piers in Kibombo#

Normally the player first meets Piers in Madra, where a mandatory cutscene with him takes place. Using hacks or a warp glitch to skip this cutscene, however, shows that Piers has separate dialogue for first meeting the party in Kibombo instead, fully implemented in-game. It differs from the dialogue players normally get at this point; the characters usually discuss their encounter in Madra, whereas the unused conversation here mentions the group's search for a boat.

Piers: "Wh-Who are you?!? What... What are your intentions?"
Sheba: "He seems to believe we are enemies..."
Jenna: "I hope he doesn't think we're with the Kibombo."
Piers: "I must admit, you don't look much like Kibombo... But that begs the question, if you're not Kibombo, then who are you, and why have you come here?"
Kraden: "They are...warriors. But how did you get in here?"
Piers: "Why are these warriors in a place like this?"
Sheba: "I'm not sure how to answer that..."
Jenna: "Actually, we've been looking for a boat... We kinda need one."
Piers: "You're looking for a boat... in the middle of the continent? That seems like a bad idea."
Sheba: "Hey, this wasn't exactly our first choice, you know?"
Jenna: "A tidal wave destroyed all the boats in the coastal towns."
Piers: "You're asking me to believe rather a lot, don't you think?"

(Source: The Adepts of Weyard)

Mind Reads#

There are a few points where the player does not have access to the Mind Read Psynergy due to the party splitting up. Two of these areas have NPCs with Mind Read dialogue implemented in-game, but they are impossible to see under normal circumstances.

Jupiter Lighthouse#

When the player reaches the lighthouse aerie to cast the Jupiter Star into the beacon, Karst and Agatio have Mind Read entries, but the player cannot view them without hacking.

Karst: Once Jupiter is lit, we'll have no need for you. Just watch...
Agatio: Do even think about resisting us... (sic) We have our own ideas about that. Once the beacon is lit, your usefulness will have run out for good.

It's strange that they would have these thoughts given that it's established that Adepts can sense when other Adepts use Mind Read, with Karst specifically responding with scorn when the player attempts a Mind Read on her at an earlier point in the game. This may have lead to the decision to leave them in such a state.

(Source: GS Wiki 12)

Prox Village#

After the events of Mars Lighthouse at the end of the game, the player is returned to Prox with only Felix and Isaac in the party. Even though the player does not have access to Mind Read at this point, all of the townsfolk have Mind Read entires implemented.

Proxian Mind Read Entries

Puelle's House

Puelle

Elder

Woman by Table

Woman in Basement

Man by Door

Sanctum

Great Healer

Shop

Man at Door

Shopkeeper

House above Inn

Woman

Man

House besides Inn

Woman

Child

Man

Inn

Innkeeper

Woman

House below Shop

Red-haired Woman

Blue-haired Woman

Man in Basement

Igloo

Woman

Outside (North)

Man 1

Man 2

Man 3

Woman 1

Woman 2

Woman 3

Outside (South)

Old Man

Man by Sanctum

Blue-haired Woman

Woman by Igloo

Boy 1 by Igloo

Boy 2 by Igloo

Girl by Igloo

Boy by Puelle's House

Red-haired Woman

Man by Inn

Girl by House

(Source: The Adepts of Weyard)

Colosso Finals Copied Messages#

Untranslated messages#

The Japanese game contains a copy of several lines from the first game, particularly from the entire Colosso map. These are not present in the international versions of the game. Due to the sheer length, these will not be reproduced here, but the chunk is located right after the text for the intro scene (Jenna and company, and the tidal wave).

Mistranslated message#

After the big chunk of Colosso text and some debugging/testing messages, there is a single piece of dialogue almost directly copied from the first game (with minor additions). Despite containing a copy of an older message, it was re-translated into English and German in a totally different (and incorrect) way. The French, Spanish and Italian editions keep the English mistranslation. The following table shows the original dialogue for comparison.

Japanese
(GS2, unused)

Japanese
(GS1, used)

English
(GS2, unused)

English
(GS1, used)

German
(GS2, unused)

German
(GS1, used)

French
(GS2, unused)

Spanish
(GS2, unused)

Italian
(GS2, unused)

French
(GS1, used)

Spanish
(GS1, used)

Italian
(GS1, used)

{text_effect:4}・・・{actor_name:1}殿 あなたは
ファイナルの戦士ですから
くれぐれも それをおわすれなく

{text_effect:6}わたしは ここにいますから
下見が おわりましたら
こえを かけて下さい。

{text_effect:2}よろしいですね?

・・・{actor_name:1}殿 あなたは
ファイナルの戦士ですから
くれぐれも それをおわすれなく

わたしは ここにいますから
下見が おわりましたら
こえを かけて下さい。

{text_effect:4}{actor_name:1}, you are the final
warrior, and this shall not
be forgotten.

{text_effect:6}I'll be here, so when you get
done checking things out, just
give me a call.

{text_effect:2}All right?

...{actor_name:1}, you're a
contestant in the finals.
Do not forget that.

I'll be right here, so
come see me when you're
done looking things over.

{text_effect:4}{actor_name:1}, du bist der letzte
Krieger. Dies soll niemals in
Vergessenheit geraten.

{text_effect:6}Ich werde hier sein. Rufe
nach mir, wenn du deine
Verpflichtungen erfüllt hast.

{text_effect:2}Einverstanden?

{actor_name:1}, du bist jetzt
ein Finalist. Vergiss das
bloß nicht!

Ich bleibe hier, also komm
zu mir, wenn du dir alles
angesehen hast.

{text_effect:4}{actor_name:1}, you are the final
warrior, and this shall not
be forgotten.

{text_effect:6}I'll be here, so when you get
done checking things out, just
give me a call.

{text_effect:2}All right?

{actor_name:1}, vous participez
aux finales.
Ne l'oubliez pas.

Revenez me voir quand
vous aurez fini de
jeter un coup d'oeil.

{actor_name:1}, eres un participante
de las finales.
No lo olvides.

Estaré aquí mismo, así que
ven a verme cuando termines
de examinar todo.

...{actor_name:1}, sei
un finalista!
Non dimenticarlo.

Torna qui dopo aver
dato un'occhiata
in giro.

Unused 3D Render Modes#

The 3D renderer used for The Lost Age's new battle animations has a lot of different render modes, a few of which go unused:

ID

Draw Mode

Blend Mode

Buffer Size

Used?

1

Flat colored

None

128x128

Used

2

Flat colored

Lighter color

128x128

Used

3

Flat colored

Additive

128x128

Used

4

Textured

Lighter color

128x128

Used

5

Textured

Additive

128x128

Unused

6

Textured, fade parameter

Lighter color

128x128

Used

7

Textured, fade parameter

Additive

128x128

Used

8

Textured

None

128x128

Used

9

Textured, fade parameter

Color 0 transparent

128x128

Used

10

Textured

None

64x64

Unused

11

Flat colored

None

64x64

Unused

(Source: FutureFractal)

Unused Content from Golden Sun#

The first game's bosses, young Isaac, young Garet, all out-of-battle sprites for all party members (including Jenna, which are stored separately from her new sprites), the ship used to cross the Karagol sea, various NPCs (but not their portraits), and some world map locations all have their sprites leftover in this game's code.

Additionally, all enemies from the first game are in the second, as are all battle backgrounds, weather effects (like the dust particle effect for when Sol Sanctum is collapsing), and some text. The only GS1 enemy sprite absent is Deadbeard's. If forced to appear in battle, it will show as a giant overworld Isaac, but Deadbeard's battle logic is fully coded.

Regional Differences#

Title Screen#

Since the game's title is localised, title screens are different. The non-English international versions have a different font/style for “TM”, and use different colours and positions for the logo.

Japanese
黄金の太陽:失われし時代

English
Golden Sun: The Lost Age

French
Golden Sun: L'âge perdu

German
Golden Sun: Die vergessene Epoche

Italian
Golden Sun: L'era perduta

Spanish
Golden Sun: La edad perdida

Opening Screen#

The Japanese version's opening says "THE LORD OF GOLDEN SUN THE 2ND BOOK". This is changed to "Golden Sun Book Two" in the English release, correcting the Engrish and use of all caps. All European versions of the game have the intro in the local language and retain the English version's use of proper capitalization and use of word over numeral, except the Italian version which uses the Roman numeral "II".

Japanese

English

French

German

Italian

Spanish

Music Test Localisation#

The French localisation team did not translate the English dialogue for the music test in the Link Lobby.

Blacksmith Price#

In the Japanese version, Sunshine's wife mentions how much the forging will cost and which item has been forged. In every localisation, she doesn't.

Japanese

English

French

German

Italian

Spanish

Translation Errors#

  • Formina Sage (EN, ES, FR, DE)

One of Dullahan's signature abilities is named “ファルミナスエッジ” in Japanese, which translates as “Fulminous Edge”. However, it was localised as “Formina Sage” in the English version. The error then was mirrored in the other European localisations. It was corrected in Golden Sun: Dark Dawn.

Japanese

Romanisation

English

Spanish

French

Italian

German

ファルミナスエッジ

Fulminous Edge

Formina Sage

Sabia Formina

Sage formina

Attacco

Formina

  • Danza Lluvia (ES)

In the Spanish localisation, ability “Regen Dance” was mistranslated as “Danza Lluvia” (Rain dance) because the team thought “Regen” was the German word for “rain”.

Japanese

Romanisation

English

Spanish

French

Italian

German

さいせいのまい

Saisei no mai

Regen Dance

Danza Lluvia

Danse de vie

Danza di vita

Regenerator

  • Ur Flash (EN, ES, FR, DE)

In the English localisation, ability ウルフラッシュ was mistranslated. It is some sort of portmanteau of ウルフ (wolf), スラッシュ (slash) and フラッシュ (flash), but it was literally romanised as “Ur Flash”. The error was mirrored in other European localisations.

Japanese

Romanisation

English

Spanish

French

Italian

German

ウルフラッシュ

Wolflash

Ur Flash

Flash Ur

Flash d'Ur

Lampo

Urblitz

  • Vital Moon (EN, ES, FR, DE, IT)

In the English localisation, ability きゅうしょづき was mistranslated. It means “Vital thrust”, but づき was interpreted as Japanese word 月 (moon) instead of 突き (thrust), so the English version ended up as “Vital Moon”. The European localisations followed suit.

Japanese

Romanisation

English

Spanish

French

Italian

German

きゅうしょづき

Kyuushodzuki (Vital thrust)

Vital Moon

Luna vital

Lune vitale

Luna vitale

Lebenslicht

  • Garapas (EN, ES, FR, DE)

In Apojii Islands, when mind-reading the shopkeeper, she mentions “Garapas” twice, which is actually the original Japanese name of the place (ガラパス島). Only the Italian localisation detected and corrected this error. The Spanish localisation even adapted “Garapas” as “Galapas” for a less Japanese-sounding name.

Japanese

English

Spanish

French

Italian

German

ガラパス島は 島のそとからは
ほとんど なにも入らないから
品ものは すくないかなあ・・・

No one ships to Garapas so
I wonder if wares are scarce.

Nadie visita Galapas, así que
me pregunto si las mercancías
escasean allí...

Si Garapas ne reçoit aucune
livraison, les marchandises
doivent se faire rares.

Nessuno arriva ad Apojii
quindi non ci sono altre merci.

Es fahren keine Schiffe mehr
nach Garapas. Daher frage ich
mich, ob die Waren knapp sind.

だけど ガラパスどくとくの
商品もあるんじゃないかしら。

On the other hand, I suppose some
wares are unique to Garapas.

Por otro lado, supongo que
hay mercancías que son
propias de Galapas.

Mais j'imagine que Garapas
fabrique ses propres objets.

D'altronde, suppongo, le
merci di Apojii sono uniche.

Andererseits nehme ich an,
dass manche Waren einzig-
artig für Garapas sind.

  • Inconsistency regarding the Burst psynergy and the Burst Brooch (ES)

GS2_SPA_Burst_inconsistency.png
The Burst psynergy was localised as “Estallar” in the Spanish version, but the item description for the Burst Brooch mentions it grants the “Voladura” psynergy.