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. |
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Unseen Map Data#
Link Lobby#

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 |
そんなパラメータないぞ |
なんだ ひやかしかい |
English |
Choose your parameters here. |
0 |
The settings are made. |
There's no such parameter. |
What is this, just a tease? |
Spanish |
Cambia aquí la configuración. |
0 |
Las opciones están fijadas. |
No hay dicha opción. |
¿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. |
Ce paramètre n'existe pas. |
Qu'est-ce? Une vanne? |
German |
Wähle deine Einstellungen. |
0 |
Die Einstellungen sind getroffen. |
Diese Einstellung gibt es nicht. |
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。 |
Hey there, everybody. |
Est-ce que tout le |
Hallo, alle zusammen! |
Hey there, everybody. |
|
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"
|
0813e115 |
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Pre-release Fizz (djinni unleash)
|
0814b351 |
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"Element Harvest" = Possibly an early pre-summon sequence
|
081539d1 |
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"Grim Omen"
|
081539d1 |
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"Seal Strike"
|
Index #67 (0814627d) |
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"Melty Blue" = Unfinished screen transition?
|
08145c69 |
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"Mosaic Transition" = Unfinished screen transition?
|
08125aa1 |
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Unfinished Sequence = Possibly for a boss entrance?
|
0813e7e1 |
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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.
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To do: |
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.
“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#
Menu Graphics#
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To do: |
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.
Link?#
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#
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This page or section needs more images. |
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#
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This page or section needs more images. |
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#
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To do: |
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.
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 |
Japanese |
English |
English |
German |
German |
French |
Spanish |
Italian |
French |
Spanish |
Italian |
|---|---|---|---|---|---|---|---|---|---|---|---|
{text_effect:4}・・・{actor_name:1}殿 あなたは |
・・・{actor_name:1}殿 あなたは |
{text_effect:4}{actor_name:1}, you are the final |
...{actor_name:1}, you're a |
{text_effect:4}{actor_name:1}, du bist der letzte |
{actor_name:1}, du bist jetzt |
{text_effect:4}{actor_name:1}, you are the final |
{actor_name:1}, vous participez |
{actor_name:1}, eres un participante |
...{actor_name:1}, sei |
||
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 |
English |
French |
|---|---|---|
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German |
Italian |
Spanish |
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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 |
|---|---|---|
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German |
Italian |
Spanish |
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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 |
No one ships to Garapas so |
Nadie visita Galapas, así que |
Si Garapas ne reçoit aucune |
Nessuno arriva ad Apojii |
Es fahren keine Schiffe mehr |
だけど ガラパスどくとくの |
On the other hand, I suppose some |
Por otro lado, supongo que |
Mais j'imagine que Garapas |
D'altronde, suppongo, le |
Andererseits nehme ich an, |
- Inconsistency regarding the Burst psynergy and the Burst Brooch (ES)
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.
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The Golden Sun series | |
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Game Boy Advance |
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Nintendo DS |
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