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Golden Sun: The Lost Age - Walkthrough Chapter 2

Enter into Alhafra and when you get into the middle of the town you'll trigger a scene. When the scene is finished you'll want to visit the second floor of the Inn and speak with Alex for another one. Afterwards you'll want to visit the eastern portion of Alhafra and walk onto the pirate boat for yet another scene. Head inside of the pirate ship when the outside scene is finished and go downstairs for our final scene.

When this final scene is finished you'll be thrown into a boss fight immediately against Briggs and his men. Since we are doing this boss fight before completing the next dungeon (Air's Rock) it's going to be quite a challenge. You may need to do some leveling up outside of town to successfully beat Briggs.

After beating them you have a few optional things you can do in this town, you can clear the debris from the ship's mast as well as enter the Alhafran Cave which will have a bit of optional loot for us. I recommend you save the ship mast for later since we can't clear all of the debris now anyway.

To enter the Alhafran Cave you'll first need to get the Large Bread from the ship. You can do this by using the Tremor Psynergy on the box in the backroom of the boat; to access the backroom you'll first have to move the giant box using the Move Psynergy.

Once you get the Large Bread you'll need to give it to the kid that's crying by the stairs in Alhafra (pictured below). Doing this will give you the flag you need to get past the guard in the northwestern portion of Alhafra (it's the kid's dad) allowing you to access the cave.

Alhafra Hungry Child
Give the Large Bread to the child in Alhafra

Inside of the Alhafran Cave you'll find Ixion Mail, 123 Coins and a Lucky Medal. There is nothing else we can do here for now so turn around and leave once you get the goodies. Our next destination is the Yampi Desert again - previously we took the northern exit to reach Alhafra but this time we're going to take the southern exit.

Note: Since we beat Briggs in Alhafra now - we're actually able to recruit Piers into our party before doing the next dungeon (Air's Rock). This will require quite a bit of back tracking though and isn't necessary since the next dungeon isn't very challenging. I'd only recommend this to advanced players who have beaten the game once already. It's neat though to know you can get Piers so early in the game.

When you enter Yampi Desert this time you'll want to go almost directly south. You'll pass a sign that warns you this is a one way exit - continue past the sign and exit out of the dungeon to find yourself back on the World Map. The section of the World Map we have access to right now is pretty big - the next town we'll want to visit is Mikasalla which is far to the southwest of where we exited the desert. On the way to Mikasalla you'll pass by Garoh which is another town we'll be visiting soon.

There are two things that we want to do in Mikasalla - buy some new armor/weapons at the shops and get Spark, a Mars Djinni. Aside from Spark there is also another Djinni that we'll want to get in the nearby area, a Mercury Djinni named Sour. For more information about both of these Djinni like where they are found and how to get them you should check out my Djinni Locations (Part 1) Guide.

Just north of where you find Sour on the World Map there will be a dungeon called Osenia Cave, this is our next destination. Inside Osenia Cave you'll find an X that marks the spot, use the Scoop Psynergy on this X and it will give you access to the tablet in the northern part of this room. Inspecting the tablet gives you the Megaera Summon for your characters. That's all we need in this dungeon, after obtaining it exit and head over to the next town - Garoh.

If you've forgotten where Garoh is, you'll find it directly south of the Yampi Desert exit that we took previously in this guide. All you need to do in Garoh is trigger some scenes with the townsfolk; when you first enter the town there will be a scene explaining what Garoh is. Explore a bit of the town to collect hidden goodies and talk with anyone you'd like to learn more. In the northeastern portion of town you'll find the Mayor/Elder's house, when you go up the stairs there will be a brief scene with him. He comes out of his cave using the Reveal Psynergy and enters again.

That's all there is to do in town for now, our next destination is the dungeon of Air's Rock. You'll find Air's Rock directly north of Garoh in a giant desert. It's hard to miss since it's a large oval rock that's pink in color sitting in the middle of a desert.

Airs Rock Dungeon

The very first puzzle that we encounter in Air's Rock will require you to use the Whirlwind Psynergy on the stone next to the sign. You may not have this Psynergy available to you at the moment because of the Djinni you have assigned to your characters - so the question becomes "How do I get the Whirlwind Psynergy?"

Sheba is the character who will get Whirlwind since she is a Jupiter Adept. If you don't have it - the first thing you'll want to make sure is that you don't have the Mysterious Card item equipped to her. This card will change her class away from what we need. Next, make sure that Sheba only has the Jupiter Djinn equipped. Any other Djinn she has equipped will change her class and her Psynergy skills. You can Set any Djinni you don't want to be equipped by using Standby in the menu.

If you're confused about what Djinni are Jupiter and which aren't - make sure Sheba only has Breath and Blitz on her and the rest are on Standby (or equipped to different characters). This will make sure that she is a Jupiter Adept and that means she'll automatically know Whirlwind.

Using Whirlwind on the stone at the entrance will cause your tornado to travel north and clear the blockage. Throughout this area there will be numerous other wind stones that you can use Whirlwind on - each time you use Whirlwind on one of these stones it will shoot a tornado in the direction you're facing to clear the route. Remember this mechanic because you'll have to use it a couple of times in this area to collect all of the treasures and progress. On one wind stone you'll have to use Whirlwind twice to clear both obstacles to the north (this lets you loot a chest with a Cookie inside).

To progress deeper into this dungeon you'll want to make your way over to the large pink tornado thing in the north and use Whirlwind on it. Doing this will clear the dirt/mud off of the wall and allow you to climb up to the next area.

In this next area you will find numerous machines that spit tornados; getting hit by one of them will cause your character to be swept away until you hit a rock/obstacle. To reach all of the optional treasures you'll need to get hit by some of these but other ones you'll want to avoid. Our exit is in the north-central portion of this area (pictured below). To reach it you will need to get hit by one whirlwind and carried to a new platform, navigate up the climbable area and push a pillar off the ledge. This will let you get hit by another whirlwind which will carry you to a new platform you could not previously access.

Airs Rock Pillar To Move
Push the pillar off the ledge so it's at the same location in my screenshot; let the Whirlwind carry you to a new platform to continue

Continue up the new ladder to go deeper into the dungeon. The next screen of this dungeon has more faces that spit whirlwinds at you, this time though the whirlwinds are here to stop you from climbing up. Avoid all of them as you climb up the wall to reach the top. Once you're at the top drop down and push the pillar at the bottom to the side, this will give us an alternate route up to this screen which is much easier to access. You can also collect the Sleep Bomb from the chest if you want. Ride the whirlwind back to the top when you're done and continue deeper.

The primary puzzle we have to solve in this next area involves the two pillars that are blocking the "slide down" thingy. You need to use the Move Psynergy on one of them to push it aside when we first come through this area. Then you'll have to circle around to the other side of these pillars and use Move on the second one to make sure both are pushed aside. This will give you access to the slide down area which will let you ride a Whirlwind to the top. Doing this will give you access to a new route; follow it to the next area and use the Move Psynergy on another pillar to clear a route to another one of those giant purple whirlwind things.

Now, backtrack to the original route that lets you access that area and use the Whirlwind Psynergy on the large purple whirlwind thing. This will clear all of the fog for you and let you climb up to another part of the dungeon. When you climb up to the peak the first thing you'll notice is a chest to your right. Inside is a Fujin Shield which is a very powerful shield but in order to get it you'll have to back track all the way around the previous puzzle and climb up to this area from the other route again. It's up to you if you feel like doing that.

When you're ready to continue with the dungeon use Whirlwind on the purple whirlwind thingy, doing this will reveal a cave entrance on top of the peak - enter it. If you thought the previous part of the dungeon was difficult then you're in for a real treat because this is where the real puzzles are.

As of right now you'll want to follow the linear route through the dungeon - you'll be taken on a tour through many rooms showing you all the puzzles we're going to have to solve. Something you should pay attention to is the symbols on the ground before many of the doorways. Most of the doorways in this part of the dungeon will have colored dots in front of them which will give you some directions when navigating this area. For now you'll want to go through the doorway with the two red dots, it will lead you to the location shown in my screenshot below.

Airs Rock Interior Pillar Puzzle

In order to align the pillars like you see in my picture above you'll need to use the Pound Psynergy on the gray cylindrical pillar on the right; this will cause the one in the middle that I am standing on to pop up. After you've done that align all of the pillars how you see in my picture above and jump across them to reach our first wind crystal. Use Whirlwind on it to clear the dirt blocking our path and then backtrack to that area and proceed through the new opening.

You'll find another wind crystal in the room to the north, face south and then use Whirlwind on it to clear the blockage to the south of you. Follow the linear route to a room with a pillar and push it all the way over to the left as far as it can go. After doing this you'll want to backtrack to the area that lets you jump across this pillar to reach a new section of the dungeon.

Again, follow the linear route around until you find a pillar that you can move. Moving the pillar to either side will reveal an air vent and also stop the air vent next to us from blowing which lets us pass. This is a mechanic we'll be using a few more times in this part of the dungeon so keep it in mind.

The next room can be a little bit tricky so I have provided a screenshot to help out with my explanation. First you'll need to walk by the air vent and use the Move Psynergy on the pillar to move it right once. This will let you pass the air vent that's blowing and get to the climbable wall area. Once you're past the air vent you'll want to use the Move Psynergy on it again it push it back so that it's in its original position - like you see in my picture below. You need to move it back to its original position otherwise we can't jump across to access the next area.

Airs Rock Vent Puzzle
Move the pillar once to pass then move it back so that you can jump across it to reach the next area

In the next part of the dungeon you'll find another wind stone, move the pillar south of it down and you'll create a shortcut to this area. Further south of this pillar you'll find a room with another pillar that we have to push over to the right once, this will clear a steam vent for us and let us access a new doorway in the southwestern portion of the room.

Go through this new door and follow the linear path, it will lead you to another doorway with three blue dots. In this room you'll find a wind crystal that you'll want to use Whirlwind on; this will rotate the large stone wall in the center of the room. Jump across the large stone wall and follow the route to another wind crystal; when you use whirlwind it will rotate the wall back to its original position.

Head over to the stone wall and push the pillar nearby down into the gap before you walk across (this will make a shortcut for us). Continue to the next doorway marked with 3 blue dots. You'll find this next room to be easy, use Whirlwind on the wind stones when you find them and follow the linear route.

The next few rooms you can't do anything in except follow the linear path through them. Eventually you'll come to a room with purple crystals for walls and a giant crystal in the center of it. Inspect the Psynergy Stone and it will restore the PP of everyone in your party. When you're done continue along the linear path to come to the central room of this dungeon with one of those giant purple whirlwind things (pictured below).

Airs Rock Central Room

As you can probably imagine, you'll want to use Whirlwind on the giant purple thing. This will activate the whirlwind face spitting things and let us proceed even further into the dungeon... but first you'll want to take the far right exit in this room across the jumping platforms - this will lead you to a doorway that puts you back outside. Push the pillar over here to clear the route down and this will open up a major shortcut for you allowing you to skip the entire part of the dungeon we just went through. This isn't necessary but it saves you a ton of time if you ever come back through here.

When you're ready to proceed step onto the face that spits whirlwinds to the south of the pink thing we just activated. This face will spit a whirlwind that carries you all the way back to the first part of this dungeon... Where there will be another pink whirlwind thingy that we can activate. Yay! Now every face in the dungeon is spitting whirlwinds!

Exit this central platform to the left by using Move on the pillar. You can grab the chest in this room now for a Vial if you want but our goal is to exit in the top left (through the doorway marked with a single yellow dot). At this point we'll now be back in a room with two exits, one side will have two blue dots and the other will have two red dots. Both of these routes lead to something we need - one of them is optional. If you want to get the optional Summon Tablet follow my instructions below, otherwise continue through the door with the two blue dots.

 

How To Get The Summon Tablet

Go right through the door with two red dots, continue through this room and take the doorway you see with two red dots. This will put you into the air vent room from before; you'll also see three red dots on the ground when you enter this room (you can see the doorway in the screenshot below). Ok so, what you need to do inside of this room is go all the way to the north where you'll find a face that spits whirlwinds.

If you ride the whirlwind that this face spits it will put you into a new area with a wind crystal. If you shoot a whirlwind south using this crystal you can have that whirlwind carry a pillar like you see in my screenshot below. You'll need to align the pillar to the south of this wind crystal to be directly in the path of your whirlwind. This will carry the pillar down to where you entered and let you use it to reach the tablet.

Use Whirlwind to carry the pillar

Inspecting the tablet will teach you the summon Flora; it requires 2 Jupiter Djinn and 1 Venus Djinni to summon her. Now that we've got that it's time to return to the previous room and continue with the rest of the dungeon.

 

Continue With Air's Rock Dungeon

Like I said earlier, when you want to complete this dungeon you'll go through the door with the two blue dots at the previous fork in the road. This door will lead you to the room shown in my screenshot below. In this room you'll want to push the pillar over to the left so that you can jump to it when you ride the Whirlwind across the room. You can see me standing on this pillar in the picture below.

Airs Rock Whirlwinds

Honestly the rest of the dungeon is pretty straight forward, in the room to the north you'll find a face that spits whirlwinds. The default placement of the face will get us across to the other side and let us continue; only slide it up if you want the treasure. In the next area push the one pillar off the ledge to create a shortcut and then use the Move Psynergy on the other pillar in the southeast to clear the air vent that we need. Exit through the door with two blue dots.

Make your way through the next room by climbing over the ropes and exit through the door with 3 blue dots. In the next room you'll find a wind crystal; stand on the northern and western side of it and use whirlwind on both. Grab the chest in this room if you want, to continue go through the door in the bottom right corner marked with 4 blue dots.

The next room will have two routes that go north, take the one on the left first since that leads to a face that is spitting wind. You'll need to use the Move Psynergy on it to push it aside, this lets us go up the other path that leads to the exit. From here it's a linear route to another face that spits wind, use it to fly across the gap in the main room and then climb up to reach a set of floating platforms. Jump across the platforms to reach the temple in the central chamber - enter it.

Go straight inside of this temple and inspect the tablet in the northern part to learn the Reveal Psynergy on Sheba. We'll need to use this Psynergy to exit this area, when you jump around the platforms to leave you'll eventually reach an area with a circle of platforms but nothing you can jump to in the middle. You'll need to use the Reveal Psynergy to reveal a platform in the center of this circle.

Sheba learned Reveal

After getting Reveal you're now done with the Air's Rock dungeon. The fastest way out is to use the Retreat Psynergy on Felix, once you're out of this dungeon it's time to head back to Garoh so that we can get another Djinni. Like always I am going to send you to the Djinni Locations (Part 1) Guide for the specifics on how to get the Djinni.

While you're in town you may want to get the Hypnos' Sword too. Use Reveal on the six platforms inside the cavern in the left portion of town; this will open up a route that leads you to the chest with the weapon. It's a pretty good weapon for this era of the game.

Note: There are optional treasures that you can get with the Reveal Psynergy in the last few dungeons/towns that we did. It's up to you how much of that loot you'd like to go out of your way for, I am not going to list it here since most of it is garbage you can buy at the item store.

Since we're done with Air's Rock and Garoh it's time to return to Madra and trigger an event here (if you didn't already). When you return to Madra you'll be stopped at the gate just like last time, this time you'll learn that a different gang raided Madra and stole a Black Orb. This event is all you need to see in town, once you've seen it exit town and head east to Gondowan Cliffs.

Gondowan Cliffs

When you enter the Gondowan Cliffs you'll want to use the Scoop Psynergy on the small patch of dirt in front of the dog to expose a water fountain. Ride the water fountain up and use it to jump to a nearby cliff. Follow the linear path until you reach an area with a Mars Djinni and three spots that you can slide town. Slide down the middle one and go to the left; use the Move Psynergy on the pillar when you reach the dead end. This will push the pillar into the water and create a route through for us.

For the next part you'll have to jump across a bunch of stones in the water to make it to some vines. Continue along the path going east until you reach a large rope that you have to walk across; going across this rope will take you out of the instance and let you continue with the story. I recommend you go up the nearby vines first because they will take you to the Djinni of this dungeon. As always, check out my Djinni Locations (Part 2) Guide for more information on how to get this Djinni. That's right, we've reached Part 2 already!

After getting the Djinni you'll want to exit this dungeon and return to the World Map. Before you visit the next town (Naribwe) you'll want to get another Djinni that we can find as a random encounter on the World Map. Just like before, use Djinni Locations (Part 2) Guide if you need a screenshot or directions of where to go.

You'll find the town of Naribwe almost directly north of the Gondowan Cliffs. The only thing for us to do inside of Naribwe is get the Unicorn Ring; this is optional so feel free to skip it. Access the back yard of the northeastern house in Naribwe, use the Whirlwind Psynergy on the leaves blocking the ladder here and climb up to the new area. Use Reveal on the circle of rocks and loot the Unicorn Ring from the chest in the middle. This ring will let you cure Poison during battle a few times before breaking on you and becoming useless.

When you're ready to advance the story continue north of Naribwe to the Kibombo Mountains.

 

Continue to Golden Sun: The Lost Age - Walkthrough Chapter 3

Return to Golden Sun: The Lost Age - Walkthrough Chapter 1