Golden Sun: The Lost Age - Walkthrough Chapter 6
This chapter begins with us having obtained all 3 prongs that we need to forge the Trident. Before we are able to forge it we'll first have to complete some other tasks first. To initiate the first of these tasks we need to visit Champa and do some socializing. Once we're done there we'll be visiting Alhafra to fix the boat that is in the harbor, depending on how long you've been following this guide you may or may not have already done this.
If you need help finding Champa or Alhafra check out the Golden Sun: The Lost Age Map that I am using, it's very helpful and well done. Champa is quite literally right next to the previous dungeon we just did so head on over and dock your boat.
All we need to do in Champa is visit Obaba in the caves (she is on the 3rd floor or so, a woman is standing right outside of her room). There will be a short scene with her after which you are free to leave town. On your way out of town there will be another scene with your group and Alex's new group. I believe all of this is optional but if you want the full experience of the whole story then these scenes are fairly important.
Since we're done in Champa it's time to visit Alhafra and free Briggs. The first thing we need to do in Alhafra is to clear the boat's mast and in order to do that you will need to follow my instructions below.
Clearing the Alhafra Boat
You may or may not have cleared some of the obstacles on the boat's mast already. Some of these obstacles require Psynergy that we only got recently to clear, but other obstacles you may have done earlier in the game. Either way, now I will go each and every obstruction on the mast and how to get it off. Follow my step by step instructions below.
1. Move the X marked bag near the log into the water. Jump behind it and use Move on it once then you can get in front of it and push
2. Roll the wooden log into the water
3. Push the other X marked bag in the lower right corner of the mast into the water
4. Use Move on the crate and push it down into the water
5. Climb down the mast and up the rope along the top, this will let you jump back onto the boat where you can Lash another rope to the cliff side nearby.
6. Follow the path after climbing the rope and use Pound on the pillar that the rope is tangled around, this will free it.
7. Backtrack to the boat where we started and climb down the rope from the mast onto the log that we pushed down earlier. Jump around this area to the crate and use Move on it to push it one tile to the left. There isn't anything else we can do here atm
8. Run back to where we used Pound on the pillar to free the rope and jump around the obstacles to come up against this crate. Use Move on the crate and push it to the left, then push it again into the water
9. Jump across the crate to reach the final area which leads us to the boulder on top of the mast. Use your Burst Psynergy on this boulder to clear the final obstacle.
After clearing the final obstruction from the mast you'll trigger a scene when you try to leave the area. During it you'll be invited to the mayor's place for another very lengthy scene. When that scene is over you'll want to return to the docks again where you'll see a farewell scene with Briggs. Once that scene is finished we're done with Alhafra - now it's time to return to our boat and sail it to Champa in the north.
Head inside of Champa and go to the caves, you'll find Briggs out front of the caves and there will be a short scene when you get close. Chase Briggs into the caves and go all the way up to the top floor to find him again. You'll meet Briggs and Obaba up here, Obaba gives you a chance to leave if you want before she summons the next boss for you to fight.
The boss you'll be fighting against is named Avimander and it's a pretty easy fight, heal on Jenna and blast the boss with Piers to take it down easily. Your reward for beating the boss is a Potion as well as another scene, when the dust settles you'll be able to ask Obaba to forge your 3 Prongs into a Trident. Keep talking to her until the Trident is fully forged, then use Reveal and grab the Trident (pictured below).
Use Reveal to see the platform that leads to the Trident
Once you've got the Trident you're all done in Champa. Our next destination for advancing the story is Lemuria, to reach there though we have to solve a puzzle in the ocean first. In order to get the solution to that puzzle we have to visit Yallam - while there we should also forge the items/weapons we've found into new goodies too.
Note: Going to Yallam right now is completely optional, if you know how to solve the puzzle to reach Lemuria or if you follow the instructions I give below you don't need Yallam. The only reason(s) to visit Yallam are to forge our items into new stuff and to talk to the kids to learn the song of Lemuria.
Enter Yallam and go into the eastern part of town where the kids are playing, speak with the kid in the southern portion of this area and he'll ask you if you'd like to hear one of Yepp's songs. Agree to hear the song and listen closely because this is the code for making our way safely through the seas around Lemuria.
Song 1:
If you want to go to the stars,
if you want to go to the stars.
Go north past the twins, passing two swirls,
run deasil twice 'round the trunk.
Haste without waste, and head to the east,
past three to the north.
There, run 'round thrice and wait for the waves.
When they stop, run north and go to the stars.
If you race full of folly and take the wrong way, you'll find yourself a watery grave.
Song 2:
If you want to go to the moon,
if you want to go to the moon.
Face west from the stars and run straight past three swirls,
then circle 'round twice.
Haste without waste, and head to the south,
then one swirl west.
There, run 'round thrice and wait for the waves.
When they stop, run south and go for the moon.
If you race full of folly and take the wrong way, you'll find yourself a watery grave.
Song 3:
If you want to go to the sun,
if you want to go to the sun.
Face south from the moon and run straight through two swirls,
then circle 'round twice.
Haste without waste, and head to the west,
then six to the north.
There, run 'round thrice and wait for the waves.
When they stop, run north and go for the sun.
If you race full of folly and take the wrong way, you'll find yourself a watery grave.
Like I said before, listening to these songs is totally optional - but following their guidance is mandatory. When you feel prepared enough to tackle the Sea of Time and make it to Lemuria head back to your boat and sail to the Sea of Time.
Sea of Time - Visiting Lemuria
The Sea of Time looks to be very confusing at first but it actually is quite easy to navigate. In the song they will talk about circling around something multiple times, these are the volcanoes that you find throughout this area. Going around it twice will make an animation of stars appear from the volcano, you'll also hear a sound. When you go around it twice the river that normally will sweep you away is disabled.
Like the song says, "Haste without waste" because the amount of time the rivers are disabled for is very minimal. At most it's 2 or 3 seconds. So, to make this part as easy as possible for you I have two different things to help you. The first is I translated the song above into English so that you can more easily follow it. You can find this step by step list of how to get through the Sea of Time below. Additionally, I have recorded a video for you that shows you how to navigate this entire dungeon and reach Poseidon. Head over to my How To Get Through The Sea of Time Youtube Video to check out the video version.
The Song In English:
1. Go north past the two swirls
2. Circle the volcano thing twice until the river to your right is 'disabled' and then sail across
3. Sail up three more swirls to another volcano
4. Circle the second volcano until it's disabled and sail north
5. Travel west across 3 swirls to reach another volcano
6. Circle this volcano until the southern river is disabled then sail across it; exit this swirl to the south
7. Go left from the calm box of water to another swirl, to the left of that swirl is a volcano
8. Circle the volcano twice to disable the southern river, then sail across it
9. Sail south across two swirls to another volcano
10. Circle the volcano twice to disable the western river then sail across it
11. Escape the swirl and enter the calm box of water to the west
12. Travel north 6 swirls to reach another volcano
13. Circle the volcano to make the river in the north disappear then sail up to the next screen
After you complete the puzzle above you'll find yourself on a new screen, follow the linear path to Poseidon who will pop up to challenge you. This is a unique boss fight, you need to throw the Trident at him during the first round to break his invulnerability. This will let your team deal damage to him and defeat him.
This boss battle will actually be tough, Poseidon has one attack that can reduce your HP to 1 and a few attacks that will hit your entire party. He also gets two turns per round so he could very easily take out a character in a single round and there is almost nothing you can do about it.
Once you've beaten Poseidon exit the screen to the north to find yourself in a small enclosure; there will only be one destination we can visit in here - Lemuria.
Follow the linear route through the cave when you enter Lemuria and drive your boat into the dock on the right hand side. When you regain control of Felix the first thing you should do is go down into the boat - remember that chest we missed earlier because the room filled with water? Well, we have Parch now and we can easily drain that water! Inside the chest you'll find a Mist Potion, it restores 300 HP to everyone in your party. It's nice but not great so it's not the end of the world if you miss it.
Exit your ship, follow the linear path and use your Move Psynergy on the statue. This will trigger a scene with the local Lemurians, when it's done enter Lemuria for another scene with Kraden, follow him up the palace in the north for another scene. You'll learn that we can't enter the palace just yet, we first need to visit Pier's uncle.
Note: Make sure Lash is not equipped to Piers or the game will get stuck here.
South of the castle in one of the houses next to the main path you'll find Piers's Uncle. Throughout his house there will be bottles of alcohol all over the floor, there will be a scene when you talk to him during which Piers will run off. When it's over you'll want to visit the eastern part of town and interact with the door on the first floor to trigger a scene. Then use Lash on the rope near the tower to enter via the second floor.
This part actually took me a bit to figure out, when you enter the tower from the second floor you want to go own the stairs next to the ladder. The stairs look like blue squares that go down into darkness, when you go down them you'll find Lunpa below and he will give you more information. Once the scene with Lunpa is over travel back to the palace and enter. Go up to the top floor and watch the scene with the King and everyone else. When the scene is finished grab the Grindstone from the chest and equip it to Felix.
Tip: There is a place in Lemuria with a Lucky Medal Fountain, here you can win some items with your Lucky Medals and play some mini games. I'm not the sort of person who finds that stuff fun so I'd recommend checking the wiki for what you can win.
We're done in Lemuria for the time being, head back to your boat and watch the scene as you're sailing away. Enter back into Lemuria immediately and then sail up to the large brown rock and use Grind on it. This will give you access to Ancient Lemuria.
In Ancient Lemuria there will be a new Djinni for you to get, use Cyclone on the grass here and then Tremor on the statue to get Rime. Check out my Djinni Locations (Part 3) if you want more information. Once you've captured Rime you're officially done in this area, it's time to return back to the boss arena where we found Poseidon. Remember all of those large stones that appeared at the end of the fight? Well, now that we have Grind we can get rid of them all.
Travel west through the Sea of Time and use Grind on all of the rocks you pass. You'll eventually hit a fast moving river that will carry you out back to the World Map. Open the World Map and look for Gondowan Cliffs, sail down there and straight into it. You'll very quickly come to a large rock in the middle of this river, use Grind on it to destroy it and now you've officially connected the eastern and western seas.
Now that we've opened up the entire western sea there a couple optional Djinni for us to collect. It's up to you how many you'd like to do now as there are 6 available to us.
Tinder, Core, Gel, Petra: Check out Djinni Locations (Part 3) for information about how to get these four Djinni
Salt: Check out Djinni Locations (Part 4) for information about how to get Salt.
Note: Now that you have access to the western sea there are a few more Rusty weapons you can find in the ocean. I recommend you check out the Golden Sun: The Lost Age World Map that I have, on that map you'll find all of the Rusty weapon locations.
You may have noticed that there are only 5 Djinni listed above and not 6. That's because the final Djinni is found in the next town that we're visiting for the story. When you're ready to progress the story you'll want to visit the Shaman Village Cave which is on the northern continent. If you need help finding it check out the Golden Sun: The Lost Age World Map.
To reach the Shaman Village Cave you'll need to enter the island via a river on the eastern side. This will let you sail your ship up to the cave and dock right next to it (as shown in the screenshot below).
Shaman Village Cave on the World Map
Inside the cave take the left path, use Whirlwind on the overgrowth and follow the linear path around the large room with a Djinni to another room with a pillar. We can't get this Djinni yet so we'll have to come back for it later when we have the proper Psynergy. You can push the pillar two spots to the right to make a shortcut as well as our exit, jump across the pillar and continue along the path to leave the dungeon.
You'll find yourself back on the World Map, a bit northeast of you will be a new town - Shaman Village. No one inside of this village will talk to you, if you want to learn why you can Mind Read the people here. Let's grab an item first before advancing the story. Go through the inn, come out the bottom doorway and travel north. You'll find a plant here we can use Growth on, climb the vine and open the chest for a Spirit Gloves.
Note: To learn the Growth Psynergy you'll need to have at least one brown & red (Venus & Mars) Djinni on Felix or Jenna. Pairing these two Djinni will change the users class and grant them the Growth Psynergy. It doesn't matter if you have 3 Venus and 1 Mars or vice versa, as long as you have only these two types paired together on that user. Put the rest on Standby if you need to or trade them to different users.
Once you're ready to advance the story you'll want to visit the building in the northwest (the Spirit Gloves are right behind the building we need). When you try to enter this building Moapa will burst out and tell you to F off. When you try and talk with him the item window will pop up - the item we need to give to him is the Shaman's Rod. You know, the stick we've been carrying around with us for the entire game.
Give Moapa the Shaman's Rod for a scene
After showing Moapa the rod there will be a scene, he is supposed to give you an item but he refuses and wants to test you first (of course). Follow him to the north, there will be a purple whirlwind thingy here - use Sheba and cast Whirlwind on it just like we've been doing this whole time. Another scene will play out, during which you'll argue with Moapa a bit more.
Continue to Golden Sun: The Lost Age - Walkthrough Chapter 7
Return to Golden Sun: The Lost Age - Walkthrough Chapter 5