
Play Golden Sun 2 - The Lost Age (Megaroms) Online
Game Info
- Platform
- Game Boy Advance
- Genres
- Role-Playing
- Developers
- Camelot Software Planning
- Release date
- April 14, 2003
Summary
Golden Sun: The Lost Age expands the series' signature blend of turn‑based combat and puzzle‑solving with a far more open world structure. After linking your original Golden Sun save via password or Game Link Cable, you inherit your party and gear, then set sail on a magical ship that lets you hop between continents and islands, a stark contrast to the foot‑only travel of its predecessor. The overworld and dungeons are riddled with clever obstacles that demand specific Psynergy spells—like turning water into ice pillars—to progress, encouraging frequent back‑tracking once new abilities are unlocked.
The Djinn system deepens both strategy and character growth: each of the four elements offers eleven new Djinn, which can be assigned to boost stats, unlock extra Psynergy, or be sacrificed for powerful elemental summons that can turn the tide of battle. Battles unfold on a pseudo‑3D screen where you juggle direct attacks, offensive and supportive Psynergy, and the timing of Djinn‑based summons, while losing a fight drops you back at the last village and costs you money.
Beyond the main adventure, the game includes a competitive battling mode accessible from the menu, allowing you to pit your customized team against CPU opponents or friends via the GBA link cable. This extra layer gives The Lost Age lasting replay value for anyone who loves mastering intricate puzzles and mastering elemental combos.
Storyline
Golden Sun: The Lost Age picks up right after the first game, but you play as the former antagonists. The story follows Felix, an 18‑year‑old Venus Adept, his sister Jenna, Jupiter Adept Sheba and scholar Kraden as they try to finish Saturos and Menardi’s plan to restore Alchemy by lighting the two remaining Elemental Lighthouses. Early in their trek they clear the name of Mercury Adept Piers, who provides a ship and later joins the party, while Isaac’s heroes continue to chase them across Weyard. The group discovers the hidden oceanic society of Lemuria, meets its ancient king Hydros and learns that Alchemy is the world’s life‑force; without it the continents shrink and fall into the abyss. Armed with this knowledge they activate the Jupiter Lighthouse, rescue Isaac from an ambush by Karst and Agatio, and later defeat the transformed Mars warriors to claim the Mars Star. At the Mars Lighthouse the Wise One confronts them, summons a three‑headed dragon that turns out to be the fused parents of Isaac, Felix and Jenna, and after the battle the tower is lit. All four lighthouses shine, triggering the return of Alchemy at Mt. Aleph, where Alex tries to seize its power but is stopped by the Wise One. The light resurrects the protagonists’ parents, the village of Vale is evacuated, and the party enjoys a heartfelt reunion as the game ends.
Edited by Maya Carter




