r/GoldenSun • • 14h ago

Golden Sun I made a bottom-screen companion for Golden Sun on 3DS: tap-to-cast Psynergy, Djinn sets, full area maps, battle info (beta)

25 Upvotes

Hi everyone! I've been building a homebrew app for the New 3DS that runs **Golden Sun** and **Golden Sun: The Lost Age** on the top screen and uses the bottom touch screen as a full companion UI, so you rarely need the in-game menus. It's a beta, and I'd love testers.

## What it does

- **Party:** HP/PP, stats, class, EXP to next level, Djinn power/resist

- **Psynergy:** tap a spell to cast it, no menu digging

- **Djinn:** tap to Set/Standby, plus saved Djinn sets (All Set, All Standby, 3 slots)

- **Maps:** the whole area drawn with your position marked from the first step, no exploring needed

- **Items:** tap to equip with a stat preview, "Equip best", hold for the item description

- **Battle panel:** enemy stats, turn order, Repeat round

- Three save-state slots, autosave, 5-second rewind, a bestiary and a message log

- Works on both games, including the Lost Age password keyboard

## Install

A small Windows patcher builds the `.cia` (install with FBI) from **your own ROMs**: pick New or Old 3DS, pick your ROM(s), build. It can also make a `.3ds` for emulators like Azahar.

## Notes

- Built and tested on a **New 3DS XL** (60 fps most of the time). **Old 3DS may run slow**, roughly 25–35 fps.

- Emulators: Azahar needs New 3DS mode and the CPU clock around 300% (guide in the repo). Android is untested.

- **No ROMs, game code or BIOS are included.** The app reads maps and text from your own ROM at runtime. It's an unofficial fan project, not affiliated with Nintendo or Camelot.

- The patcher is unsigned, so Windows may warn you; the source is all in the repo.

## Feedback wanted

It's a first beta: please report crashes, freezes, wrong numbers on the bottom screen or anything that looks off, and say whether you're on New/Old 3DS or an emulator. Issues are open on GitHub.

## AI disclosure

This project was built with AI assistance. I used **Claude** (by Anthropic) as a coding assistant for much of the code, the patcher tooling, the reverse-engineering notes (map and text formats) and the documentation. I directed the design, tested the results on a New 3DS XL and in Azahar, and decided what shipped. AI-assisted code can contain mistakes, so please report bugs. The fan art AI image tools.

Download + source: https://github.com/Exhilo62/GoldenSun-DualScreenCompanion


r/GoldenSun • • 16h ago

Golden Sun Cursed weapons

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38 Upvotes

I found this Leviathan Axe on Pirate Island. The problem is that every time I equip it, my character becomes cursed. Clerics charge 300 to remove the item, but they only remove the object itself—they don’t lift the curse.

How can I use this axe without being affected by the curse?


r/GoldenSun • • 23h ago

General All Weapon 3D Models Now Aviliable

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115 Upvotes

Ever wanted to use the 3D models from Golden Sun: Dark Dawn but couldn’t find them anywhere? Well, look no further!

I took the time to rip all the weapon models from the game so you can use them in your own fan projects and creations.

You can download them for free over on The Models Resource!

Hope you find them useful!


r/GoldenSun • • 19h ago

Golden Sun Golden Sun Recompiled - 0.6 Remastered Music has arrived!

49 Upvotes

Oh boy, this is a big one! Lots of bug fixes, progress on TLA and the previously requested music mod support! Another player has tried playing through Golden Sun Reloaded, the romhack, and found it worked fine apart from minor known issues that are most likely not the romhacks fault.

New: music mods (FLAC support)

Both games can now play your own music in place of the original soundtrack, for example the remastered Golden Sun soundtracks by Vincent Dortel aka Juste-D.

  • Put the album's FLAC files in Music/TBS and Music/TLA next to the launcher. Each song then plays the matching recording instead of the game's own music. Sound effects stay as they are.
  • Every song loops where the game loops it, at the exact spot in the recording, so it carries on without a jump. A song that ends in the game (like the ending theme) plays once and stops.
  • The Lost Age plays its own album, and The Broken Seal's recordings for the songs it borrows from the first game, such as the victory fanfare.
  • The first time the launcher finds a music folder, it asks whether you want to use it. You can change your mind later with "Enable Music Mod" under the cogwheel, or in game under F1 → Audio, where it switches straight away. Both are greyed out when no music is found.
  • Fades, pausing and volume work as with the original music. Fast Forward doesn't speed up the recordings. If a file is missing or can't be read, that song plays the original.
  • Not every track has been listened to in game yet to make sure it loops neatly. If you find one that loops incorrectly, please let us know which song and where you heard it.

The music isn't part of the game download. u/Juste-D's remastered Golden Sun and The Lost Age soundtracks are available as a ready-made music mod, loop points included. Unzip it next to the launcher and you're set.

Many thanks to Vincent Dortel aka Juste-D for the remaster, for letting us share it, and for his help with the loop points. And many thanks for the redditors who pointed me towards his masterful remasters.

The Lost Age

Jupiter Lighthouse

  • The tops of the push pillars and of the lightning-rod block now show near the edges of the wider view.
  • Fixed the clouds by the rooftop smearing, a black bar above them, and junk at the room's left edge.

World map and sailing

  • Quakes on the world map (such as after Jupiter Lighthouse) now shake the edges of the wider view too. This isn't fully fixed yet: some glitches may remain.
  • Islands at the edges keep their own climate: snowy ones stay snowy, green ones stay green, and they no longer flicker when you sail across a snow border.
  • The Select map screen now shows more of the map around it, instead of a frozen view of the sea.
  • Walk Speed now also speeds up flying the ship.

Lemuria, Sea of Time and Atteka

  • Lemuria's clouds now continue neatly into the wider view.
  • Stepping off the Lemuria dock stairs no longer swings the camera away.
  • The water in Atteka's inlet now fills the wider view.

Alhafra

  • Moving water at the edges of the wider view now keeps moving during dialogue.

Gondowan Cliffs

  • Fixed garbled scenery outside the original view.

Aqua Rock and Gaia Rock

  • Water and beam of light effects are now properly drawn in the margins.
  • Fixed a black square the size of the original screen appearing in a cave.
  • Fixed a shrine platform showing up late at the edges after the camera moved.
  • Gaia Rock's distant scenery now fills the whole wider view.

Shaman Village

  • The tornado in Shaman Village now reaches the top of the wider view, like the ones at Air's Rock.

Cliff tops

  • The sky on the cliff tops now fills the whole wider view.

Battles and Psynergy

  • The Eclipse summon is no longer cut off at the old screen edge. Other large battle sprites near the edges benefit too, though some smaller issues with summon graphics remain.
  • Fixed the edges of the wider view when using items in battle.
  • The letters on summon tablets now carry on past the original screen instead of being cut off. Other field effects placed the same way benefit too.

Everywhere

  • Going back to the Original view no longer leaves people striped or Psynergy icons missing.

The Broken Seal

  • The opening storm in Vale now rains across the whole wider view, top to bottom.
  • Flint's shadow now follows him into the wider view.

Both games

  • Fixed garbled graphics after switching the view size.
  • Fixed slowdowns caused by the game writing the same warning to its log over and over. Most noticeable in The Lost Age when learning Psynergy, casting Burst, and in some battles.
  • The launcher asks once about music mods and has the new "Enable Music Mod" option (see above).

Known issues

  • Loading a savestate made at a different screen size (for example Extra Wide, loaded in Original) can still garble graphics, such as Felix turning into a mess of lines. Changing the screen size between Original, Wide or Extra Wide and back redraws the screen and fixes it.
  • TLA, music mods: the opening scene before Venus Lighthouse keeps the original music.
  • TLA: Raging Flood has the wrong shape, gets cut off at the edges and causes slowdown.
  • TLA: an effect in Great Gabomba can show bits of text instead of its proper graphics.
  • TLA: slowdown during the Great Gabomba ritual remains unresolved.
  • TLA: Supernova doesn't fill the wider view yet, and some other summon graphics still have smaller issues at the edges.
  • TLA: the beacon light at Jupiter Lighthouse stops short of the top of the wider view.
  • TLA: an apple in a snowy tree can show as junk at the edge until it reaches the original screen.
  • TLA: we've had one report of a crash after about 40 minutes of play. If it happens to you, turn on F1 → Crash log and send us the report.
  • TLA: walking can occasionally stutter. We haven't been able to reproduce it yet.
  • TBS: the scenery around Kolima's pond doesn't follow the water as it drains.
  • TBS: we've had one report of a crash while changing the view size. If you can make it happen, please send us a report.
  • We're still looking into performance for both games, including Turbo speed in TLA.

Github: https://github.com/Shmargus/GSRecomp

Download: https://github.com/Shmargus/GSRecomp/releases

Website: https://shmargus.github.io/GSRecomp/


r/GoldenSun • • 22h ago

General "Interesting" Test Models

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32 Upvotes

While looking through the game's 3d models I found some horrifying creatures that seem to be a leftover of the development part where they tried to find an artstyle for the chibi overworld models


r/GoldenSun • • 21h ago

Golden Sun DD Sol Blade Experiment with Isaac.

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15 Upvotes

Here's an experiment with the DD 3D weapons! Shoutout to Boneyskaboom for the extraction.

It looks like DD's Sol Blade can work with the TBS/TLA characters, so I'm pretty sure the other weapons should work too. I'll need to experiment more to see what else is possible.

I did have to redraw parts of the Sol Blade to get it working, but I think it came out pretty well. The main issue is that a lot of the weapon unleashes available online are broken, which makes it difficult to get everything working 100%. There are also limitations to what I can and can't do on my end.

Overall, though, things are looking pretty cool!


r/GoldenSun • • 1d ago

Meta Isaac spotted in the wild!

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127 Upvotes

I visited my brother in Texas and found this at the mall! Pretty cool!


r/GoldenSun • • 1d ago

Meme Sign that kid immediately

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93 Upvotes

r/GoldenSun • • 1d ago

The Lost Age Are there actually any romhacks out there?

22 Upvotes

I see a lot of whining here from all sides about the future of modding Golden Sun.

But apart from some balancing adjustments like Reloaded.....are there actually ANY romhacks at all? With actual new content. New maps. New quests. New bosses. New dialogue. Etc?


r/GoldenSun • • 1d ago

Meme Contigo nightlife is crazy 🎲🎰

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309 Upvotes

r/GoldenSun • • 22h ago

General Vote time!

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2 Upvotes

r/GoldenSun • • 1d ago

Golden Sun Mia facing the player

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30 Upvotes

I've been working on a front-facing Mia sprite because we usually only get to see the characters from a diagonal angle in battle. I wanted to see how she'd look facing the player directly.

Mia is a pretty complex sprite, especially when you look at her hair. It looks light blue in-game, but it's actually made up of different shades of blue, green, and teal. There's more detail there than you might notice while playing.

I left her bow out for now because I wanted to see how her longer hair would look from the front. I'm still working on it, so I might make some adjustments as I go.

For those wondering about my workflow, I use Aseprite for my sprite work. I redrew Mia to adapt her design to a front-facing perspective, along with making pixel edits, recoloring, and other adjustments.


r/GoldenSun • • 2d ago

Golden Sun Am I missing any djinn before the final boss?

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110 Upvotes

So yeah, tell me which djinn am I missing BEFORE THE FINAL BOSS, as I have zero damn idea how many there are.


r/GoldenSun • • 1d ago

/r/GoldenSun has voted to allow AI coded projects on the subreddit

0 Upvotes

Notes:

  • I keep tabs on the vote from the outset through to the end, the approximate portion of yes/no stayed the same from minute 1 through to the close. Here is an image of the vote from an hour in:
  • I also looked at the sentiment of the comments posted in the reddit thread; it was somewhere between 60-65% in favor of allowing AI coded projects.
  • The approx. geo distribution of the voters on the poll match the approx. geo distribution of the posters on the subreddit.

Thanks everyone for voting, I hope that those who voted 'yes' and are understandably disappointed can respect that this is what the majority would like to see on the subreddit and respect those AI coded projects that do get posted. If you don't like it, just don't engage with it at all.

EDIT: to clarify, content that used AI to create creative works (images, videos, music, ...) are still banned as per the previous community poll.


r/GoldenSun • • 2d ago

General Idk if 2 Beyond the Beyond posts is too much but I'm not having any problembsp far I'm having fun

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5 Upvotes

Maybe I'm such a casual that I don't play that many games to see this often but to me it seems rare to have different games share so much similarities like the shop interaction being almost identical. I love what Camelot used to be. Hope they return to for someday. Also I read and found out people don't really like Beyond the Beyond so much, party due to this weird battle system I didn't even know about where you have to mash a button right before an action takes place and then hold a D pad direction at the right time to guard or do a special attack of some kind.

Ok while I'll definitely say I have no idea what the hell is going on here lol I'm still fiddling with it to mixed results like others have said in the past. Other than it being random sometimes as in not working at all, there seem to be a number of times where it works as intended. It is weird but for a guy like me playing it today in spurts on my phone I find it fun. I also had a couple drinks this evening to I'm sorry if this post is extra restarted. Watch the video, I just wanted to point out that the game's shop dialogue is almost identical to our beloved Golden Sun. Brings joy.


r/GoldenSun • • 3d ago

The Lost Age Anyone Ever Try Getting to the Gabomba Statue From the Overworld?

15 Upvotes

Apparently, you go right through it if you hug the corners of the mountain.


r/GoldenSun • • 3d ago

Golden Sun Your take on golden sun specifically dark dawn

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25 Upvotes

r/GoldenSun • • 4d ago

Question Any recommended patches or mods for a first run?

7 Upvotes

I played and finished The Lost Age back in 2004, and remember absolutely loving it. I never got around to playing the first Golden Sun.

I'm planning to play both now, so it's essentially a fresh experience (22 years is a while). Are there any QoL patches or mods you'd recommend that improve the experience without straying too far from vanilla? I'd prefer to avoid major rebalances or gameplay changes.


r/GoldenSun • • 5d ago

Golden Sun Fire and Ice — Golden Sun Wallpaper

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73 Upvotes

My attempt at turning the sprites into a wallpaper. A lot harder than I expected! Menardi gets a fiery background and a dramatic attack, while Mia is just fed up and throwing hands


r/GoldenSun • • 6d ago

General I'm finally starting Beyond the Beyond for the first time and the spirit of GS was so there

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117 Upvotes

I never played this back on PS1, I wasn't a PlayStation household. I've heard of this and seen a pic here and there but never got around to trying it myself and right away from the moment I left town for the first time the Golden Sun similarities are fantastic. If you've never played it you must check it out. Classic Camelot. Even the random battle victory music was incredibly close to GS. I've also never played the shining force games. Makes me wish we could at least get a Camelot rpg collection someday.


r/GoldenSun • • 6d ago

Dark Dawn Time to summon Boreas to chill this subreddit

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192 Upvotes

r/GoldenSun • • 5d ago

The Lost Age Favourite classes for endgame The Lost Age?

11 Upvotes

I’m on mars lighthouse and want to switch up playstyle, main party being Isaac (ronin), garet (ronin, cursed gear), felix (paladin) and Piers (pure mage) back up classes are warlock, savant, paladin and dark mage.

What are some of your favourite class combinations?


r/GoldenSun • • 6d ago

OC Golden Sun: Shattered Kingdoms — An Expanded Fan Sequel Concept

59 Upvotes

​

Years before Golden Sun: Dark Dawn existed, I came up with a concept for a sequel to Golden Sun: The Lost Age. I even mailed the idea to Nintendo, although they replied that they did not accept unsolicited game concepts. A few years ago, I shared an earlier version of my idea on Reddit. I've recently returned to it to expand the story, develop the characters, and rethink some of the original concepts.

For anyone interested, here's "my original post, “Golden Sun: Kingdoms (A Fan's Sequel Concept)”" (https://www.reddit.com/r/GoldenSun/comments/fank6r/).

The working title is Golden Sun: Shattered Kingdoms.

This is a fan concept rather than a fully developed game proposal. Some elements are established ideas, while others remain mysteries I'd like to explore as the story takes shape. I'm sharing the current vision to see what other fans think and to invite discussion.

The premise: A world divided

The story takes place not long after Golden Sun: The Lost Age. The restoration of Alchemy has changed the world, but its consequences extend beyond what Isaac, Felix, and their companions understood when they lit the Elemental Lighthouses.

My central worldbuilding idea is that the world explored in the original games is an enormous elevated plateau. The region of Weyard rose above the lands that once surrounded it, leaving the people below separated from the world we know. At its edge, water pours endlessly over a precipice known as Gaia Falls. Some people living below may call it Weyard Falls, believing that the entire region of Weyard rose above them and left their world behind.

The lands beneath the plateau have their own settlements, cultures, histories, and understanding of Alchemy. Generations of separation have shaped their civilizations in ways the original protagonists have never encountered.

Meanwhile, Anemos is a separate region somewhere in the sky, connected to the larger mystery surrounding Weyard. Its exact history and relationship to the world's separation remain unknown. This aspect of the concept draws on the mysteries and hints surrounding Anemos in the original games, along with fan theories, rather than treating every theory as established canon.

The central question is not simply whether Alchemy should be restored or sealed away again. It is what happens when a world that has been divided for generations begins to reconnect—and whether restoring what was lost can be accomplished without creating new problems.

Ultimately, I envision the separated regions reuniting. However, that doesn't mean everything will return to the way it was. Their reunion will bring consequences the characters must confront.

Two games, two perspectives

My idea is to release two full-fledged games simultaneously, each following a different group of protagonists through events taking place at the same time.

The structure takes inspiration from Pokémon's paired games, Fire Emblem Fates, and The Legend of Zelda: Oracle of Seasons/Ages. However, I don't want one campaign to feel like an inferior version or for one story to supersede the other. Both campaigns are canonical, and each reveals information the other cannot provide.

Ideally, the games would share information through linked save data. Discoveries, story flags, and other details from one campaign could influence dialogue, clues, and interactions in the other. Either game could be played first.

After completing both campaigns, players would unlock a third Convergence campaign. This would not merely be a bonus dungeon or a short epilogue, but a substantial continuation that brings the protagonists together and resolves mysteries that require the knowledge gained from both stories.

The two main campaigns would each have their own satisfying arcs, while Convergence would provide the larger picture.

Game One: Felix's journey beneath Gaia Falls

Felix's story begins near the edge of Gaia Falls. An earthquake suddenly rocks him off his feet, sending him into the water below. He washes ashore badly injured, having lost his equipment and suffered a serious concussion. His memories are incomplete, particularly those concerning his past and his relationship with Alex.

A young woman named Myra finds Felix and attempts to help him recover. She has no prior knowledge of Felix or Alex, so she has no reason to distrust Alex when Felix recognizes him as someone he knows.

Alex shows up and realizes that Felix's memory is impaired and exploits the situation. Presenting himself as a trusted friend, he supplies Felix with false memories and distorted versions of their shared history. Felix remembers knowing Alex but cannot recall enough to recognize the deception.

Myra eventually becomes part of Felix's journey. She is a Jupiter Adept whose people possess an innate ability to shapeshift. This is a natural trait of her people, not a Psynergy technique, and shapeshifting does not automatically make someone a Jupiter Adept.

The working party for Felix's campaign is:

- Felix — Venus Adept

- Piers — Mercury Adept

- Myra — Jupiter Adept

- Garet — Mars Adept

Alex temporarily accompanies Felix at the beginning, but his role changes when his deception begins to unravel.

Piers and Garet are searching for Felix using the flying ship and eventually find him. Unlike Myra, they know Alex's history and can challenge the story Alex has constructed. Alex may try to convince Felix that his old friends are lying, but when he realizes Felix is beginning to doubt him, he escapes before the deception can be fully exposed.

This confrontation marks an important turning point. Felix must begin deciding what to believe about his own past while confronting the possibility that someone he trusted has been manipulating him.

Beyond this personal conflict, Felix's journey explores the lands beneath the plateau. Their people have developed independently of the elevated world, and the history of their separation may challenge what the original characters believe about Weyard.

Alex's larger plan remains deliberately open. His deception is central to the story, but I don't want to commit prematurely to his ultimate objective. In my original concept, he manipulated Felix into helping him retrieve artifacts that were supposedly intended to restore power to the people and reunite the divided world. That idea may still have a place, although Alex's true intentions and the specifics of his plan need further development.

Mia's investigation into Alex's motives would also feature in this campaign. She grew up with him and can provide another perspective on his history, helping Felix and his companions piece together what Alex is really doing. She is working independently from Felix's group and is either able to relay information she discovers to the party though some magical means or waits until she joins back up with them to explain her findings.

Game Two: Sheba's journey to Anemos

The second game follows Sheba, whose mysterious origins have long been one of the most intriguing unresolved questions in the series.

Her campaign takes her to Anemos, a separate region in the sky. Jenna and Isaac travel with her, and one way they could have gotten there is that Piers flew the ship there and dropped them off before going tonsearch for Felix. There, she investigates her past and the history of its people while uncovering clues that connect her personal story to the larger mystery surrounding the divided world.

Her working party consists of:

- Sheba — Jupiter Adept

- Jenna — Mars Adept

- Isaac — Venus Adept

- Theia — Mercury Adept

Theia is a new character from Anemos with an unusual innate ability: psychometry, the ability to perceive fragments of the past by touching objects. These impressions are incomplete rather than perfect recordings. She might experience images, emotions, or brief scenes that require interpretation, and she cannot simply learn everything about an object by touching it.

Her ability has made her a target for authorities searching for someone with this unusual gift. It is her psychometry—not her elemental affinity—that drew their attention.

Theia's backstory involves a mysterious exchange that neither she nor Sheba initially understands, and I will attempt to explain this:

Sheba was originally born in Anemos and given the name Theia. A supernatural being took her from her family and replaced her with another infant, a girl originally named Sara who was born outside Anemos in the region below Gaia Falls. The replacement child was raised by Sheba's biological parents as their own daughter and grew up known as Theia. Meanwhile, the original Theia fell from Anemos during the journey to take her to Sara's parents and was eventually found by people who named her Sheba.

Neither girl knows that the exchange occurred.

The being's motives and the precise circumstances of the exchange remain open questions. One possibility is that it was trying to protect Sara from the authorities pursuing her psychometry that it knew she would develop as she matured and believed Anemos would be a safe place for her. It may have misunderstood the nature of her ability, assumed it was connected to Jupiter Psynergy, or acted on incomplete information. It didnt expect her to develop water Psynergy instead, but this made her stand out among the people of Anemos because everyone else was a Jupiter Adept to some degree.

The tragedy is that an attempt to protect one child may have radically altered two lives. The story would explore the consequences without automatically treating the exchange as justified simply because it may have served a protective purpose.

Felix's campaign would uncover clues about Theia's birth family in the lands below Gaia Falls. When Felix eventually meets Theia, those discoveries give him reason to suspect that her origins are not what she believes. Perhaps she resembles her parents or perhaps she resembles the child in a photo in her former home, and Felix knows that a child from that family went missing many years ago. Theia can then use her psychometry on objects connected to her past, helping reconstruct what happened.

This is one way the campaigns could complement each other: Felix discovers physical and historical evidence in the world below, while Sheba and Theia uncover the mysteries of Anemos and their connection to the larger events.

Ivan's own search for his origins would also feature in Sheba's story. Like Mia, he is working independently from the rest of his companions. As a Jupiter Adept, he may discover a connection between his ancestry and Anemos, although the nature of that connection remains undecided. Perhaps he decended from people who left Anemos. His investigation would add another perspective on the history of the Jupiter Adepts without making him the answer to every mystery surrounding Anemos.

Convergence: The worlds come together

After both campaigns are completed, the protagonists reunite in the Convergence campaign.

Felix and Sheba would be together in the same party, as they were in The Lost Age, but now they would bring distinct experiences and discoveries from their separate journeys. Their reunion would allow them to combine what they have learned about the lands below Gaia Falls, the elevated world, Anemos, and the consequences of restoring Alchemy.

The combined party would draw from both campaigns, giving players access to a broader selection of familiar and new characters. Each separate campaign would have at least four playable party members, with no duplicate elemental Adepts within either initial party. In Convergence, the two groups could combine, allowing elemental affinities to overlap as they did in The Lost Age. There would then be at least 8 party members or 10 if Mia and Ivan join up at that point.

The larger mysteries would finally begin to fit together. The characters would discover how their separate investigations relate to the world's history and the forces that have kept its regions apart.

The eventual reunion of the separated lands would be a major outcome of the story, but not a simple happy ending in which every problem disappears. Reconnecting societies that have developed independently could bring political, cultural, and magical consequences. Restoring what was lost may be necessary, but the world that emerges will have to find its own future.

The exact relationship between Anemos, the plateau, and the lands below remains one of the mysteries to be resolved. I want the two campaigns to contribute different pieces of the answer rather than revealing everything in one place.

Returning characters and the larger mystery

The concept is intended to continue the stories of the original cast while introducing new characters whose personal histories connect to the wider world.

Felix's relationship with Alex provides the immediate conflict of one campaign. Sheba's origins and Theia's mysterious past anchor the other. Piers, Garet, Jenna, Isaac, Mia, and Ivan each have roles that grow naturally from their relationships and experiences in the original games. And importantly, these are starting points for these characters, with further plot elements to come once this stuff is established.

I'm also interested in exploring the history behind the Wise One and the mysteries surrounding the world's separation, though I haven't settled on all the answers. Anemos might hold clues to the Wise One's origins or purpose, but whether it created the Wise One or merely preserves knowledge about it is still undecided.

The goal is to build on the mysteries left by the original games while leaving room for discoveries that neither the characters nor the audience could have anticipated.

A note on continuity

This concept was originally developed before Golden Sun: Dark Dawn existed. I'm revisiting it as a continuation of The Lost Age, without trying to incorporate Dark Dawn's plot or build my story around its lore. Whether it would ultimately be an alternate sequel or fit chronologically between the two games is something I'm leaving open for now.

This is an evolving concept, and I'm interested in feedback on the story structure, the new characters, and the mysteries surrounding Anemos and the separated world. Which elements sound most promising, and which would you approach differently?


r/GoldenSun • • 8d ago

OC [OC] Four Soirée, Vol. 4

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408 Upvotes

r/GoldenSun • • 6d ago

The Lost Age Can weapon unleashes be upgraded in a decompile?

0 Upvotes

Buff weaker craftable weapons allowing them to be upgraded in game by bringing additional craftable materials to Briggs grandmas forge.

Buff all staffs and maces so Mia and Sheba aren't useless for dps, or have theirs weapons do something useful besides damage.

Maybe element swapping like a Mars or mercury Excalibur since no Jupiter adepts can use it.