User:Plexa

Hi. I am a Golden Sun speedrunner and know quite a bit of stuff about the games. I was the person who found things like instant-death methods for bosses like Toadonpa and Storm Lizard as well as finding the majority of retreat glitch applications. The two I'm most proud of are very early Iris and the Airs Rock Sol Blade. I also discovered Moloch (Djinni) which is one of my favorite discoveries to date. Other misc. finds are the magic river glitch and instant ladder climb. At the time of writing, I have the world record in all main categories of Golden Sun (Any%, All Djinn, No Save & Quit) and Golden Sun: The Lost Age (Any%, All possible Djinn/Summons, No Save & Quit) and Golden Sun: Dark Dawn Any%.

I try to update the wiki as much as possible with my findings, although I'm often lazy so these things can take time.

Talk about locking region.

Lookout Cabin Bridge
Right side escape sequence



Carver's Camp Bridge
Down + Left without holding B Left, then netural Press B, hold Right until stuck Neutral Hold Right (no B) Clip

Morgall Region
No clip is needed to truly escape.

Yamata Bridge
Place Matthew into the bottom-left corner of the depicted bridge. Hold Down + Right; Matthew should not move when you do this (if he moves, start again). As you are holding Down + Right, tap the stylus in in the red region repeatedly. The camera may not align exactly as in the image, the purple band on the image can be used to work out the appropriate position to tap relative visual cues on the map. If done correctly, Matthew should clip out onto the sea. See this video for a demonstration.

The locking region for this clip is above the red area.

Warnings

 * West entrance to Carver's Camp


 * Belinsk post Eclipse


 * The plataeu


 * Geometry near Crossbone / islands


 * Losing access to the boat (early Okta, Simoom, etc. )


 * Tonfon / Iceburg / Harun

Prizes
The prizes available by tossing a Lucky Medal into either of the Fountains are divided up into distinct prize pools. The prize pools determine the quantities of the items within that pool and which rings allow for these prizes to be won. The information is summarized in the following table.

Each time an item is won at the fountain the quantity of the item is decreased by 1 unless there is only 1 of the item left (in this case the quantity remains 1). The exception is Eclipse which can only be one once, and is guaranteed to be won on the first time a Lucky Medal lands in the center. This means that each time an item is won the probability of the item being won is decreased. The probability of winning an item is determined by


 * Probability of Winning = Quantity of Item Remaining / Number of Possible Items Remaining

As an example, the probability of winning the Wild Coat on the first Lucky Medal toss when the Medal lands outside of all of the rings is 6 / 75 which is 8%. For another example, the probability of winning the Assassin Blade when the Medal lands in the purple ring after previously having won an Adept's Helm and Earth Shield is 3 / 19 which is about 15%.

Assuming no prior items have been won, the base chance of winning an item from each prize pool is as follows: