List of permanently missable content

From Golden Sun Universe

Golden Sun and Golden Sun: The Lost Age, for the most part, allow players to go back and collect any items, Djinn, and Summon sequences that may have been overlooked during their first pass through the content. However, there are a scant few such features that will become impossible to get if you fail to fulfill the limited-time conditions meeting them. Some of these pertain to the data transfer system between the two titles.

Golden Sun: Dark Dawn, in stark contrast, is notorious for structuring its plot in a railroaded manner that permanently locks off a lot of prior collectibles once you pass several "points of no return," which tend not to be thoroughly indicated in advance. Seemingly innocuous oversights such as overlooking a small side area can result in the party permanently missing a collectable Djinni for the rest of the game, and a fair amount of vendors will have become no longer available once you have reached the non-linear final third of the game set across the Eastern Sea.

In Golden Sun

After collecting Hermes' Water at Mercury Lighthouse, if you have not pulled the left tree back onto shore at Bilibin Barricade using Move before feeding the water to Tret at Kolima Forest, you will not be given one of the game's five Hard Nuts the next time you pass through the Barricade.

The Tolbi-bound Ship sequence contains a hidden method of landing the ship on Crossbone Isle before Tolbi, one that is executed by having your hand-picked rowers be stronger on the left side than the right by a very specific amount. This allows you to explore up to part of the fourth puzzle-room floor of Crossbone Isle and loot all the treasures from the first three floors earlier than most players playing the game normally. While none of the treasures on offer will be permanently missed if the player only ever uses the "official" Tempest Lizard method of accessing Crossbone Isle from Suhalla Desert late in the game, a lot of extra dialogue and some extra scenes will only be seen by detouring to Crossbone Isle during the voyage.

For the most part, any of the side objectives you may want to clear in advance of creating a clear data save file for the data transfer system can be completed at any time before fighting the final boss encounters atop Venus Lighthouse. However, if you win Isaac's solo match against Satrage in the Colosso Finals but then lose against Navampa, the third and final opponent, the game will proceed regardless, and you will miss out on two particularly noteworthy rewards spanning both games. First, you will not receive the Lure Cap, which has a particularly unique utility effect in that it increases monster encounter rate; this should be in the party's inventory so that it can be transferred into The Lost Age to help with late-game grinding efforts. Second, presuming this game file is used for transferring data, a bonus event that would reward you with the Golden Shirt will fail to trigger in The Lost Age.

In Golden Sun: The Lost Age

In general, any missing item unique to the first game and any incomplete event from the first game will be reflected in the password used to enhance the current game file, causing certain rewards to be missed if you have not at least Updated the password in time for when those events or rewards would be dispensed. If Isaac did not talk to the mayor of Vault after crossing Lamakan Desert, for example, Felix in this game will not encounter a bonus event where he must fight the Bandit and Thieves after meeting Karst in Madra, and he will not gain the Golden Boots as a result.

If Isaac did not go back to Alpine Crossing and cast Lift on the boulder trapping Hsu, Felix will not be given the Golden Ring when he first arrives at Champa. If Isaac did not rescue Hammet from Lunpa Fortress, the party will not receive an extra Orihalcon before setting off to sea following the Reunion. As mentioned previously, if Isaac did not win the Colosso Finals by defeating Navampa, a bonus battle against the Colosso Gladiators will not trigger in Shaman Village Cave after the Reunion, and so the Golden Shirt will not be rewarded. Finally, if Isaac did not acquire the Orb of Force in Fuchin Falls Cave, it will be impossible to find the Mars Djinni Shine in Contigo and reach the Masamune in Yallam.

As for unique items from the first game, Isaac's party would ideally join with the Lure Cap won from defeating Navampa and the Cleric's Ring from Crossbone Isle, which uniquely allows for Cursed equipment like everything crafted from Dark Matters to be equipped without fear that the wearer will be randomly incapacitated at the end of each turn.

When you bring Piers back to East Indra Shore and explore the beached Lemurian Ship with him, stepping into the final power room will automatically propel the ship into the ocean, causing East Indra Shore to no longer be enterable. If you have not collected the Cookie from the crate on the cliffs just left of the ship when this happens, it will be permanently lost.

The Lost Age, unlike Golden Sun, only offers a finite amount of Lucky Medals that can be tossed into the Lucky Medal Fountain in Lemuria. Once you have exhausted every Lucky Medal in the game file, any unique piece of gear that has not been collected from the fountain will become permanently missed, and it will no longer be possible to acquire duplicates, either. (If you somehow fail to land a single medal into the center circle by this point, you can even permanently miss the Eclipse summon tablet.) This issue can be ameliorated by having Isaac's party join with lots of Lucky Medals stored up in their inventory though the data transfer system, since Lucky Medals can be randomly dropped by Orc Lords in the first game.

The boss battle at the peak of Jupiter Lighthouse can be lost without sending you back to the most recently visited settlement's sanctum and forcing you to get back to the scene to try again; instead, an alternative cutscene will take place, and the rest of the game's plot and progression happens as normal. However, a Dark Matter will be dropped as an extra reward for winning this battle.

The game's extra-hard bonus dungeon, Anemos Inner Sanctum, can only be entered if you have collected all 72 Djinn throughout both GBA games. To ensure this happens, Isaac's party must join with both the Orb of Force and at least six out of seven of each of the four elements of Djinn (since one "make-up Djinni" of each element can then appear in The Lost Age after the Reunion depending on what is missing). If even a single Djinni is no longer possible to collect, the dungeon will be locked off, and all of its offered features will be kept out of the player's reach:

In Golden Sun: Dark Dawn

There are three primary "points of no return" that lock off a fair amount of what you will have played through in order to get to those points: heading through the south exit of Konpa Cave, riding the reversed Alchemy Forge's cloud platform to the Clouds of Passaj, and stepping up to the small, purple pedestal in front of the Alchemy Dynamo in the deepest room of Belinsk Ruins, in front of the blue circle where the face appears.

Heading south through Konpa Cave

Following the boss battle with the three Stealthy Scouts in Konpa Cave, when you pass through the south exit from a puzzle room in which several pillars can be rolled to create a path across a gap, a cutscene will depict Blados having his men detonate explosives to cave in the path behind you. You will now be trapped within the Ei-Jei region of Angara, and all of the following features that were exclusive to areas north of the caved-in boulder will no longer be obtainable:

Taking off for the Clouds of Passaj

After casting Cold Snap to reverse the Alchemy Forge in Passaj, approaching the cloud platform will prompt Karis to say, "If we leave, we may not be able to return again. So, ready to go, Matthew?" If you say Yes, you will automatically end up in the Clouds of Passaj. This will render all of the following features of the Ei-Jei region permanently unavailable, even though you can largely revisit all of the same locations once you gain the sailing ship:

Incidentally, the Clouds of Passaj themselves contain a Nut and an Herb that can be permanently missed once you climb the full winding stairs to the entrance to Craggy Peak Ruins.

Healing the Dream Tree

The only opportunity you have to add the Dream Leaf entry to the Encyclopedia is to talk to a townsperson in Saha Town near the closed gate to Kolima Village. Once you use Hermes' Water on the Dream Tree in Kolima Village following the boss battle with Sludge, both settlements' NPCs update their spoken text, and none of the replacement text boxes include any highlighted mentions of the term "Dream Leaf."

Approaching the Alchemy Dynamo

Requesting Arangoa Prelude does not count as a point-of-no-return because you can still leave Belinsk even while the music is playing, and the only functional difference is that the statue in the center of Belinsk will have temporarily revealed its stairwell leading to Belinsk Ruins. While subsequent cutscenes with Sveta and Ryu Kou portray the party as being locked into Belinsk ruins by walls that rise up behind them, you can still cast Retreat at any point to leave the dungeon and Belinsk, and Sveta will depart your party whenever you step back outside and wait for you back underneath the statue. The aforementioned walls will rise again as soon as you cross them.

The one true point of no return that takes place in Belinsk Ruins automatically occurs once you move right up to the purple pedestal in front of the blue circle (for the Ward system) of the Alchemy Dynamo in the final chamber of Belinsk Ruins. This initiates the cutscenes that will lead to the boss fight with Blados and Chalis, and the sequence that follows forces you to evacuate upward through the base of the risen Luna Tower back into Belinsk. Approaching the purple pedestal locks you out of leaving Belinsk once you've made it back into town, rendering all of the following features unavailable:

In addition, two Encyclopedia entries will only be able to be filled in at locations that become inaccessible once the Alchemy Dynamo is approached. The entry for Lord McCoy can be gotten at Border Town, and the entry for Mercury Lighthouse can be gotten by reading a bookcase in the newly awakened Dream Tree. (Both of these can be added earlier at either Patcher's Place or the Psynergy Training Grounds.)

Late in Belinsk Ruins, there is a segment where Slapping a sun-like object will initiate a ride downwards into the basement while a starry nightscape surrounds Matthew. This causes all the lesser, colored orb-shaped platforms to stop spinning around the center gold pillar, which has the effect of permanently locking you off from the upper two elemental chambers and the top chamber that came shortly before hopping to the sun. This has the effect of rendering the Potion in the lower-left corner of that top chamber permanently missed.

Fighting Gloom Skorpnas at Belinsk's dock

When exploring and fighting through Belinsk while the Grave Eclipse is just beginning to encase a large swath of it in a dome of darkness, you can still explore the various buildings and buy from vendors. At the dock at the northeast end of Belinsk, Eoleo will jump onto Briggs' ship but be faced with a trio of Gloom Skorpnas; you can still leave the screen and explore Belinsk, but this option will be taken away the moment you hop the gap onto the ship and automatically initiate the battle with the Gloom Skorpnas. This will render all of the following features unavailable:

Even after initiating the Gloom Skorpna battle, there will be a brief window of opportunity where you can still explore the screen of the dock where the ship is moored before setting off for the Eastern Sea. The following collectible can be reached even at this late point, but will be permanently missed if you set off without it:

Reaching Coatlicue

When exploring Harun Channel from the direction of the Warrior's Hill dungeon, you will need to cast Crush on a boulder to allow the running water to flow, which effects a permanent change to the dungeon's layout. If you do not move a nearby earth pillar flush against the wall to its right before crushing this boulder, you will permanently lock yourself out of being able to reach the Coatlicue summon tablet, which requires you to take the route from Harun Channel's entrance in the overworld south through the underground channel by hopping across this earth pillar.


Gameplay elements and mechanics
Collectibles: ArtifactsBroken EquipmentClass ItemsCoinsConsumable ItemsCursed EquipmentEquipmentForgeable ItemsPsynergy ItemsQuest ItemsRusty WeaponsStat Items
Travel: BlacksmithsBoat (TLA)Boat (DD)Fortune TellersInnsItem ShopsPsynergy StonesSanctumsSummon TabletsTreasure ChestsUmbra GearWings of Anemos
Combat: AdeptsAttackBeastformBossesClassesDefendDjinn (Master List) • ElementsEnemy Abilities (GS, TLA)Enemy Abilities (DD)LevelMad PlantsMimicsMonstersPsynergyStatus ConditionsStatsSummonsUnleashes (List)
Information: AtlasDjinn GuideEncyclopediaSun SagaTravel LogUmbra MapWorld Map (GS, TLA)World Map (DD)
Minigames: ColossoLucky DiceLucky Medal FountainsLucky WheelsPsynergy Training GroundsSuper Lucky DiceTrial Road
Modes: Battle ModeEasy ModeHard ModeDebug Mode
Features: Data TransferSound TestThe Reunion
Other: Debug RoomsGlitches (GS)Glitches (TLA)Glitches (DD)Optional DungeonsPermanently Missable ContentRandom Number GeneratorTroubleshooting (GS, TLA) Troubleshooting (DD)Unacquirable ItemsUnacquirable PsynergyWalkthrough (GS)Walkthrough (TLA)Walkthrough (DD)