/=============================================================================\ | Golden Sun: The Lost Age | | Game Boy Advance | | Hard Mode Boss Guide | | Version 1.4(19/04/2004) | \=============================================================================/ _____________________________________________________________________________ / \ | T H I S F A Q I S D O N E B Y | | Rena Chan | | alucard_rpg@yahoo.com | | http://blueeternity.deep-ice.com | \_____________________________________________________________________________/ ******************************************************************************* Disclaimer ******************************************************************************* This FAQ is copyright to alucard_rpg@yahoo.com. You may not in anyway, distribute it or use it for profitable purposes. If you want to use this FAQ down at your site, you must e-mail me and ask permission. If I ever find out that you used this FAQ without my permission, you will be deemed a person who can't even ask permission. If you have any questions regarding this FAQ or the game, send your e-mail to the above mentioned e-mail address. You may print out this FAQ for your own reference; but you must never distribute it for sale or any other way that will be profitable for you. ******************************************************************************* * http://www.gamefaqs.com * *=============================================================================* * Please inform me via e-mail if this FAQ is found at places other than the * * above mentioned sites. Of course, it may be up and I just had not updated * * the FAQ on this yet. But E-mail me anyway, I'll confirm. * * * * The latest version of this FAQ is found at * * http://www.gamefaqs.com * ******************************************************************************* ******************************************************************************* Revision History ******************************************************************************* _________________________ | Version 1.0(09/06/2003) \___________________________________________________ | \ | Initial Release. I'm still quite early into Hard Mode in the game so I | | haven't fought most of the bosses yet. | +-----------------------------------------------------------------------------+ _________________________ | Version 1.1(17/06/2003) \___________________________________________________ | \ | Added in boss strategies for Aqua Hydra and Serpent. It will be a while | | before I'll be fighting the next boss. Also changed some Djinn Analysis | | info around and added analysis of some of the Djinn by someone else. | +-----------------------------------------------------------------------------+ _________________________ | Version 1.2(21/06/2003) \___________________________________________________ | \ | Added in boss strategies for Avimander and Poseidon. | +-----------------------------------------------------------------------------+ _________________________ | Version 1.3(14/10/2003) \___________________________________________________ | \ | Added in the stats for all the bosses and first strategies for Moapa and | | Agatio and Karst. Also edited some of the info on the Djinn. | +-----------------------------------------------------------------------------+ _________________________ | Version 1.4(19/04/2004) \___________________________________________________ | \ | Haven't touched Golden Sun: The Lost Age for a long time. Not much new | | Strategies added, haven't fought Dullahan and Doom Dragon yet. Still | | training for the battle against Dullahan -_-; Meh. Whatever. Still, edited | | some Boss stats and added the AGL stats for the bosses. Elemental Power and | | Elemental Defense of the Bosses added also. Credits edited. I'll probably | | add in the Locations and Stats (If you need to fight them) of the Djinn on | | the next update. | +-----------------------------------------------------------------------------+ ******************************************************************************* Contents ******************************************************************************* 1.0 The Bosses 2.0 Djinn Analysis 2.1 Venus Djinn 2.2 Mercury Djinn 2.3 Mars Djinn 2.4 Jupiter Djinn =============================================================================== 1.0 The Bosses =============================================================================== Use Ctrl+F and type in the keyword to jump to a specific boss. All stats of the bosses stated in the FAQ is taken from the normal mode of the game, multiplied by the percent boost in Hard Mode rounded up to the nearest whole number. If someone can hack and give me the actual stats of all the bosses in the game in Hard Mode and all their attacks, since this Guide is based on Hard Mode of the game, e-mail them to me. You will be given credit for your help. Thanks! - Chestbeaters (Keyword: Chebe) *Attacks Added -Complete- - King Scorpion (Keyword: KgSor) *Attacks Added -Strategy B to be completed- - Briggs and the Sea Fighters (Keyword: BrSFg) *Strategy B added -Complete- - Aqua Hydra (Keyword: AqHya) -Strategy B to be completed, Strategy C Pending- - Serpent (Keyword: Sepnt) -Strategy B to be completed- - Avimander (Keyword: Avmdr) -Strategy B to be completed- - Poseidon (Keyword: Psidn) -Strategy B to be added- - Moapa and the Knights (Keyword: MoaKn) -Strategy B pending- - Agatio and Karst (Keyword: AgaKr) -Strategy B to be added- - Flame Dragons (Keyword: FlDrn) -Strategies to be added- - Doom Dragon (Keyword: DoDrn) -Strategies and Attacks to be added- - Sentinel (Keyword: Sentn) -Strategies to be added- - Valukar (Keyword: Valkr) -Strategies be added- - Star Magician (Keyword: SrMag) -Strategies to be added- - Dullahan (Keyword: Dlhan) -Strategies and Attacks to be added- ------------------------------------------------------------------------------- Chestbeaters (Chebe) ------------------------------------------------------------------------------- HP: 232 each (3 Chestbeaters altogether) PP: 0 STR: 55 DEF: 13 AGL: 20 Weakness: Fire (Mars) Elemental Power: Venus 100, Mercury 80, Mars 70, Jupiter 80 Elemental Defense: Venus 48, Mercury 48, Mars 25, Jupiter 72 Attacks: Claw Attack (Attack/single) Beat Dance (Raises Attack by 25%/single) ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 7 Djinn: Felix: Squire (Echo/set) Jenna: Flame User (None) Sheba: Wind Seer (None) Ah, your very first boss battle and it's one of the easier ones. Very simple really. You shouldn't have much problems, even though it's hard mode. Just be sure to divide whatever Herbs you have between Jenna and Sheba in-case you need more than Felix's Cure Psynergy to heal. Strategy? Very simple. Have Felix ready to cast Cure at all times. These guys shouldn't be faster than you anyway. If you need to heal more than one person, then use the Herbs that are on Jenna and Sheba. If you do not need to heal with Felix, then unleash Echo on em and summon Venus for the extra damage. You do not need to use your PP on Felix for anything else besides Cure, so you should have enough PP. Jenna should cast Beam on the middle Chestbeater until it is downed then switch to casting Fume targeting the left and right ones until one of them dies then go to the next one. Sheba should just cast Ray. They will all be downed in about a minute or two. ------------------------------------------------------------------------------- King Scorpion (KgSor) ------------------------------------------------------------------------------- HP: 1596 PP: 0 STR: 126 DEF: 40 AGL: 39 Weakness: Fire (Mars) Elemental Power: Venus 95, Mercury 85, Mars 90, Jupiter 85 Elemental Defense: Venus 72, Mercury 72, Mars 48, Jupiter 100 Attacks: Twin Shear (Attack/single) Paralytail (Attack + Stun/single) Desert Gasp (Attack + Lower Defense/range 3) ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 10 Djinn: Felix: Knight (Echo/set, Iron/set) Jenna: Flame User (Cannon/set, Fog/standby) Sheba: Magician (Breath/set, Blitz/set) King Scorpion isn't very difficult to beat, although he has multiple target attacks in addition to its normal attack, one of which lowers your defense, and the other, damages you, plus an attack that may stun one of your characters, but he doesn't really use it often. You may want to divide whatever Elixers you've found so far between the three of them to heal the stun stat, but it's not really necessary. But if Felix is stunned, then you will need to cure it, as he's going to be your primary healer. Hopefully you have bought a few Herbs back at Madra too. They can come in handy. Divide them among Jenna and Sheba. Start off the battle by unleashing Iron with Felix to boost your party's defense and unleash Cannon with Jenna and unleash Blitz with Sheba. Then on the next turn, cast Cure with Felix on anyone who needs healing, or just unleash Breath if only one person needs healing. Summon Zagan with Felix or Jenna. Don't summon Ramses in this battle. It won't do much damage anyway. When you have both Breath and Blitz on standby, summon Atalanta with Sheba. Cast Fume with Jenna when she doesn't need to heal or summon or unleash a Djinni. Sheba should just continually unleash her Djinn to heal and attack and summon Atalanta and cast Ray and also heal with Herbs when necessary. Never cast any attack Psynergy with Felix. If he doesn't need to heal, then unleash Iron to boost defense and just have him summon. ===== Strategy B (Non Base Classes/No Summon) ===== Recommended Level: 10 Djinn: Felix: Knight (Echo/set, Iron/set) Jenna: Defender (Cannon/set, Fog/set, Sour/set) Sheba: Magician (Breath/set, Blitz/set) Battle Description Coming ------------------------------------------------------------------------------- Briggs and the Sea Fighters (BrSFg) ------------------------------------------------------------------------------- Briggs Sea Fighter (x4) HP: 1476 HP: 296 PP: 0 PP: 0 STR: 161 STR: 149 DEF: 37 DEF: 35 AGL: 76 AGL: 61 Weakness: Earth (Venus), Water (Mercury), Fire (Mars), Wind (Jupiter) Elemental Power: Venus 100, Mercury 100, Mars 100, Jupiter 100 Elemental Defense: Venus 100, Mercury 100, Mars 100, Jupiter 100 Attacks: Signal Whistle (Briggs only, Summon Sea Fighter) Echo Cut (Damage/single) Items: Herbs, Smoke Bombs, Oil Drops ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 10 Weapon: Felix (Thermis Axe) Jenna (Pirate's Sword) Sheba (Blow Mace) Djinn: Felix: Squire (Echo/set, Iron/set) Jenna: Flame User (Cannon/set, Fog/standby) Sheba: Magician (Breath/set, Blitz/set) Ugh, they are tough when at this low level, but believe it or not, I somehow still managed to beat them with this level and setup. You may want to go and beat Air's Rock first to gain some levels and pick up Spark, Sour and Ether Djinn on the way. If you do, then put Spark on standby on Felix and set both Sour and Fog Djinn on Jenna to give her the Defender Class where she will be able to cast Ply. Of course, if you hate detouring, like me, due to inconvinence, you still can beat them, but they are harder. You will have to be REAL violent against them, or you probably won't survive. Be sure to save right before this battle, cause you may have to try against them again, cause I know I did, especially when I want everyone to survive the battle >_< Anyway, Briggs will start off with one of the sea fighters together with him, and he will summon another one at the first or second turn. There will be 2 more Sea Fighters you need to down before Briggs will finally be alone. DO NOT I repeat, DO NOT unleash any Djinn with Sheba. This is the only way where Sheba is GUARANTEED to be faster than even the Sea Fighters. You will need her to use Herbs to heal those with low HP. This is one battle you probably will want to use the Defend command, when one runs low on HP. Felix should cast Cure every turn on someone, it's a matter of survival now. Jenna should use Herbs when needed, or else, continously cast Beam, targeting Briggs where Sheba should continously cast Plasma, again targeting Briggs and using Herbs to heal where necessary. You're in luck if the Sea Fighters use Smoke Bombs and Herbs instead of attacking. You can then get in an attack of your own with Felix or catch up on healing your party members. Echo Cut is a killer, and when concentrated on someone, it can down one of your party members, and the Sea Fighters and Briggs can use it. Of course, the most dangerous is probably their ability to use Oil Drops (I think they have a limited supply of these) where it will hit every single one of your party member. When you finally downed all 4 Sea Fighters, the battle becomes easier. But then, you will probably be out of PP to cast any Psynergy with Jenna and Sheba will probably be low on PP. Use whatever PP you have left with Jenna and cast Fume on Briggs, use normal attack, unleashing Cannon and summoning Mars whenever possible. Of course, you shouldn't slack, or an Oil Drop can still down someone. Normal attack with Felix when you get the chance and if he unleashes Stone Justice, Briggs' Agility will be lowered by 38 (Whoo!) That is when you can start unleashing Echo and Iron and Breath and Blitz and summon Ramses and Atalanta on him. Continue to have Felix use Cure when needed and Jenna and Sheba to heal with Herbs when needed or unleash Breath with Sheba. Continue like this and eventually Briggs will go down. ===== Strategy B (Base and Non Base Classes/No Summon) ===== Recommended Level: 12 Weapon: Felix (Thermis Axe) Jenna (Pirate's Sword) Sheba (Blow Mace) Djinn: Felix: Knight (Echo/set, Iron/set) Jenna: Defender (Cannon/set, Fog/set, Sour/set) Sheba: Magician (Breath/set, Blitz/set) At Lv 12, Sheba would have learned Sleep. Sleep works on the Sea Fighters. It also works on Briggs, but it works more easily on the Sea Fighters. Sheba should be casting Sleep to try and put the Sea Fighters to sleep most of the time. By doing this, you will focus all your attacks on Briggs first until he is downed, then down the 2 Sea Fighters. You will only have to deal with 2 Sea Fighters throughout the entire battle. Or you could have Jenna and Sheba both use Group Psynergies, targeting Briggs, and down all 4 Sea Fighters before concentrating on Briggs. Neither way is easier than the other, the Sea Fighters may not be put to sleep. Be sure to have a good stock of Herbs on all 3 characters, with most of them on Sheba. Try not to use Breath to heal, it will lower Sheba's class. At this level, there is still a chance that the Sea Fighters are faster than you, so Sheba is needed for critical healing. Felix is your main healer. He should be healing most of the time and use a normal attack on Briggs when he gets an opening to do so. If you use the Sleep Strategy with Sheba, have Jenna use Cutting Edge on Briggs. Jenna is also your backup healer here. You may run out of PP using Cutting Edge with Jenna, which is partly the reason for everyone having a stock of herbs. Felix is not so in danger of running out of PP. He's only using it for healing. But do have a few Herbs on Felix too just in case. If you choose to down all 4 Sea Fighters before concentrating on Briggs, then you'll need Jenna to cast the strongest Group Psynergy she knows. The same goes for Sheba. As usual, Jenna is your secondary healer with Felix as your main healer. After you've downed all 4 Sea Fighters, have Jenna Cutting Edge Briggs if she has any PP left until she runs out if it. Sheba should still be casting the strongest Psynergy she knows until she too run out of PP. Herbs should be used for healing when you've run out of PP for healing. ------------------------------------------------------------------------------- Aqua Hydra (AqHya) ------------------------------------------------------------------------------- HP: 3414 PP: 70 STR: 216 DEF: 47 AGL: 63 Weakness: Fire (Mars) Resist: Water (Mercury) Elemental Power: Venus 95, Mercury 115, Mars 85, Jupiter 95 Elemental Defense: Venus 100, Mercury 175, Mars 25, Jupiter 100 Attacks: Raging Flood (Water attack/range 7) Triple Chomp (Attack/single) Slaver (Drops Defense by about 25%/range 5) Rising Venom (Damage + Poison/single) Drench (Water Psynergy/range 3) ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 18 Djinn: Felix: Knight (Echo/standby, Iron/set, Steel/standby, Chill/standby) Jenna: Hex (Cannon/set, Spark/set, Kindle/set, Char/set) Sheba: Mage (Breath/standby, Blitz/standby, Ether/standby, Waft/standby) Piers: Commander (Fog/set, Sour/set, Spring/set, Shade/set) Before you get into battle, be sure to equip the Unicorn Ring on Sheba and divide any Antidotes you have between Felix and Jenna. Of course, you can give about 1 or 2 to Sheba, in-case the Unicorn Ring breaks. But it's fine. Aqua Hydra is not really very difficult to beat. It only gets one attack per turn which shouldn't really give you much problems. Start off the battle by unleashing Iron with Felix to increase the party's defense. Cast Fume with Jenna and summon Thor with Sheba. Piers should just unleash and set Shade back every turn, stopping to only use Cure Poison to get rid of the Poison state if needed. Piers Psynergy won't do much damage to Aqua Hydra since it's a water enemy. On the next turn, summon Cybele with Felix and do any healing with Jenna's Aura/Healing Aura Psynergy. From here, it's practically easy. Just use Ragnarok with Felix continously and do any healing with Jenna, and use Fume when she doesn't need to heal. Have Sheba use Ether to keep Felix's and Jenna's PP up and cast Tornado. When anyone is poisoned, just use the Antidotes and the Unicorn Ring to cure it. Try to cure Poison with the same person that got poisoned on himself/herself or someone faster than the character so that the poison condition won't take effect. ===== Strategy B (Base and Non Base Classes/With Summon) ===== Recommended Level: 18 Djinn: Felix: Knight (Echo/set, Iron/set, Steel/set, Chill/standby) Jenna: Hex (Cannon/standby, Spark/standby, Kindle/standby, Char/standby) Sheba: Scholar (Fog/set, Sour/set, Spring/set, Shade/set) Piers: Scholar (Breath/set, Blitz/set, Ether/set, Waft/set) Start off the battle by summoning Meteor with Jenna. Both Sheba and Piers should Impact Felix once each to boost his attack power. You don't need to unleash Shade for protection for this battle at all. Aqua Hydra only attacks once every turn, and unleashing Shade at any point is completely pointless. A Wish Psynergy from the both of them is enough to heal back any damage. Felix and Jenna are your attackers this entire battle. Jenna should ignore all healing and leave the healing to either Sheba or Piers. If you only need either Sheba or Piers to heal, have the other one attack Aqua Hydra also. They should also Impact Felix again when it wears off. Jenna should be using Fume and Felix should be using Ragnarok on Aqua Hydra throughout the entire battle. Unleash Ether to restore PP when needed and set it back. ------------------------------------------------------------------------------- Serpent (Sepnt) ------------------------------------------------------------------------------- HP: 5304 PP: 160 STR: 311 DEF: 99 AGL: 135 Weakness: Wind (Jupiter) Resist: Earth (Venus) Elemental Power: Venus 110, Mercury 95, Mars 95, Jupiter 90 Elemental Defense: Venus 152, Mercury 100, Mars 100, Jupiter 48 Attacks: Mighty Press (Damage + May Downed/single) Black Ice (Damage/range 3) Toxic Breath (Damage + Poison/range 3) Quake Sphere (Earth Psynergy/range 7) Briar (Earth Psynergy/range 3) Cure Well (Earth Psynergy/single/Heals 150 HP + Elemental Power/100) Extras: Restores 30 HP per turn, 2 attacks per turn (With 4 Lights on it) Restores 90 HP per turn, 2 attacks per turn (With 3 Lights on it) Restores 270 HP per turn, 2 attacks per turn (With 2 Lights on it) Restores 810 HP per turn, 2 attacks per turn (With 1 Light on it) Restores 2430 HP per turn, 2 attacks per turn (With 0 Lights on it) ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 24 Djinn: Felix: Gallant (Echo/set, Iron/set, Steel/set, Mud/set, Flower/set) Jenna: Hex (Cannon/set, Spark/set, Kindle/set, Char/set) Sheba: Mage (Breath/standby, Blitz/standby, Ether/standby, Waft/standby) Piers: Commander (Fog/set, Sour/set, Spring/set, Shade/set, Chill/set) Oh yes. If you couldn't tell, I went to Gaia Rock first before Aqua Rock, not like that is important. Higher Levels make bosses easier, but seriously, this guy is not difficult, unless you screwed up and didn't weaken it first by shining Sunlight on it, which is done by exploring the rest of Gaia Rock first before taking on the boss. Besides, this boss is impossible to beat without first weakening it, Cure Well heals uber a lot, which probably means that this guy has a very high Earth Elemental Power without weakening it and very low Earth Elemental Power when you fully weaken it. (Cure Well heals only 165 HP) Of course, you knew all these pointless crap I'm saying since you've probably already beaten Normal and know that you have to weaken it before fighting this Serpent. But that's not the point. Hard Mode Boss Strategies can also be used in Normal Mode, only the boss will go down earlier :P Before going into battle, be sure to put your Djinn in the above setting which I've used. Equip the Unicorn Ring on Sheba and give any Antidotes that you've got to Felix. If you sold all that away, or you don't have any or enough, you better buy some from Izumo. I recommend at least 5 Antidotes, but it never hurts to have extra, right? Now the battle begins. Start off the battle by casting Ragnarok with Felix, attacking with Jenna, summoning Thor with Sheba, and unleashing Shade with Piers. Now the boss will start plummeting you. On the next turn, heal any injuries with Jenna's Aura Psynergy, cast Ragnarok with Felix, cast Tornado with Sheba, and set Shade back onto Piers. Now, for the rest of the battle, have Piers continously unleash and set Shade back. Always have Felix ready to cast Revive in case Mighty Press downs someone. DO NOT UNLEASH Spark to revive a downed character or any of Jenna's Djinn for that matter (unless you have 5, but I still don't recommend it), cause she will be your healer for the rest of the battle, unless it's Felix who's downed (You better keep your finger crossed). Keep everyone's HP at max or close to max at all times. Have Felix unleash Flower if extra healing is needed and immediately set it back. Sheba should just cast Tornado while waiting for her Djinn to set back. Sheba and Felix should be used to cure anyone who's Poisoned, and Piers as a backup Poison curer. Jenna won't be doing any Poison curing, her hands are full trying to keep the party's HP high. Felix should just cast Ragnarok when he has nothing to do and Jenna should use a normal attack when you don't need to heal. Sheba should be unleashing and setting Ether to keep Felix and Jenna's PP high at one point of the battle, when they are left with less than 50% PP. Otherwise, unleash all of Sheba's Jupiter Djinn one by one when they are all set back to her, and summon Thor. Of course if you have 5 Jupiter Djinn, just unleash 4 of them. I recommend keeping Ether set if you happen to have 5 Jupiter Djinn for this battle (Yes, it's possible for you to have 5 Jupiter Djinn. I don't cause I'm an lazy ass who hates to detour >_>) Because of the defensive nature of this strategy, you need to summon Thor to deal huge damage to the dragon, otherwise you will be battling Serpent for a long time ~_~ ===== Strategy B (Non Base Classes/No Summon) ===== Recommended Level: 24 [If go Gaia Rock first] Djinn: Felix: Cavalier (4 Mercury) *All Set Jenna: Enchanter (4 Jupiter, 1 Venus) [w/ Flower] *All Set Sheba: Shaman (4 Venus, 1 Mercury) [w/ Shade] *All Set Piers: Ascetic (4 Mars) *All Set [If go Aqua Rock first without going to Thundaria Tower] Djinn: Felix: Cavalier (5 Mercury) *All Set Jenna: Enchanter (4 Jupiter, 1 Venus) [w/ Flower] *All Set Sheba: Shaman (4 Venus, 1 Mercury) [w/ Shade] *All Set Piers: Ascetic (4 Mars) *All Set [Note: If you have Wheeze Jupiter Djinni, set Ether on Piers] [If go Aqua Rock & Thundaria Tower first] Djinn: Felix: Cavalier (5 Mercury) *All Set Jenna: Enchanter (5 Jupiter, 1 Venus) [w/ Flower] *All Set Sheba: Shaman (4 Venus, 1 Mercury) [w/ Shade] *All Set Piers: Ascetic (5 Mars) *All Set [Note: You can set Ether on either Jenna or Piers, recommended is Jenna] Battle Description Coming ------------------------------------------------------------------------------- Avimander (Avmdr) ------------------------------------------------------------------------------- HP: 5688 PP: 87 STR: 351 DEF: 111 AGL: 94 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 95, Mercury 85, Mars 115, Jupiter 95 Elemental Defense: Venus 100, Mercury 25, Mars 175, Jupiter 100 Attacks: Heat Stun (Damage + Stun/single) Star Mine (Damage/range 7) Fire Breath (Fire Attack/range 3) Fiery Blast (Fire Psynergy/range 5) Guard (Fire Psynergy/single/Raises Defense by 25%, Max 50%) Impair (Fire Psynergy/single/Drops Defense by 25%, Max 50%) Extras: 2 attacks per turn ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 25 Djinn: Felix: Lord (4 Venus/standby, Flower/set, Iron/set) Jenna: Fire Master (6 Mars/set) Sheba: Magister (4 Jupiter/standby, Breath/set, Ether/set) Piers: Captain (4 Mercury/standby, Spring/set, Shade/set) Avimander really shouldn't pose much problems against you. Just be sure at least 2 or 3 people can cure the Stun Condition. I recommend Piers' Restore Psynergy and dividing any Elixirs you have between Felix and Sheba. If you don't have any, just stop by at the shop in Champa and buy some. Now to start off the battle, Summon Judgement with Felix, Normal Attack with Jenna, Summon Thor with Sheba, Summon Boreas with Piers. After the summon rush, you would have done ~3000 HP of damage to the boss. After that, Jenna should be using her Aura/Healing Aura Psynergy to heal any injuries that come up, using a normal attack when she doesn't need to heal. Piers should be unleashing and setting Shade every turn or use to cure Stun. You can start using Diamond Berg once all his Djinn is set back again, but it would be better to keep the Shade defense up, since Avimander is capable of doing 200+HP of damage per turn to your party, which Healing Aura won't be able to completely heal all wounds. Felix should be casting Ragnarok on Avimander every turn to damage the guy, switching to Odyssey when all his Djinn are set back. If your party's health gets critical, have Felix unleash Flower one turn to accompany Jenna's Aura Psynergies to get your party's health up and set it back on the next turn. Sheba should be casting Tornado/Shine Plasma and unleashing Ether to keep both Felix and Jenna's PP high so that they can use their Psynergies. You may want to have Sheba use Impact on Felix twice to get his damage with his Ragnarok/Odyssey Psynergy's damage up (Yes. The spell's damage is dependant on the caster's Attack Power, not Elemental Power). This battle is quite simple. Just keep your defense up with Shade and keep your party's HP high and you'll survive the battle. Remember to cure that annoying Stun condition! No one in your party can afford to be out of action for a few turns. Things could turn ugly. ===== Strategy B (Base and Non Base Classes/No Summon) ===== Recommended Level: 25 Djinn: Felix: Cavalier (5 Mercury, 1 Jupiter) *All Set Jenna: Fire Master (6 Mars) *All Set Sheba: Enchanter (6 Venus) *All Set Piers: Savant (5 Jupiter, 1 Mercury) [w/ Shade] *All Set Battle Description Coming ------------------------------------------------------------------------------- Poseidon (Psidn) ------------------------------------------------------------------------------- HP: 7357 PP: 162 STR: 377 DEF: 125 AGL: 185 Weakness: Fire (Mars) Resist: Water (Mercury) Elemental Power: Venus 95, Mercury 115, Mars 85, Jupiter 95 Elemental Defense: Venus 100, Mercury 175, Mars 25, Jupiter 100 Attacks: Typhoon Blow (Attack/range 3) Ocean Fist (Attack/single) Watery Grave (Water Attack + May Downed/range 7) Counter-rush (Counter with normal attack/single) Ice Missle (Water Psynergy/range 3) Deluge (Water Psynergy/range 5) Extras: 2 attacks per turn ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 26 Djinn: Felix: Lord (4 Venus/standby, Flower/set, Iron/set) Jenna: Fire Master (6 Mars/set) Sheba: Magister (4 Jupiter/standby, Breath/set, Ether/set) Piers: Captain (4 Mercury/standby, Spring/set, Shade/set) Poisedon isn't very difficult, though the battle may be a bit long. Of course, if you don't have the Trident, you're screwed. You can never beat Poisedon without the Trident since it is the only thing that can destroy the Force Field. Anyway, equip the Trident on Felix and if possible, make him your fastest character with AGL boosting Equip. If you can't, then it's okay. It doesn't matter. Give any Water of Life you have to Piers. If you can, equip both Felix and Piers to have 10+ LUCK. If you're lucky, Watery Grave won't do a number on you. It only downed Jenna twice and that's it :P Of course, you may not be so lucky :( Anyway, if Felix is your fastest character, then on the first turn, have Felix use the Trident on Poisedon, Jenna cast Serpent Fume, Sheba Summon Thor, Piers unleash Shade. If Jenna or Sheba is faster than Felix, then you'll need to have them Defend for that turn instead. Not recommended especially for Jenna since by the next turn, she will probably need to heal (Serpent Fume did 200 HP of damage! @_@). If it's Sheba, then just have her summon Thor on the next turn. Now Felix should be using the Trident every turn to damage Poisedon. This way, he can conserve PP to cast Revive if anyone gets downed by Watery Grave. The Water of Life on Piers should ONLY BE USED to revive Felix (I didn't need it since it was Jenna who got downed. Besides, Water of Life is a bit hard to come by at this point of the game). If only one person needs healing, possible with Counter-rush + Ocean Fist Combo, you may just want to have Felix heal instead of Jenna. Jenna should be healing with her Aura/Healing Aura Psynergy and casting Serpent Fume when healing is not needed. Try not to unleash Spark to revive unless you're dire >_>. Piers should just be unleashing and setting Shade every turn to keep the Party's defenses up. As for Sheba, she should be unleashing and setting Ether to keep Felix and Jenna's PP up. If not, just cast Shine Plasma while waiting for all her Djinn to set back to her. After that, unleash Blitz, Waft, Wheeze and Haze (Use your judgement on when and who to use it on. Don't use it on the same turn Shade is unleashed) and summon Thor once again. You can use Breath for summoning, but NEVER EVER use Ether to summon. You may need Ether at any point in the battle. Continue like this for the rest of the battle and you will be fine. ----------------- If you want to get some extra Water of Life ----------------- The Living Armor enemy found at the Ankohl Ruins & Thundaria Tower drops Water of Life. But there is one huge problem. If you insist on trying to get extra Water of Life, I recommend you use an RNG Method on the Living Armor. ------------------------------------------------------------------------------- Moapa and the Knights (MoaKn) ------------------------------------------------------------------------------- Moapa Knight HP: 4563 HP: 2931 PP: 0 PP: 0 STR: 442 STR: 401 DEF: 273 DEF: 188 AGL: 133 AGL: 143 Weakness: Earth (Venus), Water (Mercury), Fire (Mars), Wind (Jupiter) Elemental Power: Venus 100, Mercury 100, Mars 100, Jupiter 100 Elemental Defense: Venus 100, Mercury 100, Mars 100, Jupiter 100 Attacks: Boasa Hit (Moapa only, Damage/single) Strong Hit (Knight only, Damage/single) Items: Nuts, Bramble Seeds, Crystal Powders ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 30 Djinn: Felix: Lord (4 Venus/standby, Flower/set, Iron/set, Steel/set) Jenna: Fire Master (7 Mars/set) Sheba: Magister (6 Jupiter/standby) Piers: Captain (2 Mercury/standby, Sour/set, Spring/set, Shade/set, Chill/set, Steam/set) Dispite the Djinn recommendation listing Ether as standby, when standing by the Jupiter Djinn on Sheba, be sure to put Ether on standby first over other Djinn, so that Ether will be the first Djinni to set back to Sheba. The enemy uses a few items, among them are Bramble Seeds and Crystal Podwers. But they have a limited supply of these and only use it on you at the early parts of the battle. Then they have a small supply of Nuts to heal themselves and each possesses a strong physical attack that targets a single character. Start off the battle by Summoning Judgement with Felix, Summoning Eclipse with Jenna and Summoning Procne with Sheba. Piers should just unleash Shade for protection. After summon rushing, start loping Ragnarok on one of the knights with Felix until he is downed, before going for the other one. When Odyssey is avaliable, use it. Use Impact on Felix with Sheba when her Djinn is set back once again to allow her to use the spell, otherwise just cast Shine Plasma to damage the enemy. Piers as usual, should just unleash and set Shade back until both Knights are downed. Then start using Diamond Berg on Moapa, together with Felix using Odyssey. With Moapa left, you do not need to hold up your defenses with Shade anymore. Jenna as usual, should just heal and cast Serpent Fume for attacking when she doesn't need to heal. Sheba also needs to use Ether to keep Felix and Jenna's PP up so that they can cast their spells. Be sure to cast Revive cause Sheba may get downed by their attacks at any point in the battle. You can also just unleash Spark or Tinder to revive her, but I recommend using Revive. Just continue attacking and they will fall pretty soon. Not too difficult. ------------------------------------------------------------------------------- Agatio and Karst (AgaKr) ------------------------------------------------------------------------------- Agatio HP: 6372 PP: 280 STR: 471 DEF: 180 AGL: 178 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 100, Mercury 90, Mars 110, Jupiter 100 Elemental Defense: Venus 100, Mercury 72, Mars 175, Jupiter 127 Attacks: Stun Muscle (Damage + Stun/single) Meteor Blow (Fire Attack/range 7) Cage (Stops action for that turn/single) Rising Dragon (Fire Attack/single) Rolling Flame (Fire Attack/range 3) Eruption (Fire Psynergy/range 3) Supernova (Fire Psynergy/range 7) Debilitate (Fire Psynergy/range 3) Karst HP: 4779 PP: 320 STR: 442 DEF: 134 AGL: 235 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 100, Mercury 95, Mars 105, Jupiter 100 Elemental Defense: Venus 127, Mercury 72, Mars 175, Jupiter 100 Attacks: Death Scythe (Damage + May Downed/single) Heat Kiss (Drops Attack/range 3) Djinnfest (Randomly drains one Djinn per target/range 5) Fiery Blast (Fire Psynergy/range 5) Supernova (Fire Psynergy/range 7) Break (Water Psynergy/All) Healing Aura (Fire Psynergy/all/Heals 100 HP + Elemental Power/100) ===== Strategy A (Base Classes/With Summon) ===== Recommended Level: 33 Djinn: Felix: Slayer (8 Venus/set) Jenna: Justice (8 Mars/set) Sheba: Sorcerer (4 Jupiter/standby, 3 Jupiter/set, Ether/set) Piers: Admiral (8 Mercury/set) Before I start, I should tell you that you do not need to win this battle. Of course, if you do win, you get a Dark Matter, a bunch of EXP and Gold. So I guess it's up to you whether you want the stuff :3 I fought the battle with a Lv 32 Jenna, which is a bit more difficult. Before you even think about it, level her to 33 so that she will learn her Cool Aura Psynergy. It will make the battle easier on you. Otherwise you will need to have Felix unleash Flower together with Jenna's Healing Aura Psynergy when your party's HP goes critical (Damn! Meteor Blow does ~100 - 250 damage per character!!!) You will start off the battle with just Felix and Piers. It is important to have all their Djinn set on them, so that they will be at their strongest to survive Agatio and Karst's attacks. Start off the battle by casting Odyssey and Diamond Berg on Karst. On the second turn, depending on what you got hit with, you may just want to unleash Flower to heal the both of them, and Piers uses Diamond Berg again on Karst. But if their HP is quite critical, you may just want to use them to heal themselves, without attacking on this turn. Now Jenna will join you on the third turn. Now your healer is here ^_~. Jenna won't do much damage with her Psynergies, so it's better to just dedicate her to healing your party. Use her healing psynergies accordingly, to how much damage your party took. Now start protecting your party with Shade. So, for the rest of the battle, just have Piers unleash and set Shade only. Felix will continue to use Odyssey on Karst. Sheba will now join you on the fifth turn. When she gets into battle, immediately have her Summon Thor, targeting Karst. After the summon, have Sheba cast Impact on Felix twice quickly to up Felix's damage with Odyssey. If Karst uses Break, or the effect of Impact disappears, Impact Felix twice again. Sheba's second job would be to keep both Felix and Jenna's PP high, so that Felix can continue to use Odyssey and Jenna heals. If not, just have her cast Shine Plasma, targeting Karst. Be sure to have all your attacks target Karst until she is downed. If Karst's Death Scythe attack downs someone, quickly cast Revive or unleash Tinder. Remember, if you need healing, Flower can always act as a backup healing. Use Water of Life to revive if needed. Of course, it all depends on who is downed. If healing is needed and either Felix or Jenna is downed, use Water of Life. Otherwise, just use Revive or Unleash Tinder. When Karst is downed, continue to keep your Shade defense up. There is a possibility that Jenna need not heal on a turn. If that's the case, then normal attack with her. Felix continues using Odyssey on Agatio. If you're sure you can keep your party's HP high with Jenna's healing psynergies from Agatio's strong attacks, then Diamond Berg with Piers, while Sheba continues to unleash and set Ether to keep their PP high. Don't forget to Impact Piers too if you decide to use Diamond Berg. You can just High Impact of course. Well, that wasn't too hard at all :P So why the heck would you want to not win this battle? ------------------------------------------------------------------------------- Flame Dragons (FlDrn) ------------------------------------------------------------------------------- Flame Dragon (Left, Larger one) HP: 8586 PP: 250 STR: 500 DEF: 171 AGL: 158 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 95, Mercury 85, Mars 115, Jupiter 95 Elemental Defense: Venus 100, Mercury 25, Mars 175, Jupiter 100 Attacks: Flame Breath (Fire Attack/range 3) Stun Muscle (Damage + Stun/single) Meteor Blow (Fire Attack/range 7) Cage (Stops action for that turn/single) Rising Dragon (Fire Attack/single) Rolling Flame (Fire Attack/range 3) Eruption (Fire Psynergy/range 3) Supernova (Fire Psynergy/range 7) Debilitate (Fire Psynergy/range 3) Flame Dragon (Right, Smaller one) HP: 8022 PP: 320 STR: 486 DEF: 167 AGL: 215 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 95, Mercury 85, Mars 115, Jupiter 95 Elemental Defense: Venus 100, Mercury 25, Mars 175, Jupiter 100 Attacks: Flame Breath (Fire Attack/range 3) Heat Kiss (Drops Attack/range 3) Djinnfest (Randomly drains one Djinn per target/range 5) Fiery Blast (Fire Psynergy/range 5) Supernova (Fire Psynergy/range 7) Break (Water Psynergy/all) Healing Aura (Fire Psynergy/all/Heals 100 HP + Elemental Power/100) ------------------------------------------------------------------------------- Doom Dragon (DoDrn) ------------------------------------------------------------------------------- HP: 21600 PP: 500 STR: 587 DEF: 193 AGL: 200 Weakness: Wind (Jupiter) Resist: Earth (Venus), Fire (Mars) Elemental Power: Venus 110, Mercury 100, Mars 105, Jupiter 95 Elemental Defense: Venus 190, Mercury 130, Mars 175, Jupiter 98 Attacks: Extras: ------------------------------------------------------------------------------- Sentinel (Sentn) ------------------------------------------------------------------------------- HP: 13104 PP: 180 STR: 760 DEF: 270 AGL: 171 Weakness: Earth (Venus) Resist: Wind (Jupiter) Elemental Power: Venus 100, Mercury 110, Mars 120, Jupiter 130 Elemental Defense: Venus 72, Mercury 152, Mars 127, Jupiter 193 Attacks: Armor Crush (Attack + Drop Defense by 50%, Max 100%/single) Blue Bolt (Wind Psynergy/range 3) Destruct Ray (Wind Psynergy/range 3) Searing Beam (Fire Psynergy/range 7) Spark Plasma (Wind Psynergy/range 7) Guard (Fire Psynergy/single/Raises Defense by 25%, Max 50%) Break (Water Psynergy/all) Extras: 3 attacks per turn, Immune to all Psynergies that target it ------------------------------------------------------------------------------- Valukar (Valkr) ------------------------------------------------------------------------------- HP: 19440 PP: 0 STR: 687 DEF: 219 AGL: 206 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 95, Mercury 85, Mars 105, Jupiter 95 Elemental Defense: Venus 100, Mercury 60, Mars 175, Jupiter 100 Attacks: Stun Jip (Damage + Stun/single) Djinn Stun (Randomly puts one Djinn on each character on standby) Summon using the Djinn (Depending on how many Djinn are on standby) Extras: 2 attacks per turn ------------------------------------------------------------------------------- Star Magician (SrMag) ------------------------------------------------------------------------------- HP: 11229 PP: 560 STR: 319 DEF: 173 AGL: 268 Weakness: Fire (Mars) Resist: Water (Mercury) Elemental Power: Venus 90, Mercury 105, Mars 85, Jupiter 95 Elemental Defense: Venus 130, Mercury 180, Mars 72, Jupiter 150 Attacks: Mine Ball (Attack/range 5) Mystic Call (Summons a Guardian, Refresh, Anger or Thunder Ball) Mega Cool (Water Psynergy/range 7) Spark Plasma (Wind Psynergy/range 7) Extras: 2 attacks per turn Guardian Ball HP: 780 PP: 43 STR: 397 DEF: 159 AGL: 780 Weakness: Wind (Jupiter) Resist: Earth (Venus) Elemental Power: Venus 110, Mercury 95, Mars 95, Jupiter 90 Elemental Defense: Venus 152, Mercury 100, Mars 100, Jupiter 48 Attacks: Guard Aura (Reduces all damage except Curative by 90%/single) Refresh Ball HP: 540 PP: 100 STR: 396 DEF: 155 AGL: 136 Weakness: Fire (Mars) Resist: Water (Mercury) Elemental Power: Venus 95, Mercury 115, Mars 85, Jupiter 95 Elemental Defense: Venus 100, Mercury 175, Mars 25, Jupiter 100 Attacks: Earnest Ply (Restores 1000 HP/single) Anger Ball HP: 690 PP: 43 STR: 446 DEF: 156 AGL: 173 Weakness: Water (Mercury) Resist: Fire (Mars) Elemental Power: Venus 95, Mercury 85, Mars 115, Jupiter 95 Elemental Defense: Venus 100, Mercury 25, Mars 175, Jupiter 100 Attacks: Angry Mine (Self-Sacraficing Fire Attack/range 3) Thunder Ball HP: 420 PP: 100 STR: 412 DEF: 154 AGL: 420 Weakness: Earth (Venus) Resist: Wind (Jupiter) Elemental Power: Venus 90, Mercury 95, Mars 95, Jupiter 110 Elemental Defense: Venus 48, Mercury 100, Mars 100, Jupiter 152 Attacks: Flash Bolt (Wind Psynergy/range 3) Storm Ray (Wind Psynergy/range 3) Shine Plasma (Wind Psynergy/range 5) ------------------------------------------------------------------------------- Dullahan (Dlhan) ------------------------------------------------------------------------------- HP: 24000 PP: 300 STR: 845 DEF: 336 AGL: 241 Weakness: Wind (Jupiter) Resist: Earth (Venus) Elemental Power: Venus 110, Mercury 100, Mars 100, Jupiter 100 Elemental Defense: Venus 190, Mercury 150, Mars 130, Jupiter 110 Attacks: Extras: Restores 200 HP and 30 PP per turn, 3 attacks per turn =============================================================================== 2.0 Djinn Analysis =============================================================================== Some of these info on the Djinn and what they do are from Terence Fergusson's Battle Mechanics FAQ. He's the guy who created the RNG methods for use on both Golden Sun and Golden Sun 2 (How does he hack anyway?) Thanks to him. Hmm, maybe you can help me hack the enemy stats in Hard Mode? :P If you want the locations on where to find the Djinn of Golden Sun 2, then refer to Aspartate's Djinn Guide also here at GameFAQs for it. Please do not e-mail me on where to find the Djinn. Aspartate's FAQ explains them all in full detail and there are even ASCII Diagrams where necessary. I do not wish to entertain questions on locations of the Djinn. I hope I make myself clear. This section is an analysis of all Djinn found in both Golden Sun and Golden Sun 2 and how useful they can be for bosses. Djinn can be life savers when used at the right time and can effectively help you beat them when used correctly. ------------------------------------------------------------------------------- 2.1 Venus Djinn ------------------------------------------------------------------------------- -- Flint -- Target: One Enemy Unleash: Strikes a blow that can cleave stone. Stats Boost: +8 HP, +4 PP, +3 ATK Flint is one of those Djinn that attacks the enemy when unleashed. Good for using to summon after unleash, or just left to standby before a boss battle. -- Granite -- Target: All Allies Unleash: Create a mighty earthen Barrier. Stats Boost: +9 HP, +2 DEF, +2 AGL, +1 LUCK This Venus Djinni actually casts a shield on your party members that reduces all damage, except Curative Psynergy by 50%. Useful for reducing damage from the boss for a turn, thus you won't take as much damage as you should. Worth setting back after an unleash or just use to summon. One of the more useful Djinni to unleash. -- Quartz -- Target: One Ally Unleash: Revives a downed ally. (50% Max HP) Stats Boost: +10 HP, +3 PP, +3 AGL Quartz can be used to revive in place of Revive, especially when you will be healing your entire party on this turn and the person healing is slower than whoever is unleashing. You can also unleash when you REALLY need to revive someone and cannot afford to wait to use Revive. If you heal a lot, then you'll probably won't be unleashing this guy a lot, only when the boss has an attack that can immediately downed a character. -- Vine -- Target: All Enemies Unleash: Tangle foes to drop agility. (-50% Max AGL, reduce up to 50% of Max AGL) Stats Boost: +12 HP, +4 PP, +3 DEF, +1 LUCK Useful if you want to reduce the agility of the bosses, but not really necessary, unless the boss is faster than you. Use to summon after unleash. -- Sap -- Target: One Enemy Unleash: Attacks a foe and steals its HP (Heals 50% damage as HP on user) Stats Boost: +10 HP, +3 ATK, +1 LUCK Unleash this if you need to a bit of healing and want to damage the enemy at the same time. Use to summon after unleash. -- Ground -- Target: One Enemy Unleash: Use gravity to hold a foe. (Stops the enemy from acting for a turn) Stats Boost: +9 HP, +3 PP, +3 AGL If you really need to stop a turn on a boss, then unleash this. Not really very practical, since most bosses get more than one turn in the same turn as your party gets a turn each later in the game. But if you're lucky, this may just stop an attack which you wouldn't want to get hit by. -- Bane -- Target: One Enemy Unleash: Attack with nature's venom. Stats Boost: +12 HP, +4 ATK Poisons an enemy, what can I say? But Poison doesn't really work on bosses, so not exactly useful. And to think in Golden Sun, Poison actually does decent damage. I kinda wish they work on bosses. Unleash for damage and then just use to summon or put it on standby before a boss battle for summoning. -- Echo -- Target: One Enemy Unleash: Attack with a double strike. Stats Boost: +9 HP, +4 PP, +3 ATK Basically the same as Flint. Use to unleash an earth based attack, then use it to summon after unleash or just put it on standby before a boss battle for summoning. -- Iron -- Target: All Allies Unleash: Bolster the party's Defense.(+25% Max DEF, boost up to 50% of Max DEF) Stats Boost: +11 HP, +2 DEF, +3 AGL Unleash this to boost your party's Defense. A little bit extra of Defense never hurts. Use to summon after unleash. -- Steel -- Target: One Enemy Unleash: Siphon a foe's HP with a kiss. (Heals 50% damage as HP on user) Stats Boost: +9 HP, +4 ATK, +2 DEF, +1 LUCK This is the same as using Sap. Unleash when you need a bit of healing and to damage the enemy at the same time, then use to summon. -- Mud -- Target: All Enemies Unleash: Slows foes with sticky mud.(-50% Max AGL, reduce up to 50% of Max AGL) Stats Boost: +10 HP, +4 PP, +3 AGL Same as unleashing Vine. Use to summon after unleash. -- Flower -- Target: All Allies Unleash: Refresh allies and restore HP. (30% of Max HP) Stats Boost: +12 HP, +4 PP Useful unleash, especially on a Venus Adept, since they don't have Psynergy that heals the entire party on their Aligned Classes. Set it back after use, or quickly use to summon. -- Meld -- Target: One Enemy Unleash: Launch a powerful team strike. Stats Boost: +9 HP, +4 AGL, +1 LUCK ~~ From Terence Fergusson's Battle Mechanics FAQ ~~ Meld selects your strongest companion out of the current active party to join you in a double attack. This attack is worked out as if it came from them, not from the character unleashing Meld. Their Attack is increased by 25% of the Meld Character's Attack, and they then hit the target with an Elemental Physical Attack with 0 Add Mod and 1.0 Mult Mod. The chosen companion's Earth Power is used in elemental calculations. Other than the percentage of Attack, the character using Meld adds nothing more to the damage calculations. To summarise, Meld is an Earth EPA coming from the strongest out of the three companions you have in battle, with their Attack given a bonus of 25% of the Meld Character's Attack. ~~ End Copy and Paste ~~ Use Meld's unleash if you need the extra Djinn on Standby for summoning. Or you can leave it on standby for summoning at the beginning of the battle. Meld does not take the character's turn when doing the team attack. -- Petra -- Target: One Enemy Unleash: Turns a foe to stone. Stats Boost: +11 HP +3 DEF I don't quite get how Petra works, since there is no status aliment called 'stone'. According to Terence Fergusson's FAQ, he stated that "Target cannot move for next Action". If this is true, then it probably works the same way as Ground, prevents the enemy from acting a turn. So yeah, it works the same way as Ground. From This Djinn's effect is exactly the same as Ground including the always goes first except if there are other Djinns that always go first. -- Salt -- Target: All Allies Unleash: Restore allies' status to normal. Stats Boost: +9 HP, +5 PP, +1 LUCK Very useful if multiple party members are inflicted with a status aliment other than 'downed'. If a boss has the ability to put a status aliment on your party members, it will serve you well to set it back after you unleash it. Note that Restore can cure Curse, but not Haunt. -- Geode -- Target: One Enemy Unleash: Strike with a clod of earth. Stats Boost: +12 HP, +6 ATK This just unleashes an Earth based attack. Usefulness about that of Flint and Echo. Use to summon after unleash. I've noticed that this Djinni does significantly more damage than either Flint or Echo. From This actually does the highest damage of any of the earth-based Djinns by a lot, out-classes Oddessy. -- Mold -- Target: One Enemy Unleash: Strike a foe. Stats Boost: +8 HP, +4 ATK, +2 AGL, +1 LUCK It seems that Mold gets the enemy to either strike itself or another ally. If I'm not wrong, this may very well use the stats of the enemy Mold is targeted at. -- Crystal -- Target: All Allies Unleash: Restore HP to all allies. (50% Max HP) Stats Boost: +10 HP, +5 PP, +2 DEF This is the best healing Djinni. Heals 50% of your Max HP on the entire party. You can use this to heal in place of Pure Wish. Then set it back after unleash. Very useful in the hands of a Venus Adept, especially with Base Classes. ------------------------------------------------------------------------------- 2.2 Mercury Djinn ------------------------------------------------------------------------------- -- Fizz -- Target: One Ally Unleash: Restores HP with calming water. (60% Max HP) Stats Boost: +9 HP, +4 PP, +3 DEF Fizz can be useful for healing a bunch of HP on a single character, but bosses tend to attack multiple targets, making setting this guy back pointless. Use to summon after unleashing. -- Sleet -- Target: One Enemy Unleash: Drench a foe to drop its attack. (-25% Max ATK, reduce up to 50% of Max ATK) Stats Boost: +12 HP, +3 ATK, +1 LUCK Unleash for attacking and reducing Attack, use to summon after unleash. -- Mist -- Target: One Enemy Unleash: Lulls a foe into deep sleep. Stats Boost: +11 HP, +4 ATK Sleep do work on certain bosses, but more often than not, they cannot be put to Sleep, if they can be put to Sleep. Just unleash for the damage and use to summon after unleash. -- Spritz -- Target: All Allies Unleash: Restores party's HP with soothing mist. (30% Max HP) Stats Boost: +8 HP, +4 PP, +3 AGL Same as Flower, but is under a different element. Spritz is more useful on Piers than Mia, since Piers base classes does not have the Wish Psynergies. Set it back after unleash. -- Hail -- Target: One Enemy Unleash: Freeze a foe to drop its Defense. (-25% Max DEF, reduce up to 50% of Max DEF) Stats Boost: +9 HP, +4 ATK, +1 LUCK Unleash for attacking and reducing Defense, use to summon after unleash. -- Tonic -- Target: All Allies Unleash: Heals all party aliments. Stats Boost: +8 HP, +3 PP, +2 DEF, +2 LUCK Very useful if multiple party members are inflicted with a status aliment other than 'downed'. If a boss has the ability to put a status aliment on your party members, it will serve you well to set it back after you unleash it. Note that Restore can cure Curse, but not Haunt. -- Dew -- Target: One Ally Unleash: Revives a downed ally. (80% Max HP) Stats Boost: +13 HP, +4 PP, +4 AGL Good in the hands of a Mercury Adept since Mercury doesn't have any Revive Psynergy. Set back after use. This is one of the Revive Djinn that revives for a lot of HP. -- Fog -- Target: One Enemy Unleash: Blind an enemy with a fog. (Delusion) Stats Boost: +9 HP, +2 DEF, +2 AGL, +1 LUCK Delusion is one of those conditions that works the most often on bosses, and yet inflicting Delusion on them is useless especially if they never use their normal attacks. It would do you well to just unleash for the damage and use to summon after unleash. -- Sour -- Target: One Enemy Unleash: Reduce a foe's resistance. (-40% Max Resist, reduce up to 80% Max Resist) Stats Boost: +8 HP, +4 PP, +3 ATK Unleash to attack and reduce Elemental Resiatance. Use to summon after unleash. -- Spring -- Target: One Ally Unleash: Restore HP with healing herbs. (70% Max HP) Stats Boost: +11 HP, +5 PP Usefulness is practically the same as Fizz. Unleash to heal, and use to summon after unleash. -- Shade -- Target: All Allies Unleash: Create a watery shield. Stats Boost: +9 HP, +3 DEF, +2 LUCK This Mercury Djinni actually casts a shield on your party members that reduces all damage, except Curative Psynergy by 60%. Useful for reducing damage from the boss for a turn, thus you won't take as much damage as you should. Worth setting back after an unleash or just use to summon. One of the more useful Djinni to unleash. -- Chill -- Target: One Enemy Unleash: Strike to reduce a foe's defense. (-25% Max DEF, reduce up to 50% of Max DEF) Stats Boost: +10 HP, +3 PP, +2 DEF Unleash for attacking and reducing Defense, use to summon after unleash. -- Steam -- Target: All Allies Unleash: Increases all allies Elemental strength. (+40% Max Resist, boost up to 80% Max Resist) Stats Boost: +10 HP, +5 ATK Unleash this to raise your party's resistance to the elements, then use to summon after unleash. -- Rime -- Target: One Enemy Unleash: Seal a foe's Psynergy. Stats Boost: +10 HP, +6 PP Psynergy Seal only works on enemies that are able to use Psynergy. It doesn't always work and doesn't do any damage. But go ahead if you want to try. If you do unleash it, use to summon after use. -- Gel -- Target: One Enemy Unleash: Weaken a foe's Attack. (-25% Max ATK, reduce up to 50% of Max ATK) Stats Boost: +9 HP, +5 ATK, +2 AGL Unleash for attacking and reducing Attack, use to summon after unleash. -- Eddy -- Target: All Allies Unleash: Speed up Djinn recovery time. Stats Boost: +9 HP, +3 AGL, +2 LUCK Useful when you need your Djinn to be set back to a character faster. Basically it reduces the Recovery time of all Djinn on Recovery by one turn. -- Balm -- Target: All Allies Unleash: Revive all downed allies. (60% Max HP) Stats Boost: +13 HP, +4 PP You probably won't be unleashing Balm that often, but this Djinni is the ultimate Revive Djinn. One move and everyone that has been downed will be revived. Of course, you can also just unleash to revive one single ally. -- Serac -- Target: One Enemy Unleash: Strike a chilling finishing blow. (Downed) Stats Boost: +12 HP, +3 ATK This unleash may inflict 'downed' on the target, not that it will work on bosses. Unleash for damage, the use to summon after unleash. ------------------------------------------------------------------------------- 2.3 Mars Djinn ------------------------------------------------------------------------------- -- Forge -- Target: All Allies Unleash: Boosts party's attack with flame fury. (+25% Max ATK, boosts up to 50% Max Attack) Stats Boost: +10 HP, +2 ATK, +2 AGL, +2 LUCK Unleash on your party to boost attack, then use to summon after unleash. -- Fever -- Target: One Enemy Unleash: Wraps a foe in feverish delusion. (Delusion) Stats Boost: +8 HP, +3 ATK, +2 AGL Delusion is one of those conditions that works the most often on bosses, and yet inflicting Delusion on them is useless especially if they never use their normal attacks. It would do you well to just unleash for the damage and use to summon after unleash. -- Corona -- Target: All Allies Unleash: Boosts party's defense with a heat aura. (+25% Max DEF, boost up to 50% of Max DEF) Stats Boost: +9 HP, +5 PP, +1 LUCK Unleash to boost Defense, use to summon after unleash. -- Scorch -- Target: One Enemy Unleash: Stun a foe with a blast attack. (Stun) Stats Boost: +8 HP, +3 ATK Stun don't work very well on most bosses either. Unleash for the damage and use to summon after unleash. -- Ember -- Target: All Allies Unleash: Restores party's PP with passion flames. (7% Max PP) Stats Boost: +9 HP, +4 PP, +2 DEF, +2 AGL Not really very practical to unleash to restore PP, since it doesn't restore a lot, but still worth unleashing then use to summon. -- Flash -- Target: All Allies Unleash: Blocks damage to party with a firewall. Stats Boost: +14 HP, +3 PP, +2 DEF This Mars Djinni actually casts a shield on your party members that reduces all damage, except Curative Psynergy by 90%. Useful for reducing damage from the boss for a turn, thus you won't take as much damage as you should. Set back after use. The best Defensive Djinni. -- Torch -- Target: One Enemy Unleash: Penetrate defense with a melting blast. (Pierce 50% DEF) Stats Boost: +9 HP, +3 ATK, +1 LUCK Unleash for damage, then use to summon after unleash. -- Cannon -- Target: One Enemy Unleash: Strike with the power of Mars. Stats Boost: +10 HP, +3 ATK Unleash for a powerful attack. Use to summon after unleash. -- Spark -- Target: One Ally Unleash: Revive an ally with cheers of support. (60% Max HP) Stats Boost: +11 HP, +6 PP A Revive Djinni. Use to Revive a downed ally, then either set back for use again, or just leave it and use to summon. -- Kindle -- Target: All Allies Unleash: Increases all allies' Attack. (+25% Max ATK, boosts up to 50% Max Attack) Stats Boost: +8 HP, +5 ATK, +1 LUCK Use to boost attack, then use to summon after unleash. -- Char -- Target: One Enemy Unleash: Paralyze a foe with a strong blow. (Stun) Stats Boost: +9 HP, +2 ATK, +2 AGL, +1 LUCK Stun don't work very well on most bosses either. Unleash for the damage and use to summon after unleash. -- Coal -- Target: All Allies Unleash: Rally your allies to boost Agility. (+100% Max AGL, boosts to 100% Max AGL) Stats Boost: +11 HP, +3 PP, +3 AGL This Djinni boosts 100% of your Max Agility. Use this if you're slower than the enemy. Then use to summon after unleash. -- Reflux -- Target: One Ally Unleash: Counter an enemy's attack. Stats Boost: +9 HP, +3 DEF, +2 LUCK Counters with Fire Elemental Physical Attack. Not really very useful, unleash if you have nothing better to do, then use to summon. -- Core -- Target: One Enemy Unleash: Strike through an enemy's Defense. (Pierce 50% Defense) Stats Boost: +8 HP, +4 ATK, +2 DEF Unleash for damage, use to summon after unleash. -- Tinder -- Target: One Ally Unleash: Revive a downed ally. (100% Max HP) Stats Boost: +12 HP, +5 PP This is the strongest Revive Djinni. It's as strong as the Revive Psynergy. Set back after use, or quickly use to summon. -- Shine -- Target: One Enemy Unleash: Dazzle foes and strike decisively. (Delusion) Stats Boost: +9 HP, +3 ATK, +3 DEF, +2 AGL Delusion is one of those conditions that works the most often on bosses, and yet inflicting Delusion on them is useless especially if they never use their normal attacks. It would do you well to just unleash for the damage and use to summon after unleash. Delusion will also affect the other enemies within range. From Can cause Delusion to any enemy not just the targeted enemy. -- Fury -- Target: One Enemy Unleash: Call forth wandering souls to attack. (Haunt) Stats Boost: +12 HP, +4 PP Haunt don't really work on bosses, but this Djinni does pretty nice damage. Unleash for the damage, then use to summon. -- Fugue -- Target: All Enemies Unleash: Fatigue your foes to drop their PP. Stats Boost: +11 HP, +4 PP, +2 DEF This Djinni does not do any damage, but rather attack their PP instead. PP reduction works pretty nicely on bosses, but only if they have PP in the first place of course. ------------------------------------------------------------------------------- 2.4 Jupiter Djinn ------------------------------------------------------------------------------- -- Gust -- Target: One Enemy Unleash: Attack with mighty wind gusts. Stats Boost: +9 HP, +2 ATK, +2 AGL This Djinni just does a normal attack that may deal double damage. Unleash then use to summon. -- Breeze -- Target: All Allies Unleash: Boost party Resistance. (+40% Max Resist, boost up to 80% Max Resist) Stats Boost: +12 HP, +5 PP, +2 DEF, +1 LUCK Unleash to boost party's Resistance, then use to summon. -- Zephyr -- Target: All Allies Unleash: Boost party Agility with swift wind. (+100% Max AGL, boosts to 100% Max AGL) Stats Boost: +11 HP, +3 PP, +2 AGL, +1 LUCK This Djinni boosts 100% of your Max Agility. Use this if you're slower than the enemy. Then use to summon after unleash. -- Smog -- Target: One Enemy Unleash: Veil a foe's vision in smoke. (Delusion) Stats Boost: +9 HP, +3 ATK Delusion is one of those conditions that works the most often on bosses, and yet inflicting Delusion on them is useless especially if they never use their normal attacks. It would do you well to just unleash for the damage and use to summon after unleash. -- Kite -- Target: One Ally Unleash: Attacks twice next round. Stats Boost: +8 HP, +4 PP, +3 AGL This Djinni's unleash is pretty neat. It's like having 5 turns on 4 party members for the next turn. Unleash on an ally when you need the extra turn. -- Squall -- Target: One Enemy Unleash: Paralyzes a foe with a storm. (Stun) Stats Boost: +10 HP, +5 ATK Stun don't work very well on most bosses either. Unleash for the damage and use to summon after unleash. -- Luff -- Target: One Enemy Unleash: Seals a foe's Psynergy. Stats Boost: +11 HP, +5 PP Psynergy Seal only works on enemies that are able to use Psynergy. It doesn't always work and doesn't do any damage. But go ahead if you want to try. If you do unleash it, use to summon after use. -- Breath -- Target: One Ally Unleash: Restore HP quickly. (40% Max HP) Stats Boost: +9 HP, +3 DEF, +4 AGL Does not heal as much as some of the other healing Djinn, but Breath will always come before the enemy. Use to quickly heal someone if you're slower than the enemy. -- Blitz -- Target: One Enemy Unleash: Numb a foe with a lightning strike. (Stun) Stats Boost: +10 HP, +4 PP, +3 ATK Stun don't work very well on most bosses either. Unleash for the damage and use to summon after unleash. -- Ether -- Target: One Ally Unleash: Focus will restore PP. (30% Max PP) Stats Boost: +8 HP, +4 PP, +3 AGL, +2 LUCK Nice, since this Djinni restores the most PP on any one ally. Set back after unleash if needed, or leave it and use to summon. -- Waft -- Target: One Enemy Unleash: Calm a foe with soothing scents. (Sleep) Stats Boost: +11 HP, +4 ATK Sleep do work on certain bosses, but more often than not, they cannot be put to Sleep, if they can be put to sleep. Just unleash for the damage and use to summon after unleash. -- Haze -- Target: One Ally Unleash: Hide away to avoid damage. Stats Boost: +10 HP, +2 DEF, +3 AGL, +3 LUCK This unleash is quite useful, when you need to protect one party member from all damage until you can heal him/her. Curative Psynergy still works on an ally who has been affected by Haze, so if someone is dying, you can unleash Haze on that ally without worrying that he/she will get hurt before you can heal him/her. -- Wheeze -- Target: One Enemy Unleash: Poison a foe as you strike. (Poison) Stats Boost: +9 HP, +3 PP, +5 ATK Poisons an enemy, what can I say? But Poison doesn't really work on bosses, so not exactly useful. And to think in Golden Sun, Poison actually does decent damage. I kinda wish they work on bosses. Unleash for damage and then just use to summon or put it on standby before a boss battle for summoning. -- Aroma -- Target: All Allies Unleash: Restore everyone's PP. (10% Max PP) Stats Boost: +11 HP, +3 AGL, +2 LUCK Restores more PP on your party than Ember, not a lot, but good enough. Unleash to restore PP, then use to summon or set it back if needed. -- Whorl -- Target: One Enemy Unleash: Takes a deep breath, and strike. (Downed) Stats Boost: +9 HP, +3 PP, +5 ATK This unleash may inflict 'downed' on the target, not that it will work on bosses. Unleash for damage, the use to summon after unleash. -- Gasp -- Target: All Enemies Unleash: Call the Grim Reaper on your foes. (Countdown) Stats Boost: +12 HP, +5 PP Useless on bosses, doesn't do any damage either. Might as well either leave it set or put it on standby before a boss battle and use to summon. -- Lull -- Target: One Enemy Unleash: Negotiate a temporary cease-fire. (Ends current turn immediately) Stats Boost: +11 HP, +6 PP Very useful on the much tougher bosses. The greatest thing is that if you unleash Lull with a character that's slower than the rest of your party members but faster than the boss, the rest of your party will get their turns and before the boss can attack, the turn ends. One of the key Djinn used to beat Dullahan without Summon Rush. From The Djinn, as soon as it comes into effect stops all action that is going to happen this turn for both you and your opponent, and immediatly goes to applying stuff that happens automatically at the end of the turn, and at the end of your charecter's turn. Basically it speeds up Djinn recovery, applies poison, and regen. What it is effective for is adding an extra jupiter djinn so you can summon in the next turn or speeding those djinns back to you. It's very conditional. -- Gale -- Target: One Enemy Unleash: Blast enemies with a wind strike. (May force enemy to escape) Stats Boost: +10 HP, +5 AGL, +3 LUCK Not very practical to use against normal enemies, since you may lose EXP when enemy escapes, but it doesn't matter against bosses, since you cannot run away from bosses. Unleash for damage, and use to summon. ******************************************************************************* Credits ******************************************************************************* - Me for typing out this FAQ. - Terence Fergusson, Aspartate, Link Kirby and Torrent Lord for their great FAQs which I got some of the information from. (See Link Kirby's RNG FAQ at GameFAQs for info on RNGs) - Ismaddict for the stats on PP, STR, DEF, and AGL. - Any other FAQ writers that too wrote FAQs for Golden Sun 2 which I have used. - Nintendo and Camelot for making the game. - Any sites that put my FAQ up. Copyright(C) alucard_rpg@yahoo.com