GS:TLA Boss Strategies by Diego Gonzalez (a.k.a. Link Kirby) If you have any Golden Sun ASCII art that I can use, let me know. -------------- --DISCLAIMER-- -------------- The only web site that this guide is available on is GameFAQs.com. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------------------- --VERSION HISTORY-- ------------------- Version 1.21- I am no longer answering questions about the Excalibur or Wonder Bird timings. I caught some more errors (I'm bad at this). Version 1.2- Some more errors. Thanks to Kikuichimonji3 for the corrections. Also improved on some of the strategies. Version 1.1- Fixed some obvious mistakes that I should have seen. Oh well. Version 1.0- First posted version. Just missing the summon strat for Dullahan. ------------ --CONTENTS-- ------------ Use the Find feature on your browser to quickly locate a boss. 1)How to read this FAQ 2)Required Bosses A)Chestbeater x3 B)King Scorpion C)Briggs and Sea Fighter x2 D)Aqua Hydra E)Serpent F)Avimander G)Poseidon H)Moapa and Knight x2 I)Agatio and Karst J)Flame Dragon x2 K)Doom Dragon 3)Summon Tablet Guardians A)Star Magician B)Sentinel C)Valukar D)Dullahan a)The LK method of forging Excalibur b)No-summoning strategy 4)Credits -------------------------- --1)How to read this FAQ-- -------------------------- The strategies in this FAQ are all organized in a certain way. First, I include the characters, the recommended levels, and available Djinn you should have. There are some Djinn that become available that people don't know about(like Spark and Sour for the Briggs boss battle). Don't expect all the Djinn locations here, this is a Boss FAQ. If you don't have some Djinn, check one of the Djinn Guides on this site. They're great. Next I include the general moves each character should perform, and a recap of why you should do it. Some bosses have different movesets for different situations. When mentioning notable boss attacks that damage multiple characters, I call them "group damaging attacks" instead of Psynergy because not all of them are Psynergy, and are not blockable with Luff, Rime, or the Bind Psynergy. This is my first attempt at writing a guide, so if you find any mistakes in my guide for some reason (spelling errors, Psynergy/Djinn not avaliable at recommended levels and bosses, etc.), or you have some Golden Sun ASCII art to contribute, then please contact me at: Link_Kirby34@yahoo.com Please indicate that your e-mail has to do with the FAQ in the subject. If you don't, I just might delete it without reading it, as is my tendency. I get so much mail that I just skim through and read a few, so make yours stand out. I will usually check it once a week. Please note that I will no longer respond to inquiries regarding the Excalibur or the Wonder Bird timing methods. They have grown ridiculously numerous. I simply don't have time to respond to them all, so I won't even try. The methods will work if you time it correctly, end of story. If you e-mail me about that, don't expect a response. Sorry. --------------------- --2)Required Bosses-- --------------------- ------------------------------------------------------------------------------- A)Chestbeater x3 ------------------------------------------------------------------------------- HP: 155 each Exp: 120 each Coins: 84 each You will meet the Chestbeaters inside of the Kandorean Temple, just past a boiling cauldron of water. Character Levels, Classes, and Djinn: Felix Lv.6 Squire: No Djinn Jenna Lv.6 Flame User: No Djinn Sheba Lv.6 Seer: 1 Venus (Echo) All of them should have pretty much full PP. If you are running out, go back to the room with the waterfall running through it. If you stay in the water, monsters won't attack and you can recover PP by running around. Turn 1(and all following turns): Felix attacks or casts Earthquake/Spire/Cure Jenna casts Fume/Flare Wall Sheba casts Flash Bolt/Cure The Chestbeaters are weak against Fire and resistant to Wind. If someone's HP drops to below 35-40 or so, have Felix or Sheba cast Cure on that person. To make them go down faster, have Jenna target the same Chestbeater over and over with Fume until it falls. They are holding Herbs and will use them on each other if their HP starts to fall. They'll eventually run out though. ------------------------------------------------------------------------------- B)King Scorpion ------------------------------------------------------------------------------- HP: 1,054 Exp: 440 Coins: 228 You will meet the King Scorpion in Yampi Desert, after three pillar-Pounding puzzles. Character Levels, Classes, and Djinn Felix Lv.10 Knight: 2 Venus (Echo, Iron) Jenna Lv.10 Defender: 2 Mercury, 1 Mars (Fog, Sour, Cannon) Sheba Lv.10 Magician: 2 Jupiter (Breath, Blitz) They should all have pretty much full PP. Save Jenna's and Felix's PP especially, since they are the healers. There is a Psynergy Stone about halfway to the Scorpion that you can use. Give Sheba any Herbs you might have. Turn 1: Felix unleashes Iron Jenna casts Cutting Edge Sheba casts Impact on Jenna Impact makes Jenna's Cutting Edge stronger and Iron increases your defense; the Scorpion has an attack called Desert Gasp that lowers your defense, and then an attack called Twin Shear that does serious damage to low-defense characters. Turn 2(and all following turns): Feilx unleashes Djinn and summons Ramses Jenna casts Cutting Edge/Ply Sheba casts Impact on Felix, then casts Plasma The Scorpion's weakness is Fire and resistance is Wind. When Felix has no available Djinn after a summon, use Spire. If someone is down to less than 50 HP, have Felix cast Cure or Jenna cast Ply on that person. Have Sheba cast Impact on Felix/Jenna before the Attack boost run out. It lasts seven turns from the last time it was used. Iron will eventually max out your Defense, so his physical attacks should do almost no damage. ------------------------------------------------------------------------------- C)Briggs and Sea Fighter x2 ------------------------------------------------------------------------------- Briggs- HP: 984 Sea Fighter- HP: 197 each Exp: 333 Exp: 89 each Coins: 891 Coins: 130 each You will find Briggs in Eastern Alhafra, inside a boat with its mast snapped. After a long emoticon-filled discussion, Briggs and his buddy will attack you. Character Levels, Classes, and Djinn Felix Lv.13 Knight: 2 Venus, 1 standby Mars(Echo, Iron, Cannon) Jenna Lv.13 Defender: 2 Mercury, 1 Mars(For, Sour, Spark) Sheba Lv.13 Magician: 2 Jupiter(Breath, Blitz) Felix and Jenna have healing Psynergies, and Sheba should have Herbs and Nuts. You should be at full HP and PP from the Inn. Turn 1: Felix unleashes Iron Jenna casts Cutting Edge Sheba casts Sleep Sheba's Sleep is your trump card. Briggs himself won't fall asleep, but his buddies probably will. They will stay asleep for about 2 turns, but they won't attack on the turn they wake up. Turn 2(and all following Turns) Felix unleashes Djinn and summons Ramses, casts Ragnarok after summon Jenna casts Cutting Edge/Ply Sheba casts Sleep or uses Herbs/Nuts Briggs use a Signal Whistle and call more buddies of his when one falls. He defends frequently and lets the Sea Fighters attack. If both Sea Fighters are asleep, have Sheba cast Plasma. If you found any Weasel's Claws in Yampi Desert, have her use those instead of her Psynergy. Briggs and his men have Herbs and Nuts to heal each other with too. Be extremely wary of his Oil Drops, as they do about 80 damage to the targeted character and 50 to the others. It is crucial that Jenna always has full health. She carries Spark, the only thing that you can use to revive downed characters. Have her use Ply if someone drops below 100 HP. Have Sheba use a Nut if someone's HP is critical. Iron will eventually max out your Defense, so the Sea Fighters' physical attack will do 1-4 damage. He only has four friends to call on for help, so once they are down, he's cake. Once he is beaten, brace yourself for another enlightening ten minute conversation! ------------------------------------------------------------------------------- D)Aqua Hydra ------------------------------------------------------------------------------- HP: 2,276 Exp: 963 Coins: 1,612 Full health as always. The Aqua Hydra is actually a mass of jellyfish grouped together, you'll find the jellyfish in Piers' ship after retrieving his Black Orb. Once you talk to one of the jellyfish, the others will merge with it. You should be at pretty much full health since the only things you've fought are the jellyfish that you freeze into puddles. Character Levels, Classes, and Djinn Felix Lv.19 Knight: 3 Venus, 1 standby Mercury(Echo, Iron, Steel, Spring) Jenna Lv.19 Hex: 4 Mars(Cannon, Spark, Kindle, Char) Sheba Lv.19 Scholar: 4 Mercury(Fog, Sour, Chill, Shade) Piers Lv.19 Scholar: 4 Jupiter(Breath, Blitz, Ether, Waft) If you want, you can go all the way back to Kibombo after getting the Cyclone Chip and get the Djinni Mud. If you do, then give it to Felix(upgrades to Gallant) and give Spring to Sheba(upgrades to Savant). But it is very far. Turn 1: Felix unleashes Iron Jenna unleashes Kindle Sheba casts Impact on Felix Piers casts Impact on Jenna Felix and Jenna are at maximum attack power. The Aqua Hydra now uses something like Triple Chomp or Drench. You're not dead. Anyways... Turn 2(and all following turns): Felix continues to unleash Djinn for a Level 3 summon Jenna continues to unleash Djinn(even Spark) for a Level 4 summon Sheba attacks or casts Wish Piers attacks or casts Wish The Aqua Hydra's weakness is Fire. The Djinn unleashes are doing more damage because of the heightened attack power of Felix and Jenna. Don't have both Sheba and Piers casting Wish unless you really need it. Save your PP. His only real group damaging attack is Raging Flood. You can also have Sheba unleash/set Shade instead of casting Wish. Piers should be able to do the healing alone if he has to. If only one person needs healing, Felix can cast Cure Well on that person. ------------------------------------------------------------------------------- E)Serpent ------------------------------------------------------------------------------- HP: 3,536 Exp: 1,995 Coins: 2,898 Serpent is inside Gaia Rock. Before you fight him, be sure to activate all four of the lights so he doesn't recover an insane amount of HP every turn. If all four are activated, he only recovers 30 HP per turn. PP might be a problem if you didn't go back to the Izumo Inn after casting Growth a million times in the misty room maze. Unleash/set Ether in random battles on low PP characters. Or if you did go to the Inn, activate Felix's Avoid until you get to the Serpent's chamber. I'm assuming you reached Gaia Rock before going to Aqua Rock. Character Levels, Classes, and Djinn Felix Lv.23 Cavalier: 5 Mercury Djinn(Fog, Sour, Spring, Shade, Chill) Jenna Lv.23 Hex: 4 Mars Djinn(Cannon, Spark, Kindle, Char) Sheba Lv.23 Mage: 4 Jupiter Djinn(Breath, Blitz, Ether, Waft) Piers Lv.23 Shaman: 5 Venus Djinn(Echo, Iron, Steel, Mud, Flower) There are a few other Djinn that are available, but require extreme effort to get(like Wheeze in Tundaria). You can get those if you wish, though you will probably pass by them later in your quest. Anyway, give Jenna and Sheba at least 3 Antidotes each, Felix and Piers know Cure Poison. He is weak to Wind but resistant to Earth. Turn 1(and all following turns): Felix casts Cutting Edge/Ply Well/Wish Well Jenna unleashes Djinn for a Level 4 summon Sheba unleashes Djinn for ONE Level 4 summon, then casts High Impact/Tornado Piers attacks or casts Cure Well/Wish Well Serpent attacks twice per turn. He can cast Cure Well on himself, so be careful. He knows several group damaging attacks, such as Black Ice and Quake Sphere, but the most annoying is Toxic Breath. Have Sheba and Jenna use Antidotes if Piers has to Wish. If one person is damaged, cast Cure or Ply, not Wish. His Mighty Press does serious damage to one character and can even instantly down that character. If that happens, Felix Revives while Piers casts Wish. With all Djinn set, Jenna also has group healing spells, so have that as an option too. At level 26, Sheba will learn the powerful Shine Plasma, so you can think about that too. When Sheba unleashes Ether, use it on Felix or Piers if they need some extra Psynergy. ------------------------------------------------------------------------------- F)Avimander ------------------------------------------------------------------------------- HP: 3,792 Exp: 2,176 Coins 1,330 Avimander is summoned by Brigg's grandma after you chase him back to Champa. Looks like he still needs his grandma to bail him out. What a wuss. She's in the top floor of the "cliff houses". Rest at the Inn for full health. Character Levels, Classes, and Djinn Felix Lv.28 Lord: 6 Venus(Echo, Iron, Steel, Mud, Flower, Meld) Jenna Lv.28 Fire Master: 6 Mars(Cannon, Spark, Kindle, Char, Coal, Reflux) Sheba Lv.28 Magister: 6 Jupiter(Breath, Blitz, Ether, Waft, Haze, Wheeze) Piers Lv.28 Captain: 6 Mercury(Fog, Sour, Spring, Shade, Chill, Steam) Back to base classes. Avimander's resistance is Fire so Jenna can be the healer since she won't be much help as an attacker. If you find that Jenna's Healing Aura isn't enough, then have Sheba and Piers switch Djinn. It doesn't really mess up the strategy, but now Jenna can attack physically or help Piers with the healing. Turn 1(and all following turns): Felix attacks or casts Oddysey Jenna casts Healing Aura Sheba casts High Impact, then Shine Plasma Piers unleashes Djinn for a Level 4 summon If you went with that setup, then have Sheba cast High Impact until it maxes out. It powers up Oddysey and Diamond Burg. Jenna is always healing. Avimander has several group damaging attacks like Fiery Blast and Fire Breath, but the one to worry about is Star Mine. His Heat Stun might stun characters, so have a way to cure that. If you switched Sheba's and Piers' Djinn, then have Sheba do the unleashing and Piers help Jenna with the healing. He can cast Hail Prism on a free turn. Felix has Revive if you need it. Have Piers summon Boreas, since it will double the healing power of Wish Well. Have someone cast Impact on Felix to power up Oddysey. This boss isn't all that difficult. Jenna can attack physically if everyone has good health, she is especially powerful if you forged the Sylph Rapier for her. It's made from Sylph Feathers by the blacksmith Sunshine in Yallam. ------------------------------------------------------------------------------- G)Poseidon ------------------------------------------------------------------------------- HP: 4,905 Exp: 2,930 Coins: 3,762 You should go after Poseidon just after beating Avimander and having the Trident forged. If you don't have the Trident, go and get it. You're not going to win without it. Heck, you aren't even going to scratch him without it. Just get it. Rest at the Inn after beating Avimander before you set out to fight this guy. He's in the Sea of Time. Character Levels, Classes, and Djinn: Felix Lv.28 Lord: 6 Venus(Echo, Iron, Steel, Mud, Flower, Meld) Jenna Lv.28 Fire Master: 6 Mars(Cannon, Spark, Kindle, Char, Coal, Reflux) Sheba Lv.28 Savant: 6 Mercury(Fog, Sour, Spring, Shade, Chill, Steam) Piers Lv.28 Savant: 6 Jupiter (Breath, Blitz, Ether, Waft, Haze, Wheeze) You will need the Savants for sure this time. Jenna's strength is Poseidon's weakness, so having her fight instead of heal is crucial. Sheba and Piers have serious Agility, so they will go first. Give Piers the Trident and equip it for extra Water Resist. Four of Jenna's Djinn are on standby. Turn 1: Felix unleashes Iron Jenna summons Meteor Sheba casts High Impact Piers uses the Trident If Sheba casts High Impact before Piers raises the Trident, it will do more damage. The Trident also breaks Poseidon's forcefield, allowing you to damage him. He has great physical power, so Iron helps a lot. Turn 2: Felix sets Iron Jenna casts Serpent Fume Sheba casts High Impact Piers casts High Impact/Wish Well Jenna's Fire Power is at its limit, so Serpent Fume does loads. Felix isn't going to use summmons, so just set Iron so he gets Oddysey back. You need four High Impacts to max out the group's Attack, or two Impacts to max out Felix's Attack. Turn 3(and all following turns): Felix casts Oddysey/Revive Jenna unleashes Djinn for a Level 4 summon, casts Serpent Fume after summon Sheba attacks or casts High Impact/Wish Well Piers uses the Trident or casts High Impact/Wish Well If Jenna only has 2 Djinn set, use Serpent Fume. Don't let her revert to the Flame User class. Wait for them to set themselves. Since Jenna will never have all Djinn set, she is the weak link and must be protected. Poseidon has several devastating attacks, worst of which is Watery Grave. It has a chance of instantly downing one or more characters! His Ocean Fist might reduce one character's HP to 1. He also has an ability called Counter Rush similar to your Relfux Djinn. You will might want to have Jenna defend after the Meteor summon if her maximum HP is really low. Don't bother with Shine Plasma or Hail Prism if the Savants don't need to heal, they do little damage to him anyway. Have them attack physically or use the Trident. Don't let Jenna be downed, as it makes her Fire Power go back to normal. ------------------------------------------------------------------------------- H)Moapa and Knight x2 ------------------------------------------------------------------------------- Moapa- HP: 3,042 Knight- HP: 1,954 each Exp: 1,670 Exp: 835 each Coins: 2,460 Coins: 205 each Moapa is in Shaman Village. He will want nothing to do with you unless you show him the Shaman's Rod. You will then compete in Trial Road, similar to Colloso in GS. Give up your weakest defense-increasing items on the way to the way to the top, and under no circumstances let Moapa beat you to the top ("Why?" says Felix). It is better to lose one item at each door than two items if he beats you to it. Take the route with the sand waterfall when you see Moapa's men demonstrate. It's the easier route to take, big-time. Character Levels, Classes, and Djinn: Felix Lv.30 Lord: 7 Venus(Echo, Iron, Steel, Mud, Flower, Meld, Petra) Jenna Lv.30 Guardian: 6 Mercury, 1 Mars(Fog, Sour, Spring, Chill, Rime, Gel, Cannon) Sheba Lv.30 Magister: 6 Jupiter((Breath, Blitz, Ether, Waft, Haze, Wheeze) Piers Lv.30 Water Monk: 6 Mars, 1 Mercury(Spark, Kindle, Char, Coal, Relfux, Core, Shade) Not much to say. There are two other Djinn available now that you have access to the whole world. You can get those if you want. See a Djinn FAQ if you need help getting Tinder and Salt, although you don't really need them right now. Turns 1 and 2: Felix casts Oddysey Jenna casts Protect Sheba casts High Impact Piers unleashes/sets Shade Protect is to decrease damage from physical attacks and Bosca Hits. High Impact increases Oddysey damage and Shade decreases damage from Crystal Powders and Bramble Seeds. Turn 3(and all following turns): Felix casts Oddysey/Revive Jenna casts Plume Edge/Wish Well/Protect Sheba casts High Impact/Shine Plasma Piers attacks or casts Hail Prism/Eruption/Wish Well Moapa is weak to all elements, and all Psynergy targets him. Jenna can attack with Plume Edge if everyone is at good health, or Piers can heal for her. Cast Protect and High Impact every once in a while before their effect runs out(they last seven turns each). If you have any Bramble Seeds of your own, this is the place to use them as they do 200+ damage to him. If you won a Hestia Blade in Lemurian Spring for Piers, he can attack with that. That wasn't too hard. Moapa sure talks a big game, but he's cake if you know what you're doing. ------------------------------------------------------------------------------- I)Agatio and Karst ------------------------------------------------------------------------------- Agatio- HP: 4,248 Karst- HP: 3,186 Exp: 3,000 Exp: 2,813 Coins: 3,740 Coins: 5,280 Agatio and his lady friend are in Jupiter Lighthouse. I won't say more than that, for there is a huge plot development involved. I will say that you start the battle with only half the usual manpower. At least you got the men. By the way, this is the last boss battle I will include Djinn in. There are too many of them now. Character Levels, Classes, and Djinn: Felix Lv.32 Slayer: 8 Venus(Echo, Iron, Steel, Mud, Flower, Meld, Petra, Salt) Piers Lv.32 Sage: 7 Jupiter, 1 Mercury(Breath, Blitz, Ether, Waft, Haze, Wheeze, Aroma, Shade) Jenna Lv.32 Justice: 8 Mars(Cannon, Spark, Kindle, Char, Coal, Reflux, Core, Tinder) Sheba Lv.32 Sage: 6 Mercury, 1 Jupiter(Fog, Sour, Spring, Chill, Steam, Balm, Gasp) Too many Djinn... I mean, great, more Djinn! Anyway, You will start the battle with only Felix and Piers. Target Karst first. She has 1,000 less HP and boasts group healing moves, Djinnfest which puts one of everyone's Djinn in recovery, as well as a move called Death Scythe. You can imagine what it does. Backup won't arrive until Turn 3. Turn 1: Felix casts Oddysey Piers casts Hail Prism or Wish Well Agatio has several powerful group damaging attacks. Watch out for his Stun Muscle and Meteor Blow, those are immensely powerful. His Rising Dragon deals about 250 damage to one character. You might have some problem with Karst too, as she's extremely fast. Turn 2: Felix casts Oddysey/Potent Cure Piers casts Wish Well You are probably hurting after Agatio's attack. Stop and heal yourself, you wouldn't want to be dead before Jenna arrives, would you? Turns 3 and 4: Felix attacks or casts Revive Piers attacks or casts Wish Well Jenna casts Healing Aura Just stay alive until Sheba comes. She is your trump card. You can attack normally with Felix and Piers, and if they are wielding Hestia Blades, Karst will lose half of her Agility. That pretty much solves the speed problem. Turn 5(and all following turns): Felix attacks or casts Revive Piers attacks or casts Wish Well Jenna casts Healing Aura Sheba unleashes Djinn for a Level 4 summon Summoning Boreas is how we really cause damage. Keep Sheba alive at all costs. Use none of Felix's Djinn, as you are probably going to need Revive. Piers and Jenna will be healing, and can attack if it is not neccesary. Have the same person summon Boreas over and over; it should be Sheba, but Piers' Water Power is almost identical to hers, if not slightly higher. If you have Piers summon Boreas at least once, his Wish Well will double in power(everyone recovers 320 HP, that's practically a Pure Wish!). ------------------------------------------------------------------------------- J)Flame Dragon x2 ------------------------------------------------------------------------------- Flame Dragon 1- HP: 5,724 Flame Dragon 2- HP: 5,348 Exp: 2,502 Exp: 2,502 Coins: 1,521 Coins: 1,872 You will encounter the Flame Dragons encased in ICE in the heart of Mars Lighthouse. Pretty ironic. Once you Blaze the dragon heads on the sides of the ice and Burst the ice open, they will show their appreciation by viciously attacking you! Note that Flame Dragon 1 is slightly larger than Flame Dragon 2. Character Levels and Classes Isaac Lv.36 Slayer: 8 Venus Jenna Lv.36 Justice: 8 Mars Sheba Lv.36 Sorcerer: 8 Jupiter Piers Lv.36 Admiral: 8 Mercury You won't need the backup party now. The Flame Dragons are pretty similar, but the larger one has stronger attacks, worst of which is Meteor Blow. The smaller one has Djinnfest, putting one Djinni of every person on standby. The HP difference is barely there, so just pick one and stick with it. Note that Isaac is wielding the Sol Blade. Turn 1(and all following turns): Isaac attacks Jenna casts Cool Aura Sheba casts High Impact four times, then Resist four times, then strongest Psy Piers casts Diamond Burg/Pure Ply *or* Restore on stunned characters This boss battle is a cheap ripoff of the Agatio and Karst battle in Jupiter Lighthouse. They have the same attacks, save Death Scythe, and learned Flame Breath. Jenna heals constantly. High Impact powers up Isaac's Sol Blade unleash and Piers' Diamond Burg. Have Piers cast Ply Well/Pure Ply if only one person needs healing. This is a very easy battle, I don't know why the boss battle music is playing. Remember to cast High Impact and Resist before the effects of the first four run out(they last seven turns from the last time you used them). After you defeat them they will turn into... what, you already guessed? Fine. ------------------------------------------------------------------------------- K)Doom Dragon ------------------------------------------------------------------------------- HP 14,400(thanks to DreamPheonix for that info) Final boss time! I expect you to have all the Djinn by now. If you left to beat Dullahan before coming to Doom Dragon, then substitute Excalibur physical attacks for the attack Psynergy(Death Leap, Quick Strike, and Plume Edge). Otherwise, stick with the following strategy: Character Levels and Djinn: MAIN TEAM Isaac Lv.40 Master: 5 Jupiter, 4 Mars Felix Lv.40 Master: 5 Jupiter, 4 Mars Jenna Lv.40 Paladin: 5 Mercury(Shade included), 4 Venus Ivan Lv.40 Pure Mage: 5 Mercury, 4 Venus BACKUP TEAM Garet Lv.40 Ronin: 5 Venus(Granite included), 4 Jupiter Sheba Lv.40 Pure Mage: 5 Mercury, 4 Venus Piers Lv.40 Luminier: 7 Mars(Flash included), 1 Mercury, 1 Jupiter Mia Lv.40 Ranger: 3 Mars, 3 Jupiter(Lull included), 2 Mercury, 1 Venus *Garet must be faster than Mia. Use some Quick Boots or a Running Shirt.* Take note of the specific Djinn that people have: Jenna has Shade, Garet has Granite, Piers has Flash, and Mia has Lull. You can repeatedly unleash and set those if you are having some trouble. The Doom Dragon's weakness is Wind, and he has great resistances to both Earth and Fire. His 14,400 HP is split up between three heads unevenly(the first head seems to have more than the others) and when a head goes down, the turn ends as if you unleashed Lull. Basic Strategy for Doom Dragon: Turn 1(and all following turns): Isaac attacks or casts Death Leap Felix attacks or casts Death Leap Jenna casts Plume Edge/Wish Well/Restore *or* unleashes/sets Shade Ivan casts Wish Well/Revive FIRST HEAD This first head of Doom Dragon is a joke. Even though it attacks four times, they are all wuss attacks(Flare Storm, Quake Sphere, Briar), and won't do more than around 80 or so to the targeted character. Just thrash this head and move on to the next one. Note that it might use Djinn Blast, which drains all of one person's Djinn. If the person is a healer, switch him/her for another healer, if the person was an attacker, switch him/her with an attacker, etc. SECOND HEAD Same old thing. He's a little bit tougher now. He uses stronger attacks more often, like Blast Breath or Gravel Blow. He might even use Cruel Ruin, a devastating summon-like attack that seriously damages the targeted character and those immediately next to him/her, although he usually saves it for his... THIRD HEAD Now we get to the good stuff! He now uses Guard Aura which reduces damage done to him by 90% (just like Flash). He uses Cruel Ruin every other attack, but he might slip a Nettle or a Serpent Fume in every once in a while. This is where unleashing and setting Shade or Flash really helps. Be prepared for the dreaded Djinn Storm, which sends every Djinn of all four characters into recovery, completely destroying your awesome stats. If this happens, switch out in this order: Mia switches in first Sheba switches in second Garet switches in third Piers switches in last When Mia switches in, unleash Lull to end the turn before anything happens. Then Sheba comes in to heal the Djinn Stormed while Mia is setting Lull. Garet comes in to attack with the Quick Strike Psynergy, feel free to use his stat- increasing Psynergy if you want. Piers can attack with Plume Edge or cast Wish Well if Sheba is Reviving. Mia continues with Lull. He'll go down after a long battle. Have fun watching the credits. Remember to unleash/set Granite or Flash if you are taking a lot of damage, preferably timing it so that one is unleashing when Lull is setting, and vice versa. --------------------------- --SUMMON TABLET GUARDIANS-- --------------------------- The summon tablet guardians can't be reached until you have merged with Isaac and his friends. All of them but Star Magician can't be reached without Teleport, which is obtained in Mars Lighthouse. Star Magician requires Lift and Grind. ------------------------------------------------------------------------------- A)Star Magician ------------------------------------------------------------------------------- SM- HP: 7,486 Refresh Ball- HP: 360 Guardian Ball- HP: 360 Exp: 7,866 Exp: 448 Exp: 448 Coins: 5,566 Coins: 278 Coins: 278 Thunder Ball- HP: 520 Anger Ball- HP: 460 Exp: 439 Exp: 387 Coins: 289 Coins: 30 Star Magician himself isn't very hard, but the balls he summons can make him a handful. You will have reached him after meeting up with Isaac, so make use of both teams. His weakness is by far Earth. He resides in Tresure Isle, in case you didn't know. Character Levels and Classes: Isaac Lv.35 Lord: 6 Venus Felix Lv.35 Lord: 6 Venus Jenna Lv.35 Fire Master: 6 Mars Sheba Lv.35 Magister: 6 Jupiter It shouldn't take more than base classes to beat him. You don't need too many Djinn either, although more is better. If you have any items that increase Fire Power like the Big Bang Gloves, give them to Jenna, as they power up her healing moves. As long as she knows Cool Aura you should be fine. Turn 1(and all following turns with either Guardian or Refresh Balls alive): Isaac unleashes attacking Djinn on Ball Felix unleashes attacking Djinn on Ball Jenna casts Cool Aura *or* Serpent Fume on Ball Sheba casts High Impact four times, then Resist four times, then attacks Ball Turns with no Guardian or Refresh Balls: Isaac unleashes Djinn for a level 4 summon Felix unleashes Djinn for a level 4 summon Jenna casts Cool Aura Sheba continues casting support spells or attacking The Refresh Balls are your number one priority. Star Magican recovers 1000+ HP when they cast Earnest Ply on him. If there are none of those, then go after Guardian Balls as they use Guard Aura on him, reducing the damage he takes by 90%. Once they are out of the picture, summon Judgment on him. Ignore the Thunder Balls, as Resist prevents any real damage from them, and the Anger Balls will suicide all over you anyway. He continually summons a random Ball every once in a while so be careful. He doesn't just summon Balls though, be wary of his Spark Plasma, Megacool, and Mine Ball as they pack a huge punch. Enjoy your 7-Djinn Water based Azul summon! ------------------------------------------------------------------------------- B)Sentinel ------------------------------------------------------------------------------- HP: 8,736 Exp: 10,538 Coins: 6,144 Sentinel is in Islet Cave, where most people go to train. He is IMMUNE to all Psynergy, INCLUDING BREAK. He himself uses Break like a madman, so forget about stat-increasing spells. He casts Guard on himself, eliminating real damage from physical attacks. He also recovers 200 HP per turn; that only leaves summons. He is weak against Earth, so bring out Isaac and Felix! Character Levels and Classes Isaac Lv.38 Slayer: 8 Venus Felix Lv.38 Slayer: 8 Venus Jenna Lv.38 Justice: 8 Mars(Reflux, Flash, Corona) Mia Lv.38 Angel: 8 Mercury If you do this right the backup team won't come into play. Sentinel has serious Psynergy attacks, such as Searing Beam, Destruct Ray, and Spark Plasma. His Blue Bolt isn't anything to worry about though. Try to forge Pure Circlet and Clear Bracelet out of Tear Stones for Mia, it greatly increases the power of Wish Well. You must have gotten the Haures summon in a cave north of Loho. Now the strategy: Turns 1 and 2: Isaac unleashes attacking Djinn Felix unleashes attacking Djinn Jenna unleashes Reflux, then Flash Mia casts Wish Well Jenna's Reflux takes advantage of Sentinel's area Psynergy fetish, while Flash lets Mia catch up with the healing in the second turn. After two Guards, Isaac and Felix won't be doing too much damage with the Djinn, but it's the summons that are going to win you the battle! Turn 3(and all following turns): Isaac summons Haures, then unleashes Djinn for a level 4 summon Felix unleashes Djinn for a level 4 summon Jenna casts Cool Aura Mia casts Wish Well After summoning Haures, focus on summoning Judgment from there on out. You won't keep the boost to your elemental power because of Break, so it doesn't matter whether Isaac or Felix do the summoning. His Armor Crush will most likely leave your Defense in tatters, so unleashing Corona and Flash can be useful, and you can try to get another Haures in too. Don't let either Isaac or Felix revert to the Knight class, because they lose the Revive Psynergy. Enjoy the totally awesome 8-Djinn Wind based Catastrophe summon! ------------------------------------------------------------------------------- C)Valukar ------------------------------------------------------------------------------- HP: 12,960 Exp: 8,702 Coins: 4,980 Valukar is in Yampi Desert Cave. He has powerful a poewrful physical attack called Stun Jip, that will probably stun the person hit. Give everyone a safe number of Elixirs to be cautious. He can set your own Djinn and use them for summoning against you. If you didn't know what Djinn Stun did when he used it on you, you might get a rude awakening from an Eclipse or an Azul. Have no Mercury Adepts, you might accidentally give him enough Djinn set to summon Coatlicue(if you got it). All you need is some speedy people to use the set Djinn in summons before he can. Character Levels and Classes Isaac Lv.38 Slayer: 8 Venus Jenna Lv.38 Justice: 8 Mars Ivan Lv.38 Sorcerer: 8 Jupiter Sheba Lv.38 Sorcerer: 8 Jupiter Ivan and Sheba defenitly need some good defensive equipment, given Valukar's tendency to abuse Stun Jip when he has no Djinn to summon. All turns that no Djinn are set: Isaac attacks w/Sol Blade or casts Oddysey Jenna casts Cool Aura Sheba casts Impact on Isaac, then casts strongest Psy Ivan casts Impact on Isaac, then casts strongest Psy All turns with more than one Djinn set: Isaac attacks or summons anything left over by Ivan/Sheba Jenna casts Cool Aura Sheba summons the strongest spirit she can Ivan summons the strongest spirit he can If you summon the spirits before Valukar can, he will either drain more or attack physically. If he uses Djinn Stun once, you can summon one Flora and one Mars. If he uses it twice in succession, you can summon a Thor and two Megaera. Just don't let him summon Megaera, or his Attack will rise. He will go down so fast because of the summons you won't even believe this joker was guarding Daedalus. Daedalus is a 7-Djinn Fire based summon that does its major damage the turn after it was summoned. Looks pretty cool too. ------------------------------------------------------------------------------- D)Dullahan ------------------------------------------------------------------------------- HP: 16,000(thanks to DreamPheonix for that info) Exp: 15,600 Coins: 6,775 SOME INFO ABOUT DULLAHAN-you don't have to read it, but it helps to be prepared Time for arguably the hardest boss in the game. At the end of every turn he recovers 200 HP and 30 PP. He attacks three times per turn with pretty devastating attacks. His Formida Sage is considered by many an instant kill, but it actually does three times the regular damage of his physical attack, which can still do a lot at low levels. He is capable of using Charon, the powerful 10-Djinn Earth based summon that can instantly down multiple characters. He also has the ability to use Djinn Storm, putting all of the front party's Djinn into recovery, destroying any fantastic class setups and crapifying your stats. He has no Guard Aura ability, so you can successfully go in with all Djinn on standby and unleash all of your available summons and destroy him(not very hard). The alternative to that is to take him out using no summons. The former is much easier and risker, the latter much more difficult, but rewarding in that you can go around saying, "I beat Dullahan without summons! Neener neener neener!!!". Well, maybe not like that, but you get it. If you are even reading this, you probably know that to get to him you have to have all 72 Djinn in this game, and Teleport into the Anemos Inner Sanctum from Contigo. Defeat him to get Iris, the 13-Djinn Fire based ultimate summon. It does massive damage and fully heals and revives all eight party members. There's no better way to say "DIE!" than to hurl your opponents into the sun. ------------------------------------------------------------------------------- a)The LK method of forging Excalibur ------------------------------------------------------------------------------- In my quest for creating an unbeatable no-summon Dullahan strategy, I remembered about Excalibur, and how Dullahan is weak against Wind. I also remembered about how hard it is to forge (5% chance). I then set out to find a way to forge it at will. If there was a way to make enemies drop items all the time, then there must be a way to forge the item you wanted all the time. Sure enough, I found it after a lot of experimentation. THE METHOD First of all, make sure that the Orihalcon is the first item in your first person's (the one farthest on the left in battles) inventory. To achieve this, go to the Items screen and while the cursor is on that person, hold L and press A four times. That should bring the Orihalcon to the top. If it doesn't, then give anything in front of it to someone else. Now save your game while standing directly in front of Sunshine in bed. This way, once you load the file, all you have to do is press A as fast as you can to talk to him, give him the O, and confirm. You must always do this in exactly the same time every time, as the amount of time you spend in Sunshine's house seems to alter the second RNG. Did that make sense? Try timing yourself and see if it works so far. Now hard reset. Press A rapidly until it brings up the screen where it flashes "PRESS START". Now when it starts flashing, "PRESS START" will be bright white for about 1.5 seconds, then it fades out and comes back again brightly. Wait for it to flash three times, then on the fourth flash press Start right before it fades out again. After pressing Start, press A as fast as you can. It will load up the file(if it is the first one) and give Sunshine the O. Proceed to the Sanctum and back. You are now the owner of one Excalibur!!! Tested and guaranteed to work 100% of the time if timed correctly. Thanks to the folks in the GS:TLA message board for confirming that it works. Some people on the boards find that this method seems to work better if you save the game at Sunshine's HEAD before the hard reset, and change the text speed to Fast. If all else fails, try saving it outside of the house entirely. That's all the help I can give, because I haven't had any trouble with the method, but then again I'm the one who created it. ------------------------------------------------------------------------------- b)No-summoning strategy ------------------------------------------------------------------------------- This is the way that utilizes Excaliburs to deal massive damage. Make sure to give your swordsmen Mythril Shirts(forged from Mythril Silver), Enryie's Tunic, or Valkyrie Mail to boost their unleash rate. The more they unleash, the faster this battle will go (try Riot Golves too). Give the Pure Mages a Psychic Circlet(forged from Mythril Silver) each for PP recovery. The Mysterious Robe and Iris Robe also have PP recovery, and they don't require RNG methods or forging to get. Also note that everyone should have at least 5-10 Mist Potions and 4-5 Waters of Life. Mist Potions are for sale in Prox for 9000 coins each. You probably have a lot of Waters of Life if you have been training in Islet Cave, because the Chimera Worms drop them pretty regularly and the enemy is common. Fighting Team(I also included that character's level in my file): Mia Lv.52 Scholar: 1 Venus, 1 Mercury, 3 Mars, 4 Jupiter(Lull) Felix Lv.54 Master: 4 Mars, 5 Jupiter Garet Lv.52 Ronin: 5 Venus(Granite), 4 Jupiter Piers Lv.57 Guru: 2 Mercury, 7 Mars(Flash) Support Team(They are used a lot too): Ivan Lv.56 Pure Mage: 4 Venus, 5 Mercury Sheba Lv.53 Pure Mage: 4 Venus, 5 Mercury Jenna Lv.58 Paladin: 4 Venus, 5 Mercury(Shade) Isaac Lv.57 Master: 4 Mars, 5 Jupiter Yes, yes, Mia got the leftovers. She still plays a very important part in the strategy. She should be slower than Garet, but faster than Dullahan. Now listen up. Here's how this is going down. -------------- -BATTLE START- -------------- Turns 1 and 2: Mia unleashes/sets Lull Felix attacks Garet attacks Piers attacks The swordsmen should unleash pretty often. Lull ends the turn before Dullahan attacks. Turn 3 Switch Piers with Ivan Mia unleashes Lull Felix attacks Garet attacks Ivan casts Pure Wish or Revive If someone went down in turn 2, have Ivan Revive them. Consider all turns where Lull is unleashed "free turns". You can have Ivan heal the group next turn. Turn 4(and all turns until Djinn Storm): Mia continues to unleash/set Lull Felix attacks Garet attacks Ivan casts Pure Wish or Revive If Ivan or Mia go down, have Garet use a Water of Life and Felix use a Mist Potion if you need healing. If Felix or Garet go down, have Ivan Revive that person during a "free turn". Once Dullahan uses Djinn Storm: Switch Sheba in first Switch Isaac in second Switch Jenna in third Switch Piers in last ------------------------- -AFTER FIRST DJINN STORM- ------------------------- Turn 1: Sheba heals or revives Felix/Garet attack Ivan/Mia defend or use Mist Potions Remember one important thing: DON'T SWITCH OUT DOWNED CHARACTERS! DOWNED CHARACTERS DO NOT RECOVER DJINN!!! Switch out living ones first, and switch out the downed ones once they are revived. If Sheba has to revive and the other characters are low on health, use a Mist Potion. If someone was down at the time Dullahan used Djinn Storm, switch that person out last, as he/she was not affected by it. If you are really cautious, you could have everyone but Sheba defend. Turn 2: Sheba casts Pure Wish or Revive Isaac attacks Others defend or use Mist Potions Now that Issac is out, there is no need to jeprodize the others by having them attack, unless you still need healing. Use a Mist Potion if you need it. Turn 3: Sheba casts Pure Wish or Revive Isaac attacks Jenna attacks or casts Pure Wish Last first party member defends Jenna can now heal if Sheba is reviving. Isaac continues unleashing Legend. Turn 4(and all turns until next Djinn Storm): Sheba casts Pure Wish or Revive Isaac attacks Jenna attacks or casts Pure Wish Piers attacks or casts Pure Wish If no one is down Isaac, Jenna, and Piers should all attack. Jenna's weapon unleash isn't doing as much damage as the other two, so have her heal instead of Piers if Sheba is reviving. As an altenative to Jenna attacking, she can unleash/set Shade instead. Piers should only heal if Jenna is down and Sheba is reviving her. Issac is your trump card. He should be doing about 900 damage with each triple unleash. After Djinn Storm: Switch in Mia first Switch in Ivan second Switch in Excalibur-holders last -------------------------- -AFTER SECOND DJINN STORM- -------------------------- Turn 1: Mia unleashes Lull Others use strongest Psy or use Mist Potions The turn will end without Dullahan attacking(if Mia is either a Scholar or a Ranger). If someone has higher Agility than Mia, they will attack too. Turn 2: Mia sets Lull Ivan casts Pure Wish or Revive Others defend or use Mist Potions/Waters of Life If Ivan doesn't have all his Djinn set by now, he might be a Conjurer. In that case, have him use a Mist Potion(he'll still know Revive). If you had Ivan Revive, then have the Djinn Stormed use Mist Potions. Turn 3: Mia unleashes Lull Ivan casts Pure Wish or Revive Felix attacks Last Djinn Stormed uses strongest Psy Now you have Felix unleashing. There is no risk to the Djinn Stormed because of Lull. Ivan can heal the party so everyone is at full health. If someone is down, use a Water of Life. Turn 4(and all turns until next Djinn Storm): Mia continues to set/unleash Lull Ivan casts Pure Wish or Revive Felix attacks Garet attacks Back to square one. In case you didn't notice, this is where we began. If Ivan has to Revive someone and it isn't a "free turn", then Garet uses a Mist Potion. Go back to Part 1 and repeat the cycle. If you follow the strategy, Dullahan will go down in about 10-15 minutes. Each Excalibur unleash should do around 800-900 damage, Piers' unleash about 600-700 because of his class. If the Curses are bothering you, have Jenna or Piers get rid of it with Restore(NOT Ivan or Sheba, they have better things to do). Remember you have seven turns to get rid of it. It doesn't count turns of people "in the back". Under no circumstances switch out downed characters. They should be in the back recovering Djinn, and they can't do that if they are down. If someone was down at the time of Djinn Storm, you can just leave that person out after reviving them. In an emergency, Piers can unleash/set Flash, and Garet can unleash/set Granite. But ONLY in an emergency. They are your fighters, and Dullahan isn't going to die if no one is attacking him. Hope this helps. ------------- --4)Credits-- ------------- DreamPheonix- provided the HP for Doom Dragon and Dullahan. Ps2pOwNzAlL/earth angel- provided the HP, Experience Points, and Coins for the rest of the bosses. Kikuichimonji3- noted that "Valukar" and "Flame Dragons" were spelled wrong. CJayC- for the disclaimer, as well as putting this guide on his great website. Nintendo/Camelot- for making this great game. Lines: 1,141 Words: 10,205 Characters: 49,014 (49 KB) Copyright 2003 Diego Gonzalez. All rights reserved.