Golden Sun: The Lost Age FAQ/Reference Guide
(C) 2001 - 2004 [email protected]
v3.00b
Converted from Microsoft Excel.

FAQ/Reference Guide Status:

Boss Guide:                  92.0% complete
Psynergy List:              100.0% complete
My Game Status:             100.0% complete
Table of Weapons and Armor: 100.0% complete
Djinn List:                 100.0% complete
Summons List:               100.0% complete
Item Odds and Ends:           Started. More will come as I get it.
List of Drop Items:           Started. More will come as I get it.

Overall Completion:          88.3% complete

In most of my guides, I do not allow HTMLizing of the document. In this case,
I make an exception. If you can do HTML, I would recommend you put this
document in HTML, AFTER comparing my preconverted document with this one
and making the changes necessary. If you wish to do so, send me a request
via e-mail and I will send you the text file and the MS Excel 2000 workbook.
Also when you finish, show me the web page so I can see what it looks like!

BOSS STRATEGIES

Note that the number of Djinn I cite for each recommendation will take into
account a transfer of "perfect" data (every Djinni, all side quests cleared.)
Also you can, in some cases, have more than I list, but they will require a
great deal of effort to get. I will have 2 sets of level recommendations for
each boss. One is the level I faced the boss at when I played the game the
second time through (I decided to write a guide after I beat the game.)
The second set is a recommended level for the average player. The strategies
will take into account the first set of levels and the listed Djinn. I
recommend against using these as a hard-coded strategy, but use these as
templates for your own plan of battle. Many of these battles are not easy and
could take many tries to complete, so SAVE YOUR GAME before each boss battle
so you can reset if things don't go your way.

Format:

<Location>: <BossName>
Recommended Level: <Rec.Level>      Low (High) Number = Less (More) Effective
NORMAL           HARD               <Elemental Strength/Weakness>
??/10    Level   ??/10 (Difficulty Scale)
<HP>      HP     <HP>  (Enemy's Hit Points)
<PP>      PP     <PP>  (Enemy's Psynergy Points)
<ATK>     ATK    <ATK> (Enemy's Attack Points)
<DEF>     DEF    <DEF> (Enemy's Defense Points)
<AGL>   Agility  <AGL> (Enemy's Agility)<Special Abilities>
Experience Points: <EXPwon> (Exp. Points gained for victory)
           Coins: <CashWon>(Coins won for victory)
       Drop Item: <Item>   (Item recieved for victory)


Party Members
<CharacterName>   <Level>  <Class>  <DjinnStatus>  <ItemStatus>

<Turn-by-turn Strategy>


-------------------------------------
Kandorean Temple Boss: Chestbeater x3
-------------------------------------
Recommended Level: 6

NORMAL           HARD                  Elemental Effectiveness
1/10   Level    1/10                  1--2--3--4--5--6--7--8--9
 155    HP       233            EARTH ===================
   0    PP         0            FIRE  =========================
  44    ATK       55            WIND  ================
  11    DEF       14            WATER ===================
  20    AGL       20
Experience Points: 40 Each
           Coins: 26 Each
       Drop Item: Nut

Party Members
-------------
Felix   Level 6    Squire      1 Venus Djinni, Set
Jenna   Level 6    Flame User  No Djinn
Sheba   Level 6    Pierrot     No Djinn                 Mysterious Card

If Sheba equips the Mysterious Card, she learns the Fire-Based Juggle Psynergy.
Make sure the party has full PP. Another consideration would be not using the
card and handing the Djinni to Sheba. Then, Felix and Sheba will both have
the Cure Psynergy.

------------
BATTLE START
------------

Turn 1 (and all following turns)

Felix  attacks or heals as needed
Jenna  casts Fume
Sheba  casts Juggle

Focus on taking them out one at a time. Fume should do about 70 damage to the
target and Juggle should do 50 to the main target and 40 to the others. The
bosses shouldn't last more than a few turns. And Camelot has boss music here?!
Give me a break!

------------------------------------------------------
I highly recommend completing the Air's Rock
dungeon at this point or the next 2 bosses will
be near-impossible due to underleveled party members.
------------------------------------------------------


--------------------------------
Yampi Desert Boss: King Scorpion
--------------------------------
Recommended Level: 10-12

NORMAL           HARD                  Elemental Effectiveness
2/10   Level    3/10                  1--2--3--4--5--6--7--8--9
1064    HP      1596            EARTH ===================
   0    PP         0            FIRE  ======================
 101    ATK      127            WIND  ================
  32    DEF       40            WATER ===================
  39    AGL       39
Experience Points: 440
           Coins: 228
       Drop Item: Vial

Party Members
-------------
Felix   Level 13   Knight      2 Venus Djinni, both Set
Jenna   Level 12   Pierrot     2 Mercury Djinn, 1 Mars Djinni, all Set
                                                      Mysterious Card
Sheba   Level 10   Magician    3 Jupiter Djinn, all Set

Not too hard because King Scorpion's Agility is low. All elements work well
here, so the idea is to unleash Djinn, then summon. Have Felix heal as needed.
This boss will defend randomly, so if he does during the turn you summon,
that's bad luck. He has no Psynergy, so have each party member summon their own
Djinn. Jenna might be an exception because she only has 1 Mars Djinni, but you
may want the extra Fire Power.

------------
BATTLE START
------------

Turn 1

Felix  unleashes Iron (for Defense)
Jenna  unleashes Cannon
Sheba  unleashes Blitz

Iron helps because the boss has a lot of physical attacks that hit the entire
party.

Turn 2

Felix  unleashes Echo
Jenna  unleashes Sour
Sheba  unleashes Breath or Ether, depending on HP/PP situation

If Sour lowers the boss's resistances this will be easy. If not, this is
still easy.

Turn 3

Felix  casts Ragnarok
Jenna  summons Mars
Sheba  unleashes whatever Djinni she has left

Now for the big *BOOM!*

Turn 4

Felix  summons Ramses
Jenna  unleashes Fog
Sheba  summons Procne

If he defended here, you might be in a bind later.

Turn 5

Felix  casts Ragnarok or heals
Jenna  summons Nereid
Sheba  casts Impact to raise Felix's Attack

The boss should be almost dead by now.

Turn 6 (and all following turns)

Felix  casts Ragnarok or heals
Jenna  attacks or uses Juggle
Sheba  casts Impact until it maxes out, then uses strongest Psynergy

Just keep attacking and healing as needed.
Each Ragnarok should do him 120 damage by now. Just keep an eye on Sheba's HP.
If she didn't equip the Guardian Ring she will be vulnerable during the entire
battle. You don't have to unleash Djinn for another round of summons; in fact
I wouldn't do it. Just keep up the Ragnaroks and cast Impact every 5th turn
to make sure Felix doesn't lose the Attack bonus.

-------------------------------------
Alhafra Boss: Briggs and Sea Fighters
-------------------------------------
Recommended Level: 12 to 14
        Briggs
NORMAL           HARD                  Elemental Effectiveness
3/10   Level    5/10                  1--2--3--4--5--6--7--8--9
 984    HP      1476            EARTH =============
   0    PP         0            FIRE  =============
 129    ATK      162            WIND  =============
  29    DEF       37            WATER =============
  76    AGL       76
Experience Points: 333         Echo Cut (Damage)
           Coins: 891
       Drop Item: Vial

    Sea Fighters
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
 197    HP       296            EARTH =============
   0    PP         0            FIRE  =============
 119    ATK      147            WIND  =============
  28    DEF       35            WATER =============
  61    AGL       61
Experience Points: 89 each
           Coins: 130 each
       Drop Item: Nothing

Party Members
-------------
Felix   Level 13   Knight      2 Venus Djinni, both Standby
Jenna   Level 13   Pierrot     2 Mercury Djinn, 1 Mars Djinni, all Standby
                                                      Mysterious Card
Sheba   Level 11   Magician    3 Jupiter Djinn, all Standby

Focus on Briggs, because once you topple him, he can't call for more of his
cronies to help him. The pirates are tougher than they look, so don't fool
around. Briggs MUST be the central target for all attacks, including summons.

------------
BATTLE START
------------

Turn 1

Felix  summons Ramses
Jenna  summons Mars
Sheba  summons Procne

This should hit pretty hard. If he calls more lackeys, don't worry about it.
We'll take good care of them in the next turn...

Turn 2

Felix  uses Ragnarok or heals
Jenna  summons Nereid
Sheba  if HP is low, defends. Otherwise uses strongest Psynergy

The fighters' Echo Cut and Briggs' Oil Drops do tremendous damage (about 70
for the Cut and about 100 for the Oil Drop!) Stop and heal yourself, you don't
want to die on the third boss, do you?

Turn 3

Felix  uses Ragnarok or heals
Jenna  uses Flame Card
Sheba  uses Impact on Felix

Why use Impact? Same reason as in the desert: it raises Ragnarok's power
because it is an Element Physical Attack (EPA for short.) Don't forget
to re-cast it every fifth turn or it will run out.


Turn 4 (and all turns until Briggs is down)

Felix  uses Ragnarok or heals
Jenna  uses Flame Card
Sheba  uses strongest Psynergy

From here, just use Ragnarok on the remaining Sea Fighters. The other
characters can do whatever.

------------------------------
Lemurian Ship Boss: Aqua Hydra
------------------------------
Recommended Level: 19-20

NORMAL           HARD                  Elemental Effectiveness
4/10   Level    7/10                  1--2--3--4--5--6--7--8--9
2276    HP      3414            EARTH =============
  70    PP        70            FIRE  ======================
 173    ATK      217            WIND  =============
  38    DEF       47            WATER ====
  63    AGL       63
Experience Points: 963           Raging Flood (WATER, Damage, Target ALL)
           Coins: 1611          Triple Chomp (Damage)
       Drop Item: Nothing       Rising Venom (Damage/Poison)
                                Slaver (Defense Down, Target 5)
                                Drench (WATER, Damage, Target 3)
Party Members
-------------
Felix   Level 18   Knight      3 Venus Djinn, 1 Mercury Djinni, all Standby
Jenna   Level 17   Hex         4 Mars Djinn, all Standby
Sheba   Level 16   Mage        4 Jupiter Djinn, all Standby
Piers   Level 19   Commander   4 Mercury Djinn, Shade SET, others Standby

This is a wake-up call! This boss is actually hard! The Aqua Hydra has several
hard-hitting attacks it likes to abuse. Raging Flood hits the entire party
pretty ****ed hard. Triple Chomp can one-hit kill at this point, so my advice
is summon early and end the battle quickly, hence the Djinn setup. Give Sheba
any Nuts you have.
If you're REALLY cautious, you can go back to the Gabomba Catacombs when
you get the Cyclone Chip. Pick up a Venus Djinni there. Setting it to Felix
makes him a Gallant. At Level 19 he learns the integral Revive Psynergy,
and about time too!

------------
BATTLE START
------------

Turn 1

Felix  summons Cybele
Jenna  summons Meteor
Sheba  summons Thor
Piers  unleashes Shade

If the Aqua Hydra uses a powerful attack, Shade will block most of the damage.

Turn 2

Felix  uses Ragnarok or heals (is this looking like a broken record?)
Jenna  uses Fume
Sheba  defends
Piers  summons Boreas

As before, Triple Chomp can one-hit kill, so protect your weaker party
members.

Turn 3

Felix  uses Ragnarok or heals
Jenna  uses strongest Fire Psynergy
Sheba  defends
Piers  attacks or heals as needed

Turn 4

Felix  uses Ragnarok or heals
Jenna  unleashes an attack-type Mars Djinni (Char or Cannon)
Sheba  ises a Nut on an injured party member
Piers  attacks

Someone might be down right now. You won't have any Water of Life, so you
have to use the Djinni Spark to revive fallen party members. If it fails,
Set the Djinni and try again next turn if Jenna has a lot of HP.

Turn 5 (and all following turns)

Felix  uses Ragnarok or heals
Jenna  uses Fume or defends
Sheba  continues to use Nuts on weak party members
Piers  attacks or heals as needed

As more and more of your Djinn go to Set, this battle becomes easier.
You may even want to summon Megaera to boost Ragnarok's power, further
accelerating the battle. If Felix's Mercury Djinni recovers, unleash it
immediately--the Swordsman class can't heal!

-------------------------------------------------------------
You should complete the Aqua Rock and Tundaria Tower dungeons
at this time.
-------------------------------------------------------------

-----------------------
Gaia Rock Boss: Serpent
-----------------------
Recommended Level: 23-26


NORMAL           HARD                  Elemental Effectiveness
5/10   Level    7/10                  1--2--3--4--5--6--7--8--9
3536    HP      5304            EARTH =======
 160    PP       160            FIRE  =============
 249    ATK      312            WIND  ===================
  76    DEF       99            WATER =============
 135    AGL      135
Experience Points: 1998          Mighty Press (Damage, Down)
           Coins: 2898          Black Ice (Damage, Target 3)
       Drop Item: Nothing       Toxic Breath (Damage, Poison, Target 3)
                                Quake Sphere (Damage, Target ALL)
                                Briar (Damage, Target 3)
                                Cure Well (Recovers 165 HP)
                                Recovers 30 HP per turn
                                Attacks twice per turn
Party Members
-------------
Felix   Level 23   Gallant     4 Venus Djinn, all Standby
Jenna   Level 23   Hex         5 Mars Djinn, all Set
Sheba   Level 22   Mage        4 Jupiter Djinn, all Standby
Piers   Level 23   Commander   5 Mercury Djinn, Shade SET, others Standby

Use Nuts rather than Psynergy to heal the party on the way here, because
unfortunately, all the Growths you used to get here will take a big chunk out
of Felix or Jenna's PP. Better her than Felix; you'll need him to use Revive
(you DO have 4 Venus Djinn, don't you?!) because the Serpent has a vicious
attack called Mighty Press; it does 100+ damage (140+ damage in Hard mode) to
its target. The blow can instantly down a character, so have Felix ready to
Revive. The Serpent attacks 2 times per turn and recovers 30 HP per turn IF you
hit all four lights in Gaia Rock. You must hit all of them or the battle is
impossible to win because for each one you missed, the Serpent recovers an
additional 600(!) HP per turn for EACH light you missed.  This battle is fairly
long, so have Jenna ready at all times. If she goes down, use Revive or
Water of Life. Finally, watch for its Toxic Breath attack. It can poison
multiple party members and puts you in serious trouble if you don't cure it
promptly. He also can use Cure Well, the first boss with healing Psynergy. It
heals him 165 HP, but that's not a lot. If you got a Glower Staff, the
secondary effect (Psynergy seal) may prevent his Psynergy from working. Don't
hesitate to use a Psy Crystal; you can always win more in Contigo when you get
there.

------------
BATTLE START
------------

Turn 1

Felix  summons Judgment
Jenna  defends
Sheba  summons Thor
Piers  unleashes Shade

With these classes, only Jenna will be faster than the Serpent. But in Hard
Mode the Serpent will attack first, so unleashing Shade with Piers is very
important. Besides, those Quake Spheres and Briars get annoying.
Sheba's summon should deal the Serpent about 1100 HP of damage. Because the
Serpent is strong against Earth, Felix's summon should do only about 650 HP
of damage. You're halfway there in the first turn!
If you didn't unleash Shade you may be in big trouble.

Turn 2 (and all turns until Mighty Press or Toxic Breath)


Felix  attacks or uses Cure Well
Jenna  attacks or uses Healing Aura
Sheba  defends until she reaches Magician class, then uses strongest Psynergy
Piers  unleashes Djinn for ONE level 4 summon, then uses Diamond Dust or heals

Jenna will heal a lot in this battle, so do not try to summon with her. Piers'
summon should do about 900 HP of damage. Do NOT use Breath if someone's HP is
low. Sheba is EXTREMELY vulnerable after she summons. Have Piers heal her.
If he is down, use an item. Felix has better things to do, like reviving fallen
party members.

-------------------------------
AFTER TOXIC BREATH/MIGHTY PRESS
-------------------------------

Turn 1 (Toxic Breath)

Felix  uses an Antidote or heals
Jenna  uses an Antidote or heals
Sheba  uses an Antidote or attack Psynergy
Piers  uses an Antidote or heals

Your number one priority in the battle is keeping Felix alive. If he falls,
you're done for, unless you possess Water of Life. Your number two priority is
making sure the party is not poisoned. Poison does 10% damage in Golden Sun.
Cure it promptly or you will also be in trouble.

Turn 1 (Mighty Press)

Felix  revives the fallen character
Jenna  attacks or uses Healing Aure
Sheba  uses an attack Psynergy
Piers  attacks or heals

Turn 2 (and all following turns until next Toxic Breath/Mighty Press)

Felix  attacks or uses Cure Well
Jenna  attacks or uses Healing Aura
Sheba  uses strongest Psynergy (or attacks if she's out of PP)
Piers  uses Diamond Dust or heals

Back to square one. If you haven't paid attention, this is where we began.
Do not try to use another round of summons. Just keep whittling down his
4,000+ HP and you will defeat this no-good dragon. You may not want to face
this boss until Sheba reaches level 26, when she learns Shine Plasma.


----------------------
Champa Boss: Avimander
----------------------
Recommended Level: 27-30


NORMAL           HARD                  Elemental Effectiveness
5/10   Level    6/10                  1--2--3--4--5--6--7--8--9
3792    HP      5688            EARTH =============
  87    PP       100            FIRE  ====
 281    ATK      352            WIND  =============
  89    DEF      112            WATER ======================
  94    AGL       94
Experience Points: 2176          Heat Stun (FIRE, Damage/Stun)
           Coins: 1330          Star Mine (Damage, Target ALL)
       Drop Item: Nothing       Fire Breath (FIRE, Damage, Target 3)
                                Fiery Blast (FIRE, Damage, Target 5)
                                Guard (Defense Up)
                                Impair (Defense Down)
                                Attacks 2 times per turn
Party Members
-------------
Felix   Level 26   Gallant     5 Venus Djinn, Flower SET, others Standby
Jenna   Level 25   Fire Master 6 Mars Djinn, all Set
Sheba   Level 24   Mage        5 Jupiter Djinn, Breath SET, others Standby
Piers   Level 25   Commander   5 Mercury Djinn, Shade SET, others Standby

Remember how hard the battle with Briggs was? (Not!) Well, this should give
you a rude awakening. Avimander is pretty tough. You may want to go back to
Tundaria and level up beyond the levels I have here in the boss strategy.
Avimander's attacks all hit pretty hard, but Star Mine is just
plain irritating!

------------
BATTLE START
------------

Turn 1

Felix  summons Judgment
Jenna  defends
Sheba  summons Thor
Piers  summons Boreas

This should hit the boss hard. Jenna will be constantly healing in this battle
for she is a Fire Adept. If you summon with her, make sure she doesn't drop
below the Hex class, or you've blown the whole blasted strategy. Another
consideration would be to use Savants. Savants can Wish Well if the party
has low HP, but that is also a waste of Mercury Djinn on a Fire monster.
Boreas should do a LOT of damage.

Turn 2

Felix  uses Potent Cure on the weakest party member
Jenna  uses Healing Aura
Sheba  uses Bind
Piers  uses Diamond Dust or heals

The Avimander actually has a weakness to Bind. This is the reason why Sheba has
her base class. Avimander likes to use Psynergy like Eruption, Fiery Blast,
and Nova. If Bind works, he may try to use Psynergy, but your Bind spell would
block it.  He has special abilities like Fire Breath and Heat Stun that can't
be blocked. Heat Stun is an annoyance in particular because it can stun a
party member and put him or her out of action. Carry Elixirs for this purpose.
Have Sheba use them. The rest of the party will be busy attacking or healing
the others.

Turn 3 (and all turns until the Psynergy seal is gone)

Felix  uses Ragnarok
Jenna  uses Healing Aura
Sheba  uses High Impact
Piers  uses Diamond Dust or heals

If Jenna is stunned, use Piers or Felix to heal and someone else to heal her
stun.

AFTER FIRST PSYNERGY SEAL EXPIRES

Turn 1 (and all turns until Djinn recover)

Felix  continues to use Ragnarok/healing abilities
Jenna  uses Healing Aura
Sheba  uses Bind, then strongest Attack Peynergy
Piers  unleashes Shade, then uses Diamond Dust

Part of the Bind strategy is to bide your time until all your Djinn recover.
Then the battle is fairly easy. The biggest problem is that freaking Star Mine,
a powerful secondary attack the boss uses.

ALL TURNS AFTER THE DJINN RECOVER

Felix  continues to use Ragnarok/healing abilities
Jenna  uses Healing Aura
Sheba  uses Resist until it maxes out, then uses Attack Psynergy
Piers  uses Diamond Dust or heals

You shouldn't try doing Bind a third time.

--------------------------
Sea of Time Boss: Poseidon
--------------------------
Recommended Level: 28-30

NORMAL           HARD                  Elemental Effectiveness
7/10   Level    7/10                  1--2--3--4--5--6--7--8--9
3792    HP      7358            EARTH =============
  87    PP       113            FIRE  ====
 281    ATK      357            WIND  =============
  89    DEF      112            WATER ======================
  94    AGL       94
Experience Points: 2176          Typhoon Blow (WATER, Damage, Target 3)
           Coins: 1330          Ocean Fist (WATER, Damage/1HP)
       Drop Item: Psy Crystal   Watery Grave (WATER, Damage/Down, Target ALL)
                                Counter-rush (Reflux's effect, WATER version)
                                Ice Missile (WATER, Damage, Target 3)
                                Deluge (WATER, Damage, Target 5)
Party Members
-------------
Felix   Level 26   Gallant     5 Venus Djinn, Flower SET, others Standby
Jenna   Level 26   Fire Master 6 Mars Djinn, Spark/Reflux SET, others
                                Standby
Sheba   Level 25   Savant      5 Mercury Djinn, all Set
Piers   Level 26   Savant      5 Jupiter Djinn, Breath SET, others Standby

First of all, if you don't have the Trident, then get your butt out of the Sea
of Time and go get the Trident Prongs, then go to Champa and get the Trident
assembled. If you try to fight without the Trident, your attacks won't do a
bit of good because of that force field crap he uses. We are going to need the
Savants instead of the usual base classes this time. If you recall, Jenna was
our main healer in the last several battles? Well, Poseidon is weak to Mars
but strong against Mercury. Having Jenna fight rather than heal is a good idea
here. Just be wary of his Watery Grave special attack. If you don't have Felix
at the Gallant class when he uses the attack, Poseidon's gonna kick your
party's behind real bad. Have Felix ready. Make sure the rest of your party
has at least 1 Water of Life each in case he falls from the attack.
***Piers should hold the Trident.***

------------
BATTLE START
------------

Turn 1

Piers  uses the trident to destroy that force field crap
      Everybody else defends

Now that his force field is destroyed, summon like mad this turn.

Turn 2

Felix  summons Judgment
Jenna  summons Meteor
Sheba  uses Wish Well
Piers  summons Thor

The summons should deal him about 3,500 HP of damage total.

Turn 3 (and all turns while Djinn are recovering)

Felix  uses Ragnarok
Jenna  defense if HP is low, otherwise uses Serpent Fume
Sheba  uses Wish Well
Piers  uses the Trident

If you got lucky with the Watery Grave attack(s), no one will be down right
now. Otherwise, wait until Felix gets the Gallant class and Revive. He is your
defender in this battle. If Sheba is down, have Felix use Potent Cure and
Jenna/Piers use a Water of Life. We need Sheba to Wish until your party gets
its class back.

AFTER ALL DJINN RECOVER

Now that you have your class back, the battle is not so hard. Still a touch
difficult, but more like 5/10 instead of 7/10.

Felix  uses Ragnarok or Revive
Jenna  unleashes Reflux on whoever has highest Attack, then uses Serpent Fume
Sheba  uses Wish Well
Piers  uses the Trident

He'll go down eventually. If Sheba runs low on PP, use the Djinni Ether while
Piers does Wish Well instead of the Trident. He will last a while, but you'll
beat him. Just make sure the party is on its feet. The only thing that screws
this up is that Ply Well crap he can do in the battle.

-------------------------------------
Shaman Village Boss: Moapa, Knight x2
-------------------------------------
Recommended Level: 29-32

Moapa
NORMAL           HARD                  Elemental Effectiveness
7/10   Level  8.5/10                  1--2--3--4--5--6--7--8--9
3042    HP      4563            EARTH =============
   0    PP         0            FIRE  =============
 354    ATK      443            WIND  =============
 219    DEF      274            WATER =============
 181    AGL      181
Experience Points: 1670          Bosca Hit (Damage)
           Coins: 2460
       Drop Item: None

Knight
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
1954    HP      2931            EARTH =============
   0    PP         0            FIRE  =============
 321    ATK      402            WIND  =============
 151    DEF      189            WATER =============
 143    AGL      143
Experience Points: 835 Each      Strong Hit (Damage)
           Coins: 205 Each
       Drop Item: None

Party Members
-------------
Felix   Level 27   Lord        6 Venus Djinn, all Set
Jenna   Level 27   Fire Master 7 Mars Djinn, all Set
Sheba   Level 26   Magister    6 Jupiter Djinn, all Set
Piers   Level 27   Captain     6 Mercury Djinn, all Set

Back to base classes this time.
When you walk Trial Road, you must make it to the end of the stage
each time so you lose only four items to the chests. Moapa and his Knights
bought puny equipment to put in the chests so they have their best
equipment for battle. Crap it, the game will not allow you to do the same,
so get rid of helmets and shields first; you need weapons.
Be forewarned: This battle could take a few tries.

------------
BATTLE START
------------

Turn 1

Felix  casts Odyssey (the battle animation is to die for...)
Jenna  casts Serpent Fume
Sheba  casts Shine Plasma
Piers  casts Diamond Berg

You DID get the Eclipse summon from Lemuria Spring, right?

Turn 2 (and all following turns)

Felix  uses Potent Cure or Odyssey
Jenna  uses Healing Aura or Serpent Fume
Sheba  unleashes Djinn in combination with Piers to summon Eclipse ONCE,
      then uses strongest Psy
Piers  unleashes Djinn in combination with Sheba so she can summon Eclipse
      ONCE, then uses Diamond Berg

Don't let both Sheba drop below the Mage class and Piers drop below the
Commander class. Also watch out for the Knights' Strong Hit attacks and
Moapa's Bosca Hit, as they do 150+ and 200+ damage, respectively. If you're
losing, go and get Gel, Salt, Tinder, and Core. It will increase Jenna's class
to Justice, making her less vulnerable after she summons Meteor, if you decide
to do so. If you don't know where these four Djinn are, look them up in a
Djinni guide. I will be writing one as I convert the rest of the document.

--------------------------------------
Jupiter Lighthouse Boss: Karst, Agatio
--------------------------------------
Recommended Level: 32-34

Karst
NORMAL           HARD                  Elemental Effectiveness
8.5/10   Level  9.5/10                 1--2--3--4--5--6--7--8--9
3186    HP      4779            EARTH ==========
 320    PP       350            FIRE  ====
 354    ATK      443            WIND  =============
 107    DEF      134            WATER ================
 235    AGL      235
Experience Points: 2813          Death Scythe (Damage/Down)
           Coins: 5280          Heat Kiss (Attack Down, Target 3)
       Drop Item: Dark Matter   Djinnfest (Drains one Djinni, Target 5)
                                Fiery Blast (FIRE, Damage, Target 5)
                                Supernova (FIRE, Damage, Target ALL)
                                Break (Resets enemy stats, Target ALL)
                                Healing Aura (Recovers 120 HP)

Agatio
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
4248    HP      6372            EARTH ==========
 280    PP       300            FIRE  ====
 377    ATK      472            WIND  =============
 114    DEF      180            WATER ================
 178    AGL      178
Experience Points: 3000          Stun Muscle (Damage/Stun)
           Coins: 3740          Meteor Blow (FIRE, Damage, Target ALL)
       Drop Item: None          Cage (Stops 1 Turn)
                                Rising Dragon (FIRE, Damage)
                                Rolling Flame (FIRE, Damage, Target 3)
                                Eruption (FIRE, Damage, Target 3)
                                Supernova (FIRE, Damage, Target ALL)
                                Debilitate (Defense Down, Target 3)
Party Members
-------------
Felix   Level 29   Slayer      8 Venus Djinn, all Set
Jenna   Level 29   Fire Master 7 Mars Djinn, all Set
Sheba   Level 28   Sorcerer    8 Jupiter Djinn, all Set
Piers   Level 29   Captain     7 Mercury Djinn, all Set

I really can't say a lot about this battle, for there is a HUGE plot
development here. You only start with half your party; Felix and Piers.
At least you get the men and healers.


------------
BATTLE START
------------

TARGET KARST OR DIE!!!

Turn 1

Felix  unleashes Echo
Piers  unleashes Rime on Agatio

After Agatio attacks you will probably be in a lot of fiery pain.
Stop and heal yourself; you wouldn't want to be dead before Jenna
arrives, would you? The reasoning for using Rime is that Meteor Blow
and Rising Dragon are powerful Psynergy attacks and would be blocked.


Turn 2

Felix  uses Potent Cure
Piers  uses Ply Well/other healing ability if Felix is stunned; otherwise
      uses Diamond Berg

Backup will arrive this turn; use Jenna's Healing Aura each turn.

Turn 3

Felix  uses Potent Cure
Jenna  uses Healing Aura
Piers  uses Ply Well/other healing ability if Felix is stunned; otherwise
      uses Diamond Berg

Agatio attacks with dragon-like force. He has 3 attacks that do 300 damage to
the central target; heal yourself before you die!!

Turn 4

Felix  uses Potent Cure
Jenna  uses Healing Aura
Piers  uses Ply Well/other healing ability if Felix is stunned; otherwise
      uses Diamond Berg

More backup arrives this turn. Looks like Agatio and Karst are being
outnumbered fast! Sheba will help you win this battle; she can use Haze while
Jenna heals/revives the rest of the party.


Turn 5 (and all following turns)

Felix  heals/revives party members or unleashes Djinn for ONE level 4 summon,
      then uses Odyssey
Jenna  uses Healing Aura or Tinder if Felix is down
Sheba  unleashes Djinn for ONE level 4 summon, then uses strongest Psynergy
Piers  heals/removes stun from party members or unleashes Djinn for ONE
      level 4 summon, then uses Diamond Berg

Defensive Djinn really help here. Just keep whittling down their HP. Karst can
use Death Scythe, an  attack that her sister, Menardi, used atop the last
lighthouse, Venus Lighthouse. If it works correctly, one more notch on Death's
scythe. Also watch out for Karst's Djinnfest when trying to summon. It drains
one Djinni from each party member, and can potentially make you lose Healing
Aura, Diamond Berg, or even Revive!!

-----------------------------------------------------------------
Now we get to a boss break. No more bosses until Mars Lighthouse!
This means you have time to go to Magma Rock and some other
places and pick up some Djinn you missed. The Summon Guardians
are the toughest bosses in the game, so the walkthroughs will
incorporate having almost every Djinni in the game. I will begin
with the Mars Lighthouse sub-bosses then move on to the Summon
Guardians. Final Boss comes last.
-----------------------------------------------------------------

----------------------------------------------------
Mars Lighthouse Boss: Flame Dragon 1, Flame Dragon 2
----------------------------------------------------
Recommended Level: 34-36

Flame Dragon 1
NORMAL           HARD                  Elemental Effectiveness
4/10   Level  4.5/10                 1--2--3--4--5--6--7--8--9
5348    HP      6952            EARTH ============
 320    PP       416            FIRE  ====
 389    ATK      506            WIND  ============
 134    DEF      174            WATER =====================
 215    AGL      280
Experience Points: 2502
           Coins: 1872
       Drop Item: None

Flame Dragon 2
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
5724    HP      7441            EARTH ==========
 250    PP       325            FIRE  ====
 400    ATK      520            WIND  =============
 137    DEF      178            WATER ================
 158    AGL      205
Experience Points: 2502
           Coins: 1521
       Drop Item: None

Party Members
-------------

Fighting Team

Felix   Level 33   Slayer      8 Venus Djinn, all Set
Jenna   Level 33   Justice     9 Mars Djinn, all Set
Piers   Level 33   Admiral     9 Mercury Djinn, all Set
Mia     Level 33   Angel       8 Mercury Djinn, all Set

Backup Team

Sheba   Level 33   Sorcerer    9 Jupiter Djinn, all Set
Garet   Level 33   Hero        9 Mars Djinn, all Set
Ivan    Level 31   Sorcerer    8 Jupiter Djinn, all Set
Isaac   Level 33   Slayer      8 Venus Djinn, all Set

There are very slight *SPOILERS* in this description, you've been warned...
This is basically an easier repeat of the Karst/Agatio battle on top of the
previous lighthouse. Fight them basically the same way, but now that you have
TWO Mercury Adepts, have them let loose with Water Psynergy. This battle is
half as hard as the previous one, but this is the last easy boss battle you
get. The dragons have the same attacks, save Stun Muscle and Death Scythe, and
have learned Flame Breath instead.
You don't need the backup team for this.
The dragons are different sizes for a reason; they have different stats and
different attacks. ...here the spoilers come...

They battle so similarly to Karst and Agatio that they couldn't be none other
than Karst and Agatio themeslves!! Really, they transformed because of the
lighthouse's power, but they were weak because the lighthouse needs the
Mars Star to rekindle itself; the lighthouse nearly froze!
The larger dragon is Agatio; the smaller one is Karst.

------------
BATTLE START
------------

Make sure all your attacks target one dragon, but who cares which one?!

Turn 1 (and all following turns)

Felix   uses Odyssey
Jenna   attacks or uses Cool Aura
Piers   unleashes Djinn to summon Boreas
Mia     unleashes Djinn to summon Boreas if Jenna is alive; if not, then uses
       Wish Well

A breeze, huh?!

-------------------------------
Yampi Desert Cave Boss: Valukar
-------------------------------
Recommended Level: 36-40

NORMAL           HARD                  Elemental Effectiveness
6.5/10  Level    8/10                  1--2--3--4--5--6--7--8--9
12960    HP     19440            EARTH ============
   0    PP         0            FIRE  ====
 550    ATK      688            WIND  ============
 175    DEF      219            WATER ================
 206    AGL      206
Experience Points: 8702          Stun Jip (Damage/Stun)
           Coins: 4980          Attacks 2 times per turn
       Drop Item: None


The worst part of this battle is trying to summon. He has an attack called
Djinn Stun, which puts one Djinni from each party member on Standby. Sounds
cool, huh? Well, if you think he's helping you, WAKE THE HECK UP, because he
can use your own Djinn to summon against you. Have no Mercury Adepts, you may
give him enough Djinn to summon Coatlicue, if you got it. If he summons
Coatlicue, you lose. He recovers several thousand HP for five turns if he uses
that summon. Great for testing the power of summons in Link Play mode if you
encounter him in the single-player arena, though. Iris did 1,100+ HP of damage
to the target, showing you how awesome that ultimate summon is! One more thing,
he has a powerful physical attack called Stun Jip. It does 300 to 350 damage
and will probably stun the person hit. Have about 5 elixirs per person, given
his tendency to abuse Stun Jip when he has no Djinn to summon.
Take above note of who has what specific Djinn, this is integral to the
strategy.
Beating this boss will give you the Daedalus summon.

Party Members
-------------

Fighting Team

Isaac   Level 35   Slayer      9 Venus Djinn (Granite), all Set, Sol Blade
Jenna   Level 33   Justice     9 Mars Djinn (Tinder), all Set
Garet   Level 34   Hero        9 Mars Djinn (Flash, Forge), all Set
Ivan    Level 34   Sorcerer    9 Jupiter Djinn (Breeze, Haze), all Set

Backup Team

Mia     Level 34   Angel       9 Mercury Djinn, all Set
Felix   Level 34   Slayer      9 Venus Djinn, all Set
Sheba   Level 33   Sorcerer    8 Jupiter Djinn, all Set
Piers   Level 34   Admiral     9 Mercury Djinn, all Set

Mia or Piers may play a vital role, depending on which characters you use.

------------
BATTLE START
------------

Turn 1

Isaac   attacks (hopefully unleashing Megiddo for 600 or so damage)
Jenna   attacks
Garet   summons Jupiter (he'll be slower than Ivan and will attack after him)
Ivan    unleashes Breeze for elemental resistance

Don't let him summon Megaera, or his Attack will rise, increasing Stun Jip's
power.


All turns with no Djinn on Standby

Isaac   attacks (hopefully unleashing Megiddo)
Jenna   uses Cool Aura
Garet   attacks or uses Protect
Ivan    uses Resist

All turns with Djinn on Standby

Isaac   summons what is left over from Garet/Ivan
Jenna   uses Cool Aura
Garet   summons the strongest spirit he can
Ivan    summons the strongest spirit he can

After Valukar summons Megaera

Turn 1

Switch Garet with Mia
Isaac   attacks
Jenna   uses Cool Aura
Mia     casts Break (erasing Valukar's attack bonus from Megaera!)
Ivan    uses Resist

Next turn, switch Mia with Garet, and from there, apply the appropriate of the
two strategies. This guy will go down so fast because of the summons, you
won't believe this joker was guarding Daedalus!

-------------------------
Islet Cave Boss: Sentinel
-------------------------
Recommended Level: 38-41

NORMAL           HARD                  Elemental Effectiveness
7/10   Level    9/10                  1--2--3--4--5--6--7--8--9
8736    HP     13104            EARTH ================
 780    PP       780            FIRE  ==========
 608    ATK      760            WIND  =======
 216    DEF      270            WATER =
 171    AGL      171
Experience Points: 10538         Armor Crush (Damage, Defense Down)
           Coins: 6144          Lots of Psynergy attacks
       Drop Item: None          Attacks 3 times per turn.


NOTE: I highly suggest you spend some time in Islet Cave leveling up before
facing Sentinel.

In programming, a "sentinel" is a special value used to mark the end of a
series of values. In this game, perhaps Sentinel is a special boss used to
mark the end of your adventure. Don't let him. Except...
All the Summon Guardians have a special catch to them, and this time, it's
Psynergy immunity. I am not lying; he is immune to all Psynergy, INCLUDING
BREAK. He himself uses Break like a madman, so the plan of using
High Impact/Resist won't work, and he uses Guard to make his defense like a
brick wall, so weapons/attack Djinn are ineffective as well. "Mia attacks
Sentinel for 2 damage!" sort of thing. That leaves summons.
Summons that require 4 or more Djinn do well over 1,200 HP of damage. If you
got Haures, that summon could total over 2,400 HP of damage with its use. He's
weak to Earth, so bring out Felix and Isaac to do your dirty work. If there is
anything that can kill you, it's his Armor Crush and his Psynergy. He has
basically every non-physical wind and water attack Psynergy. Armor Crush is
even more devastating. It does 250 to 350 HP of damage, but the worst part is
that almost every time it lowers your Defense as if he used Impair on you.
Defeating Sentinel gives you the Catastophe summon, which I think is the
coolest-looking summon. This huge warrior appears Judgment style, sends an
electrical blast from his sword to the ground, also Judgment style. This blast
forms a pyramid, then in the battlefield, the approaching blast turns into
dragon-shaped electricity as it approaches your enemy.
You have to see it to believe it!!


Party Members
-------------

Fighting Team

Felix   Level 36   Slayer      9 Venus Djinn (Crystal), all Set, Sol Blade
Garet   Level 35   Hero        9 Mars Djinn (Flash, Reflux), all Set
Isaac   Level 35   Slayer      9 Venus Djinn (Flower, Granite), all Set,
                              Tisiphone Edge
Mia     Level 34   Angel       9 Mercury Djinn (Shade, Spritz, Rime, Eddy),
                              all Set

Backup Team

Sheba   Level 34   Sorcerer    8 Jupiter Djinn (Haze), all Set
Jenna   Level 34   Justice     9 Mars Djinn, all Set
Ivan    Level 34   Sorcerer    9 Jupiter Djinn (Lull), all Set
Piers   Level 34   Admiral     9 Mercury Djinn, all Set

Mia or Piers may play a vital role, depending on which characters you use.
Again, take note of the specific Djinn each party member has.
If you do this right, the backup team won't come into play.
Be aware that Sentinel recovers 200 HP and 30 PP after every turn.

------------
BATTLE START
------------

Turn 1

Felix   attacks (hopefully unleashing Megiddo)
Garet   unleashes Reflux on whomever
Isaac   attacks (hopefully unleashing Vengeance for serious damage)
Mia     uses Wish Well

Reflux is for the serious Psynergy attacks.

Turn 2 (and all turns until Armor Crush lowers defense 3x)

Felix   unleashes Crystal if party HP is low, otherwise unleashes Djinn for a
       level 4 summon
Garet   unleashes Djinn in combination with Felix/Isaac to summon
       Haures/Daedalus
Isaac   unleashes Djinn for a level 4 summon
Mia     unleashes healing Djinn or attack Djinn for a level 4 summon

If you boost your stats, Sentinel will just Break them away. In this case,
that is what you want. Break eliminates ALL stat modifications,
***including negative ones.*** So have him use Break and your defense returns
to normal. Consider using Rime to seal his Psynergy, but the boss has a high
AI and will use Armor Crush or a regular physical attack instead of attempting
to use Psynergy.

-----------------
After Armor Crush
-----------------

Turn 1 (and all following turns)

Felix   unleashes Crystal if party HP is low, otherwise unleashes Djinn for a
       level 4 summon
Garet   unleashes Djinn in combination with Felix/Isaac to summon
       Haures/Daedalus
Isaac   unleashes Djinn for a level 4 summon
Mia     continuse to heal the party with Wish Well or Djinn

Don't worry about who summons what unless you've used Rime, because Sentinel
will Break the Power boost next turn. It doesn't matter if you let Felix/Isaac
or Garet do the multielemental summons, just make sure the defensive/healing
Djinn keep coming back to Set so you can keep using them again. If you're in a
bind, don't forget about Granite/Flash/Shade. They block damage, giving you a
chance to heal. Sentinel attacks 3 times per turn, so be careful.
If a party member goes down, have Felix or Isaac revive him/her. You may need
the backup team, but if you do it right they will stay in the back. The trick
to this is to use summons frequently, they are the only thing that is effective
because of Guard and the boss's immunity to Psynergy.
The Djinni Eddy really helps here.

-------------------------------------------
Treasure Isle Boss: Star Magician and Balls
-------------------------------------------
Recommended Level: 40-43

Star Magician
NORMAL           HARD                  Elemental Effectiveness
8/10   Level    9/10                  1--2--3--4--5--6--7--8--9
7486    HP     11229            EARTH ==========
 560    PP       560            FIRE  ================
 460    ATK      575            WIND  =======
 139    DEF      174            WATER ====
 268    AGL      268
Experience Points: 7866          Various attacks.
           Coins: 5566          Attacks 2 times per turn.
       Drop Item: None

Refresh Ball
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
 360    HP       540            EARTH =============
  43    PP        43            FIRE  ======================
 317    ATK      397            WIND  ===================
 124    DEF      159            WATER ====
 136    AGL      136
Experience Points: 448           Earnest Ply (Restore 1150 HP)
           Coins: 278
       Drop Item: None

Anger Ball
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
 460    HP       690            EARTH =============
  43    PP        43            FIRE  ====
 357    ATK      447            WIND  ===================
 125    DEF      157            WATER ======================
 173    AGL      173
Experience Points: 387           Angry Mine (Damage, Suicide)
           Coins: 30
       Drop Item: None

Thunder Ball
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
 520    HP       780            EARTH ===================
  43    PP        43            FIRE  =============
 317    ATK      412            WIND  =======
 127    DEF      154            WATER =============
 292    AGL      292
Experience Points: 439           Shine Plasma (Damage, Target 5)
           Coins: 289
       Drop Item: None

Guardian Ball
NORMAL           HARD                  Elemental Effectiveness
                                      1--2--3--4--5--6--7--8--9
 360    HP       780            EARTH =======
  43    PP        43            FIRE  =============
 317    ATK      397            WIND  ===================
 124    DEF      159            WATER =============
 136    AGL      136
Experience Points: 448           Guard Aura (Barrier)
           Coins: 278
       Drop Item: None


Geez, this boss drove me crazy! He will periodically summon balls to assist him
in battle. The Refresh Balls and Guardian Balls need to be destroyed A.S.A.P.
The Guardian Balls use Guard Aura on the boss; the effect is identical to
Flash's unleash effect. The Refresh Balls use Earnest Ply, a version of Mia's
and Piers' Pure Ply. The move restores 1,150 HP to the magician. Ignore the
other balls. If there are no Guardian Balls, go all-out with summons.
He is extremely weak to summons, so use Meteor, Judgment, or Daedalus, if you
have it. The summons will take care of the other balls. Using a second round of
summons may not be necessary if you summoned at the proper times.
Beating this boss gives you the Water-based Azul summon!

Party Members
-------------

Fighting Team

Felix   Level 37   Slayer      9 Venus Djinn, all Set, Sol Blade
Isaac   Level 38   Slayer      9 Venus Djinn, all Set, Tisiphone Edge
Garet   Level 37   Hero        9 Mars Djinn, all Set
Mia     Level 37   Angel       9 Mercury Djinn, all Set

Backup Team

Sheba   Level 36   Sorcerer    9 Jupiter Djinn, all Set
Jenna   Level 36   Justice     9 Mars Djinn, all Set
Ivan    Level 37   Sorcerer    9 Jupiter Djinn, all Set
Piers   Level 36   Admiral     9 Mercury Djinn, all Set


------------
BATTLE START
------------

Turn 1 (and all turns with Guardian or Refresh Balls)

Felix   unleashes an attacking Djinni on Guardian/Refresh Ball
Isaac   unleashes an attacking Djinni on Guardian/Refresh Ball
Garet   unleashes an attacking Djinni on Guardian/Refresh Ball
Mia     uses Wish Well

All turns with no Guardian/Refresh Balls

Felix   unleashes Djinn (if needed) for a level 4 summon
Garet   unleashes Djinn (if needed) for a level 4 summon
Isaac   unleashes Djinn (if needed) for a level 4 summon
Mia     unleashes Djinn for ONE level 4 summon, then uses Wish Well


I didn't use the backup party for this, but you will probably need it.
The trick to this battle is getting rid of the Refresh Balls, then the Guardian
Balls! And make sure you do it with Djinn!!

-----------------------------
Anemos Sanctum Boss: Dullahan
-----------------------------
Recommended Level: 50-55

NORMAL           HARD                  Elemental Effectiveness
10/10   Level   10/10                  1--2--3--4--5--6--7--8--9
16000    HP     24000            EARTH =
 500    PP       750            FIRE  ====
 676    ATK      845            WIND  =============
 269    DEF      337            WATER ==========
 241    AGL      241
Experience Points: 15600         Attacks 3 times per turn.
           Coins: 6775
       Drop Item: None

In order to get into Anemos Sanctum, you need to have every Djinni in the game
AND have transferred data from Golden Sun in which you found every Djinni.

SAVE YOUR GAME before entering this battle; it is one of the hardest in RPG
history. No real crazy tricks, no strange item needed, it's just plain hard.
Dullahan, in Hard Mode, may well be the hardest boss enemy ever in RPG history.
He has over 20,000 HP (yikes), attacks three times per turn (ouch!), and
recovers 200 HP and 30 PP every turn. Here is a rundown of his special
abilities:
Element Swap: This simply causes one Standby Djinni to be Set, and a Set Djinni
             of the same element to go to Standby.
Formina Sage: Basically a one-hit death move, it does three times his normal
             attack damage.
Djinn Storm: Yes, he has the Djinn-wrecking attack that crapifies your stats.
Charon: For some reason he has a copy of the same summon you got earlier in the
       Sanctum. However, there is greater risk of one-hit kill(s). Yes, Charon
       can down multiple party members. He can pop this up at any time,
       regardless of your Standby Djinn.
True Collide: Attacks three party members and *absorbs* the HP you lose. Eep.

He has no Guard Aura, so summon right off the start before he does Djinn Storm.
Don't try to build up stats or he'll just Break them away. Most bosses in this
half of the game use Break.
For defeating him, you'll get the Iris summon and the most powerful attack
Psynergy in the game: Call Dullahan. It is a Wind-based Psynergy that only a
Necromage can use, but it's really powerful!


Party Members
-------------

Coming Soon!

------------
BATTLE START
------------

Coming Soon!

-----------------------
Final Boss: Doom Dragon
-----------------------
Recommended Level: 40-45

NORMAL           HARD                  Elemental Effectiveness
9/10   Level   10/10                  1--2--3--4--5--6--7--8--9
14400    HP     21600            EARTH =
 600    PP       780            FIRE  ====
 470    ATK      600            WIND  =============
 155    DEF      194            WATER ==========
 200    AGL      200
Experience Points: 0
           Coins: 0
       Drop Item: None

This strategy assumes you beat Dullahan before coming here. If you didn't, a
party around level 40 or so should be enough to take this boss down.

Final boss time! If you don't have all the Djinn, turn around now and get them.
This boss attacks a different number of times per turn depending on how many
heads it has. It starts out attacking four times per turn, then loses one
attack for each head it loses. Have several revivers in your party or you
won't stand a chance. In the late stages of the battle, the dragon uses an
ability called Djinn Storm, the most powerful enemy ability in the game. It
places all of your active party's Djinn in recovery (yes, ALL of them.) If you
got the Iris summon from Anemos Sanctum, it works wonders here. Summon
everything you can before the boss does Djinn Storm and crapifies your stats.
He likes to follow it up with Cruel Ruin, a devastating attack that can do
damage equal to 75% or more of the target character's maximum HP. Consider
defeating Dullahan before coming here.
When the first party goes down, have your fastest character summon Iris. The
mighty summon will revive your first party. But UNDER NO CIRCUMSTANCES SWITCH
OUT DOWNED CHARACTERS! DOWNED CHARACTERS DO NOT RECOVER DJINN!!

Party Members
-------------

Coming Soon!

------------
BATTLE START
------------

Coming Soon!

-----------------------------------------------------------------
PSYNERGY LISTING

Note: Some information in this listing is from Terence Fergusson's
Golden Sun Battle Mechanics FAQ, such as the base damage for
Psynergy attacks. That is NOT my work, so if you want to reproduce
these tables in your FAQ, you have to get BOTH his and my permission.
-------------------------------------
Base Damage is how much the ability does to the central
target based on an elemental Power of 100. (My discovery!)

Under Type: E = Earth, F = Fire, Wi = Wind, W = Water

Under Base:
p = Element Physical Psynergy (ATK and DEF are put into the damage
   calculations)
xxx% = Element Physical Psynergy with added Multiplier

Num__Name__________Type_PP_Base__Range__Effect
 1  Cure             E  3   70    1    Restores 70 HP.
 2  Cure Well        E  7  150    1    Restores 150 HP.
 3  Potent Cure      E 10  300    1    Restores 300 HP.
 4  Revive           E 15         1    Revives a downed ally to 100% HP.
 5  Ragnarok         E  7 p 35    1
 6  Odyssey          E 18 p 95    1
 7  Quake            E  4   12   /3\
 8  Earthquake       E  7   35  //5\\
 9  Quake Sphere     E 15   65 ///7\\\
10  Spire            E  5   40    1
11  Clay Spire       E 13   85   /3\
12  Stone Spire      E 22  160  //5\\
13  Gaia             E  7   40   /3\
14  Mother Gaia      E 17  100  //5\\
15  Grand Gaia       E 32  200  //5\\
16  Growth           E  4   25    1    Used in field to grow small plants.
17  Mad Growth       E 10   60   /3\
18  Wild Growth      E 19  110  //5\\
19  Haunt            E  5        /3\   Haunts foes.
20  Curse            E  6         1    Puts foe on Countdown.
21  Condemn          E  8         1    Can destroy an enemy instantly.
22  Thorn            E  6   35   /3\
23  Briar            E 11   70   /3\
24  Nettle           E 23  140  //5\\
25  Annihilation     E 18 p150%   1    Can destroy an enemy instantly.
26  Punji            E  7   45   /3\
27  Punji Trap       E 13   85   /3\
28  Punji Strike     E 24  150  //5\\
29  Demon Night      E 12   60   /3\   Haunts foes.
30  Thorny Grave     E 24  170   /3\   Haunts foes.
31  Helm Splitter    E  8 p 30    1    Can destroy an enemy instantly.
32  Skull Splitter   E  8 p 30    1    Can destroy an enemy instantly.
33  Rockfall         E  5   30   /3\
34  Rockslide        E 15   90  //5\\
35  Avalanche        E 30  160  //5\\
36  Grand Golem      E 17  120  //5\\
37  Dinox            E  3 p 40    1
38  Living Armor     E 17 p130    1
39  Lich             E 10         1    Revives a downed ally to 100% HP.
40  Troll            E  3 p 45    1
41  Minotaur         E 10 p 90    1
42  Sabre Dance      E  7 p150%   1
43  Bramble Card     E 22  130   /3\
44  Death Card       E  8         1    Can destroy an enemy instantly.
45  Call Demon       E 13 p190%   1    Can reduce an enemy's HP to 1.
46  Fire Puppet      E  7        /3\   Stuns foes.
47  Heat Wave        F  6 p 33    1
48  Liquifier        F 17 p 90    1
49  Flare            F  4   15   /3\
50  Flare Wall       F  7   40   /3\
51  Flare Storm      F 12   80   /3\
52  Fire             F  6   35   /3\
53  Fireball         F 12   65  //5\\
54  Inferno          F 23  140  //5\\
55  Volcano          F  6   45    1
56  Eruption         F 14   90   /3\
57  Pyroclasm        F 29  180  //5\\
58  Guard            F  3         1    Raises Defense by 25%, 50% Max
59  Protect          F  5     |||ALL|||Raises Defense by 12.5%, 50% Max
60  Impair           F  4         1    Drops Defense by 25%, 50% Max
61  Debilitate       F  6     |||ALL|||Drops Defense by 12.5%, 50% Max
62  Planet Diver     F  7 p 36    1
63  Planetary        F 19 p 98    1
64  Blast            F  7   40   /3\
65  Nova             F 13   70  //5\\
66  Supernova        F 31  150 ///7\\\
67  Blast            F  5   25   /3\
68  Mad Blast        F  9   50   /3\
69  Fiery Blast      F 19  110  //5\\
70  Fire Bomb        F  5   35   /3\
71  Cluster Bomb     F 11   65  //5\\
72  Carpet Bomb      F 29  130 ///7\\\
73  Dragon Cloud     F  6   80    1
74  Epicenter        F 33  210    1
75  Lava Shower      F  4   40    1
76  Molten Bath      F 12   70   /3\
77  Magma Storm      F 27  120  //5\\
78  Guardian         F  3         1    Raises Defense by 25%, 50% Max
79  Protector        F  5     |||ALL|||Raises Defense by 12.5%, 50% Max
80  Aura             F  7   50|||ALL|||Restores 50 HP to all party members.
81  Healing Aura     F 11  100|||ALL|||Restores 100 HP to all party members.
82  Cool Aura        F 16  200|||ALL|||Restores 200 HP to all party members.
83  Fume             F  6   50    1
84  Serpent Fume     F 14  130    1
85  Dragon Fume      F 35  230    1
86  Beam             F  7   45   /3\
87  Cycle Beam       F 14   80  //5\\
88  Searing Beam     F 36  170 ///7\\\
89  Salamander       F  7   45   /3\
90  Cerberus         F  7   50   /3\
91  Wyvern           F 17 p150  //5\\
92  Chimera          F  7   55    1
93  Macetail         F  7   60   /3\
94  Fire Dragon      F 17  140  //5\\
95  Manticore        F 18  300|||ALL|||Restores 300 HP to all party members.
96  Phoenix          F 10         1    Revive a downed ally to 100% HP.
97  Fire Breath      F 13   85   /3\
98  Juggle           F  7   40   /3\
99  Heat Juggle      F 13   75  //5\\
100  Fiery Juggle     F 25  150  //5\\
101  Sword Card       F  6         1    Lowers Attack by 25%, 50% Max
102  Flame Card       F 11   60   /3\
103  Raging Heat      F  9   45   /3\
104  Fiery Abyss      F 18   90  //5\\
105  Dire Inferno     F 32  200 ///7\\\
106  Quick Strike    Wi 12 p180%   1
107  Astral Blast    Wi  5 p 32    1
108  Thunder Mine    Wi 16 p 85    1
109  Ray             Wi  6   35   /3\
110  Storm Ray       Wi 10   65   /3\
111  Destruct Ray    Wi 21  150   /3\
112  Whirlwind       Wi  5   20   /3\   Used in dungeons to solve puzzles.
113  Tornado         Wi 14   80  //5\\
114  Tempest         Wi 27  160  //5\\
115  Plasma          Wi  8   45   /3\
116  Shine Plasma    Wi 18  100  //5\\
117  Spark Plasma    Wi 37  180 ///7\\\
118  Impact          Wi  7         1    Raises Attack by 25%, 50% Max
119  High Impact     Wi 12     |||ALL|||Raises Attack by 12.5%, 25% Max
120  Ward            Wi  3         1    Raises Resistance by 40, 80 Max
121  Resist          Wi  5     |||ALL|||Raises Resistance by 20, 80 Max
122  Sleep           Wi  5        /3\   Puts enemies to sleep.
123  Bind            Wi  4         1    Blocks an enemy's Psynergy.
124  Bolt            Wi  4   20    1
125  Flash Bolt      Wi  7   40   /3\
126  Blue Bolt       Wi 14   90   /3\
127  Death Plunge    Wi 14 p 40    1    Stuns the enemy.
128  Death Leap      Wi 22 p110    1    Stuns the enemy.
129  Gale            Wi  3   18   /3\   Used in dungeons to solve puzzles.
130  Typhoon         Wi 12   75  //5\\
131  Hurricane       Wi 25  150  //5\\
132  Thunderclap     Wi  9   50   /3\
133  Thunderbolt     Wi 19  110  //5\\
134  Thunderhead     Wi 39  190 ///7\\\
135  Mist            Wi  4        /3\   Deludes enemies.
136  Delude          Wi  4        /3\   Deludes enemies.
137  Shuriken        Wi  8 p 80%  /3\
138  Drain           Wi  3   50    1    Damage to enemy is added to own HP.
139  Psy Drain       Wi  0   15    1    Damages PP instd. Dmg added to own PP.
140  Demon Spear     Wi  7         1    Raises Attack by 25%, 50% Max
141  Angel Spear     Wi 12     |||ALL|||Raises Attack by 12.5%, 50% Max
142  Magic Shell     Wi  3         1    Raises Resistance by 40, 80 Max
143  Magic Shield    Wi  5     |||ALL|||Raises Resistance by 20, 80 Max
144  Dull            Wi  6         1    Lowers Attack by 25%, 50% Max
145  Blunt           Wi 11        /3\   Lowers Attack by 12.5%, 50% Max
146  Slash           Wi  4   25    1
147  Wind Slash      Wi  9   50   /3\
148  Sonic Slash     Wi 20  120   /3\
149  Weaken          Wi  4         1    Lowers Resistance by 40, 80 Max
150  Enfeeble        Wi  6     |||ALL|||Lowers Resistance by 20, 80 Max
151  Whiplash        Wi  6 p140%   1
152  Emu             Wi 10 p 75    1
153  Harpy           Wi 10 p 80    1
154  Gryphon         Wi 10 p 85    1    Sometimes hits for double damage.
155  Elder Wood      Wi 14  170|||ALL|||Restores 170 HP to all party members.
156  Backstab        Wi 16 p 35    1    Can destroy an enemy instantly.
157  Thunder Card    Wi 17  100   /3\
158  Baffle Card     Wi  4        /3\   Deludes enemies.
159  Sleep Card      Wi  5        /3\   Puts enemies to sleep.
160  Call Dullahan   Wi 21 p300%   1
161  Poison Flow     Wi 28  125  //5\\  Badly poisons the enemy.
162  Ply              W  4  100    1    Restores 100 HP. Solves some puzzles.
163  Ply Well         W  8  200    1    Restores 200 HP.
164  Pure Ply         W 12 1000    1    Restores 1000 HP.
165  Wish             W  9   80|||ALL|||Restores 80 HP to all party members.
166  Wish Well        W 13  160|||ALL|||Restores 160 HP to all party members.
167  Pure Wish        W 20  400|||ALL|||Restores 400 HP to all party members.
168  Cure Poison      W  2         1    Cures Poison or Deadly Poison.
169  Douse            W  5   25   /3\   Solves some puzzles.
170  Drench           W 10   60   /3\
171  Deluge           W 20  120  //5\\
172  Frost            W  5   20   /3\   Dungeons: Freezes standing water.
173  Tundra           W  8   45   /3\
174  Glacier          W 15  100   /3\
175  Restore          W  3         1    Cures certain in-battle conditions.
176  Ice              W  5   35    1
177  Ice Horn         W 11   70   /3\
178  Ice Missile      W 23  160   /3\
179  Prism            W  7   40   /3\
180  Hail Prism       W 16   90  //5\\
181  Freeze Prism     W 32  190  //5\\
182  Cutting Edge     W  5 p 32    1
183  Plume Edge       W 15 p 80    1
184  Break            W  5     |||ALL|||Neutralizes all enemy stat modification.
185  Froth            W  5   28   /3\
186  Froth Sphere     W 12   65  //5\\
187  Froth Spiral     W 31  150 ///7\\\
188  Diamond Dust     W  6 p 34    1
189  Diamond Berg     W 17 p 92    1
190  Cool             W  6   35   /3\
191  Supercool        W 14   80  //5\\
192  Megacool         W 33  180 ///7\\\
193  Pixie            W  5  115    1    Restores 115 HP.
194  Faery            W  5  120    1    Restores 120 HP.
195  Weird Nymph      W  5  125    1    Restores 125 HP.
196  Succubus         W  9  250    1    Restores 250 HP.
197  Estre Wood       W 14  180|||ALL|||Restores 180 HP to all party members.
198  Blue Dragon      W 17  130  //5\\
199  Frost Card       W 28  175   /3\
200  Call Zombie      W  5   40    1
201  Wild Wolf           3 p 30    1
202  Roc                22 p140    1
203  Orc                 3 p 35    1
204  Carry            E  2         1
205  Force               2         1
206  Catch            E  1         1
207  Cloak            W  1     |||ALL|||
208  Lift             W  2         1
209  Halt            Wi  2         1
210  Move             F  2         1
211  Retreat          E  6     |||ALL|||
212  Mind Read       Wi  1         1
213  Reveal          Wi  1         1
214  Avoid            W  5     |||ALL|||
215  Lash            Wi  1         1
216  Hover           Wi  2     |||ALL|||
217  Scoop            E  1         1
218  Tremor           E  1         1
219  Sand             E  2     |||ALL|||
220  Pound            F  2         1
221  Cyclone         Wi  2         1
222  Blaze            F  1         1
223  Grind            E  2         1
224  Teleport        Wi  3     |||ALL|||
225  Burst            F  2         1
226  Parch            W  2         1

----------------------------
SUMMONS
----------------------------
Basically, summons are advanced Psynergy. You need a certain number of
Standby Djinn to use these. They are more effective against boss enemies.
I suggest using summons for two purposes: boss fights and battling wild Djinn.
Summons have a base damage and a percent damage. This percent damage is
the percent of the foe's maximum HP. Here they all are...

                   Djinn
Num__Summon_______E_F_Wi_W___Base___Pct___Ability_______________Location______
 1  Venus        1            30    3%
 2  Ramses       2            60    6%
 3  Cybele       3           120    9%
 4  Judgment     4           240   12%
 5  Mars           1          30    3%
 6  Kirin          2          60    6%
 7  Tiamat         3         120    9%
 8  Meteor         4         240   12%
 9  Jupiter           1       30    3%
10  Atlanta           2       60    6%
11  Procne            3      120    9%
12  Thor              4      240   12%
13  Mercury             1     30    3%
14  Nereid              2     60    6%
15  Neptune             3    120    9%
16  Boreas              4    240   12%
17  Zagan        1 1          50    6%  -25% Defense, 50% Max   Indra Cavern
18  Flora        1    2       80    9%  Puts foes to sleep.     Air's Rock
19  Megaera        1  1       40    6%  +12.5% Atk. your party  Osenia Cavern
20  Moloch            1 2    100    9%  -50% Agility, 50% Max   Madra Catacomb
21  Ulysses        2    2    160   12%  Target loses next turn  Izumo Catacomb
22  Eclipse           3 2    300   15%  -25% Attack, 50% Max    Lemuria Spring
23  Coatlicue         3 3   c 60        Regen. 60% HP each turn SW Atteka Cave
24  Haures       3 2         270   15%  Badly poisons foes.     Angara Cavern
25  Catastrophe    3  5      400   24%  -10% opponent's PP.     Islet Cave
26  Daedalus     3 4         100    7%  Missile attack nxt turn Y. Desert Cave
    <MISSILE>                250   15%
27  Azul         3      4    330   21%  Stuns foes.             Treasure Isle
28  Charon       8    2      500   30%  May one-hit kill foes.  Anemos Sanctum
29  Iris           9    4    800   40%  Fully restores party.   Anemos Sanctum

---------------------------------
Djinn
---------------------------------
There are four kinds of Djinn, based on function:
Attack Djinn = Damages enemy. May/may not inflict a special condition.
Support Djinn = Supports party with shielding or reviving.
Healing Djinn = Restores HP, PP, or cures statuses.
Status Djinn = Increases party Stats/decreases enemy stats/gives bad conditions
              to enemy, but no damage.

All Djinni attacks are element physical attacks. There are a total of 72 Djinn
in the game.
The bases follow the same rules as Psynergy/Summons tables, except there is no
"p" displayed for physical attacks.

Num__Name_____Elm__Type___Base__Fight__Effect__________________________
 1  Flint     E   Attack  160%   No   Standard attack.
Location: World Map (South of Vale)
HP +8  PP +4  ATK +3  DEF +0  AGL +0  LCK +0
 2  Granite   E   Support        No   Shield Up: Reduces damage by 50%.
Location: Kolima (find secret passage behind house)
HP +9  PP +0  ATK +0  DEF +2  AGL +2  LCK +1
 3  Quartz    E   Support       Yes   Revives downed ally to 50% HP.
Location: Mogall Forest (last area)
HP +10 PP +3  ATK +0  DEF +0  AGL +3  LCK +0
 4  Vine      E   Status        Yes   Lowers Agility by 50%, 50% Max.
Location: World Map (island west of Lamakan Desert)
HP +12 PP +4  ATK +0  DEF +3  AGL +0  LCK +1
 5  Sap       E   Attack   50    No   Adds 50% of damage to your HP.
Location: Vault (go through cave)
HP +10 PP +0  ATK +3  DEF +0  AGL +0  LCK +1
 6  Ground    E   Status         No   Paralyzes a foe for one turn.
Location: Kalay Docks (North Side)
HP +9  PP +3  ATK +0  DEF +0  AGL +3  LCK +0
 7  Bane      E   Attack   60    No   Badly Poisons foes.
Location: Crossbone Isle (6th Cave)
HP +12 PP +0  ATK +4  DEF +0  AGL +0  LCK +0
 8  Echo      E   Attack  160%   No   Standard attack.
Location: World Map (South of Daila)
HP +9  PP +4  ATK +3  DEF +0  AGL +0  LCK +0
 9  Iron      E   Status        Yes   Raises Defense by 25%, 50% Max
Location: World Map (West of Madra, in a forest)
HP +11 PP +0  ATK +0  DEF +2  AGL +3  LCK +0
10  Steel     E   Attack  130%  Yes   Adds 50% of damage to your HP.
Location: Gabomba Statue
HP +9  PP +0  ATK +4  DEF +0  AGL +2  LCK +2
11  Mud       E   Status        Yes   Lowers Agility by 50%, 50% Max.
Location: Gabomba Catacomb (Need Cyclone Chip)
HP +10 PP +0  ATK +4  DEF +0  AGL +3  LCK +0
12  Flower    E   Healing       Yes   Restore 30% HP to all party members.
Location: Taopo Swamp
HP +12 PP +4  ATK +0  DEF +0  AGL +0  LCK +0
13  Meld      E   Attack    0   Yes   Strongest two allies attack at once.
Location: Islet Cave
HP +9  PP +0  ATK +0  DEF +0  AGL +4  LCK +1
14  Petra     E   Status        Yes   Paralyzes a foe for one turn.
Location: World Map (Northeast of Shaman Village Area)
HP +11 PP +0  ATK +0  DEF +3  AGL +0  LCK +0
15  Salt      E   Healing        No   Removes all bad statuses from party.
Location: Contigo (Use Scoop in the middle of the weeds)
HP +9  PP +5  ATK +0  DEF +0  AGL +0  LCK +1
16  Geode     E   Attack  190%   No   Standard attack.
Location: Atteka Inlet (Need Cyclone and Lift Psynergies)
HP +12 PP +0  ATK +6  DEF +0  AGL +0  LCK +0
17  Mold      E   Attack   80    No   Causes an enemy to attack his comrade.
Location: Prox
HP +8  PP +0  ATK +4  DEF +0  AGL +2  LCK +1
18  Crystal   E   Healing        Yes  Restore 50% HP to all party members.
Location: Yampi Desert Cave
HP +10 PP +5  ATK +0  DEF +2  AGL +0  LCK +0
19  Forge     F   Status         Yes  Raises Attack by 25%, 50% Max.
Location: Goma Cave
HP +10 PP +0  ATK +2  DEF +0  AGL +2  LCK +2
20  Fever     F   Attack   30    No   Deludes the target.
Location: Imil Falls Cave
HP +8  PP +0  ATK +3  DEF +0  AGL +2  LCK +0
21  Corona    F   Status         Yes  Raises Defense by 25%, 50% Max
Location: World Map (north of Xian, on an island)
HP +12 PP +3  ATK +0  DEF +3  AGL +0  LCK +1
22  Scorch    F   Attack   50    No   Stuns the enemy.
Location: Kalay Tunnel
HP +8  PP +0  ATK +3  DEF +0  AGL +0  LCK +0
23  Ember     F   Healing        No   Restores 7% PP to entire party.
Location: Tolbi
HP +9  PP +4  ATK +0  DEF +2  AGL +2  LCK +0
24  Flash     F   Support        Yes  Shield Up: Reduces damage by 90%.
Location: Suhalla Desert
HP +14 PP +3  ATK +0  DEF +2  AGL +0  LCK +0
25  Torch     F   Attack   30    No   Pierces 50% of enemy's defense.
Location: Lalivero
HP +9  PP +0  ATK +3  DEF +0  AGL +0  LCK +1
26  Cannon    F   Attack   40    Yes  Standard attack.
Location: Dekhan Plateau
HP +10 PP +0  ATK +3  DEF +0  AGL +0  LCK +0
27  Spark     F   Support        No   Revives a downed ally to 60% HP.
Location: Mikasalla (need Scoop Psynergy)
HP +11 PP +0  ATK +6  DEF +0  AGL +0  LCK +0
28  Kindle    F   Status         Yes  Raises Attack by 25%, 50% Max
Location: Gondowan Cliffs
HP +8  PP +0  ATK +5  DEF +0  AGL +0  LCK +1
29  Char      F   Attack   50    No   Stuns the enemy.
Location: Madra (in exchange for Healing Fungus)
HP +9  PP +0  ATK +2  DEF +0  AGL +2  LCK +1
30  Coal      F   Status         No   Raises Agility by 100%, 100% Max
Location: Izumo (from Kushinada)
HP +11 PP +3  ATK +0  DEF +0  AGL +3  LCK +0
31  Reflux    F   Attack         Yes  Counterattack with Fire Physical Attack
Location: Tundaria Tower
HP +9  PP +0  ATK +0  DEF +3  AGL +0  LCK +2
32  Core      F   Attack   40    Yes  Pierces 50% of enemy's defense.
Location: World Map (SW of Jupiter Lighthouse)
HP +8  PP +0  ATK +4  DEF +2  AGL +0  LCK +0
33  Tinder    F   Support        No   Revives a downed ally to 100% HP.
Location: Hesperia Settlement
HP +12 PP +5  ATK +0  DEF +0  AGL +0  LCK +0
34  Shine     F   Attack   60    No   Deludes ALL enemies, not just the target
Location: Contigo (CANNOT get without transferring data)
HP +9  PP +5  ATK +0  DEF +0  AGL +0  LCK +1
35  Fury      F   Attack   70    Yes  Haunts foes.
Location: Magma Rock
HP +12 PP +4  ATK +0  DEF +0  AGL +0  LCK +0
36  Fugue     F   Attack   18    Yes  Attacks PP instead.
Location: Mars Lighthose
HP +11 PP +4  ATK +0  DEF +2  AGL +0  LCK +0
37  Gust     Wi   Attack   10    No   Sometimes hits for double damage.
Location: Bilibin Warehouse
HP +9  PP +0  ATK +2  DEF +0  AGL +2  LCK +0
38  Breeze   Wi   Status         Yes  Raises Resistance by 40, 80 Max
Location: Tret Tree (Outside of tree, upper-right)
HP +12 PP +5  ATK +0  DEF +2  AGL +0  LCK +1
39  Zephyr   Wi   Status         Yes  Raises Agility by 100%, 100% Max
Location: Fuchin Falls Cave
HP +11 PP +3  ATK +0  DEF +0  AGL +2  LCK +1
40  Smog     Wi   Attack   60    No   Deludes enemies.
Location: Lamakan Desert (Area 2, use Reveal)
HP +9  PP +0  ATK +3  DEF +0  AGL +0  LCK +0
41  Kite     Wi   Support        No   Attack twice next turn.
Location: Vale Cave (use Halt)
HP +8  PP +4  ATK +0  DEF +0  AGL +3  LCK +0
42  Squall   Wi   Attack  140%   Yes  Stuns enemies.
Location: Altmiller Cave
HP +10 PP +0  ATK +5  DEF +0  AGL +0  LCK +0
43  Luff     Wi   Status         Yes  Blocks a foe's Psynergy.
Location: Babi Lighthouse
HP +11 PP +5  ATK +0  DEF +2  AGL +0  LCK +1
44  Breath   Wi   Healing        Yes  Restore 40% Max HP. Always goes first.
Location: Shrine of the Sea God
HP +9  PP +0  ATK +0  DEF +0  AGL +3  LCK +1
45  Blitz    Wi   Attack   30    Yes  Stuns foes.
Location: Yampi Desert
HP +10 PP +4  ATK +3  DEF +0  AGL +0  LCK +0
46  Ether    Wi   Healing        No   Restores 30% Max PP.
Location: Garoh (clear Air's Rock first)
HP +8  PP +4  ATK +0  DEF +0  AGL +3  LCK +2
47  Waft     Wi   Attack   40    Yes  Puts the enemy to sleep.
Location: Kibombo Mountains
HP +11 PP +0  ATK +4  DEF +0  AGL +0  LCK +0
48  Haze     Wi   Support        No   Immunity to all effects for one turn.
Location: Apojii Islands (get Sand Psynergy first)
HP +10 PP +0  ATK +0  DEF +2  AGL +3  LCK +2
49  Wheeze   Wi   Attack   50    Yes  Badly poisons foes.
Location: World Map (SW of Tundaria Tower, on a dark patch of ice)
HP +9  PP +3  ATK +5  DEF +0  AGL +0  LCK +0
50  Aroma    Wi   Healing        No   Restore 10% Max PP.
Location: Shaman Village (clear Trial Road)
HP +11 PP +0  ATK +0  DEF +0  AGL +3  LCK +2
51  Whorl    Wi   Attack   40    Yes  Can instantly down an enemy.
Location: Jupiter Lighthouse
HP +9  PP +0  ATK +4  DEF +2  AGL +0  LCK +0
52  Gasp     Wi   Status         Yes  Inflicts "Countdown" on ALL enemies.
Location: Trial Road (clear Jupiter Lighthouse first)
HP +12 PP +5  ATK +0  DEF +0  AGL +0  LCK +0
53  Lull     Wi   Support        No   Ends the turn immediately.
Location: Loho (need Lift Psynergy from Isaac and Co.)
HP +11 PP+6  ATK +0   DEF +0  AGL +0  LCK +0
54  Gale     Wi   Attack   60    Yes  May force emeny to run away.
Location: Treasure Isle
HP +10 PP +0  ATK +0  DEF +0  AGL +5  LCK +3
55  Fizz      W   Healing        No   Restore 60% Max HP.
Location: Mercury Lighthouse (when Mia joins the party)
HP +9  PP +4  ATK +0  DEF +3  AGL +0  LCK +0
56  Sleet     W   Attack   30    Yes  Lowers Attack by 25%, 50% Max
Location: Mercury Lighthouse (behind a waterfall)
HP +12 PP +0  ATK +3  DEF +0  AGL +0  LCK +1
57  Mist      W   Attack  130%   No   Puts the enemy to sleep.
Location: Xian
HP +11 PP +0  ATK +4  DEF +0  AGL +0  LCK +0
58  Spritz    W   Healing        Yes  Restore 30% Max HP.
Location: Altin Peak
HP +8  PP +4  ATK +0  DEF +0  AGL +3  LCK +0
59  Hail      W   Attack   40    Yes  Lowers Defense by 25%, 50% Max
Location: World Map (SW of Altmiller Cave)
HP +9  PP +0  ATK +4  DEF +0  AGL +0  LCK +1
60  Tonic     W   Healing        No   Removes all bad statuses from party.
Location: Lunpa Fortress (defeat Toadonpa, then see Donpa)
HP +8  PP +3  ATK +0  DEF +2  AGL +0  LCK +2
61  Dew       W   Support        Yes  Revive a downed ally to 80% Max HP.
Location: Suhalla Gate
HP +13 PP +4  ATK +0  DEF +0  AGL +4  LCK +0
62  Fog       W   Attack   30    Yes  Deludes enemies.
Location: Kandorean Temple
HP +9  PP +0  ATK +0  DEF +2  AGL +2  LCK +1
63  Sour      W   Attack  150%   Yes  Lowers Resistance by 25%, 50% Max
Location: World Map (NNE of Mikasalla)
HP +8  PP +4  ATK +3  DEF +0  AGL +0  LCK +0
64  Spring    W   Healing        No   Restores 70% Max HP.
Location: Kibombo (when Piers joins your party)
HP +11 PP +5  ATK +0  DEF +0  AGL +0  LCK +0
65  Shade     W   Support        No   Shield Up: Reduces damage by 60%.
Location: Kibombo (when Piers joins your party)
HP +9  PP +0  ATK +0  DEF +3  AGL +0  LCK +2
66  Chill     W   Attack   40    Yes  Lowers Defense by 25%, 50% Max
Location: World Map (SSW of Naribwe)
HP +10 PP +3  ATK +0  DEF +2  AGL +0  LCK +0
67  Steam     W   Status         Yes  Raises Resistance by 40, 80 Max
Location: Aqua Rock (need Parch Psynergy)
HP +10 PP +0  ATK +5  DEF +0  AGL +0  LCK +0
68  Rime      W   Status         No   Blocks a foe's Psynergy.
Location: Ancient Lemuria (need Grind and Tremor Psynergies)
HP +10 PP +6  ATK +0  DEF +0  AGL +0  LCK +0
69  Gel       W   Attack  150%   No   Lowers Attack by 25%, 50% Max
Location: Kalt Island
HP +9  PP +0  ATK +5  DEF +0  AGL +2  LCK +0
70  Eddy      W   Support        Yes  All Djinn immediately recover by 1 turn.
Location: Shaman Village Cave (need Lift Psynergy from Isaac and Co.)
HP +9  PP +0  ATK +0  DEF +0  AGL +3  LCK +2
71  Balm      W   Support        Yes  Revives ALL downed allies to 60% HP.
Location: Mars Lighthouse
HP +13 PP +4  ATK +0  DEF +0  AGL +0  LCK +0
72  Serac     W   Attack   70    Yes  May down the target instantly.
Location: Islet Cave
HP +12 PP +0  ATK +3  DEF +0  AGL +0  LCK +0

----------------------------------------------------
Table of Weapons and Armor (and Miscellaneous Items)
----------------------------------------------------
Weapons, then armor (then items).
Under Type: LB = Light Blade
           LS = Long Sword
           MA = Mace
           AX = Axe
           ST = Staff
           CL = Clothing
           RI = Ring
           BT = Boots
           AR = Armor
           HE = Helmet
           HA = Hat
           MS = Mask
           US = Undershirt
           RO = Robe
           SH = Shield
           GL = Gloves
           CR = Crown
           CI = Circlet
           BR = Bracelet
            O = Other
Prefixes: B = Only for men
         G = Only for ladies
         C = Cursed Item
         E = Normal attack is Earth-based
         F = Normal attack is Fire-based
         W = Normal attack is Water-based
         A = Normal attack is Wind-based
Under Base:
"Normal" means that damage is calculated normally.
Under Sell:
0 means the item cannot be sold or dropped.

At this point I do not have data for the items you can get only with using a
cheating device. Unless someone submits me this information, the items in
question will be omitted from the table.

In my pre-converted version (MS Excel), I used a lot of color to illustrate
things, like curses, artifacts, elements, etc. Because GameFAQs will not
accept rich text format (.rtf), I had to figure out a way to get around this.
I thought of putting the data in one table and the unleashes in the second,
but that would be very inconvenient for you to have to look back and forth,
so I merged the two tables into one. I apologize for any confusion this would
cause, but I tried to balance size with convenience. Good luck :)

From Terrence Ferguson's FAQ:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Each unleash has a base additional damage.  Damage listed in the form of
'xxx' are unleashes that use a Mult Mod of 1.00, and an Add Mod of xxx.
Damage listed in the form of 'xxx%' are unleashes that use an Add Mod of 0
and a Mult Mod of xxx%.  The Swift Sword is marked '---' in the Dam stat;
this just means it has a Mult Mod of 1.00 and an Add Mod of 0.  All Weapon
Specials are considered to be Elemental Physical Attacks.

 The Rate of an unleash is the percentage chance it has of going off. This is
worked out *BEFORE* chances for critical hits and other things are worked
out.  A few rare weapons have more than the default chance of unleash.

It is indeed possible to reach 100% chance to unleash.

End Copy & Paste
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Num__Name______________Type_Price__Sell___ATK_DEF_AGL_LCK___________________
Special_____________________________________________________________________
Unleash________________Type__Base__Rate__Effect_____________________________

 1  Machete            LB  Found    22     6   0   0   0

 2  Short Sword        LB    120    80     8   0   0   0

 3  Bandit's Sword     LB  Found   525    12   0   0   0
 Rapid Smash           Wi    90%   35%  Sometimes hits for 2x Damage

 4  Hunter's Sword     LB    520   390    28   0   0   0

 5  Pirate's Sword     LB  Found  1500    34   0   0   0
 Dreamtide              W     12   35%  Puts the enemy to sleep.

 6  Elven Rapier      ALB  Found  1650    44   0   0   0
 Vorpal Slash          Wi     16   35%

 7  Hypnos' Sword      LB  Found  2025    49   0   0   0
 Moon Air              Wi     18   35%

 8  Battle Rapier      LB   2900  2175    58   0   0   0

 9  Mystery Blade      LB  Found  4800    84   0   0   0
 Life Nourish           E     25   35%  Adds damage to user's HP.

10  Master Rapier      LB   6800  5100    86   0   0   0

11  Assassin Blade     LB  Found  5850    90   0   0   0
Mortal Danger           E     28   35%  Can instantly destroy the target.

12  Corsair's Edge     LB  Found  4725    90   0   0   0
Lunar Slash            Wi     25   35%  Lowers Resistance by 40, 80 Max

13  Ninja Blade        LB   8800  6600    94   0   0   0
Cyclone Smash          Wi     38   35%  Lowers Resistance by 40, 80 Max

14  Swift Sword        LB   9400  7050   104   0   0   0 Wind Pow +10
Sonic Smash            Wi Normal   35%  Sometimes hits for 3x Damage

15  Mist Sabre         LB  Found  6450   110   0   0   0
Searing Fog             W     36   35%  Deludes the target.

16  Sylph Rapier       LB  Found  7575   124   0   0   0
Mad Zephyr             Wi     40   35%  Sometimes hits for 2x Damage

17  Kikuichimonji      LB  Found 10050   128   0   0   0 Spelled correctly!
Asura                  Wi     64   35%  Sometimes pierces 50% Defense

18  Pirate's Sabre     LB  Found  7950   136   0   0   0
Scorpionfish            F     43   35%  Badly poisons the target.

19  Burning Sword      LB  Found 10950   157   0   0   0
Blaze Rush              F     54   35%  Lowers Defense by 25%, 50% Max

20  Masamune           LB  Found 12300   161   0   0   0
Rising Dragon           W     62   40%  Sometimes hits for 2x Damage

21  Tisiphone Edge     LB  Found 17250   178   0   0   0
Vengeance               E     71   35%  Randomly does 1x, 2x, or 3x Damage

22  Long Sword         LS    200   150    14   0   0   0

23  Broad Sword        LS   1000   750    40   0   0   0

24  Arctic Blade       LS  Found  1950    55   0   0   0
Blizzard                W     18   35%   Lowers Attack by 25%, 50% Max

25  Storm Brand        LS  Found  2925    60   0   0   0
Hurricane               W     21   35%   Lowers Attack by 25%, 50% Max

26  Claymore           LS   4000  3000    70   0   0   0

27  Great Sword        LS   7000  5250    90   0   0   0

28  Shamshir           LS  10000  7500    99   0   0   0
Acid Bath               F     34   35%   Lowers Attack by 25%, 50% Max

29  Silver Blade       LS  12000  9000   108   0   0   0
Aqua Sock               W     42   35%

30  Robber's Blade     LS  Found  5700   101   0   0   0
Shred                   F     33   35%   Lowers Defense by 25%, 50% Max

31  Muramasa          CLS  Found 10200   126   0   0   0
Demon Fire              F     60   35%   Haunts the target.

32  Cloud Brand        LS  Found  8850   130   0   0   0
Raiden's Wrath         Wi     39   40%   Always pierces 100% Defense.

33  Lightning Sword    LS  Found  8550   134   0   0   0
Flash Edge             Wi     46   35%   Deludes the target.

34  Gaia Blade        ELS  Found 12750   135   0   0   0
Titan Blade             E     70   35%

35  Soul Brand         LS  Found  8700   141   0   0   0
Soul Shatter            F     50   35%   Adds 10% of damage to user's PP.

36  Hestia Blade       LS  Found  9675   145   0   0   0
Crucible Fire           F     48   35%   Lowers Agility by 50%, 50% Max

37  Phaeton's Blade    LS  Found 10200   151   0   0   0
Light Surge            Wi     51   35%   Deludes the target.

38  Huge Sword         LS  Found 10500   155   0   0   0
Heavy Divide            E     60   35%   Lowers Defense by 25%, 50% Max

39  Mythril Blade      LS  Found 10950   160   0   0   0
Lethe Albion            W     56   35%   Blocks target's Psynergy.

40  Rune Blade         LS  Found 11250   162   0   0   0
Void Beam              Wi     57   35%   Blocks target's Psynergy.

41  Levatine           LS  Found 14775   173   0   0   0
Radiant Fire            F     66   35%   Pierces 50% of enemy's defense.

42  Fire Brand        FLS  Found 17550   176   0   0   0
Purgatory               F     67   35%   Puts the target to sleep.

43  Excalibur          LS  Found 21900   180   0   0   0
Legend                 Wi     73   35%   Sometimes hits for 3x Damage.

44  Sol Blade          LS  Found 23400   200   0   0   0
Megiddo                 E   300%   35%

45  Darksword         CLS  Found 18150   210   0   0   0
Acheron's Grief         E     76   35%   Badly poisons the target.

46  Mace               MA     80    60     6   0   0   0

47  Heavy Mace         MA    500   375    26   0   0   0

48  Blow Mace          MA  Found  2100    45   0   0   0
Boost Hack              F     17   35%

49  Battle Mace        MA   2600  1950    56   0   0   0

50  War Mace           MA   6200  4650    84   0   0   0

51  Grievous Mace     EMA  Found  5250    88   0   0   0
Terra Strike            E     20   35%

52  Righteous Mace     MA   8400  6300    76   0   0   0
HP Recovery +3
Blinding Smog          Wi     49   35%   Deludes the target.

53  Comet Mace         MA  Found  6000   105   0   0   0
Ice Crush               W     34   35%   Lowers Defense by 25%, 50% Max

54  Hagbone Mace       MA  Found  6300   108   0   0   0
Wyrd Curse              E     41   35%   Haunts the target.

55  Demon Mace         MA  Found  6900   115   0   0   0
Evil Eye                E     38   35%   Deludes the target.

56  Thanatos Mace      MA  Found  7800   125   0   0   0
Heartbreak              E     42   35%   May down the target instantly.

57  Blessed Mace       MA  Found 10875   126   0   0   0
HP Recovery +2

58  Wicked Mace       CMA  Found 10350   130   0   0   0
Poison Death            E     53   35%   Badly poisons the target.

59  Rising Mace        MA  Found 10425   152   0   0   0
High Vitals            Wi     52   35%   Damage is added to user's HP.

60  Tungsten Mace      MA  Found 11025   159   0   0   0
Hammersphere            E     58   35%   Sometimes Pierces 50% of defense

61  Battle Axe         AX    280   210    24   0   0   0

62  Themis' Axe        AX  Found  1425    30   0   0   0
Stone Justice           E     11   35%   Lowers Agility by 50%, 50% Max

63  Broad Axe          AX   1400  1050    50   0   0   0

64  Great Axe          AX   5200  3900    80   0   0   0

65  Vulcan Axe        FAX  Found  3450    76   0   0   0
Barrage                 F     20   35%   Stuns foes.

66  Disk Axe           AX  Found  3525    76   0   0   0
Power Drive             F     24   35%

67  Burning Axe       FAX  Found  5625    84   0   0   0
Broil                   F     23   35%

68  Captain's Axe      AX  Found  5100    95   0   0   0
Use as an item to raise Defense by 25%, 50% Max

69  Dragon Axe         AX  10300  7725   100   0   0   0
Heat Mirage             F     21   35%   Deludes the target.

70  Giant Axe          AX  Found 10500   114   0   0   0
Meltdown                F     47   35%   Lowers Defense by 25%, 50% Max

71  Tartarus Axe       AX  Found  8100   127   0   0   0
Vein Tap                E     43   35%   Adds 100% of damage to user's HP.

72  Demon Axe         CAX  Found 12000   132   0   0   0
Poison Cloud            E     55   35%   Poisons the target.

73  Viking Axe         AX  Found  8250   137   0   0   0
Stun Bolt              Wi     47   35%   Stuns the target.

74  Mighty Axe         AX  Found  8925   142   0   0   0
Heat Shatter            F     41   35%   Lowers Resistance by 40, 80 Max

75  Apollo's Axe       AX  Found 11400   158   0   0   0
Flare Burst             F     56   35%   Adds 100% of damage to user's HP.

76  Gaia's Axe         AX  Found 12300   163   0   0   0
Mother Earth            E     59   35%   Puts foes to sleep.

77  Stellar Axe        AX  Found 14775   171   0   0   0
Supernova              Wi     63   35%   Stuns the enemy.

78  Wooden Stick       ST     40    30     4   0   0   0

79  Shaman's Rod       ST  Found     0    10   0   0   0

80  Magic Rod          ST    380   285    16   0   0   0
Murk                   Wi     10   35%   Puts the target to sleep.

81  Witch's Wand       ST    860   645    32   0   0   0
Stun Voltage           Wi     12   35%   Stuns the target.

82  Blessed Ankh       ST   1600  1200    44   0   0   0
Psyphon Seal           Wi     14   35%   Blocks the target's Psynergy.

83  Psynergy Rod       ST   3800  2850    64   0   0   0
Psy Leech               W     22   35%   Adds 10% of damage to user's PP.

84  Frost Wand        WST   5400  4050    76   0   0   0
Frost Bite              W     28   35%   Stuns the target.

85  Angelic Ankh       ST   6400  4800    83   0   0   0
Life Leech              W     29   35%   Adds 100% of damage to user's HP.

86  Staff of Anubis    ST  Found  4125    83   0   0   0
Sarcophagus             E     30   35%   Haunts the target.

87  Demonic Staff     CST  10000  7500    92   0   0   0
Bad Omen                E     43   35%   Haunts the target.

88  Cloud Wand         ST  Found  5250    98   0   0   0
Stun Cloud              W     31   35%   Stuns the target.

89  Zodiac Wand        ST  Found  9550   102   0   0   0
Shining Star           Wi     57   35%   Deludes the target.

90  Crystal Rod        ST  13400 10050   106   0   0   0
Drown                   W     47   35%   May destroy the target instantly.

91  Glower Staff       ST  Found  7575   126   0   0   0
Flash Force             W     44   35%   Blocks the target's Psynergy.

92  Dracomace          ST  Found  7875   128   0   0   0
Aging Gas              Wi     45   35%   Adds 100% of damage to user's HP.

93  Fireman's Pole     ST  Found  6150   130   0   0   0
Use as an item to raise Resistance by 40, 80 Max

94  Goblin's Rod       ST  Found  7350   134   0   0   0
Sargasso                W     39   35%   May destroy the target instantly.

95  Meditation Rod     ST  Found 10050   151   0   0   0
Nirvana                Wi     50   35%   Adds 10% of damage to user's PP.

96  Salamander Rod     ST  Found 10725   156   0   0   0
Fire Dance              F     51   35%   Lowers Attack by 25%, 50% Max

97  Nebula Wand        ST  Found 11400   165   0   0   0
Reverse Star            W     58   35%   Adds 10% of damage to user's PP.

98  Clotho's Distaff   ST  Found 12900   168   0   0   0
Use as an item to restore 1000 HP.

99  Atropos' Rod       ST  Found 14175   169   0   0   0
Life Shear              F    114   40%   May destroy the target instantly.

100  Lachesis' Rule     ST  Found 16275   177   0   0   0
Apocalypse             Wi    125   40%   Puts target on a 7-turn countdown.

101  Cotton Shirt       CL     20    15     0   3   0   0

102  Travel Vest        CL     50    37     0   7   0   0

103  Fur Coat           CL  Found   300     0  16   0   0
Water Resistance +15
NOTE: If you sell this, it cannot be repurchased.

104  Adept's Clothes    CL    850   637     0  18   0   0
Maximum PP +8

105  Elven Shirt        CL  Found  1275     0  22 150%  0

106  Full Metal Vest    CL  Found   825     0  21   0   0

107  Kimono             CL  Found  2100     0  25  10   0
Fire Reststance +10

108  Silver Vest        CL   3200  2400     0  28   0   0

109  Festival Coat      CL  Found  2100     0  28   0  10

110  Water Jacket       CL  Found  2250     0  30   0   0
Fire Resistance +20     Water Resistance +30

111  Ninja Garb         CL  Found  5175     0  36  30   0
Wind Resistance +10

112  Wild Coat          CL  Found  3000     0  37  40   0

113  Floral Dress       CL  Found  4950     0  38   0   0
Use as an item to put the enemy to sleep.

114  Faery Vest         CL  Found  5175     0  38   0   0
Use as an item to restore 200 HP.

115  Storm Gear         CL  Found  8800     0  42   0   0
Fire. Wind, and Water Reststances +30 each.

116  Triton's Ward      CL  Found 16200     0  47   0   0
Water Power +30, Water Resistance +70

117  Erinyes Tunic      CL  Found  7800     5  45   0   0
Critical Hit/Weapon Unleash Rate +10%

118  Mythril Clothes    CL  Found 11175     0  49   0   0
Critical Hit/Weapon Unleash Rate +15%

119  Adept Ring         RI  Found  2325     0   0   0   0
Use as an item to restore 7 PP.

120  War Ring           RI  Found  1950     0   0   0   0
Use as an item to raise Attack by 25%, 50% Max

121  Sleep Ring         RI  Found  1050     0   0   0   0
Use as an item to put foes to sleep.

122  Healing Ring       RI  Found   600     0   0   0   0
Use as an item to restore 70 HP.

123  Unicorn Ring       RI  Found   825     0   0   0   0
Use as an item to cure poison or venom.

124  Fairy Ring         RI  Found  2175     0   0   0   0
Use as an item to cure anything that can be cured with Elixir.

125  Cleric's Ring      RI  Found  4800     0   0   0   0
Removes the in-battle effects of cursed items. You still cannot remove them.

126  Guardian Ring      RI  Found  1275     0   4   0   0
Maximum HP +20

127  Spirit Ring        RI  Found  2700     0   0   0   0
Use as an item to restore 160 HP to all allies.

128  Stardust Ring      RI  Found  1875     0   0   0   0
Use as an item to block a foe's Psynergy.

129  Golden Ring        RI  Found  3000     0   0   0   0
Use as an item to raise Resistance of whole party by 20, 80 Max

130  Hyper Boots        BT  Found  1800     0   4   0   0
Critical Hit/Weapon Unleash Rate +12%

131  Quick Boots        BT  Found  1575     0   3  20   0

132  Fur Boots          BT  Found   900     0   2   0   0
Water Resistance +15

133  Turtle Boots       BT  Found   400     0   3  50%  0

134  Leather Boots      BT    270   202     0   6   0   0

135  Safety Boots       BT    700   525     0  12  70%  0

136  Dragon Boots       BT  Found  3150     0  13   0   0
Earth, Fire, and Water Resistances +10 each

137  Golden Boots       BT  Found  3300     0  15  30   0

138  Leather Armor      AR    240   180     0  12   0   0

139  Psynergy Armor     AR   1000   750     0  21   0   0
Maximum PP +20

140  Chain Mail         AR   2000  1500     0  25   0   0

141  Ixion Mail         AR  Found   975     0  26   0   0
Wind, Water Resistances +20 Each

142  Armored Shell      AR   3600  2700     0  30   0   0

143  Spirit Armor       AR  Found  3000     0  32   0   0
All Resistances +15 Each

144  Plate Mail         AR   4400  3300     0  33   0   0

145  Spiked Armor       AR  Found 10500    10  34   0   0
Critical Hit/Weapon Unleash Rate +6%

146  Steel Armor        AR   4900  3675     0  36   0   0

147  Planet Armor       AR  Found  3600     0  36   0   0
All Powers +10 Each

148  Phantasmal Armor   AR  Found  4350     0  38   0   7
Use as an item in battle to delude all enemies.

149  Asura's Armor      AR  Found 11250     5  42   0   0
HP Recovery +8

150  Erebus Armor       AR  Found  6750     0  43   0   0
HP Recovery +6

151  Dragon Scales      AR  Found 12750     0  44   0   0
Water and Fire Resistances +30 Each

152  Dragon Mail        AR  Found  7275     0  44   0   0
Water and Fire Resistances +15 Each

153  Chronos Mail       AR  Found  9825     0  47   0   0
Maximum HP +20

154  Stealth Armor     CAR  Found 10500     0  48   0   0
Earth Resistance -10

155  Demon Mail        CAR  Found 12750     0  50   0   0
Wind Resistance -10

156  Xylion Armor       AR  Found 16875    12  50   0   0

157  Valkyrie Mail      AR  Found 19125     0  53   0   0
Critical Hit/Weapon Unleash Rate +20%

158  Open Helm          HE    180   135     0   9   0   0

159  Bronze Helm        HE    600   450     0  16   0   0

160  Iron Helm          HE   1600  1200     0  20   0   0

161  Steel Helm         HE   3100  2325     0  27   0   0

162  Adept's Helm       HE  Found  2775     0  29   0   0
Maximum PP x120%

163  Viking Helm        HE  Found  3000     0  30   0   0
Water Resistance +30

164  Silver Helm        HE   3900  2925     0  30   0   0

165  Knight's Helm      HE   4600  3450     0  33   0   0

166  Warrior's Helm     HE  Found  7500     0  35   0   0
Earth Power +10         Critical Hit/Weapon Unleash Rate +10%

167  Dragon Helm        HE  Found  6675     0  42   0   0
Water and Fire Resistances +20 Each

168  Minerva Helm       HE  Found  6525     0  43   0   0
Maximum PP +20

169  Mythril Helm       HE  Found  8550     0  44   0   0
Critical Hit/Weapon Unleash Rate +12%

170  Millenium Helm     HE  Found  8550     0  45   0   0
Maximum HP +20

171  Fear Helm         CHE  Found  9600    10  48   0   0

172  Gloria Helm        HE  Found 10350     0  49   0   0
HP Recovery +10

173  Leather Cap        HA     30    22     0   3   0   0

174  Wooden Cap         HA    400   300     0  10   0   0

175  Nurse Cap          HA  Found   900     0  18   0   0
Use as an item to restore 70 HP.

176  Lure Cap           HA  Found  2250     0  20   0   0
Increases random battles.

177  Mail Cap           HA   2000  1500     0  23   0   0

178  Ninja Hood         HA  Found  2100     0  28  20   0

179  Thorn Crown        HA  Found  2475     8  28   0   0

180  Prophet's Hat      HA  Found  3450     0  30   0   0
Use as an item to inflict Countdown on an enemy.

181  Lucky Cap          HA  Found  3900     0  33   0   0
PP Recovery +2          Critical Hit/Weapon Unleash Rate +8%

182  Floating Hat       HA  Found  4275     0  34   0 120%
Wind Resistance x120%

183  Alaster's Hood     HA  Found  8850     0  47   0   0
Use as an item to haunt a foe.

184  Jeweled Crown      CR  Found  3000     0  35   0   5

185  Thunder Crown     CCR  Found  5625     0  40   0   0
PP Recovery +4

186  Crown of Glory     CR  Found  5550     0  40   0   0
PP Recovery +8

187  Otafuku Mask      GMK  Found  2925     0  31   0   0
Use as an item to perform a Water Breath attack.
Water Breath             W     50   ---% <Target 3>

188  Hiotoko Mask      BMK  Found  4950     0  33   0   0
Use as an item to perform a Fire Breath attack.
Fire Breath              F     85   ---% <Target 3>

189  Mythril Shirt      US  Found  2175     0  10   0   0
Maximum HP +5

190  Silk Shirt        GUS  Found  1350     0   6   0   1

191  Running Shirt      US  Found   300     0   1  15   0

192  Golden Shirt       US  Found  1800     0  12   0   0
Maximum HP +10

193  One-Piece Dress    RO     25    17     0   4   0   0

194  Travel Robe        RO    200   150     0  10   0   0

195  Silk Robe          RO   1400  1050     0  20   0   0

196  China Dress        RO   1600  1200     0  19   0   0
Use as an item to lower enemy's Attack by 25%, 50% Max

197  Jerkin             RO   2400  1800     0  26   0   0

198  Cocktail Dress     RO  Found  3000     0  29   0   0
Maximum PP +15

199  Blessed Robe       RO   7000  5250     0  36   0   0
HP Recovery +5

200  Magical Cassock    RO   9000  6750     0  39   0   0
PP Recovery +2

201  Muni Robe          RO  Found  4725     0  39   0   0
HP Recovery +10

202  Dragon Robe        RO  Found  6675     0  42   0   0
Water and Fire Resistances +18 Each

203  Oracle's Robe      RO  Found 10125     0  43   0   0
Water Resistance +40    HP Recovery +10

204  Ardagh Robe        RO  Found  7425     0  44   0   0
Fire Power +20          Fire Resistance +40

205  Feathered Robe     RO  Found 10500     0  45  30   0
Wind Power +20          Wind Resistance +30

206  Aeolian Cassock    RO  Found  8550     0  46   0   0
Wind Power +15          Wind Resistance +50

207  Iris Robe          RO  Found 12450     0  47   0  15
Fire Resistance +30     PP Recovery +12

208  Mysterious Robe    RO  36500 27375     0  48   0   0
HP Recovery +20         PP Recovery +10

209  Wooden Shield      SH     40    30     0   6   0   0

210  Bronze Shield      SH    500   375     0  14   0   0

211  Iron Shield        SH   1200   900     0  20   0   0

212  Fujin Shield       SH  Found  1050     0  23   0   0
Wind Resistance +50

213  Dragon Shield      SH  Found  1800     0  26   0   0
Fire Resistance +30
NOTE: There are 2 different Dragon Shields in the game. The other
one is item number 219.

214  Knight's Shield    SH   3000  2250     0  28   0   0

215  Earth Shield       SH  Found  3050     0  31   0   0
Earth Resistance +20    Use as an item to restore 150 HP.

216  Luna Shield        SH  Found  2925     0  33   0   0
Earth Resistance +30

217  Mirrored Shield    SH   5200  3900     0  39   0   0
Use as an item to delude the enemy.

218  Aegis Shield       SH  Found  5025     0  41   0   0
Critical Hit/Weapon Unleash Rate +10%

219  Dragon Shield      SH  Found  5550     0  42   0   0
Water Resistance +30, Fire Resistance +30
NOTE: There are 2 different Dragon Shields in the game. The other
one is item number 213.

220  Flame Shield       SH  Found  6450     0  44   0   0
Fire Resistance +60

221  Terror Shield     CSH  Found  8400     5  48   0   0

222  Cosmos Shield      SH  Found  9150     0  49   0   0
All Resistances +20 Each

223  Padded Gloves      GL     10     7     0   2   0   0

224  Leather Gloves     GL    220   165     0  10   0   0

225  Gauntlets          GL   1600  1200     0  23   0   0

226  Battle Gloves      GL  Found  1575     8  26   0   0

227  Vambrace           GL  Found  1350     5  27   0   0

228  War Gloves         GL  Found  3000    10  32   0   0

229  Spirit Gloves      GL  Found  3900     0  34   0   0
All Elemental Power +5

230  Crafted Gloves     GL  Found  3450     5  35   0   0

231  Aura Gloves        GL  Found  4875     0  36   0   0
Use as an item to raise Resistance by 40, 80 Max

232  Aerial Gloves      GL  Found  4050     0  35  30   0
Wind Power +20

233  Titan Gloves       GL  Found  6075     0  43   0   0
Maximum HP +30

234  Riot Gloves        GL  Found  7800    15  45   0   0
Critical Hit/Weapon Unleash Rate +20%

235  Big Bang Gloves    GL  Found  7650     0  47   0   0
Fire Power +40

236  Circlet            CI    120    90     0   6   0   0

237  Silver Circlet     CI   1300   975     0  16   0   0

238  Clarity Circlet    CI  Found  1125     0  21   0   0
Wind Power +15

239  Guardian Circlet   CI   3400  2550     0  25   0   0

240  Glittering Tiara  GCI  Found  2700     0  27   0   0
Protects the wearer from delusions.

241  Platinum Circlet   CI   4200  3150     0  29   0   0

242  Pure Circlet       CI  Found  2775     0  29   0   0
Water Power +20

243  Astral Circlet     CI  Found  3450     0  32   0   0
Maximum PP +15

244  Mythril Circlet    CI  Found  5250     0  34   0   0
PP Recovery +3

245  Brilliant Circlet  CI  Found  4575     0  36   0  10

246  Psychic Circlet    CI  Found  6600     0  39   0   0
PP Recovery +12

247  Berserker Band     CI  Found 10275    15  46   0   0

248  Demon Circlet     CCI  Found 11850     0  50   0   0
Critical Hit/Weapon Unleash Rate +15%

249  Leather Armlet     BR    180   135     0   7   0   0

250  Armlet             BR    900   675     0  17   0   0

251  Heavy Armlet       BR   2000  1500     0  23   0   0

252  Guardian Armlet    BR  Found  1950     0  27   0   0
Use as an item to raise Defense by 25%, 50% Max

253  Silver Armlet      BR   4000  3000     0  30   0   0

254  Bone Armlet        BR  Found  2250     0  30   0   0
Use as an item to haunt an enemy.

255  Spirit Armlet      BR  Found  6750     0  38   0   0
Earth Power +10, Water Power +10
Use as an item to cure bad conditions.

256  Virtuous Armlet    BR  Found  5250     0  35   0   0
Fire Power +10, Wind Power +10
Use as an item to restore 100 HP.

257  Clear Bracelet     BR  Found  2625     0  31   0   0
Water Power +25

258  Leda's Bracelet    BR  Found  4350     0  38   0   0
Wind Power +30

259  Jester's Armlet    BR  Found  3825     0  39   0   0
Maximum PP +30

260  Mythril Armlet     BR  Found  7275     0  46   0   0
Critical Hit/Weapon Unleash Rate +10%

261  Trident             O  Found     0     0   0   0   0
Equip: Anyone
Water Resistance +20
<Trident Unleash>       WI    120%  ---% Used to break Poseidon's forcefield

Misc. Items

262  Herb                      10     7
Restores 50 HP.

263  Nut                      200   150
Restores 200 HP.

264  Vial                     500   375
Restores 500 HP.

265  Potion                 Found   750
Restores 9999 HP.

266  Psy Crystal            Found  1125
Restores 9999 PP.

267  Water of Life          Found  2250
Revives a downed ally to 100% of maximum HP.

268  Corn                   Found     9
Restores 100 HP.

269  Mist Potion             9000  6750
Restores 300 HP to all party members.

270  Antidote                  20    15
Cures Poison and Venom status.

271  Elixir                    30    22
Curse Delusion, Stun, and Sleep. Also dispels the Reaper and breaks
Psynergy seals.

272  Power Bread            Found   375
Increases maximum HP.

273  Cookie                 Found   375
Increases maximum PP.

274  Apple                  Found   375
Increases Attack.

275  Hard Nut               Found   375
Increases Defense.

276  Mint                   Found   375
Increases Agility.

277  Lucky Pepper           Found   375
Increases Luck.

278  Sacred Feather            70    52
Reduces random battles. The item equivalent of Avoid.

279  Smoke Bomb             Found    22
Deludes one enemy.

280  Sleep Bomb             Found    45
Puts one enemy to sleep.

281  Oil Drop               Found    22
Damages 3 foes. Uses standard Magical Attack damage with 80 Add Mod.
Fire-based.

282  Crystal Powder         Found    22
Damages 5 foes. Uses standard Magical Attack damage with 90 Add Mod.
Water-based.

283  Weasel's Claw          Found    22
Damages 5 foes. Uses standard Magical Attack damage with 120 Add Mod.
Wind-based.

284  Bramble Seed           Found    22
Damages 5 foes. Uses standard Magical Attack damage with 140 Add Mod.
Earth-based.

285  Lash Pebble            Found     0
Contains Lash Psynergy

286  Pound Cube             Found     0
Contains Pound Psynergy

287  Tremor Bit             Found     0
Contains Tremor Psynergy

288  Scoop Gem              Found     0
Contains Scoop Psynergy

289  Cyclone Chip           Found     0
Contains Cyclone Psynergy

290  Burst Brooch           Found     0
Contains Burst Psynergy

291  Grindstone             Found     0
Contains Grind Psynergy. Only Felix or Isaac can use it.

292  Hover Jade             Found     0
Contains Hover Psynergy

293  Teleport Lapis         Found     0
Contains Teleport Psynergy

294  Carry Stone            Found     0
Contains Carry Psynergy

295  Catch Beads            Found     0
Contains Catch Psynergy

296  Douse Drop             Found     0
Contains Douse Psynergy

297  Frost Jewel            Found     0
Contains Frost Psynergy

298  Lifting Gem            Found     0
Contains Lift Psynergy

299  Halt Gem               Found     0
Contains Halt Psynergy

300  Cloak Ball             Found     0
Contains Cloak Psynergy

301  Orb of Force           Found     0
Contains Force Psynergy

302  Mysterious Card        Found   250
Equip to receive Pierrot class.

303  Trainer's Whip         Found   500
Equip to receive Tamer class.

304  Tomegathericon         Found   750
Equip to receive Dark Mage class.

305  Black Orb              Found     0
Controls your ship, useless otherwise.

306  Game Ticket            Found    37
Use these in Contigo/Tolbi slot machines to win prizes.

307  Lucky Medal            Found    75
Use these in Lemuria Spring/Tolbi Spring to win armor.

308  Large Bread            Found     9
Give this to a hungry kid in Alhafra.

309  Healing Fungus         Found   300
Someone in Madra will trade a Djinni for this.

310  Lauging Fungus         Found   525
Sell it for needed funds.

311  Ruin Key               Found    ??
Key to the room in Madra Catacomb. It leads to a summon tablet.

312  Sea God's Tear         Found   300
Use this to get to the Trident Prong in the Shrine.

313  Right Prong            Found     0

314  Center Prong           Found     0

315  Left Prong             Found     0

316  Dancing Idol           Found    ??
Used to open the "dragon" passages in Gaia Rock. Give it to Uzume
and you receive a Djinni.

317  Aquarius Stone         Found     0
Used to get to the tablet in Aqua Rock.

318  Pretty Stone           Found    ??
First item of the trade sequence.

319  Red Cloth              Found    ??
Second item of the trade sequence.

320  Milk                   Found    ??
Third item of the trade sequence.

321  Li'l Turtle            Found    ??
Fourth and final item of the trade sequence.

322  Bone                   Found     0 You can drop this item, but not sell.
Give this to a dog in Vault and he shows you a secret passage.

323  Red Key                Found     0
Key to Jupiter Lighthouse's Red Door.

324  Red Key                Found     0
Key to Crossbone Isle's Red Door.

325  Blue Key               Found     0
Key to Jupiter Lighthouse's Blue Door.

326  Blue Key               Found     0
Key to one of Crossbone Isle's Blue Doors. There are four keys and four doors.

327  Venus Star             Found     0

328  Mercury Star           Found     0

329  Jupiter Star           Found     0

330  Mars Star              Found     0

331  Mythril Bag            Found     0
Holds an Elemental Star.

332  Small Jewel            Found     0
Opens a passage in Sol Sanctum.

333  Cell Key               Found    22
Opens locked doors in Lunpa Fortress.

334  Magma Ball             Found   800
Use to break through ice in Northern Reaches.

335  Tear Stone             Found    ??

336  Star Dust              Found    ??

337  Sylph Feather          Found    ??

338  Dragon Skin            Found    ??

339  Salamander Tail        Found    ??

340  Golem Core             Found    ??

341  Mythril Silver         Found    ??

342  Dark Matter            Found    ??

343  Orihalcon              Found  3000

Drop Items:

Enemy_________________Location_________________Item____________ Rarity_________
Emu                   Air's Rock               Sacred Feather   Common
Sea Dragon            Aqua Rock                Unicorn Ring     Super Rare
Red Demon             Gabomba Statue           Staff of Anubis  Ultra Rare
Minotaurus            Ankohl Ruins             Tartarus Axe     Ultra Rare
Grassil               Izumo Ruins              Otafuku Mask     Ultra Rare
Blue Dragon           Jupiter Lighthouse       Rising Mace      Ultra Rare
Raging Rock           Magma Rock               Vial             Common
Grand Chimera         Magma Rock               Mist Potion      Rare
Wise Gryphon          Magma Rock               Psy Crystal      Rare
Lich                  Magma Rock               Psy Crystal      Rare
Phoenix               Magma Rock               Water of Life    Rare
Little Death          Magma Rock               Hiotoko Mask     Super Rare
Lesser Demon          Magma Rock               Rune Blade       Ultra Rare
Doddle Bug            Mars Lighthouse          Smoke Bomb       Common
Devil Frog            Mars Lighthouse          Elixir           Common
Fire Bird             Mars Lighthouse          Water of Life    Rare
Aka Manah             Mars Lighthouse          Gloria Helm      Ultra Rare
Minos Warrior         Mars Lighthouse          Clotho's Distaff Ultra Rare
Earth Golem           Treasure Isle            Giant Axe        Ultra Rare
Puppet Warrior        Treasure Isle            Psy Crystal      Rare
Great Seagull         Treasure Isle            Sylph Feather    Super Rare
Gillman Lord          Treasure Isle            Tear Stone       Super Rare
Pyrodra               Treasure Isle            Salamander Tail  Super Rare
Ocean Dragon          Treasure Isle            Triton's Ward    Ultra Rare
Chimera Worm          Islet Cave               Water of Life    Rare
Wonder Bird           Islet Cave               Dark Matter      Ultra Rare
Druj                  Islet Cave               Berserker Band   Ultra Rare
Cruel Dragon          Islet Cave               Tisiphone Edge   Ultra Rare
Sand Scorpion         Yampi Desert Cave        Star Dust        Super Rare
Winged Lizard         Yampi Desert Cave        Dragon Skin      Super Rare
Soul Army             Yampi Desert Cave        Mythril Silver   Super Rare
Minotaur Knight       Yampi Desert Cave        Riot Gloves      Ultra Rare
Fire Dragon           Yampi Desert Cave        Atropos' Rod     Ultra Rare
Grave Wight           Anemos Sanctum           Psy Crystal      Super Rare
Bombander             Anemos Sanctum           Golem Core       Ultra Rare
Sky Dragon            Anemos Sanctum           Orihalcon        Ultra Rare
Mad Demon             Anemos Sanctum           Lachesis' Rule   Ultra Rare


My Game Status
-----------------------------------------------------------------------
Isaac             Garet            Ivan                Mia
Level 99 Slayer   Level 99 Hero    Level 99 Sorcerer   Level 99 Angel
HP:      1719     HP:      1748    HP:      1213       HP:      1332
PP:       329     PP:       308    PP:       550       PP:       484
Attack:   859     Attack:   788    Attack:   639       Attack:   673
Defense:  442     Defense:  514    Defense:  399       Defense:  397
Agility:  597     Agility:  394    Agility:  779       Agility:  444
Luck:       5     Luck:       6    Luck:       9       Luck:      15
Exp:  8987430     Exp:  8791969    Exp:  8619696       Exp:  8601160
Next:       0     Next:       0    Next:       0       Next:       0
Djinn: 9 Venus    Djinn: 9 Mars    Djinn: 9 Jupiter    Djinn: 9 Mercury

Felix             Jenna            Sheba               Piers
Level 70 Slayer   Level 73 Hex     Level 69 Sorcerer   Level 71 Admiral
HP:      1267     HP:      1120    HP:       958       HP:      1318
PP:       234     PP:       356    PP:       405       PP:       280
Attack:   730     Attack:   644    Attack:   526       Attack:   628
Defense:  422     Defense:  379    Defense:  353       Defense:  332
Agility:  472     Agility:  470    Agility:  510       Agility:  348
Luck:       7     Luck:       7    Luck:      13       Luck:       6
Exp:  3887530     Exp:  4502901    Exp:  3953949       Exp:  4426387
Next:  125053     Next:   86912    Next:  144747       Next:    4062
Djinn: 9 Venus    Djinn: 9 Mars    Djinn: 9 Jupiter    Djinn: 9 Mercury
-----------------------------------------------------------------------



Credits:

Myself - For writing the original document and converting it to text.

Terrence Ferguson - For his Battle Mechanics FAQ.

Nintendo Power Advance Volume 3 - For some of the info on Djinni locations.

Nintendo's GS:TLA Player's Guide - For a LOT of the information on weapons,
classes, and Psynergy.

God - I wouldn't be here if it weren't for Him.

GameFAQs.com - For hosting this document.

Neoseeker.com - For hosting this document.

All who have submitted me information/corrections.

You - For reading this.

------------------------
Version History

3.00b- My email changed, so I had to make this minor update.

3.00 - Converted from MS Excel. First publicly available version.

2.70 - Boss Walkthroughs complete through Star Magician.

2.50 - Corrected errors in Djinni locations.

2.45 - Rare Drop Items section added.

2.40 - Boss Walkthroughs added.

2.35 - Summons' secondary effects corrected.

2.30 - Summons list added.

2.20 - Table of Items added.

2.10 - Missing Psynergies put in Psynergy List.

2.00 - Golden Sun: The Lost Age initial update.

1.70 - Secondary effects of weapons were given types.

1.60 - Locations of Djinn added.

1.50 - Added buy/sell prices in Item Table.

1.40 - Djinn you have to fight have been clarified.

1.20 - Various errors corrected.

1.00 - Initial version.

------------------------------
What's in version 3.10
Finished Boss Walkthroughs.
------------------------------
Disclaimer
------------------------------
Please do not copy anything from this guide without my permission.
If you want to use anything in this document, e-mail me and I will
probably let you use any information you need. If you want to copy
the tables in here, you may do so without my permission, so long as
1) I recieve a credit for it, and 2) The tables are copied as they
are. If you want to reformat them, feel free to do so. I want to
be sure none of the info here is taken out of context.

Suggestions for this FAQ?
Problems with it?
Questions related to this game?
Just e-mail me. My e-mail is at the top of this document.

If you see any site other than GameFAQs or Neoseeker hosting this
document, let me know and it will be taken off that site if it is
within my power.

For the full disclaimer, see one of my other guides on GameFAQs.
-------------------------------

~End of File~