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    Boss FAQ by Link Kirby

    Version: 1.21 | Updated: 08/09/03 | Search Guide | Bookmark Guide

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

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