Golden Sun - Strategy Guide (Page 06)
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-Floor 8- The next group of enemies are a Poison Toad, and two Thunder Lizards. These guys are pretty tough because they have the ability to stun your entire party which wont' allow them to attack. I'd go into this with 4 of each type of Djinn on standby with the rest of the active. This is a compromise between stats and having Summons (although you may want to keep all of Mia's Djinn active for Wish Well). Three Level-4 summons will take care of the Thunder Lizards, leaving only the Poison Toad. Here you will probably want to use status changing Djinn that will paralyze or put Poison Toad to sleep. Once he's injured, blast the hell out of it with regular attacks to defat it. On defeating the group you'll earn some Water of Life. If you're running low on PP, instead of wasting Psy Crystals, just run around for a while to restore PP (you don't have to worry about random battles.) CHEST 1: Location: Northeast part of the screen. Item: Smoke Bomb. Directions: Head north along the hallway until you reach a white platform with a puddle of water underneath it. Freeze this puddle and head north up the ladder. Once you're up on the cliff, head south to get the chest. Notes: None. CHEST 2: Location: North-Center part of the screen. This chest is the top one. Item: 888 coins. Directions: From Chest 1 head down the ladder and freeze the puddle in your way. Now, head back north and up the ladder. Cross the gap to be right next to this chest. Notes: Head out of the room before attempting Chest 3. CHEST 3: Location: Directly below Chest 2. Item: Cleric's Ring Directions: Make your way to Chest 2, freezing the puddle south of the ladder leading up to the cliff on the east. Do *not* freeze the puddle under the platform or you'll have to start over. From Chest 2, slide down the crevice on the side of the mountain and make your way around the logs so that you can now push the small black rock east. Do so, then head up the ladder northwest of it and back across the gap towards the dragon. Head down the crevice, push the horizontal log down, and freeze the puddle under the white platform. This will now have the dragon burn down the ice pillar in your way to the ladder to the north, so hop across the puddle and refreeze it when you're north of it. Head up the ladder and across the gap. Head down the crevice on this cliff and push the horizontal log down. You can now get up the ladder and get the chest. Notes: None. CHEST 4: Location: Along the northwest wall. Item: Potion. Directions: From Chest 3, head down the ladder and head northwest. Hop over the puddle, then freeze it and go up the ladder. Jump across the ice pillar to the cliff to get the item. Notes: None. After you get the 4th Chest, head down the crevice and go out of the room via the door to the south. -Floor 9- The door enemies for this floor are two Cerebuses. Go into the battle with 4 inactive Djinn for Isaac, Garret and Ivan and all of the Djinn active for Mia. Cast all of the summons for Isaac, Garret and Ivan in the first round. Have Mia use Wish or Wish Well throughout the battle. Once the summons have been cast, have Isaac start to use Ragnarok, have Garret use the Djinni Flash or re-summon Flash, and have Ivan use High-Impact then Plasma in the following rounds. Defeat them to get a handy Psy Crystal. CHEST 1: Location: East-center part of the screen in the middle of the lake. Item: 999 Coins Directions: Head north to get to the lake with many logs to cross. Take the horizontal log to the west of the lake up north. Now, take the vertical log right above it to the east. Head off onto the eastern ledge and head south. Take the horizontal log here up north, then hop east to the double vertical logs. Head down to the south and take the vertical log in the southeastern corner of the lake west to reach the island in the center. Notes: Head out of the room before attempting to get the next Chest. CHEST 2: Location: Northwestern part of the lake. Item: Sleep bomb. Directions: Head up the eastern ledge of the lake and take the northern most vertical log west. Hop north to get the treasure chest. Notes: Head out the room before attempting to get the next chest. CHEST 3: Location: Middle of the room in between the two lakes. Item: Water of Life Directions: Take the western most horizontal log in the first lake you come to north, then take the vertical log above it east. Head onto the cliff on the east and head south. Bring the horizontal log here north, then hop east to the vertical log. Move that west, then hop south to the vertical log below it. Head all of the way to the west to reach the platform with this treasure chest on it. Notes: None. CHEST 4: Location: Northwest past of the screen. Item: Muramasa (a sword) Directions: From Chest 3, head southwest. Take all of the horizontal logs north. Now, go and take the lowest vertical log west, and then take the horizontal log above it south. Go back and take the middle Vertical log west, then take the horizontal log above that south. Go all the way back from whence you came (13) and take the final vertical log at the northern part of the screen west. Jump up north to get the item. >From Chest 4, simply take the vertical log back east and head south down the ledge to find the exit door. -Floor 10- When you get to floor ten, you'll be thrilled to know that there are no longer anymore puzzles to solve. However, you're about to face one mother of a boss. Save your game, inactivate 4 Djinn for everyone but Mia, and make sure everyone's healed. It's time for the battle of your life (you meaning Isaac and company.) Head west up the dock to find a treasure chest. This chest is actually a mimic that you may want to fight for the experience. Now, head up the deck the ship (to the north) to encounter Deathbeard in a random battle. If you're around level 25-26 and have at least 6 Djinn for each character (If you've been following this walkthrough you should by now), then Deathbeard shouldn't be that difficult of an enemy. In the first round, Cast your three Level-4 summons on him, and have Mia use Wish Well on the whole party. Once the first round is done, start using Ragnarok with Isaac. With Garret you'll want to use the Djinn Flash *each* turn whether you're casting him or setting him to be active again. This will provide a heat barrier that frees your party from almost all damage that Deathbeard dishes out. With Ivan, use his Impact spell on Isaac (you'll pretty much use this throughout the whole match because Deathbeard will occasionally use Break which will decrease all of your party member's stats down to normal.) With Mia use Ply Well throughout the battle to keep healing stats. Whenever someone's PP starts to get down, use a Psy Crystal on him or her (you'll only had to use about 2 or 3 throughout the whole match...when Ivan's PP starts to get low don't worry about it, just have him defend or use his Djinn.) Try to time using Psy Crystals to when you're being defended by a Flash heat barrier. Also, whenever a character goes down, wait until you're under a Flash heat barrier to revive that character with Isaac's revive. While this strategy is pretty boring, you should be able to defeat Deathbeard in about 10 minutes. This strategy works because you'll have a lot of HP, PP and defense thanks to having lots of Djinn active. When you finally defeat Deathbeard you will get 8,000 experience points, 9,000 coins and some Water of Life. You'll also be able to get the treasure chest at the very north part of the ship. This box contains the Demon Mail that's unfortunately cursed. Congratulations! You're now done Crossbone Island! Save your game and use Retreat to head out of the cave. Head back northwest towards the pink tornado to arrive back at Suhulla. Head all of the way back to Babi's tower where you want to go through the entrance there. Also, you will probably want to take a rest in the inn at Lalivero before you enter the tower. ------ Venus Lighthouse Part 3 ------ Go through the Babi Lighthouse entrance to the tower. Now, keep making your way through the tower using the guide earlier in this game. For the most part, you're going to have to re-do all of the puzzles in the tower. When you *finally* make your way to the top room, save your game, heal all of your characters and grab the Psy Crystal. Put 4 Djinn on standby for everyone but Mia just like you did with Deathbeard, and slide down the crevice. You'll now get an elevator ride up to the top of the lighthouse where you'll find Menardi and Saturos talking about lighting the beacon. Suddenly, Felix will come up and get in a fight with Saturous and Menardi. He talks about how he doesn't trust them with Sheba (remember her?) When you finally get your command back, SAVE YOUR GAME BUT WITH A DIFFERENT SAVE FILE THAN THE ONE YOU SAVED BEFORE GOING DOWN THE CREVICE! You'll thank me later! Make any final adjustments and head over the blue and white gaps, up the stairs and get ready to find Saturos and Menardi! Well, after 3 minutes of conversation at least ;-] In this battle, don't be afraid to use any valuable items that you may be saving, as this is the final battle. Cast all of your summons at the beginning and have Mia use Wish Well throughout the battle. You're the most vulnerable at the beginning of this battle because characters such as Ivan will have very little HP until he regains some of his HP. If he goes down at any point, use Water of Life or Revive with Isaac to bring him back to life. Otherwise, use Ragnarok with Ivan, Flash each turn with Garret (be it summoning or using), and High Impact and Ivan's most expensive attack PP wise for each round. Saturos and Menardi will start to become less and less effective against you, and eventually you'll destroy them. Once Saturos and Menardi go down, Felix will mysteriously not let Sheba go and mention that he himself wants to light all of the towers. Then, out of nowhere, Saturos and Menardi will get up and throw an elemental stone into the tower. Felix will leave and Saturos and Menardi will merge into one GIANT Fusion Dragon. This Fusion Dragon really isn't as difficult as it seems, and the same strategy that you used against Saturos and Menardi will work very well against this boss. The only problem is that you don't have any Summons this time, so it will take much longer to kill this guy. After about 20 minutes of fighting you'll finally be able to defeat the dragon if you've stuck to the strategy. Saturos and Menardi will fall into the Lighthouse (not much of a death, I bet they'll be back.) You'll talk with Felix again and suddenly the Lighthouse will break in half. Sheba will fall to here death and Felix will jump after her. ------ Ending ------ You'll find yourself somewhere in Lalivero talking with Iodem. In here you'll learn that Sheba and Jenna have not been found, and that Idejema has been washed out to see along with Sheba and the rest (apparently Sheba didn't die.) You'll all say your farewells, although Iodem will want to talk to you a little more. Head out of the house to have Iodem come and talk to you about how you saw Iodem. He'll give you the Black Orb that has the power to raise the sunken ship from the sea. Once you get command back, head to the northwest part of the town to the building where the soldier is guarding. Talk to him and he'll let you through. Head west along the bottom ledge and north along the dock. Use the Black Orb when you get to the northern most part of the dock to raise the Ship from the sea. Your friends will start talking about how this is the Lemurian Ship and that the quests are just beginning. The ship will set sail and the credits will start to roll. Once they're all done a To Be Continued message will appear. What does this mean? It means that another Golden Sun is on the way for GameBoy Advance and it's coming out by Christmas 2002. This walkthrough is now complete, but it will still be revised and there are many more sections to do so stay tuned! ============= Chapter 7: Boss Strategies ============= This section features alternate strategies than are listed in the walkthrough, and also features Boss HP, how many coins they give, and how much experience points they give. If you've got a very well described Boss Strategy, please send it to me at i.kill.kenny@home.com or post them at my forums at Also, if you have stats on bosses, please also send them to me ASAP. Those who contribute will be credited. ------ Bandits ------ >From MysticDragon2100: These guys give 66 EXP and 127 Gold. ------ Tret Tree ------ >From Ben Rechter [weirdo007@hotmail.com]: "This guy isn't that tough, so it doesn't really matter if you do him before or after the Mercury Lighthouse. Tret will just do a normal hit attack, while you can use your Psynergy. If you're going well around this time, Isaac should have Ragnarok, which will be useful. If Mia has enough Water Djinn, then she should be able to use Wish. Ivan's best attack at this stage would be Plasma, so use that and with Garret use Heat Wave." ------ Saturos on Top of Mercury Lighthouse ------ Here is Saturos' breakdown of stats: >From lotaion on the GameFAQ's message boards: "Make sure that you have all of the Djinn up to this point, and that you're around Level 10. Keep all of your characters healed by distributing herbs and nuts evenly to all characters. Take in mind that Mia has slow agility and let Isaac do some healing work. Put all of your Djinni on standby and unleash the summons. Then use attacking Djinn like Gust, Flint and Fever. As for attacks don't use any Psynergy with Garret, and with Ivan use Plasma." >From Flumens on the GameFAQs message boards: "Saturos is easy this fight. Have all your Mars Djinn on Isaac (stand-by), all your Jupiter Djinn on Garret (set), all your Venus Djinn on Ivan, and all your Mercury Djinn on Mia. This way, Isaac and Ivan both have Cure and Mia has her ply, making recovering from Saturos' Fireball easier. Attack with everybody each turn with Garret using his Djinn and summoning them when they are all on stand-by. When HP is low, cure, but be careful not to let anybody's HP drop too low as a Fireball will finish them off. The best bet is to use Mia's Ply every single turn. As she recovers 4 PP every turn anyway, she will never run out. If no one was hurt, I generally healed Ivan as he is always hit by the Fireball, and since Mia was slower than Saturos (can't remember agility or level), she would heal after the fireball, reducing the number of people I had to heal next turn. Healing all the time is a bit slow, but it encourages survival. Garret should attack every turn regardless." >From Aethereal on the GameFAQs message boards: "I beat him rather easily by equipping (and setting) the Djinni that match the characters (i.e. Flint and Granite on Isaac, Forge and Fever on Garret, etc.). I started by having Isaac, Garret, and Ivan cast their Assist Djinni (Granite for defense, Forge for attack, and Breeze for resistance) and Mia used Sleet, dealing the first dose of damage. Then I used the attacking Djinni and used Fizz on Ivan, and always Ivan (because Saturos always does Heat Flash and then Fireball on the first two turns). After that, unless someone was *really* about to die (i.e. had less than 35 HP), I had everyone summon. Then I focused on healing and casting spells such as Spire (I had yet to acquire Ragnarok by this battle), Tundra, Plasma, and having Garret attack and use items...Mia and Isaac assisted with the healing as well. I found the fight pretty easy as long as Saturos didn't attack Ivan practically every round :)" ------ Hydros Statue ------ Coming soon. ------ Manticore ------ Coming soon. ------ Kraken ------ Here's some information on Krarken from Aditya Durgam [adurgam777@hotmail.com]: "I have some info on the HP power of Kraken, the water demon you encounter on your way to Tolbi on the ship. Kraken is the fourth monster/ beast you encounter while sailing. -He knows Ply Well, so be carefully. -He has approx. 2447 HP. It would be best if you used all the appropriate summons with the respective elemental adept (Thor with Ivan, Judgment with Isaac, etc.). I works better that way (duh)." ------ Collosso Gladiators ------ Coming soon. ------ Toadonpa ------ >From Dumont [ajdumont@sympatico.ca]: Toadonpa has approx. 3500 HP. ------ Storm Lizard ------ Jarrod M: "If you want to get rid of the storm lizard quickly all you need to do is go to Tolbi and use your lucky medals and aim for the center you'll usually get a weapon called the "Assassin Blade" it's special abilities can kill enemy even at full HP then get 3 of these and just go and fight him if your lucky you can kill him in one hit with one of the blades although it may be a glitch i couldn't tell you for sure." ------ Deathbeard ------ Here is information from Ben Rechter [weirdo007@hotmail.com]: "When you find the pirate ship, go to the front of the ship and Deadbeard will appear. The best attacks to use are Destruct Ray with Ivan (though if you don't have it use Tornado or Shine Plasma). With Isaac use your Ragnarok. Every turn with Mia it would be safe to use Wish or Wish Well. With Garret use Heat Wave. Deadbeard will attack you will fire attacks like Fireball and Inferno. Although if you use High Impact with Ivan about 3 times, he will use Break. Deadbeard is and extremely tough boss, so i suggest you take a few nuts, Psy Crystals, Water of Hermes and always try to keep Mia and Isaac alive- Isaac to attack and Mia to heal. It could be an extremely long fight, so be prepared." ------ Saturos, Menardi, Fusion Dragon ------ According to RaGiNGTDRaGoN@aol.com, The Fusion Dragon has between 5200-5300 HP. >From Paratroopa1 on the GameFAQ's message boards: "With Ivan, do whatever you want. Some people like to use Impact on Isaac. Myself, I prefer to use a lot of Djinni and then summon Thor to get a lot of damage done. Isaac should attack with the Gaia Blade, use Ragnarok, or use Djinni and then Summon. Don't use Djinni too often or his stats will fall. Be careful." ============= Chapter 8: The Arena ============= The Arena in Golden Sun has a handful of uses. To get to it, choose Battle instead of the usual Load Saved Game when you press A from the Main Menu screen. In this mode you'll notice that you can use your "Clear Data" file that contains the save you made once you beat the game if you have one (this leads me to believe that you will be transferring your data via a link cable as opposed to another method.) When you select a file to load you'll find yourself in the lobby area. You'll notice that in this lobby none of your Psynergy works, but this doesn't matter because there won't be any monsters or puzzles to fight in the lobby. You also won't take home any experience points, items or health that you may get as a result of fighting in the Lobby. The Lobby is more of just a practice area where you can battle other monsters or a friend. So, you want to head to the girl at the counter north-northwest of the door to set up either a Monster Battle (single player) or a Linked Battle against another player. ------ Monster Battles ------ Talk with the lady at the counter and step onto the circle in the middle of the two desks. In here the bars to the stairs will open and you'll start to head up it. These monster battles won't give you any experience points, but they can be reasonably fun. In here you'll find any monster or monster-type boss that you've already faced in the save file you have loaded. When you defeat a monster you'll arrive back in the circle in the Lobby and you'll be asked if you want to fight another battle. You won't have time to change around Djinn, so make sure that you stick with a solid plan before staring your first monster battle. Take note, however, that if you quit your consecutive monster battle tally will be stopped and you'll have to start over again. If you've beaten the game expect to see several odd monsters that you usually aren't used to seeing in regular random encounters. Some of these monsters include Bosses, Mimics and tough monsters from Crossbone Island. If you're struggling to defeat some of these monsters, try leveling up in one of your games, saving it, and then playing again. This should make monster battles a lot easier. The Monster Battle Consecutive Win Record doesn't seem to affect anything in the game, although I could be mistaken. Has anyone gotten anything special by winning a *lot* of monster battles in a row? If so, e-mail me at i.kill.kenny@home.com ------ Linked Battles ------ Linked Battles are probably the best part of Golden Sun once you've beaten the game. They offer a great deal of challenge (pending that you can actually find a friend with another Game Boy Advance and who has this game) and are generally very exciting. Before I go into strategies, here is some general information on Linked Battles •The 3 left-most characters will participate in the battle. To change the order of the characters, go to Status, and press L and R to swap around character order. •Talk with the lady at the counter when linked to propose a linked battle, then talk with her again once your friend accepts your offer. Next, head into the white circle to enter the arena. •In the battle you will have as long as your rival takes to make his or her move and 15 seconds afterwards. If you fail to choose a command for any character before the clock runs out, those characters will be assigned to defend. •Feel free to use any items in the battle as these won't transfer over to your normal game (read: you won't lose your items that you consumed in the battle.) •Agree with your friend to OUTLAW PSY CRYSTALS. This is for the best because if both you and your friend are at high levels and have many Psy Crystals the battles will go on for a *long* time. Now, here are a few strategies for Linked Battles: •Turn your sound all of the way down, even before the battle. This will prevent your friend from listening in on what you're doing and planning a counter strike against you. Alternatively, if you hear your friend inactivating all of his or her Djinn, be prepared for an onslaught of summons at the beginning of the battle. •In your first battle, put enough Djinn on standby so that you have 3 Level-4 Summons. Unleash these your first time to catch your friend off guard. •In the remaining battles, don't try the same Summon-First strategy for a while. Instead, try faking your friend out by turning up your volume before the battle and having him listen to your putting all of your Djinn on standby. Then, as soon as the battle begins, simply do stat boosting spells while your friend uses his defensive Djinn, etc. If it works you should be able to catch him or her off guard in the next round and blast him with summons. •Even if you're going for a normal battle, you will probably want to have at least 1 Level-4 summon handy. These will do 200-350 damage against your opponent which is a sure-fire way to hurt him when he's down. Since the battles are usually long, you should be able to get back the stats by regaining Djinn after casting the summon any ways. •Djinn like Kite and Flash are your friends during this battle. Make sure that you have these Djinn active at all times. •I like Mia over Ivan, but you may have your own preference. •The Spell "Break" is one of the best spells in this battle. If your friend spends all of his time boosting his stats, simply cast 1 Break spell on him to return his stats back to normal. ============= Chapter 9: Leveling and Character Classes ============= This section is for those who like to level up at the end of games for not much reason at all (although, with a sequel on the horizon it may be of some use.) It also will provide help to finding the best Djinn combinations to fit your needs. any ways, in this section I will hope to cover all Attacks gained by characters in their various classes. This will take a very long time, so bare with me as this section is updated quite slowly. Here are a few pointers for use when leveling up: The fastest way to level up is to have all of your Djinn Active so that they have the best stats. This seems to require less experience points to get to the next level than when you don't have your Djinn active. Naturally, you should have the Lure Cap that you got from Babi after winning Collosso. Here are a few other items that you want to have equipped: •Your best equipment for all of the characters except... •Any equipment that replenishes PP for the character with Wish Well Here's a general break down of class changing: •The best Djinn combinations seem to be with all of one type of Djinn early on in the game. •Characters are a little stronger with their class of Djinn as opposed to another class (for example: Isaac is best with Earth Djinn) •Characters are by far much better when they have all of their Djinn equipped as opposed to when they don't have any Djinn equipped. •Combinations that mix up many Djinn aren't as strong as pure Djinn combinations unless you have enough Djinn (which would be 7 of each type) to get the Ninja, White Mage, etc. classes (see below.) •When leveling up try to have as much "Luck" as possible in order to get the best items. •The "Pink Tornado" strategy of attacking the Storm Lizard in the Pink Tornado on Crossbone Island and then re-entering Crossbone Island's entrance and fighting it again is not an effective strategy. I recommend sticking to the top floors of Venus Lighthouse. The first section in this chapter deals with when characters learn their Psynergy at their pure classes (only Earth Djinn on Isaac, only Fire on Garret, etc.) Most of the information is from Levatation 0 and Koop from my message boards. If you have something to add to this section, feel free to e-mail me at i.kill.kenny@home.com. Format: Level Needed to Learn Psynergy - Psynergy Name: Description. PP needed. Enemies/Allies affected. Isaac: lvl 2 - Quake: Attack with a powerful quake. PP4. 3 lvl 4 - Earthquake: Attack with a mighty tremor. PP7. 5 lvl 6 - Spire: Attack with earthern spire. PP5. 1 lvl 10 - Cure Well: Restore 70 HP. PP3. 1 lvl 13 - Ragnarok: Strike with a massive sword. PP7. 1 lvl 14 - Quake Sphere: Attack with a massive quake. PP15. 7 lvl 19 - Revive: Revive a downed ally. PP15. 1 lvl 20 - Clay Spire: Attack with earthern spire. PP13. 3. lvl 42 - Stone Spire: Attack with earthern spire. PP22. 3. lvl 54 - Grand Gaia: Description needed. Garret: lvl 2 - Flare: Attack with flaring flames. PP4. 1. lvl 4 - Fire: Attack with a scorching fireball. PP6. 3. lvl 6 - Flare Wall: Attack with searing flames. PP7. 3. lvl 8 - Volcano: Attack with volcanic might. PP6. 1. lvl 12 - Heat Wave: Attack with fiery bolts. PP6. 1. lvl 14 - Fireball: Attack with a scorching fireball. PP12. 5. lvl 18 - Flare Storm: Attack with incinerating flames. PP12. 3. lvl 22 - Eruption: Attack with volcanic might. PP14. 3. lvl 36 - Inferno: Attack with a scorching fireball. PP23. 5. lvl 48 - Pyroclasm: Description needed. Ivan: lvl 8 - Plasma: Attack with a barrage of bolts. PP8. 3. lvl 12 - Sleep: Lull multiple foes to sleep. PP5. 3. lvl 14 - Storm Ray: Attack with a magnetic storm. PP10. 3. lvl 17 - Bind: Block a foe's Psynergy. PP4. 1. lvl 18 - Tornado: Attack with a mighty tornado. PP14. 5. lvl 21 - High Impact: Boost party's Attack. PP12. All. lvl 36 - Destruct Ray: Attack with a magnetic storm. PP21. 3. lvl 44 - Tempest: Attack with a fearsome windstorm. PP27. 5. lvl 50 - Spark Plasma: Description needed. Mia: lvl 13 - Restore: Remove sleep, stun, and delusion. PP3. 1. lvl 16 - Ply Well: Restore 200 HP with faith's power. PP8. 1. lvl 17 - Ice Horn: Attack with spikes of ice. PP11. 3. lvl 31 - Break: Eliminate an enemy's bonuses. PP5. All. lvl 34 - Pure Ply: Restore 1000 HP with faith's power. PP12. 1. lvl 42 - Ice Missile: Attack with spikes of ice. PP23. 3. lvl 46 - Pure Wish: Description needed. ------ Isaac (Beginning at Level 29) ------ Isaac's Classes Based on a Level 29 Character (coming soon: A Level 45-ish Character) Scquire - 1 Earth Djinn -HP + 6 -PP + 3 -Attack + 4 Knight - 2 Earth Djinn -HP + 41 -PP + 11 -Attack + 27 -Defense + 17 -Agility + 15 -Luck + 1 Knight - 3 Earth Djinn -HP + 11 -PP + 3 -Agility + 3 Gallant - 4 Earth Djinn -HP + 48 -PP + 15 -Attack + 27 -Defense + 18 -Agility + 13 -Luck + 1 -Psynergy Gained: Gaia, Mother Gaia, Revive Gallant - 5 Earth Djinn -HP + 10 -Attack + 4 -Luck + 1 Lord - 6 Earth Djinn -HP + 50 -PP + 14 -Attack + 27 -Defense + 15 -Agility + 16 Lord - 7 Earth Djinn -HP + 13 -Attack + 6 Brute - 1 Fire Djinni -HP - 15 -PP - 9 -Attack + 31 -Defense - 15 -Luck - 1 -Psynergy Gained: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova, Haunt, Curse, Condemn -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire, Cure, Cure Well, Potent Cure Ruggian - 2 Fire Djinn -HP + 67 -PP + 12 -Attack + 27 -Defense + 17 Ruggian - 3 Fire Djinn -HP + 11 -PP + 3 -Defense + 2 -Agility + 3 Savage - 4 Fire Djinn -HP + 67 -PP + 10 -Attack + 31 -Defense + 15 -Agility + 12 -Psynergy Gained: Spire, Cure Spire, Revive, Impair, Debilitate Barbarian - 5 Fire Djinn -HP + 76 -PP + 13 -Attack + 28 -Defense + 19 -Agility + 12 -Luck + 1 Barbarian - 6 Fire Djinn -HP + 13 -Attack + 4 -Agility + 3 Barbarian - 7 Fire Djinn -HP + 16 -Attack + 3 -Agility + 3 -Luck + 1 Apprentice - 1 Jupiter Djinni -HP - 15 -PP + 39 -Attack + 3 -Agility + 15 -Luck - 1 -Psynergy Gained: Astral Blast, Gaia, Mother Gaia, Weaken, Enfeeble, Delude, Sleep, Haunt, Curse -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire, Cure, Cure Well, Potent Cure Illusionist - 2 Jupiter Djinn -HP + 65 -PP + 16 -Attack + 27 -Defense + 17 -Agility + 12 -Luck + 1 Illusionist - 3 Jupiter Djinn -HP + 13 -PP + 4 -Agility + 2 -Luck + 1 Enchanter - 4 Jupiter Djinn -HP + 65 -PP + 16 -Attack + 30 -Defense + 15 -Agility + 13 -Psynergy Gained: Impact, High Impact, Ward, Resist Enchanter - 5 Jupiter Djinn -HP + 12 -PP + 5 -Agility + 4 Shaman - 6 Jupiter Djinn -HP - 47 -PP + 11 -Attack - 49 -Defense - 15 -Agility - 13 -Luck + 1 Shaman - 7 Jupiter Djinn -HP + 13 -PP + 7 -Defense + 2 -Luck + 1 Swordsman - 1 Mercury Djinni -HP - 15 -PP + 13 -Defense + 18 -Agility - 23 -Psynergy Gained: Cutting Edge, Thorn, Briar, Revive, Cure Poison, Restore -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire, Cure, Cure Well, Potent Cure Defender - 2 Mercury Djinn -HP + 65 -PP + 11 -Attack + 31 -Defense + 15 -Agility + 12 -Luck + 1 -Psynergy Gained: Ply, Ply Well, Avoid Defender - 3 Mercury Djinn -HP + 13 -Attack + 5 Cavalier - 4 Mercury Djinn -HP + 67 -PP + 14 -Attack + 27 -Defense + 15 -Agility + 15 -Psynergy Gained: Wish, Wish Well Cavalier - 5 Mercury Djinn -HP + 13 -Attack + 5 -Luck + 2 Shamon - 6 Mercury Djinn -HP - 53 -PP + 45 -Attack - 56 -Defense - 28 -Agility + 25 -Luck + 1 -Psynergy Gained: Froth, Froth Sphere, Growth, Mad Growth, Wild Growth, Cure, Cure Well, Potent Cure -Psynergy Lost: Cutting Edge, Thorn, Briar, Ply, Ply Well, Avoid
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