Golden Sun: The Lost Age FAQ/Reference Guide (C) 2001 - 2004 Josher_1212@sbcglobal.net 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: : Recommended Level: Low (High) Number = Less (More) Effective NORMAL HARD ??/10 Level ??/10 (Difficulty Scale) HP (Enemy's Hit Points) PP (Enemy's Psynergy Points) ATK (Enemy's Attack Points) DEF (Enemy's Defense Points) Agility (Enemy's Agility) Experience Points: (Exp. Points gained for victory) Coins: (Coins won for victory) Drop Item: (Item recieved for victory) Party Members ------------------------------------- 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
                     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   ---% 

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

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
       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~