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Chestbeaters x 3
HP: 155 PP:0 ATK: 44 DEF:11 AGL: 20
Location: Kandorean Temple
Weakness: Mars
Resist: Jupiter
Exp: 40 Coins:28
This should be a pretty easy battle. Equip Sheba with the mysterious card to enable Juggle, which is of a mars alignment. Use Jenna's Flare and make Felix attack normally. If someone's HP drops too low use an herb or Felix's cure. Jenna and Sheba's fire moves should do the trick here.

King Scorpion
HP: 1064 PP:0 ATK:101 DEF:32 AGL:39
Location?: Yampi Desert
Weakness: Mars
Resistance: Jupiter
Exp: 440 Coins: 228
The King Scorpion is pretty much weak to every psynergy type. Also weapons that have unleash also do a decent amount of damage. If you need to, use Iron to bolster your defense. This battle is pretty simple. Just heal when you need it using herbs or Felix's cure.

Briggs (Can call more Sea Fighters)
HP: 984 PP:0 ATK:129 DEF: 29 AGL: 76
Location: Eastern Alhafra
Weakness: All psynergy
Resistance: None
Exp: 333 Coins: 891
Sea Fighters x 2
HP: 197 PP:0 ATK:119 DEF: 28 AGL: 61
Location: Eastern Alhafra
Weakness: All psynergy
Resistance: None
Exp: 89 Coins: 130
This battle will have two degrees of difficulty depending on when you go fight Briggs. If you go fight him right after Yampi Desert, then he'll be kinda hard, on the other hand, if you go after Air's Rock, he'll be a lot easier. Anyways, you should concentrate all your attacks on Briggs first, because he can call for reinforcements. You can use djinn, then summon them. Be wary that his men can use Oil Drops and Echo Cut, both pretty strong attacks. Be sure to heal to when needed. Once Briggs is down, the battle will be a breeze, since no more Sea Fighters will appear.

Bandit
HP: 346 PP: 0 ATK: 200 DEF: 41 AGL: 98
Location: World Map in front of Madra
Weakness: All psynergy
Resistance: None
Exp: 136 Coins: 183
Thief x 2
HP: 212 PP: 0 ATK: 196 DEF: 38 AGL: 87
Location: World Map in front of Madra
Weakness: All psynergy
Resistance: None
Exp: 115 Coins: 169
This fight will only take place if you transferred data from GS1 and went back to Vault to learn that the thieves have escaped. See
GS events for more info. They're pretty easy to kill just cast some psynergy to make short work of them.

Aqua Hydra
HP: 2276 PP: 70 ATK: 173 DEF: 38 AGL: 63
Location: Lemurian Ship
Weakness: Mars
Resistance: Mercury
Exp: 983 Coins: 1612
Put four of your mars djinn on standby before the battle and summon Meteor. Then follow by using Iron to boost defense. Heal whenever the Hydra takes out more than half of your HP. Djinn unleashes are your best bets here, Waft can sometimes put the foe to sleep.

Serpent
HP: 3536 PP: 160 ATK: 249 DEF: 76 AGL: 135
Location: Gaia Rock
Weakness: Jupiter
Resistance: Earth
Exp: 1995 Coins: 2898
The Serpent's difficulty rating is just like Briggs'. Depending on if you face him after Aqua Rock, or if you face him right when you acquire your ship, he'll be easy or pretty tough.
Be sure to set four Venus djinn on Felix for him to learn Revive, and four Mars djinn on Jenna for her to have Aura. Go into battle with four Jupiter djinn on standby. During the first turn, use Iron, Chill, Kindle and summon Thor. In the next turns, be sure to attack and heal, as the Serpent has some pretty powerful attacks. Also be sure not to be too passive, as the Serpent heals 30HP per turn. Jupiter summons are your best friend here, so you should cast them as soon as you can.

Avimander
HP: 3792 PP: 87 ATK: 281 DEF: 89 AGL: 94
Location: Champa
Weakness: Mercury
Resistance: Mars
Exp: 2176 Coins: 1330
Be sure to raise your stats during the first turn with spells like Impact. Attack using spells like Ragnarok or Diamond Dust, you can also use their upgraded versions if you have them. Also be sure to have four mercury djinn on standby, but not Shade, since he can shield your party for a round, to summon Boreas which will deal a huge amount of damage to Avimander. Jenna, should just heal the party with Aura as her Mars aligned spells won't be of much use here.

Poseidon
HP: 4905 PP: 162 ATK: 302 DEF: 100 AGL: 185
Location: Sea of Time
Weakness: Mars
Resistance: Mercury
Exp: 2930 Coins: 3762
First off, you should equip the Trident on one your characters because it raises Mercury Resistance +20. Also, note that you cannot harm Poseidon without first breaking his force field by using the Trident like an item. Meteor is a very good bet here, one of the other party members should use the trident every turn, Felix should cast Odyssey, or Ragnarok and Piers attack normally or heal when needed. Defensive djinn like Shade are also very useful here.

Moapa
HP: 3042 PP: 0 ATK: 354 DEF: 219 AGL: 181
Location: Trial Road
Weakness: All psynergy
Resistance: None
Exp: 1670 Coins: 2460
Knight x 2
HP: 1954 PP: 0 ATK: 321 DEF: 151 AGL: 143
Location: Trial Road
Weakness: All psynergy
Resistance: None
Exp: 835 Coins: 205
Try to finish first in Trial Road, as you will lose less equipment. Restart if needed. Anyways, concentrate all your attacks on Moapa, and ignore his knights for now. Lower Moapa's defense with Mud and Chill, unleash a summon attack like Eclipse. Be wary that his knights can use Bramble Seeds which are very damaging. Use Healing Aura with Jenna if the party's HP gets too low. Defensive djinn such as Haze, Shade or Iron are your friends here. Use ?High Impact with Sheba to empower Felix's Odyssey and Piers' Diamond Berg. 

Agatio
HP: 4248 PP: 280 ATK: 377 DEF: 114 AGL: 178
Location: Jupiter Lighthouse
Weakness: Mercury
Resisitance: Mars
Exp: 3000 Coins: 3740
Karst
HP: 3186 PP: 320 ATK: 354 DEF: 107 AGL: 235
Location: Jupiter Lighthouse
Weakness: Mercury
Resistance: Mars
Exp: 2813 Coins: 5280
You will begin the battle with only Felix and Piers, but your other party should join every 2 turns. Wait until your party is fully reunited to start assualting the deadly pair. At first just attack normally and heal with Piers until Jenna and Sheba join you. Take out Karst first, as she has the less HP and can heal. Make Jenna cast Healing Aura because her attacks will have little effect on Agatio and Karst. Deploy your djinn every turn, except Jenna's, so you can summon. Use them wisely and be sure to have a defensive djinni ready just in case. Petra is a good djinni to use here because he can paralyze an enemy in one hit. ???Keep in mind that it is not necessary to win the battle, if you lose, the story shall continue and you will not end up at a sanctum. But in that case, you will not receive a Dark Matter, a good forgeable material.

Navampa
HP: ?? PP: 0 ATK: ?? DEF: ?? AGL: ??
Location: Shaman Village Cave
Weakness: All psynergy
Resistance: None
Exp: ?? Coins: ??
Satrage
HP: ?? PP: 0 ATK: ?? DEF: ?? AGL: ??
Location: Shaman Village Cave
Weakness: All psynergy
Resistance: None
Exp: ?? Coins: ??
Azart
HP: ?? PP: 0 ATK: ?? DEF: ?? AGL: ??
Location: Shaman Village Cave
Weakness: All psynergy
Resistance: None
Exp: ?? Coins: ??
This event will only occur if you won Collosso in GS, transferred your data and have Isaac in your party. The 3 warriors are really easy to defeat. Just use your weapon unleashes or psynergy to annihilate them.

Flame Dragon 1 (Big One)
HP: 5724 PP: 250 ATK: 400 DEF: 137 AGL: 158
Location: Mars Lighthouse
Weakness: Mercury
Resistance: Mars
Exp: 2502 Coins: 1521
Flame Dragon 2 (Small One)
HP: 5348 PP: 320 ATK: 389 DEF: 134 AGL: 215
Location: Mars Lighthouse
Weakness: Mercury
Resistance: Mars
Exp: 2502 Coins: 1872
First you should have the Sol Blade, as it renders the fight a piece of cake. Focus your offensive on the small dragon first as its weaker and can cast healing aura. Sol Blade's unleash, Megiddo should make short work of it. Also Masamune's unleash is also very powerful here. After the first is taken down, finish off the other one which has a little bit more HP than the first and is stronger physical-wise. Heal with Jenna when needed.

Doom Dragon
HP: 13000+(Divided into 3 heads)  PP: 150+ ATK: 470 DEF: 155 AGL: 200
Location: Mars Lighthouse
Weakness: Jupiter
Resistance: Venus and Mars
Exp:--- Coins:---
As for all most final bosses, the Doom Dragon won't be a walk in the park. If you have trouble beating him at first, come back after having completed the
Side Quests. Wallop this guy with your djinn and summons, shield yourself with Shade and unleash Megiddo with your Sol Blade and heal when needed with Cool Aura. Be aware of the fact that once you destroy one of the Doom Dragon's three heads, the turn will restart. Also each time you destroy a head, the battle will get progressively harder. Once you get to the point where the Doom Dragon starts using Cruel Ruin and Djinn Storm, the real battle will start. When he uses Djinn Storm, switch out your party members to let the others recover thier djinn. Also to revive members, use water of life or Revive, not djinn. If you really can't beat him, level up some more and complete the Side Quests to gain better summons.

Star Magician
HP: 7486 PP: 560 ATK: 460 DEF: 139 AGL: 268
Location: Treasure Isle 
Weakness: Mars
Resistance: Mercury
Exp: 7866 Coins: 5566
Thunder Ball
HP: 520 PP: 43 ATK: 317 DEF: 127 AGL: 292
Location: Treasure Isle
Weakness: Jupiter
Resistance: Venus
Exp: 439 Coins: 289                                    

Refresh Ball
HP: 360 PP: 43 ATK: 317 DEF: 124 AGL: 136
Location: Treasure Isle
Weakness: Mars
Resistance: Mercury
Exp: 448 Coins: 278
Guardian Ball
HP: 360 PP: 43 ATK: 124 DEF: 124 AGL: 136
Location: Treasure Isle
Weakness: Venus
Resistance: Jupiter
Exp: 448 Coins: 278
Anger Ball
HP: 460 PP: 43 ATK: 357 DEF: 125 AGL: 173
Location: Treasure Isle
Weakness: Mercury
Resistance: Mars
Exp: 387 Coins: 30
The Star Magician attacks twice a turn and can use Mine Ball to harm your whole party.To make this battle easy, be sure to take out the Guardian and Refresh Balls first, as they can protect with Guardian Aura(Shade-like) and heal with Earnest Ply(1000HP). Star Magician will be virtually invincible with these two balls out. Take them out until he calls out only Thunder and Anger Balls, then focus on him. Megiddo is a very good unleash to use agianst the magician. Be aware that he is resistant to water, so Mia and Piers should just heal.

Valukar
HP: 12960 PP: 0 ATK: 550 DEF: 175 AGL: 206
Location: Yampi Desert Cave
Weakness: Mercury
Resistance: Mars
Exp: 8702 Coins: 4980
Sol Blade and Masamune are very helpful here, as they have powerful unleashes agianst Valukar. Be wary of his Stun Jip attack as it can paralyze one of your party members. Also, the trick here is to summon before he does, because he can put your djinn on standby and summon them against you!

Sentinel
HP: 8736 PP: 780 ATK: 608 DEF: 216 AGL: 171
Location: Islet Cave
Weakness: Earth
Resistance: Mercury
Exp: 10538 Coins: 6144
Sentinel attacks thrice per turn and recovers 200HP and 30PP a turn. Also the biggest advantage he has is that he is immune to psynergy! So only summons, djinn and unleashes can harm him. As always Sol Blade's Megiddo is extremely helpful here. Also summon when possible but be sure to always have a group healer ready.

Dullahan
HP: 16000+ PP: 200+ ATK: 676 DEF: 269 AGL: 241
Location: Anemos Sanctum
Weakness: Jupiter
Resistance: Mercury and Venus
Exp: 15600 Coins: 6775
Dullahan might be the toughest boss in the game, statistically, but here is a method which guarantees success. Note: Restart the battle if he uses Djinn Storm. Divide your party in two, one with Felix, Jenna,Sheba and Piers, the other with the rest. Go into battle with 17 Jupiter djinni on standby, 9 mars, 8 venus. Be sure to have Flash, Kite and Haze set. For the second party, give Granite to Ivan and Shade to Mia on set, put all the rest on standby.
First Turn:
Felix summons Charon
Jenna uses Flash
Sheba summons Catastrophe
Piers uses Kite on Felix

Second Turn:
Felix summons Catastrophe twice because of Kite
Jenna does whatever
Sheba uses Haze on Felix to protect him
Piers does whatever

Third Turn:
Dullahan kills party 1

2nd party
First Turn:
Isaac summons Judgement
Garet summons Meteor
Ivan uses Granite
Mia summons Boreas

Second Turn:
Isaac summons Judgment
Garet summons Meteor
Ivan summons Boreas
Mia uses Shade

You felled Dullahan
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