GS Elemental

Golden Sun: The Lost Age Boss Strategies

About Staff
Reena's Section
Flzames Section
Deviette's Section
Golden Sun Stuff
Golden Sun: The Lost Age Stuff
Interactive Stuff
Sprites
Multimedia
Link me?
Links

CHESTBEATERS (X3)

Difficulty: 2/10
Location: Kandorean Temple
HP: 155 each
PP: 0
ATK: 44
DEF: 11
Agility: 20
Exp: 40
Coins: 20
Weakness: Mars

This trio of big blue apes will be your first Boss Battle. They are not all
that hard and barely put up more of a fight than a large group of normal
enemies. The have only 150 Health each and are weak to fire. Jenna's area-
effect fire attacks like Flare work very well against them. To increase your
number of attackers, give Sheba the Mysterious Card you picked up give her the
fire-based Juggle Psynergy. While the two girls attack the Chestbeaters, have
Felix heal with Cure and attack if necessary.
---
KING SCORPION

Difficulty: 2/10
Location: Yampi Desert
HP: 1064
PP: 0
ATK: 101
DEF: 32
Agility: 39
Exp: 440
Coins: 228
Weakness: Mars

If anything, this guy is even easier than the Chestbeaters. True, he is quite
tough with over 1000 Health, but his pathetic attacks only did about 10 damage
each! Since you should have quite a collection of Djinn by now, enter battle
with them on standby so that you can unleash your most powerful Summons on him
as the battle starts. Especially try to use fire Summons and Psynergies; like
the Chestbeaters, KS is weak to fire. Because his attacks are so weak, it is
harder to lose against King Scorpion than to win.
---
BRIGGS (and Sea Fighters)

Difficulty: 4/10
Location: Alhafra Port
HP: 984 (Briggs), 197 (Sea Fighter
PP: 0
ATK: 129 (Briggs), 119 (Sea Fighter)
DEF: 29 (Briggs), 28 (Sea Fighter)
Agility: 76 (Briggs), 61 (Sea Fighter)
Exp: 333 (Briggs), 89 (Sea Fighter)
Coins: 891 (Briggs), 130 (Sea Fighter)
Weakness: Everything

Your first remotely challenging Boss fight. Although Briggs the pirate and his
crew are weak to every element, Briggs can summon more Sea Fighters when to
down some of them. He is also much tougher than his underlings are. Because
destroying his minions initially is futile, concentrate your strongest attacks
on Briggs. Remember to pull off your strongest Summons at the start of the
battle (concentrating them on Briggs). Since you're fighting 3 opponents
instead of one, remember to keeps your party well healed. After Briggs goes
down, the battle becomes an easy process as you mop up his Sea Fighters.
---
AQUA HYDRA

Difficulty: 3/10
Location: Piers' Ship
HP: 2276
PP: 70
ATK: 173
DEF: 38
Agility: 63
Exp: 963
Coins: 1612
Weakness: Mars

This will be a pretty normal, straightforward battle. As usual, concentrate on
using your strongest Summons as the battle starts (especially Mars element
ones). If you want, keep your Mars Djinn Set so that Jenna can heal with Aura
spells. The Aqua Hydra is not likely to down any of your characters, so don't
worry too much about healing. Just keep attacking the beast relentlessly and
healing until it goes down.
---
SERPENT

Difficulty: 5/10
Location: Gaia Rock
HP: 3536
PP: 160
ATK: 249
DEF: 76
Agility: 135
Exp: 1995
Coins: 2898
Weakness: Jupiter

The Serpent is your toughest Boss yet, but still not too hard. However, note
that unless you have reflected all 4 beams of light on it, the Serpent CANNOT
BE DEFEATED. Using his powers of darkness, the Serpent will fully heal itself
every turn. Anyway, lead with Summons as usual, especially Jupiter ones. Also,
note that the Serpent attacks twice every turn. Keep Jenna healing with Aura
spells the whole battle, and make sure to have some Water of Life.
---
AVIMANDER

Difficulty: 1/10
Location: Champa
HP: 3792
PP: 87
ATK: 281
DEF: 89
Agility: 94
Exp: 2176
Coins: 1330
Weakness: Mercury

Come on, Camelot, you have to be able to do better than this! Your fight with
the Avimander should be no longer or harder than a normal battle. As usual,
have everyone lead with strong Summons. Have Piers Standby two extra Mercury
Djinn and Jenna Standby two Mars Djinn so she can Summon Ulysses and still
heal. The next turn, just attack the Avimander with your strongest Psynergy and
he should go down.
---
POSEIDON

Difficulty: 6/10
Location: Sea of Time
HP: 4905
PP: 162
ATK: 302
DEF: 100
Agility: 185
Exp: 2930
Coins: 3762
Weakness: Mars

Unlike your previous boss fights, Poseidon actually won't be easy! First, you
can't even inflict damage to him through his forcefield. The only way to break
it is to strike with the Trident Briggs' Grandma forged for you (you DO have
it, right?). Give the Trident to your fastest character so that all the others
can attack with Summons once Poseidon's forcefield goes down. You should keep
using the Trident the entire battle; it is a reliable source of damage to the
king of the sea. Also, have another character concentrate of healing; Poseidon
attacks several times each turn with powerful Mercury Psynergy. As long as you
break his shield and keep your party strong, you should be able to beat him.
And if you don't, try again.
---
MOAPA (and Knights)

Difficulty: 7/10
Location: Trial Road
HP: 3042 (Moapa), 1954 (Knights)
PP: 0
ATK: 354 (Moapa), 321 (Knights)
DEF: 219 (Moapa), 151 (Knights)
Agility: 181 (Moapa), 143 (Knights)
Exp: 1670 (Moapa), 835 (Knights)
Coins: 2460 (Moapa), 205 (Knights)
Weakness: Everything

Your battle with Chief Moapa and his Knights (since when do Indian chiefs call
their warriors knights?) will be your second Boss battle against humans. Like
Briggs and his crew, this battle will face you against a main boss and two of
his underlings. Unlike with Briggs, Moapa doesn't have the ability to summon
more Knights (thankfully). The only thing making the battle hard, besides the
toughness of Moapa, is his party's love of attack items (namely Bramble Seeds
and Crystal Powder). If all 3 of his party members use items on you, it could
seriously damage or even fell some of your party members. Remember to lead with
powerful Summons, leaving Jenna free to heal. Have all your other party member
concentrate on Moapa; after he goes down, his Knights are easy.
---
AGATIO & KARST

Difficulty: 8/10
Location: Jupiter Lighthouse Aerie
HP: 4248 (Agatio), 3186 (Karst)
PP: 280 (Agatio), 320 (Karst)
ATK: 377 (Agatio), 354 (Karst)
DEF: 114 (Agatio), 107 (Karst)
Agility: 178 (Agatio), 235 (Karst)
Exp: 3000 (Agatio), 2813 (Karst)
Coins: 3740 (Agatio), 5280 (Karst)
Weakness: Mercury

Your next Boss Battle will put you up against two very tough enemies. The main
thing making this battle hard, however, it the fact that you only start out
with Felix and Piers. Every few turns, Jenna, then Sheba, will join the battle.
Fortunately, this is also the only battle you don't have to win. You can
continue the game even if you are defeated. You will have to be very careful
during the turns when this battle is two-on-two. With no healer, play very
conservatively (hopefully Felix or Piers has a healing item). As usual, begins
with powerful Summons (Ulysses for Jenna so she can heal). When Summoning and
attacking concentrate all your attacks on Karst; she is weaker and will go down
first. The battle steadily gets easier as the turns wear on and more party
members join the fray. It will also be much easier after Karst is gone. An
attack you really have to worry about, however, is Meteor Blow, possibly the
strongest Psynergy in the game. It can deal about 400-500 damage to each of
your party members on average!
---
FLAME DRAGONS (1 and 2)

Difficulty: 4/10
Location: Mars Lighthouse
HP: 5348 (1), 5724 (2)
PP: 320 (1), 250 (2)
ATK: 389 (1), 400 (2)
DEF: 134 (1), 137 (2)
Agility: 215 (1), 158 (2)
Exp: 2502
Coins: 1872 (1), 1521 (2)
Weakness: Mercury

Though the 2 Flame Dragons are really Agatio and Karst transformed, none of you
know it at the moment. They are not quite as hard as real bosses and should not
take too long to defeat. As usual, Summon at the start of the battle; focus on
Mercury Summons. If you went to Treasure Isle and got Azul, great; use it to
inflict massive damage on the 2 Dragons. Be careful about them inflicting
massive damage on you with Meteor Blow, though. Remember to focus on healing
and attacking one of the dragons at a time.
---
DOOM DRAGON

Difficulty: 5/10
Location: Mars Lighthouse Aerie
HP: 16000
PP: 150+
ATK: 470
DEF: 155
Agility: 200
Exp: N/A
Coins: N/A
Weakness: Jupiter

The Doom Dragon is the final boss of GS2. He has 3 heads. Every time you take
away 1/3 of his HP, a head will disappear. The Doom Dragon may seem
intimidating, but you should be able to beat him easily using my strategy from
GameFAQs.

DarthMarth's Doom Dragon Strategy

First, the DD's attacks of note (he attacks 4 times a turn):
=Djinn Blast/Djinn Storm=
These can both seriously mess up your strategy. Djinn Blast puts all the Djinn
of a character on recovery, and Djinn Storm puts ALL your current party's Djinn
on recovery. Luckily, he only replaces Blast with Storm when he is down to one
head. (see below) The best thing to do is try to cope with Djinn Blast when it
happens (he doesn't use it often). Once he is down to one head, kamikaze him
with Summons before he uses Djinn Storm.
=Cruel Ruin=
This is the new version of Outer Space. Once again, it does lots O' damage to
your party. It looks cooler, though. :)
=Haunt=
You may want to make sure you have a way of removing evil spirits caused by
this.
=Curse=
Make sure at least two of your characters can revive.
=Guard Aura=
This is Doom Dragon's version of Flash. It pretty much just makes you waste a
turn.

All right, here is my way of beating the Doom Dragon easily. Here is my team
setup:
---Main Team---
Isaac: 4 Mars, 5 Jupiter, all set, has Sol Blade, Hyper Boots, Mythril Helm,
Riot Gloves and Valkyrie Mail
Ivan: 4 Venus, 5 Mercury, including Shade, all set, has Psychic Circlet and
Iris Robe
Mia: 2 Mercury, 7 Mars, including Flash and Tonic, all set, has some Waters of
Life
Garet: 5 Venus, 4 Jupiter, including Granite, all set
---Backup Team---
Sheba: 9 Jupiter, all but one on standby
Felix: 9 Venus
Jenna: 7 Mars, 2 Mercury, both Mercury and 5 Mars on standby
Piers: 9 Mercury, all but one on standby

Here goes: with Isaac, start attacking (he should unleash Megiddo every time)
from the start. You may also want to consider Death Leap/Plunge because of the
DD's Jupiter weakness. Never stop using Death Leap/Plunge or attacks with him,
ever. Constantly alternate Flash and Granite with Mia and Garet, switching to
Ivan's Shade if either of them has to do something else. Because of his PP
restoring items, Ivan can cast even Pure Wish every turn. Use Revive or Water
of Life if a character is downed (like by Spirit of Death). If an evil spirit
grips a character, use Tonic. If Ivan doesn't need to heal during a turn, have
him use a Plasma series attack. Keep doing this, trying to regulate yours and
the DD's pattern as much as possible (just try to cope if it uses Djinn
draining attacks, or restart if you wish), until it kills your first party. It
should have one head (BTW, it loses heads as you do damage to it) and sustained
lots of further damage by now. If not, you're screwed. Anyway, once your backup
GS2 party is staring the weakened, one-headed DD in the face, have them let
their summons rip it apart. Especially use Jupiter Summons like Eclipse and
Catastrophe. This barrage should kill the Doom Dragon. I hope this strategy
helps!
---
STAR MAGICIAN (and Thunder, Anger, Guardian, and Refresh Spheres)

Difficulty: 8/10
Location: Treasure Isle
HP: 7486 (Star Magician), 360 (Guardian and Refresh Spheres), 460 (Anger
Sphere), 520 (Thunder Sphere)
PP: 560 (Star Magician), 43 (Spheres)
ATK: 460 (Star Magician), 317 (Thunder, Guardian, and Refresh Spheres), 357
(Anger Sphere)
DEF: 139 (Star Magician), 127 (Thunder Sphere), 125 (Anger Sphere), 124
(Refresh and Guardian Spheres)
Agility: 268 (Star Magician), 292 (Thunder Sphere), 136 (Refresh and Guardian
Spheres), 173 (Anger Spheres)
Exp: 7866 (Star Magician), 439 (Thunder Sphere), 448 (Refresh and Guardian
Sphere), 387 (Anger Sphere)
Coins: 5566 (Star Magician), 289 (Thunder Sphere), 278 (Refresh and Guardian
Spheres), 30 (Anger Sphere)
Weakness: Mars (Star Magician and Refresh Sphere), Jupiter (Thunder Sphere),
Venus (Guardian Sphere), Mercury (Anger Sphere)

The Star Magician is the Mercury counterpart of a series of 4 difficult bosses
guarding powerful Combo Summon Tablets. Although the Magician, attacking twice
a turn with powerful Mercury and Jupiter Psynergy like Spark Plasma or Freeze
Prism, is not so hard, he summons Spheres (I refuse to calls them balls) to aid
him. Besides attacking, each Sphere has a special ability:

Guardian: The green Spheres can project a shield around the SM to drastically
reduce the damage done to him for a turn.
Refresh: The blue Spheres can use a healing Psynergy called Earnest Ply on the
SM, which heals him for at least 1000 HP.
Anger: These red Spheres detonate themselves on your party with explosive
force, killing themselves but doing lots of damage to your party.
Thunder: The purple Spheres attack with level 2 Jupiter Psynergy like Shine
Plasma, Flash Bolt, and Storm Ray.

For once, don't even standby your Djinn before this battle. Have one party
member keep your party healed while the others attack all the non-Thunder
Spheres. You may also want to have two of them alternate barrier Djinn (like
Flash and Granite), a third heal (preferably with the Iris or Mysterious Robe
and Psychic Circlet so they can cast Pure Wish every turn), and the fourth
attack. Though this is slower, it is virtually impossible to lose this way.
Anyway, once you have gotten the SM to have 4 Thunder Spheres out (Anger
Spheres will also do, but they may use Angry Bomb and be replaced with Refresh
or Guardian Spheres), start attacking him. Don't hurt the Spheres, though.
Although you will take a lot of damage from various Psynergies this way, the
battle will still be much easier than it would be otherwise. Just keep your
party healed and attack the SM (not his Spheres) until he goes down. A single
turn of ferocious Psynergies should then take the Thunder Spheres down.

I also have an alternate kamikaze strategy from Raider-1:

Star Magician Strategy- by Raider-1

a. preparations

I recommend having the Sol Blade AND at least having beaten Valukar so that you
know you are not too weak to do this.

GS2 party should be in front, (Felix DOES have the Sol Blade?) all Djinn set.
GS1 party in back, I recommend giving the Burning Sword to Isaac. Djinn to
summon all your best (Eclipse, Daedalus, etc.) are on STANDBY. YOU HEAR ME,
STANDBY!

b. Round 1

Felix, only Felix attacks the Guardian Sphere. The others (exept Jenna; She
casts Cool Aura every turn) attack the Refresh Sphere. Have only Felix attack
pesky Guardian Spheres. If he unleashes Megiddo, which he should, then he will
kill any sphere in one hit. Try to not let any Refresh Spheres heal Star
Magician, or this plan might not work.

c. Round 2

By the time your GS2 party is dead, the Star Magician should only have 3000-
4000 hp left. Have your GS1 party DESTROY Star Magician w/ Haures & Eclipse.
:-)

If he is still alive, you're in trouble. If you die, start over but I only had
to do it once!
---
VALUKAR

Difficulty: 6/10
Location: Yampi Desert Cave
HP: 12960
PP: 0
ATK: 550
DEF: 175
Agility: 206
Exp: 8702
Coins: 4980
Weakness: Mercury

The brutish beast Valukar is the fire Guardian of the Combo Tablet Daedalus. He
would be a pretty average Boss fight normally, but there are a few twists that
make him tougher. For one thing, he has an attack that will likely stun it
target and do damage. Make sure you have a way of curing stun on at least two
characters before battling Valukar. His most unique ability, however, is his
ability to use your own Djinn against you! That's right, if you leave Djinn on
standby after your turn, he'll most likely use them to Summon on one of his two
attacks. He also has an attack called Djinn Stun that puts the first Djinn of
each of your party members on standby. Make sure to take advantage of this by
Summoning the spirits yourself if he doesn't (get ready for fun if he uses
Djinn Stun twice in a row). Other than that, just use the standard strategy for
most Bosses and you should win.
---
SENTINAL

Difficulty: 5/10
Location: Sea of Time Islet Cave
HP: 8736
PP: 780
ATK 608
DEF: 216
Agility: 171
Exp: 10538
Coins: 6144
Weakness: Venus

Like the previous two Tablet-guarding Bosses, the Sentinal has something unique
that makes it very tough to beat. This time, it's Psynergy immunity. Uh-huh,
the Sentinal is immune to ALL Psynergy. You'll have to use Summons (as usual,
use your strongest ones at first), Djinn, and regular attacks to beat it. He
also recovers 200 HP a turn. Ouch... If you have the Sol Blade from Mars
Lighthouse, make sure one of your battling characters has it. Meggido and its
Venus element work well against the Sentinal. After you have let loose all your
Summons, just attack normally (or use Djinn to prepare to Summon). Make sure
you keep your party well healed; the Sentinal attacks 3 times a turn with a

variety of powerful Psynergies. You may want to use the Flash-Granite-Healing
Combo described in the Star Magician strategy. I've also received this Sentinal
strategy from Raider-1.

Sentinal strategy- by Raider-1

a. For those of you who have read my SM strategy & think it's too dangerous...
Maybe it is. Maybe I just got lucky. Maybe blah blah blah blah...... Well, this
is a lot "safer."

b. preparations

GS1 party IN FRONT, Isaac has Sol Blade, 7 Venus Djinn, GRANITE IS NOT ON HIM,
and possibly 1 Jupiter Djinn (all on standby). This is because Ivan has
Granite, and you may have to trade Djinn to get it on him. Granite is on
STANDBY. Flash and lots of other Mars Djinn on Garet, all set. A bunch on
Mercury Djinn on Mia, SHADE IS ONE OF THEM. As for your GS2 party, 8 of
Felix's Venus Djinn on standby. All other Djinn set.

c. Round 1
1st turn- Isaac summons Judgement
Garet unleashes Flash
Ivan attacks
Mia attacks

2nd turn-
Isaac summons Judgement
Garet sets Flash
Ivan attacks
Mia unleashes Shade

Let's hope Sentinal didn't cast break, so the second Judgement does 2000
damage!

d. Round 2

1st turn- SWITCH ISAAC WITH FELIX
Felix summons Judgement
Garet unleashes Flash
Ivan attacks
Mia sets Shade

2nd turn-
Felix summons Judgement (again, let's hope Sentinal didn't cast Break)
Garet sets Flash
Ivan unleashes Granite (It should have recovered by now)
Mia casts Wish Well (even though you were using Guardian Djinn, you should need
it.)

e. Round 3- Switch Mia with Isaac
Isaac unleashes an attack Djinni like Flint or Geode (if one hasn't recovered
yet, have him attack & hopefully unleash Megiddo)
Garet unleashes Flash
Ivan sets Granite
Felix unleashes a Venus Djinn


It keeps going until Sentinal dies. Every time you have 4 Venus Djinn on
standby, summon Judgement. Sometimes, you will want to switch Mia with Felix so
she can heal. Hopefully he doesn't last too long. He shouldn't, though.

Oh yeah, although Catastrophe isn't the most powerful summon, it's the coolest
looking! ;-)

-Raider-1
---
DULLAHAN

Difficulty: 4/10
Location: Anemos Inner Sanctum
HP: 16000
PP: 200+
ATK: 676
DEF: 269
Agility: 241
Exp: 15600
Coins: 6775
Weakness: Jupiter

You didn't think you'd get the ultimate Summon that easily, did you? Dullahan
is, statistically, one of the toughest Bosses in RPG history. Here are his
moves of note (so you know, he attacks 3 times per turn and recovers 200 HP and
30 PP every turn):
=Formina Sage=
This attack does a massive amount of damage to a single party member and will
likely kill him/her in one hit.
=True Collide=
This attack does about 250 damage to up to 3 party members and heals the damage
dealt from Dullahan.
=Charon=
Yes, Dullahan seems to have a copy of the very same Summon you acquired earlier
in the dungeon, with an increased chance of instant kills.
=Djinn Storm=
Like Doom Dragon, Dullahan has the deadly Djinn-wrecking attack.

Scared yet? Well, don't be. With this great strategy from Boris Badenov, you're
virtually guaranteed to beat no-goodnik Dullahan.

-By Boris Badenov-

I came up with a super awesome happy fun time Dullahan strategy

If you have beaten Jupiter Lighthouse and gotten the other 3 elemental super
summons as well as Charon at the start of THIS dungeon, you will be fine to
beat Dullahan with little problems using this technique

It should work for a party of the following horrible levels:

40ish for Felix, Jenna, Sheba and Pierce

36ish for Isaac, Garet, Ivan and Mia

You'll need 'em both for this but you'll be able to win with even such paltry
levels as this. If you got Teleport and the other 3 elemental summons you outta
be around here anyway.

Here's the super awesome happy fun time Dullahan strategy:

Start with Felix, Jenna, Sheba and Pierce

Djinn are as so:

9 Venus Djinn on Felix, ONE is set, the other 8 on standby. Make sure Granite
is NOT one of the 9 on him, you'll need Granite for your backup team
9 Mars Djinn on Jenna, one of them is Flash. Flash is SET, the other 8 Mars are
on standby
9 Jupiter Djinn are on Sheba, all 9 are on standby
9 more Jupiter Djinn are on Pierce, Kite and Haze are two of them. Those two,
KITE and HAZE are SET to PIERCE, the other 7 Jupiter Djinn on him are on
standby

Don't worry about how many Djinn you have free, if you do exactly as I say the
numbers will work perfectly ;)

The battle will work like this

Round 1:

Felix Casts Charon
Jenna Uses Flash
Sheba casts Catastrophe
Pierce uses Kite on Felix

Flash makes it so nothing hurts you at all, even though a few attacks should
have knocked your underleveled ass out of the water, you're safe for this turn
;)

The set Djinn on Felix gives him a little more defense (he's the one you really
don't want killed) and also helps Charon do a bit more damage

You'll see what Kite was for in a second

Sheba's catastrophe was just straight out damage, you

Felix's wind power was raised a bit due to Charon. Now it's all on Felix. Next
round goes like so:

Felix summons Catastrophe
Felix summons Catastrophe (you used kite on him, he goes twice, member?)
Sheba does who cares
Jenna does whatever
Pierce uses HAZE on FELIX

Haze on Felix to ensure he casts those two catastrophes. It doesn't matter what
sheba and Jenna do, dollars to donuts they and pierce will die with flash no
longer in effect. Only haze will save Felix. So Felix casts those two
catastrophes and that's pretty much the round. His already raised wind Power
raises much higher from his first catastrophe, making the second one a real
doosy! Dullahan should be quite about dead by now

Do whatever with Felix this round, cast Jupiter if you like so that last Djinn
doesn't go to waste. It don't matter if Felix dies before he can cast it
though, he's done his part.

Now onto round 2, the backup gang. They do have horrid levels don't they? Not
to worry, you'll do fine ;)

Djinn are as follows:

8 Venus and 1 random mercury Djinn on Isaac, one random Venus Djinn is SET, the
other 7 and the mercury are on standby
9 Mars Djinn are on Garet, one SET to him, the rest on standby.
8 Mercury Djinn and 1 Venus on Ivan. The Venus on Ivan is GRANITE, that's
important, and one of the Mercuries on him is SHADE, also important. You did
listen when I told you not to use Granite on Felix, right? GRANITE AND SHADE
ARE SET TO IVAN, the other 7 mercury are on standby.
9 Mercury Djinn on Mia. AAAALL Set. She's gonna be a strong 'un :)

The 1 djinn set to Isaac and Garet are to increase their attack power, as are
the 8 set to Mia

Round 1 goes like so:

Isaac summons Judgement
Garet summons Meteor
Ivan casts GRANITE that's important. not shade, GRANITE, we need to free him up
for next turn
Mia summons Boreas

Granite keeps your party alive, they wouldn't be otherwise at that level
methinks o_O. Isaac Garet and Mia gain heavy elemental strength from these
summons. So next round should do even more damage...

Round 2:

Isaac summons Judgement
Garet summons Meteor
Ivan casts SHADE
Mia summons Boreas

Dullahan shouldn't survive this. You win, you lazy underleveled wretch :P

There's only 2 things that can screw this up: Dullahan doing that auto-death
thing to Felix in the very first round to kill him, or djinn storm. If he ever
does Djinn storm during these 4 attack rounds, you won't win. But since you
only have to attack for 4 rounds, you won't need to try too many times to get a
battle where he doesn't use it ;) Even if Dullahan uses that instant kill thing
on one of your second group members, you'll probably be able to kill him with
only 3 doing their 4-cast summons. And if not, you can always just retry until
he DOESN'T auto-death them. Heck, you only gotta last 4 rounds...

E-mail:
Reena-Click here (general stuff)
Deviette-Click here (Multimedia)
Please don't e-mail us unless its something useful
Also send your fanstuff to us too then we can put it up!!

We're part of:                                                                         Links:
                                                              Venus/Jupiter Lighthouses Golden Sun Syndicate  ImageShack