Sun golden delicious: the lost Age
is a Video game left in 2003 on Gameboy Advance. It is about the second episode of a roleplay in two parts, the first being called Golden Sun left one year earlier, also on Gameboy Advance.
History
The play enables you to incarnate Pavel, Lina, Cylia, Piers accompanied by the old Thélos alchemist combined to the principal enemies of the first opus who are Karstine, Agatio two mystics of Mars and Alex, a powerful Mercury mystic which acquired capacities of other mystics mysteriously (ex: Teleport is a psynergie of air), immediately after the events of this last. With an opposite aim of the first opus, it is necessary to light the two remaining headlights to break the seal which imprisons the capacity of Alchemy and thus to bring back the world in a golden age. This can appear curious. But it will be learned that the heroes of the first opus (Vlad, Garet, Ivan and Sofia) were perhaps in the error, and that the true enemies are not those which one believes.
Gameplay
The play takes again the gameplay mainly Golden Sun .
The Djinn
One finds all the djinn of the first Golden Sun which one can transfer in the play. There is in all 72 Djinn, 18 for each of the 4 elements.- Djinn of Come:
- Flint: striking able to split the stone.
- Quartz: ressuscite an ally.
- Ivy: block the agility of the enemies.
- Géode: strike with the force of the ground.
- Iron: booste the defense of the group.
- Mud: an enemy with mud slows down.
- Root: an enemy attacks and flies his statement.
- Basalt: attacks with a natural poison.
- Steel: aspire the statement of the enemy.
- Fleur: refreshes the allies and returns the statement.
- Fusion: launch a grouped attack.
- Granite: create a ground barrier.
- Humus: immobilize an enemy with gravity.
- Echo: launch a double attack.
- Pétra: Change an enemy into piere.
- Salt: restore the normal statute of an ally.
- Crystal: Restore the statement of the group.
- Cast iron: An enemy attacks.
- Djinn of Mars:
- Gleam: ressuscite with hurrahs.
- Ash: booste the defense of the group.
- Forging mill: booste the attack of the group.
- Flame: bosste the attack of the allied ones.
- Running away: reduced PP of the adversary.
- Core: bore unfavourable defense.
- Torch: penetrate defense.
- Braise restores PP of the group.
- Burn: paralyze an enemy.
- Fever: deceive an enemy.
- Backward flow: against the attack enemies.
- Coal: combine the group for booster rocket the agility.
- Canon: attacks with the force of Mars.
- Flash: prevents the damage on the group.
- Fury: call upon the zombies to attack.
- Mine: paralyze the enemies.
- Glare: Dazzled the enemy then attacks.
- Tinder: Ressuscite a member of the group.
- Djinn of Mercury:
- Shade: create a water shield.
- Freezing: lower the unfavourable attack.
- Dew: ressuscite a member of the group.
- Acid: reduced unfavourable resistance.
- Source: restore the statement with grasses.
- Scum: freeze an enemy and decreases his defense.
- Coral: restore the statement of the group.
- Fog: an enemy deadens.
- Peps: statement with alleviating water returns.
- Tide: decrease the attack of the enemy.
- Veil: disorder vision of the enemy.
- Mist: increases the forces natural of the allies.
- Vortex: lower the rest period of the Djinn.
- Balsam: ressuscite all allies.
- Soda: restore the statute of all the group.
- White frost: block the psynergie of the enemy.
- Serac: Give an icy death-blow.
- Ice: Strike to reduce unfavourable defense.
- Djinn of Jupiter:
- Zéphir: booste agility of the group.
- Smog: veil the sight of the enemy.
- Blitz: the enemy with the flash deafens.
- Puffed out: calm the enemy with incenses.
- Rafale: use the wind to destroy.
- Flavor: restore PP of the group.
- Virus: poison the adversary.
- Ether: concentrates to return PP.
- Soupir: the statement returns immediately.
- Breeze: booste the resistance of the group.
- Whorl: takes its breath and attacks.
- Disorder: retracts to protect itself.
- Sirocco: block the psynergie of the enemy.
- Respite: negotiate a cease-fire.
- Breath: attacks with gusts of wind.
- Mistral: attacks twice with the following turn.
- North wind: paralyze an enemy.
- Steror: Call upon the Reaper.
Thanks to a combination of djinn, it is possible to call upon powers, of which here the list, with the number of djinn to be used:
Invocations
-
elementary Invocations
-
Invocations of Venus:
- 1 Venus: Elementary capacity of the ground.
- 2 Ramsès (アメン ・ ラー Amen-Râ): Guard of an immortal Pharaon.
- 3 Cybèle: Mother of any life.
- 4 Apocalypse: Force ultimate devastator.
-
Invocations of Mercury:
- 1 Mercury (マーキュリー Mercury): Elementary capacity of water.
- 2 Calypso: Princess of the marine spirits.
- 3 Neptune: Incarnation of the king of the seas.
- 4 Boréas: God of the wind of north.
-
Invocations of Mars:
- March 1st: Elementary capacity of fire.
- 2 Kirin: Legendary monster.
- 3 Tiamat: Queen of all the dragons.
- 4 Meteor: Meteorite of another dimension.
-
Invocations of Jupiter:
- 1 Jupiter: Elementary capacity of the air.
- 2 Atalanta: Celestial huntress.
- 3 Procné: Goddess with body of bird.
- 4 Thor: God the Almighty of the thunder
-
Invocations combined
- 01 Zagan: Force set ablaze Earth (1 ground, 1 fire)
- 02 Shrew: Goddess of revenge (1 fire, 1 air)
- 03 Flora: Guide wind, Déesse of the flora (1 ground, 2 air)
- 04 Moloch: Superstar of the ices (2 water, 1 air)
- 05 Ulysses: Legendary magus érant (2 water, 2 fire)
- 06 Eclipses: Dragon with the celestial wings (2eau, 3 air)
- 07 Haurès: Animal which destroys darkness (3 ground, 2 fire)
- 08 Coatlicue: Goddess carrying the water of jouvance (3 water, 3 air)
- 09 Azul: Emerging dragon the depths (3 ground, 4 water)
- 10 Maze: Master craftsman of old times (3 ground, 4 fire)
- 11 Catastrophe: Personification of the destruction (3 fire, 5 air)
- 12 Charon: Sailor of the river Styx (8 ground, 2 air)
- 13 Iris: Goddess of the hearts and rainbows (4 water, 9 fire)
The new invocations are on old shelves present in caves. Most powerful are kept by a boss (09; 10; 11; 13) and two require the 72 Djinn to obtain them.
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