DescriptionEditTreasure Isle in Golden Sun: The Lost Age, and at the end of the Ghost Ship optional dungeon in Golden Sun: Dark Dawn. Star Magician awaits players willing to attempt an extreme battling challenge and guards the summon tablet containing the Azul summon sequence.
Star Magician resembles a human-like entity in a a navy blue robe and a shadowy face obscured by a pointed hood. It has several yellow stars decorating its pointed wizard hat, as well as some stars on its lower body. He carries a light blue ball that floats on his hand that he uses to attack.
Background and StoryEdit
It is a powerful being standing guard within the deepest depths of Treasure Isle, the secret cavernous area within the island in the northeastern region of Weyard's Great Eastern Sea, and possesses mastery and control over his personal magic-imbued spherical minions.
In the event any group of intrepid and capable Adepts enters the cave-like dungeon and has the Psynergy powers necessary to bypass the obstacles that would otherwise prevent outsiders from descending into the cave's deepest depths, Star Magician and the summon tablet await in an unlit, cavernous chamber at the end. Star Magician will speak to his challengers via telepathy to introduce himself before attacking and employing his minions to overpower the opposition:
- "I am the guardian of water. If you would claim my power, you must prove your worth."
In The Lost Age, as Isaac and Felix's combined party of powerful and capable Adepts nears the end of its quest, they will have amassed the Psynergy necessary to explore and loot Treasure Isle beyond what Briggs' pirates and even Felix's original party could reach. It will be one of the fiercest and most tactics-demanding battles they will ever wage, but if they are triumphant over the sorcerer, they will gain the ability to summon the most fearsome embodiment of the power of watery might, the serpentine leviathan Azul, in future battles.
The Star Magician is the only other superboss, besides Dullahan, to make a re-appearance in Golden Sun: Dark Dawn. Unlike the other Superbosses, the Star Magician can be fought before Himi joins the party.
As A BossEditThe boss encounter with Star Magician and his summonable "Ball" minions is one of the most challenging, thought-provoking, and tricky encounters in the entire Golden Sun series. Star Magician is one of four "superbosses" located throughout Weyard in The Lost Age, the others being Valukar, Sentinel, and Dullahan, and while all of these bosses fight using unique battling setups and are very tough, Star Magician is easily much more dangerous than Valukar and Sentinel and is only surpassed by Dullahan as the game's hardest battle. Star Magician is encountered at the end of the optional Treasure Isle dungeon, in a deeper area that requires the Grind Psynergy from Lemuria and then the Lift Psynergy that comes with Isaac's party to reach and explore. Specifically, the battle will automatically begin as soon as you visibly approach Star Magician and he steps towards you to attack. Star Magician has the lowest HP rating among the four superbosses. He has 560 PP, 460 Attack, 139 Defense, 268 Agility, and 52 Luck. Star Magician also acts two times each turn. In terms of resistance, the Star Magician has a Mercury resistance rating of 180, a Jupiter resistance rating of 150, a Venus resistance rating of 130, and a Mars resistance rating of 72, and in regards to its abilities it uses its available Mercury-based attacks with a Mercury power rating of 105 and its available Jupiter-based attacks with a Jupiter power rating of 95. If Star Magician is defeated in battle, you are awarded 7866 EXP and 5566 coins along with the EXP and coins his "Ball" minions yield whenever they are destroyed (and Star Magician starts the battle out with four Ball minions, one of each of the four varieties he can summon), and you can gain the summon tablet Star Magician was guarding, the Azul summon.
- HP: 7,486
- PP: 560
- Attack: 460
- Defense: 139
- Agility: 268
- Luck: 52
- Number of Turns: 2
- Mercury Power: 105
- Jupiter Power: 95
- Mars Resistance: 72
- Venus Resistance: 130
- Jupiter Resistance: 150
- Mercury Resistance: 180
- EXP: 7,866 + other balls experience points
- Coins: 5,566 + other balls coins
- Other Awards: Azul
Star Magician's collection of abilities, which he can use two of per turn, allows him to hold his own with powerful long-range group assaults, but what makes him especially difficult is his ability to infinitely summon a variety of personal minions that each count as an opponent to consider:
- Mystic Call: Used 141 / 256 times, this unique monster skill is the trademark of Star Magician that makes him particularly infamous as a boss: If he has less than four "Ball" minions by his side, he will be able to use this, and a new Ball minion will join the battle and fill up a missing space in his side's ranks. The variety of Ball minion he summons is randomly determined. (Note that the battle starts out with each of the four varieties by his sides.)
- Mine Ball: Used 64 / 256 times, this is a monster skill where Star Magician charges up a ball of energy in his hands and lobs it at the party, where it explodes into a large blue explosion of energy, dealing a Mercury-based attack equal to his normal physical attack multiplied by 1.5 and has a range of 5. This is his "main" offense he uses as himself when not summoning ball minions.
- Spark Plasma: Used 23 / 256 times, this is a Psynergy spell that strikes the party repeatedly with a barrage of purplish-white lightning bolts, dealing a Jupiter-based attack with a power rating of 180 and a range of 7. It consumes 37 of the user’s PP.
- Megacool: Used 17 / 256 times, this is a Psynergy spell that summons large rows of ice spiking out from the ground at the opposition, dealing a Mercury-based attack with a power rating of 180 and a range of 7. This ability consumes 33 of its user's PP.
- Attack: Used 11 / 256 times, this is this boss' standard physical attack. Star Magician's physical attack is visually different from every other monster in that he does not leap forward to collide with the target Adept: He stays stationary as he lobs a small red ball of energy at his target. Star Magician rarely uses this command, though, and each of his other commands are much more dangerous to the party as a whole.
Ball Monster LineEdit
The Ball Monster Line is a group of monsters found in Golden Sun: The Lost Age. These monsters, resembling orbs with lines criss-crossing their bodies, are palette swaps of each other. They only appear during the battle with Star Magician deep within Treasure Isle. The battle begins with the Star Magician surrounded by four of his Ball minions, one of each variety. Should one be destroyed, Star Magician can summon another to take its place using its monster skill Mystic Call. The Ball monster summoned is determined at random, and no more than four Ball monsters can appear at any given time. Each member is aligned with a different element, which is represented by their color.
- Color: Purple
- HP: 280
- PP: 43
- PP Recovery: 10
- Attack: 329
- Defense: 123
- Agility: 219
- Luck: 30
- Venus Resistance: 48
- Mars Resistance: 100
- Mercury Resistance: 100
- Jupiter Resistance: 152
- Jupiter Power: 110
- Battle Commands:
- Attack: Used 2 out of 8 times, this is this monster's standard physical attack.
- Flash Bolt: Used 2 out of 8 times, this is a Psynergy spell where two purple lightning bolts strike the party, dealing a Jupiter-based attack with a power rating of 40 and a range of 3. It consumes 7 of the user’s PP.
- Storm Ray: Used 2 out of 8 times, this is a Psynergy spell that strikes the party with purple lightning, dealing a Jupiter-based attack with a power rating of 65 and a range of 3. It consumes 10 of the user’s PP.
- Shine Plasma: Used 2 out of 8 times, this is a Psynergy spell that strikes the party with three purplish-white lightning bolts, dealing a Jupiter-based attack with a power rating of 100 and a range of 5. It consumes 18 of the user’s PP.
- EXP: 296
- Coins: 243
- Color: Light Blue
- HP: 360
- PP: 43
- PP Recovery: 10
- Attack: 317
- Defense: 124
- Agility: 136
- Luck: 36
- Venus Resistance: 100
- Mars Resistance: 25
- Mercury Resistance: 175
- Jupiter Resistance: 100
- Battle Commands:
- Earnest Ply: Used 5 out of 8 times, unique Psynergy spell exclusive to Refresh Ball that restores 1000 HP to the Star Magician. It is both visually and functionally identical to Pure Ply, even consuming 12 of the user’s PP.
- Attack: Used 1 out of 8 times, this is this monster's standard physical attack.
- Cure Poison: Used 1 out of 8 times, this is a Psynergy spell that removes the Poison or Venom condition from Star Magician. It consumes 2 of the user’s PP.
- Restore: Used 1 out of 8 times, this is a Psynergy spell that removes the Sleep, Stun, Delusion, and Death Curse from the Star Magician. This consumes 3 of its user's PP.
- EXP: 448
- Coins: 278
- Color: Neon Green
- HP: 520
- PP: 43
- Attack: 317
- Defense: 127
- Agility: 292
- Luck: 33
- Venus Resistance: 152
- Mars Resistance: 100
- Mercury Resistance: 100
- Jupiter Resistance: 48
- Battle Commands:
- Guard Aura: Used 5 out of 8 times, this is a Monster Skill that covers the Star Magician in a protective aura that lowers all damage done to it to practically nothing for that turn (5% of what it would be otherwise) - and on any turn Guard Aura is used it will always be the first command executed that turn. An extremely effective defense for the Star Magician that is part of what makes the battle so tricky. If you're using summons at the start of the battle, Guardian Ball may use this on Star Magician, preventing you from any dealing major damage.
- Defend: Used 3 out of 8 times, this monster has the ability to use the Defend command, which causes all damage incurred to either its HP or PP meters to be reduced down to 50% for the turn, and this effect is active before any other action in the turn takes place.
- EXP: 439
- Coins: 289
|Category:Monsters with high Venus resistance | Category:Monsters with low Jupiter resistance|
- Color: Neon Pink
- HP: 460
- PP: 43
- Attack: 357
- Defense: 125
- Agility: 173
- Luck: 27
- Venus Resistance: 100
- Mars Resistance: 175
- Mercury Resistance: 25
- Jupiter Resistance: 100
- Battle Commands:
- Attack: Used 5 out of 8 times, this is this monster's standard physical attack.
- Angry Mine: Used 3 out of 8 times, this is a Monster Skill where the monster leaps forward into the party and disappears in a massive explosion, dealing a Venus-based attack with a power rating of 300 and a range of 3. This attack removes the user from the battle in a way that it is not counted as "felled" (you don't get its EXP and coins).
- EXP: 387
- Coins: 30
|Category:Monsters with high Mars resistance | Category:Monsters with low Mercury resistance|
|Category:Monster lines | Category:Monsters exclusive to Golden Sun: The Lost Age|
Star Magician and the Ball Monster Line make for one of the game's hardest battles, because there would almost always be multiple opponents each contributing something substantial to the battle either against you or in support of the Star Magician. The main reason behind its trickiness is that there is a likelihood that a rush-summoning strategy where you try to overpower and annihilate the opponent with multiple high-level summons will be effectively nullified by the Guard Aura a Guardian Ball may start off each turn with; using your summons on a turn where Guard Aura protects the Star Magician will pretty much count as wasted summons that will only end up felling the Ball minions in his vicinity. One might assume then that winning the battle is a question of first destroying the Guardian Ball and then unleashing all the summons the next turn; what makes this approach hard to pull off is the fact that if your Adepts have many of their Djinn on Standby, their classes will be lower and they will be far weaker both in Defense/HP and Attack/Agility, meaning some or all of the Adepts will be defeated by the constant powerful attacks of the Star Magician and his minions before they can summon.===
Leveling up your party beyond 40 should be considered a requisite to the battle because success in the battle depends on how well all of the statistics of all of the Adepts are developed: Especially if you're going to try to win the battle with summons, you will need the Attack and Agility to effectively take care of the Ball minions when you're not summoning and you will need the resiliency to weather the constant group-based attacks to your party. What will also be an absolutely immense help to you is a Venus Adept equipped with the Sol Blade and enough defensive items that increase the Unleash rate of the Sol Blade's Megiddo attack that you can reliably Unleash Megiddo every time that Adept attacks. Try to get and equip all of these on your Sol Blade-wielding Adept before the battle: the Valkyrie Mail, Riot Gloves, Mythril Helm, and Hyper Boots. If you don't have Riot Gloves or Mythril Helms, you can use the somewhat less effective Aegis Shield and Warrior's Helm items in their place. An Adept equipped with the Sol Blade and all these items will be able to instantly KO a Ball minion of your choice each turn, and do respectable damage to Star Magician himself once there aren't any Guardian Balls or Refresh Balls around. It will be even more helpful if you can get your hands on Excaliburs and Tisiphone Edges for your other battling Adepts to use.
Summoning would be a strong way to damage the Star Magician when there aren't any Guardian Balls around to protect him, but since the battle starts with a Guardian Ball around, there's a chance he will be shielded on the first turn and thus all your summons on the first turn will only achieve destroying the first four Balls. But that means there's also a chance the Guardian Ball will not use Guard Aura on the first turn, instead using Defend, and if a full-on rush-summoning session is used in such a lucky first turn the Star Magician should receive massive damage in addition to removing all of its Ball minions. That would be an immense help, and if your Adepts are properly leveled and outfitted as recommended above, you should be able to effectively take out each Ball he summons as you keep on inflicting damage. This is a general theme of the battle: remove all the Balls and keep the number of Balls Star Magician summons back at a minimum as you damage Star Magician. After all, Star Magician would theoretically be a straightforward opponent like Sentinel if the Ball minions are taken out of the equation of the battle. So, on your first try at the battle you might want to try the typical rush-summoning approach anyway just to see how well it turns out.
Mars summons would be the most effective to use against the Star Magician himself because of his Mercury affiliation, so a Meteor summon would always be great if it's used on a turn Star Magician is not shielded by a Guard Aura. If you have Daedalus because you defeated Valukar, an interesting alternative can be pursued because the Daedalus summon is two attacks spread out over two turns, with the second attack as strong as a Meteor summoning. On the first turn of the battle, you can summon Daedalus multiple times so that the first weaker portion of each Daedalus assault softens up the opposition, while you have your warrior-style Adepts make sure to defeat the Guardian Ball. It wouldn't matter so much if Guardian Ball does use Guard Aura the first turn because it not being around in the second turn will ensure that the second stronger portion of each Daedalus summoning will score strong blows against Star Magician and the rest of his Ball minions, which is the aim of using Daedalus like this in this battle.
Another useful strategy when fighting the Star Magician is to use the first turn to eliminate the Refresh and Guardian Balls, but leave the other two balls. Before the battle, make sure to prepare the 2nd team (the Adepts not battling) for a summon sweep by putting all their Djinn on Standby. You also want to make sure you have someone in both sides of the party that can cast a mass heal since the goal here is to get the Star Magician to summon only Thunder Balls and Anger Balls. Although they do a lot of damage, your team should be able to survive it and heal up the next turn. Once you've succeeded in getting the Star Magician down to just offensive balls, he will no longer be able to heal or shield himself, which means your non-healing team members can go all-offense on Star Magician. When using Psynergy, try to stick to only the Psynergy that will hit the Star Magician and not the balls, so you don't risk him summoning a Refresh or Guardian Ball. If all goes well, you can align your team with Felix, Jenna, Mia, and Isaac in the first group since all of them should be able to heal and attack fairly well in their default classes (Jenna and Mia both should be able cast mass heals to sustain the group), plus you can Revive with two characters if needed. Should the whole party be taken out, you will automatically switch to the second team, which is fully equipped for full power summons and assuming you've done a decent bit of damage already and there are no Refresh or Guardian Balls on the field, you should easily finish him off with your summons, especially with Garet's Meteor and if you have someone else use his remaining Mars Djinn for a second fire-based summon. Even if you don't you'll have wiped out all the balls and as long as you keep all the Refresh and Guardian Balls down, you can finish him off with a few more attacks. Assuming your team can take the hits, this may be the best way to take down the Star Magician since he will no longer be able to heal or protect himself. However, the Anger Balls left in this scenario may self-destruct, leaving room for Refresh or Guardian Balls to replace them.
A somewhat more generic but nonetheless valid strategy to utilize against Star Magician is to equip Mia with the Psychic Circlet, Iris Robe (or Mysterious Robe) and Clear Bracelet, allowing her to cast the Wish Psynergy series indefinitely. Along with her natural Mercury power and all Mercury Djinni, this will enable her to ideally restore close to 700HP per turn to every member of the party, effectively making them invulnerable. Then all that is left is to target all Guardian and Refresh balls, which will eventually only leave Thunder Balls (Anger Balls will self-destruct), which do so little damage relative to HP regeneration, that they can be effectively ignored. Then the player can focus on felling the Star Magician himself, mopping up the non-respawning Balls afterward.
A rather time-consuming strategy may be employed by removing all Refresh, Anger, and Thunder Balls, leaving only the defense-oriented Guardian Balls and the Star Magician himself. While damage to him will be minimal each turn, he will have no chance to recover, and his are the only attacks you are left to deal with. A slow battle, but one with few surprises.
Regardless of what attack strategy you use, it's extremely beneficial to have +80 resist on all adepts, and wear as much as Jupiter and Mercury resistance gears as possible. The majority of attacks directed at the party are spell-based, so having high resistance help soften the blows quite a bit. Also, as the Star Magician does not have Break, he cannot negate boosts to resistance, so Psynergies like Ward are very useful.
- Suggested Level: 40 and above
- Suggested Pysnergy: Pure Wish/Wish Well/Cool Aura, High Impact, Resist, Revive, Pure Ply, Potent Cure
- Beginning Party: Felix, Isaac/Piers, Sheba/Ivan, Mia/Jenna
- Suggested Party afterwards: Sol Blade user (preferably Felix or Isaac), Tisiphone Edge user (preferably Felix or Isaac), Excalibur user (preferably Piers), Powerful Healer (preferably Mia)
- Suggested Djinn Combination: All Venus Djinns on Isaac and Felix, all Mercury Djinns on Piers and Mia, all Mars Djinns on Jenna and Garet, and 9 Jupiter Djinns on Sheba and Ivan.
- Strategy on Beginning Party:
- Felix and Isaac focus on attacking the Refresh, Guardian, and (if possible) Anger Balls and if only Thunder Balls are spared, then they attack Star Magician.
- Ivan/Sheba focuses on casting High Impact and Resist until it reaches on 0, and if the condition is satisfied, they switch with Piers.
- Mia focuses on healing using Pure Wish assisted by massive PP recovery items like Iris' Robe.
- Strategy after the Beginning Party:
- Felix, Isaac and Piers focus on killing balls except Thunder balls. If four Thunder Balls are spared, focus on Star Magician.
- Mia focuses on healing.
- Avoid using too much Djinn for they can remove some important Pysnergy like Pure Wish and Revive.
- Added Information:
- If a party member dies, particularly Mia, either Revive it or switch her to Jenna.
- If Mia's healing is not effective enough, the three attackers can use healing as an alternative (Potent Cure and Pure Ply).
- If Mia runs out of PP, switch her with Jenna or use a Psy Crystal on her.
- Before barraging Star Magician with powerful attacks, focus first on the two balls, Guardian and Refresh, as they can guard and heal Star Magician.
- Spare the Thunder balls and, if you want, the Anger balls, though their suicidal Psynergies can deal massive amount of damage, especially if four Anger Balls are spared and all of them used Angry Mine, which can kill most or all of your party members.
- Advanced offensive Pysnergy like Odyssey and Diamond Berg can also be used as an alternative.
- Djinns should be refrained from usage, unless severely needed (either for healing or guard aura purposes).
Strategy 3 Edit
With a little luck and different class set ups, you can defeat Star Magician with a weaker party (around level 30) as soon as the two parties have reunited, before even attempting Magma Rock. It is recommended that you first collect all Djinn that are available directly after the reunion, and also to collect the Coatlicue summon tablet.
- Suggested Level: 30 and above
- Suggested first party and classes: Ivan (Sage), Isaac/Felix (Master), Garet (Samurai), Sheba (White Mage)
- Suggested second party and classes: Jenna (Templar), Isaac/Felix (Berserker), Piers (Ranger) Mia (White Mage)
- Party comments: The first party has both good attacking and support power. Both Ivan and Sheba have access to the Wish psynergy series, and Sheba also has Revive and Ward/Resist while Ivan has Impact. Samurai Garet also has the Angel Spear and Magic Shell psynergies, which are exactly the same as Impact and Resist, as well as great attacking power. Whoever you chose to have as your Master (Isaac or Felix) will be the main offensive part of this party, with Garet secondary offensive and support, and the two Wind Adepts for healing and support. The strongest weapon you can get (in a password enhanced game) is Excalibur, as you're given an Orihalcon - it is best to equip this to your Master. The second party isn't as strong, but all going well the first party shouldn't be downed in it's entirety so at most you'll only need to switch out one or two. Both Templar and Ranger aren't fantastic classes, but with the Djinn you have at this point in the game these are some of the better classes to get into. Jenna as a Templar has Wish, Ply, Cure Poison and Restore, as does Mia as a White Mage, who also has Revive and Resist. Ranger Piers has Resist and that's about it, so he'll likely be the last choice to switch in. Berserker Isaac/Felix has great attack, Planetary, and Revive.
General Strategy Edit
- Begin the battle with 3 Mercury and 3 Jupiter Djinn on standby and have either Ivan or Sheba summon Coatlicue on either the first or second turn (the first turn is probably best as the amount of HP Coatlicue restores is small when first summoned). This will ensure your party get automatic healing for the next five turns, allowing you to focus on buffing your party up. The boost to Mercury power will also increase the effectiveness of the Wish series.
- With Coatlicue taking care of your healing needs, have Ivan and Sheba both cast Impact on Isaac/Felix, which will max his attack. Then have them both cast the same on Garet to max his.
- Garet should cast Magic Shell, and Sheba should cast Resist once she has finished casting Impact on Isaac/Felix and Garet, until resistance is maxed.
- Isaac/Felix should focus on attacking first the Guardian Ball, then the Refresh balls. If Star Magican summons another of these types, attack those as well. Garet should also focus on eliminating these balls alongside casting support Psynergy when needed.
- In an ideal battle, you'll end up with Star Magician having 4 Thunder Balls. 1 Anger ball (maximum 2) is also ok - more than that though and you run the risk of them all self destructing on you in one turn, which will wipe out your party.
- Once Coatlicue has worn off, Ivan and Sheba should focus on using Wish and periodically casting Impact when your attack buffs wear off. If you are able, unleash another 3 Mercury and Jupiter Djinn for another Coatlicue summon. Aside from this, however, Djinn and summons should be avoided - you could end up being put in a weaker class and losing access to your valuable healing psynergy, and a strong summon would also down all of the Thunder Balls, giving Star Magican the chance to summon more Guardian and Refresh balls.
- Isaac/Felix should then focus on simply attacking Star Magician with Excalibur. With Unleash boosting equipment such as Hyper Boots, Erinyes Tunic, and Aegis Shield, they should be Unleashing Legend more often than not. With two Impacts cast to max attack, if Legend triples it's damage you should do over 1000 damage to Star Magician each time.
- Garet should also attack Star Magician, ideally with the Fire Brand you will have found shortly before the battle. With Hyper Boots and an Aegis Shield to boost his unleash rate, and his attack maxed, he should do decent damage against Star Magician.
- If someone is downed, have Sheba Revive them. If Sheba is downed, switch her for Mia or Templar Jenna in a pinch.
- So long as you keep on top of your buffing Psynergies and healing with Wish or Coatlicue, you should have little problem defeating Star Magician even with a lower levelled party. Only a couple of adepts should be downed and easily revived or switched - you shouldn't have to use the entirety of the second party at all.
In Golden Sun: Dark DawnEditHe reappears as an optional boss aboard the Ghost Ship. He retains his every appearance except for the yellow coloring, which turned a little gold, and this time has a Refresh Ball on its hand.
- Unusually, data exists in the game code for what was apparently planned to be two palette-swapped versions of Star Magician. Neither of them are actually any visually different from the Star Magician, and their statistics and abilities have not been completed at all, leaving them with weak placeholder stats and skills. This is actually the same story with certain other unique bosses such as Sentinel and Valukar, but what makes Star Magician's case unique is that each of these copy enemies have their own names, registered as Dark Wizard and Evil Shaman.
- Star Magician is notable among The Lost Age's optional bosses in that it can be battled as soon as Isaac's party joins your team. The Teleport Psynergy, found in Mars Lighthouse, is needed to reach the other three, and additional requirements on top of that to fight Dullahan.
|Bosses in Golden Sun|
|Vault Bandits • Tret • Saturos • Killer Ape • Hydros Statue • Manticore • Kraken • Toadonpa • Storm Lizard • Tempest Lizard • Saturos and Menardi • Final boss • Deadbeard|
|Bosses in Golden Sun: The Lost Age|
|Chestbeaters • King Scorpion • Briggs and Sea Fighters • Aqua Hydra • Serpent • Avimander • Poseidon • Moapa and Knights • Karst and Agatio • Flame Dragons • Final boss • Valukar • Sentinel • Star Magician • Dullahan|