Name: Nick Presta Game: Golden Sun: The Lost Age Email: nick1presta@gmail.com Table of Contents Ctrl+F Search ----------------------------------------- | 0)Introduction | 00 | | 1)Explanation of RNG | 01 | | 2)ICC List | 02 | | 3)Psynergy RN Values | 03 | | 4)Djinn RN Values | 04 | | 5)Weapon RN Value | 05 | | 6)Sample RNG Method | 06 | | 7)Enemy and Drop List | 07 | | 8)Unleash RN Values/Percentage | 08 | | 9)Wrap Up | 09 | | 10)Credits | 10 | | 11)Copyright | 11 | ----------------------------------------- ::UPDATE:: v0.1 : Released April 8th, 2004. Base guide. v0.2 : Small grammatical fixups. v0.5 : Added 1 and 3 RNG methods. v0.7 : Added weapon(unleash) RN Values. Current version as of 10/7/04. v0.71: Added another weapon(unleash) RN value. Thanks CobraGT. Most up to date version as of 01/02/05. --------------------- | Introduction - 00 | --------------------- This is my RNG Guide. Link Kirby's Random Number Generator Guide goes into what I'm talking about in great detail, however, some people have problems understanding what he means because there is either too much information, or it's too technical... This guide is practical and is designed for a quick run- through for those who want something small, yet effective and up to date. It also provides just as much valuable information as other RNG guides, but condensed for quicker viewing and understanding. RNG stands for Random Number Generator. It is a hidden counter within the game, and dictates certain things (Item drops for example). More about this will be explained later. --------------------------- | Explanation of RNG - 01 | --------------------------- Now, you are probably asking, "How do you get these to drop 100% of the time?" There is one simple answer. RN (Random Numbers). I will direct you to a quote from the GS God, known as Terence. ------------------------------------------------------------------------------- Golden Sun uses the ANSI-C standard rand function as its Pseudo-Random Number Generator. A variant of the source code can be seen here: http://hpcf.nersc.gov/vendor_docs/ibm/libs/basetrf2/rand.htm There is one difference: Golden Sun's RNG uses an unsigned 4-byte number and returns it with no shifting, so you'd replace "return ((next >>16) & 32757);" with "return (next & 4294967295);" This, ordinarily, is a perfectly capable RNG, but there is one flaw with what Golden Sun does with it. It only makes a new random number when something random happens. What's more, it uses *two* copies of the RNG to create two random numbers, and the first RNG only handles battle situations. As such, it is easy to control when a new random number is generated. On top of this, the RNGs are seeded with 0 when the GBA is reset, and because of the way the game has been programmed, the RNG controlling battle events will *continue* to be 0 even when you load the game... --------------------------------------------------- All of the above means that we have everything we need to work out what random number will be generated upon any event, providing we know how many Random Numbers (RNs) are calculated by each move/event. ------------------------------------------------------------------------------- ...As 'unpredictable' as RNGs seem to be, if they are always seeded to the same value and do not use a timer-based response, they will become predictable by anyone who is good at noticing patterns. One pattern being, for example, that the 31st random number that is calculated - 33727075 - will drop *any* item if the enemy dying when this random number was called was just killed by an elemental Djinn attack that it is weak to. ---------------------------------------------- That basically says that the RNG in TLA seeds at 0 when you do a hard reset on your Gameboy. Upon doing this, we can now control the addition of numbers in the RNG. We do this by varying the type of psynergy we use. ----------------- | ICC List - 02 | ----------------- For those that don't know, RNG stands for Random Number Generator. Each item drop in the game falls under a certain ICC. When using an opposite djinn to kill, the ICC drops by 2. ICC=Item Chance Class ICC 9 - 1 (T-Edge and L-Rule REALLY drop on this ICC, but due to Djinn weakness kill (DarkPanther Method), this drops to ICC 7) ICC 8 - 1 ICC 7 - 1, 31 (T-Edge and L-Rule are dropped here) ICC 6 - 1, 3, 27, 31 (Rare items other than T-Edge and L-Rule Dropped here) ICC 5 - 1, 3, 27, 31 (Rare items other than T-Edge and L-Rule Dropped here) ICC 4 - 1, 3, 6, 8, 13, 14, 16, 21, 23, 26, 27, 30, 31 (All Misc. items fall into this category (That's WoL, Psy Crystal, Herb, Nut, etc.)) -------------------- | Psynergy RN - 03 | -------------------- There are three different types of psynergy spells. 1) Healing Spells - Aura Series, Wish Series, Manticore Series. (2 RN/target effected) 2) Stat-Boosting Spells - Ward Series, Impact Series, Guard Series, Etc. (1 RN/target effected) 3) Multi Area Psynergy Spells - ANY Psynergy that affects 2 or more monsters. (2 RN/target effected) These values can be used when you are facing a weak enemy and fear killing it. Remember, RN values still count if they affect your own party. ----------------- | Djinn RN - 04 | ----------------- Also, like psynergy, Djinn unleashes take up RN values. The following is a complete listing of the RN Values for every Djinn in the Game provided by TheScythe. Because of all the different djinn effects, most of you may not understand everything explained here. If you don't fully understand it, than stick with psynergy instead. (Elemental Bonus is explained at the bottom) ------------------------------------------------------------------------------- - Normal Attack Djinn - 2 RN per target + Elemental Bonus ------------------------------------------------------------------------------- - Reviving/Status-Healing Djinn - 0 RN per target + Elemental Bonus ------------------------------------------------------------------------------- - HP or PP Recovery/PP Draining/Barrier Djinn - 1 RN per target + Elemental Bonus ------------------------------------------------------------------------------- - Hiding Away/Stat Altering/Readying For Action Djinn - 1 RN per target + Elemental Bonus ------------------------------------------------------------------------------- - Recovery Speed-Up Djinn - 0 RN ------------------------------------------------------------------------------- - Forced Self-Attack Djinn - 2 RN + 1 standard enemy attack RN + Elemental Bonus ------------------------------------------------------------------------------- - Countering Djinn - 1 RN on your turn (and Elemental Bonus) + 2 RN on counter (and Elemental Bonus) ------------------------------------------------------------------------------- - Two Part Djinn [A] (Whorl/Gale) - 1 RN for 'breathing in' (No Elemental Bonus) + 1 RN for damage (Elemental Bonus) ------------------------------------------------------------------------------- - Two Part Djinn [B] (Gust) - 1 RN for 'breathing in' (No Elemental Bonus) + 1 RN for damage (Elemental Bonus) ------------------------------------------------------------------------------- - Ending Turn Djinn - 1 RN (No Elemental Bonus) ------------------------------------------------------------------------------- - If you want specific Djinni RN Values, here is the table that TheScythe provided. The Djinn are organized the way the game organizes them: Venus Djinn: Flint: 2 RN Granite: 1 RN per target Quartz: 0 RN Vine: 1 RN per target Sap: 2 RN Ground: 1 RN Bane: 2 RN Echo: 2 RN Iron: 1 RN per target Steel: 2 RN Mud: 1 RN per target Flower: 1 RN per target Meld: 2 RN Petra: 1 RN Salt: 0 RN per target Geode: 2 RN Mold: 3 RN Crystal: 1 RN per target Mercury Djinn: Fizz: 1 RN Sleet: 2 RN Mist: 2 RN Spritz: 1 RN per target Hail: 2 RN Tonic: 0 RN per target Dew: 0 RN Fog: 2 RN Sour: 2 RN Spring: 1 RN Shade: 1 RN per target Chill: 2 RN Steam: 1 RN per target Rime: 1 RN Gel: 2 RN Eddy: 0 RN (Just 0 RN. No Element Bonus.) Balm: 0 RN per target Serac: 2 RN Mars Djinn: Forge: 1 RN per target Fever: 2 RN Corona: 1 RN per target Scorch: 2 RN Ember: 1 RN per target Flash: 1 RN per target Torch: 2 RN Cannon: 2 RN Spark: 0 RN Kindle: 1 RN per target Char: 2 RN Coal: 1 RN per target Reflux: 1 RN on your turn, 2 RN on counter. Core: 2 RN Tinder: 0 RN Shine: 2 RN Fury: 2 RN Fugue: 1 RN per target Jupiter Djinn: Gust: 1 RN (Breathing In, No Elemental Bonus) + 1 RN (Damage, Elemental Bonus) Breeze: 1 RN per target Zephyr: 1 RN per target Smog: 2 RN Kite: 1 RN Squall: 2 RN Luff: 1 RN Breath: 1 RN Blitz: 2 RN Ether: 1 RN Waft: 2 RN Haze: 1 RN Wheeze: 2 RN Aroma: 1 RN per target Whorl: 1 RN (Breathing In, No Elemental Bonus) + 1 RN (Damage, Elemental Bonus) Gasp: Unknown (Random number between 1-3) Lull: 1 RN (Just 1 RN. No Elemental Bonus.) Gale: 1 RN (Breathing In, No Elemental Bonus) + 1 RN (Damage, Elemental Bonus) These are all the Djinn RN Values. When a Djinni is unleashed in battle, the value listed for it in the previous table is how many RNs it consumes. I'm sure you're also wondering what "Elemental Bonus" means. Basically, whenever a Djinni is unleashed, the Djinni consumes one more RN than normal per target if its target is weak against it elementally. The Elemental Bonus is applied even if the Djinni does no damage, and also to your party. This is what is related to the DarkPanther Method. ------------------- | Weapons RN - 05 | ------------------- Thanks to Cobra GT (On Gamefaqs.com), we now how some weapon RN Values. All of the statements below are proven correct by (CobraGT). - An attack with a weapon that has no unleash consumes 5 RN - Non artifact weapons, the Shamann's Rod, Blessed Mace, Fireman's Pole, Clothos's Distaff, rusty weapons are weapons that do not have an unleash and therefore consume 5 RN. - An attack with a weapon that doees not unleash during the attack but has an unleash potential consumes 6 RN. - An attack with a weapon that has only one unleash and unleashes consumes 3 RN with the exception of Cloud Brand. - An attack with the Cloud Brand when it unleashes consumes 2 RN. - An unleashing attack with: Swift Sword Sylph Rapier Tisiphone edge Excalibur all consume 4 RN. -Unleashes that "down" or "drain spirit" or "drown" or have a similar effect consume 3 RN. Here it is in chart format: Weapons with no unleash 5RN Non Artifact weapons (Rusty Weapons, Shamans Rod, Blessed Mace, Fireman's Pole, Clotho's Distaff) 5RN A weapon that doesn't unleash, but has the potential 6RN An attack with a weapon with one unleash (Except CB) 3RN An unleash with the Cloud Brand 2RN An unleash with (Swift Sword, Sylph Rapier, Tisihphone Edge, Excalibur) 4RN An unleash that "downs" an opponent in one way or another 3RN -------------------------- | Sample RNG Method - 06 | -------------------------- Here is a typical battle for a Tisiphone Edge: Battle Start (1) Isaac: Multi Area Psynergy (5) [2 RN for each target affected. 2 * 2 = 4 + 1)] Garet: Multi Area Psynergy (9) [2 RN for each target affected. 2 * 2 = 4 + 5)] Ivan: Multi Area Psynergy (13) [2 RN for each target affected. 2 * 2 = 4 + 9)] Mia: Multi Area Psynergy (17) [2 RN for each target affected. 2 * 2 = 4 + 13)] Turn 2 (19) (Two enemies remaining) [Add 2 RN for each enemy alive at the start of the next turn] Isaac: Multi Area Psynergy (23) [2 RN for each target affected. 2 * 2 = 4 + 19)] Garet: Multi Area Psynergy (27) [2 RN for each target affected. 2 * 2 = 4 + 23)] Ivan: Unleash Offensive Jupiter Djinn (30) [Add 3 RN for Djinn unleash] Cruel Dragon Dies (31) [Add one RN for enemy death - this is the drop point] Mia: Multi Area Psynergy to finish off other monster That is how a typical Tisiphone Edge RNG Method looks. You can use it for a variety of different enemies. Remember to refer to the ICC chart and Enemy and Drop chart for your enemy and what ICC to down it on. ---------------------------- | Enemy and Drop List - 07 | ---------------------------- Here is a chart of what enemies drop what. (Control + F for item name) Item | Enemy | Location | Weakness | Rarity Atropos' Rod | Fire Dragon | Yampi Desert Cave | Mercury | ICC 8 Blessed Mace | Turtle Dragon | Western Sea | Mars Clotho's Distaff | Minos Warrior | Mars Lighthouse | Jupiter | ICC 7 Giant Axe | Earth Golem | Treasure Isle | Jupiter Lachesis' Rule | Mad Demon | Anemos Sanctum(in)| Jupiter | ICC 9 Tartarus Axe | Minotaurus | Ankohl Ruins | Jupiter Tisiphone Edge | Cruel Dragon | Inner Islet Cave | Mars | ICC 9 Rising Mace | Blue Dragon | Jupiter Lighthouse| Mars Rune Blade | Lesser Demon | Magma Rock | Jupiter Staff of Anubis | Red Demon | Gagomba Statue | Jupiter Item | Enemy | Location | Weakness | Rarity Aeolian Cassock | Wyvern | Jupiter Lighthouse | Jupiter Aura Gloves | Magicore | Islet Cave | Mercury Berserker Band | Druj | Inner Islet Cave | Mars | ICC 8 Feathered Robe | Wild Gryphon | Shaman Village Cave| Jupiter Gloria Helm | Aka Manah | Mars Lighthouse | Mars | ICC 8 Healing Ring | Nightmare | Shaman Village Cave| Venus Hitoko Mask | Little Death | Magma Rock | Jupiter Otafuku Mask | Gressil | Gaia Rock | Jupiter Prophet's Hat | Dread Hound | Gaia Rock | Mercury Riot Golves | Minos Knight | Yampi Desert Cave | Jupiter | ICC 8 Triton's Ward | Ocean Dragon | Treasure Isle | Mars Unicorn Ring | Sea Dragons | Aqua Rock | Mars Item | Enemy | Location | Weakness | Rarity | Dark Matter | Wonder Bird | Inner Islet Cave | Mercury | ICC 8 | | Dragon Skin | Winged Lizard | Yampi Desert Cave | Jupiter | ICC 7 | | Golem Core | Bombander | Anemos Sanctum(inn)| Mercury | ICC 7 | | Mythril Silver | Soul Army | Yampi Desert Cave | Jupiter | ICC 8 | | Orihalcon | Sky Dragon | Anemos Sanctum(inn)| Jupiter | | Salamander Tail| Pyrodra | Treasure Isle | Mars | | Stardust | Sand Scorpion | Yampi Desert Cave | Mars | ICC 7 | | Sylph Feather | Great Seagull | Treasure Isle | Jupiter | | Tear Stone | Gillman Lord | Treasure Isle | Mars | Item | Enemy | Location | Weakness | Rarity | Mist Potion | Grand Chimera | Magma Rock | Mercury | | Macetail | Jupiter Lighthouse | Mercury | | Psy Crystal | Grave Wight | Anemos Sanctum(inn)| Jupiter | ICC 6 | | Wise Gryphon | Magma Rock | Jupiter | | Lich | Magma Rock | Jupiter | | Water of Life | Fire Bird | Mars Lighthouse | Mercury | ICC 7 | | Chimera Worm | Inner Islet Cave | Mars | ICC 6 | | Living Armor | Ankohl Ruins | Jupiter | | Pheonix | Magma Rock | Mercury | *Credit Link Kirby. NOTE: For any item that does not show the ICC, assume it needs an ICC 7 to drop. --------------------------------------- | Unleash RN Values/Percentages - 08 | --------------------------------------- If you do an Unleash, then in general, two more RNs are rolled. The 1st of these dictates whether the special activates or not. In the case of Excalibur and Tisiphone Edge, this determines how many 'hits' it does. For Vengeance, it will do: 1 Hit : 179 - 255 (30%) 2 Hits : 128 - 178 (20%) 3 Hits : 0 - 127 (50%) For Legend, it will do: 1 Hit: 153 - 255 (40%) 3 Hits: 0 - 152 (60%) ----------------- | Wrap up - 09 | ----------------- That basically sums up everything you NEED to know about RNG Methods. If you have any more questions, look at Link Kirby's RNG FAQ (http://db.gamefaqs.com/portable/gbadvance/file/golden_sun_2_random.txt), or the Gamefaqs.com, GS: TLA, message board. If you still have any other questions that cannot be answered, then feel free to email me at: webmaster@infinity-stuff.com ---------------- | Credits - 10 | ---------------- Link Kirby - He inspired me to write this "crash course" to RNGs. Members of GSA, GSS, GSR - To answer any questions they may have. Terence - Without him, we wouldn't be fooling around with this stuff. Rena Chan/Scythe/Monty/everyone on the TLA message board(Gamefaqs) who helped with testing and a lot more. CobraGT - Added information about Weapon unleash RNs. ------------------ | Copyright - 11 | ------------------ This guide may be displayed on any site. This may be not be reproduced under any circumstances except for personal, private use. It may be placed on any web site without advance written permission if all parts of this are kept intact and credit is given to me. Use of this guide on any other web site without credit to me or as a part of any public display is strictly prohibited, and a violation of copyright. You do not have my permission to add me to your MSN or distribute my email for any intention other than RNG help.