Stealthy Scout enemy line

The Stealthy Scout and Tua Warrior are enemy types found in Golden Sun: Dark Dawn. These enemies, which are soldiers from Tuaparang armed with crossbows, are palette-swapped variants of each other that have differing levels of power and defense and are fought in different locations in the games. This monster line includes one boss.

Stealthy Scout
The Stealthy Scout (なぞのへいし Nazo no Heishi) is a blue variant and is the third boss in Dark Dawn, where a group of three ambush the party near the Psynergy Vortex in Konpa Cave. The Stealthy Scout uses the following battle commands:
 * Paralysis Shot: Used 3 out of 8 times, the enemy shoots a single adept with a purple projectile, dealing an attack equal to its normal physical attack. This attack also has a chance of inflicting Stun.
 * Stifle Shot: Used 2 out of 8 times, the enemy shoots a single adept with a tan-colored substance, dealing an attack equal to its normal physical attack. This attack also lowers the target's Agility.
 * "Scouting the Area": Used 2 out of 8 times, this ability doesn't do anything except have the battle text read "Stealthy Scout is scouting the area!"
 * Attack: Used 1 out of 8 times, this is this enemy's standard physical attack.

This enemy also carries the following consumable items which it may use in place of a move from its normal move list each time it acts:
 * Psy Grenade: The party is hit by a purple-colored explosion that causes them to lose PP. Has a power rating of 30.
 * Herb: An item that restores roughly 50 HP to either the user or an ally.

Felling a Stealthy Scout yields 266 Experience Points and 142 Coins, but if the player manages to land the finishing blow with any offensive Djinni, its rewards increase to 346 EXP and 186 Coins. Since there are three enemies, the minimum reward will be 798 EXP, 426 Coins, and the maximum reward will be 1038 EXP and 558 Coins. Also, players are guaranteed a single Psy Grenade.

Strategy
This Boss Battle can be challenging due to the Psy Grenades the Scouts carry. Though the PP amounts lost are not high, the effect is magnified since the party will not have high PP amounts to start with. Thus, it is nearly a certainty that the party will lose all PP during the course of the battle, preventing the use of Psynergy.

Before the battle, the player should stock up on herbs, as they will become the main source of healing. If the player battles Zombies in Konpa Cave, they can stock up on Elixirs which are useful in countering Paralysis Shot's side effect. When attacking the player should focus on Unleashing Djinn and Summons, and should focus on taking out one Scout at a time, as this will reduce the danger of the battle. Luckily, the Stealthy Scouts are weak to all forms of Psynergy, and thus the player can focus on an all out assault.

Tua Warrior
A Tua Warrior (ツァパランへいし Tsaparang Heishi) is a grey and red variant. A Tua Warrior uses the following battle commands:
 * Paralysis Shot: Used 3 out of 8 times, the enemy shoots a single adept with a purple projectile, dealing an attack equal to its normal physical attack. This attack also has a chance of inflicting Stun.
 * Stifle Shot: Used 2 out of 8 times, the enemy shoots a single adept with a tan-colored substance, dealing an attack equal to its normal physical attack. This attack also lowers the target's Agility.
 * "Scouting the Area": Used 2 out of 8 times, this ability doesn't do anything except have the battle text read "Tua Warrior is scouting the area!"
 * Attack: Used 1 out of 8 times, this is this enemy's standard physical attack.

This enemy also carries the following consumable items which it may use in place of a move from its normal move list each time it acts:
 * 3 Herbs: An item that restores roughly 50 HP to either the user or an ally.

Felling a Tua Warrior yields 13,720 Experience Points, 520 coins, and they are guaranteed to drop some Water of Life. If felled by the effects of any Djinni, its rewards increase to 17,836 EXP and 676 Coins. Tua Warriors are the only enemies randomly encountered in the Apollo Sanctum, thus making them the "final" random monsters of the mandatory game. However, they will not appear until a certain cutscene is triggered.

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