Being the thief that he is, Karn has the ability to unlock doors in various dungeons and towns you come across. Simply put him in the lead of the party, walk up to the locked door, and press the 'talk button'. This will unlock the door. Be aware that you will reach areas that have locked doors early in the game, but Karn will not be with you. Take note of these places and travel back to them once Karn joins you. Karn can also discover traps while he is in the lead of the party. The ability to discover and disarm traps from chests saves you healing items. He can also discover other traps like holes, but be aware once he discovers them and the trap is revealed, it is your responsibility to avoid it.
This is a very useful ability. Since Karn is part of a thief family that holds great 'powers', he is able to wield these 'powers' himself. There are four members of this family you can take lessons from. Unlike Ryu's Dragon Trials, Karn can simply obtain these powers by simply talking to these family members. However, be warned that these members are kind of hard to find, and you must have certain characters to REACH them and talk to them. Another thing to note is Karn must-be-the-one-to-speak-to-them, or they won't teach him the fusion. These fusions combine Karn with various party members. Unlike Ryu's transformations, Karn can remain in his transformation inside and outside of battle. They also cost AP ONLY when you transform. These forms can perform regular battle commands as well (attack, use item, defend, etc). They also boost Karn's attributes dramatically, and gives him a new amount of HP. If you take a look at your spell list while you are transformed, you will see 'revert'. Similar to Ryu's transformations, Karn, in his fused state, is immune to all status ailments except stun (unconcious), so shock (rub) spells work. Karn can't have ANY kind of status ailment before he transforms, or he won't be able to fuse. Also, Karn can revert back to his regular form, for reasons such as needing another party member's skills to access certain areas. Reverting seperates Karn with the characters he fused with. Once Karn gains access to his first fusion spell, it is ALWAYS recommended he combats in fusion form. Even when the suitable characters are fused with Karn, they still earn normal EP and GP in battle. So there isn't really a downside to fusing, EP gain is the same. The only difference is that you have the essence of an extra 2 or 3 characters with you! If Karn's fusion form dies in battle, the characters are automatically unfused, and Karn is the ONLY one who is laid unconcious on the battle field. As for a tip: If a character Karn is fused with levels up and their HP is raised, have Karn revert and then fuse again to recieve MORE HP than before. The HP bonus doesn't take effect until Karn REVERTS and then FUSES AGAIN- just a little thing to note. Listed below are the four fusion spells Karn can learn, as well as who he fuses with, how much AP they cost, and the location and point of when and where you can learn them.
Fusion Name | AP Cost | Fused Characters | Added Abilities | Location | Earliest to Obtain | Rating |
---|---|---|---|---|---|---|
Shin | 10 | Karn, Bo, Gobi | Hunts Faster than Bo/Walks through Forests | Behind Shelf in Gant Guild | After Obtaining Ox | **** |