.: Djinn Guide
What is a Djinni?
Monster Summons
Set and Standby
Djinn Locations
Djinn Powers
Join or Attack?
Djinn Stats
Djinni Through Data Transfer
Last Chance Djinni
What is a Djinni?
Djinn are creatures that grant new and powerful types of Psynergy. They can do a lot of damage,
and can summon monsters to help you in battle. While some Djinni can be in plain sight, the others are found by solving puzzles
or locating hidden areas. Djinn will join your party right away, but if they have their doubts, you'll have to take them on
a battle. Win and the Dijinni will join your party. If they run away during a battle, leave the area and come back, they'll
be waiting in the same spot. There are a total of 72 Dijinn in the game, 18 of each element -- Earth, Fire, Wind and
Water.
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Monster Summons
If you have more than 1 Djinni of a certain element, they can summon gigantic monsters that
do a ton of damage. This chart shows the 16 monsters you can summon using 1-4 Djinni of a certain element.
If you have different amounts of different elemental Djinni, they can summon new gigantic monsters.
This chart shows the 13 monsters you can summon using more than 1 of any element of Djinni possible. All you need are the
Stone Tablets found all over Weyard!
Monster |
Description |
 |
 |
 |
 |
Effect |
Azul |
An awakened dragon of the deep. |
3 |
0 |
0 |
4 |
|
Catastrophe |
The embodiment of destruction. |
0 |
3 |
5 |
0 |
|
Charon |
Boatsman of the river Styx. |
8 |
0 |
2 |
0 |
|
Coatlicue |
A goddess bearing the water of life. |
0 |
0 |
3 |
3 |
|
Daedalus |
Master craftsman of ancient times. |
3 |
4 |
0 |
0 |
|
Eclipse |
The dragon whose wings span the skies. |
0 |
0 |
2 |
3 |
|
Flora |
The wind rider, goddess of flowers. |
1 |
0 |
2 |
0 |
May inflict sleep to foes. |
Haures |
A beast that sunders darkness. |
3 |
2 |
0 |
0 |
|
Iris |
Goddess of rainbows, guide of souls. |
0 |
9 |
0 |
4 |
|
Megaera |
The goddess of vengeance. |
0 |
1 |
1 |
0 |
Raises party's Attack, may lower foe's Attack. |
Moloch |
The sacred ice monster. |
0 |
0 |
1 |
2 |
May slow down foes. |
Ulysses |
A legendary wandering mage. |
0 |
2 |
0 |
2 |
May paralyze foes. |
Zagan |
Earth's might enflamed. |
1 |
1 |
0 |
0 |
May slow down foes. |
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Set and Standby
There are 2 settings linked Djinn could be in, Set and Standby. Each Djinn
have a special power. A Set Djinni is when it is ready to use its power in battle. Once you've used that power, it automatically
goes into Standby. Djinn in Standby mode can summon monsters, but when you do, you'll lose some of your stats, attacks, and
maybe change to another class, until the Djinn is Set again. Djinn work best with characters of the same elements, like the
Earth Djinn working best with Felix. On the Djinn screen, Djinn in red text means that they are in Standby mode, white
text means that they are Set, and yellow text means that they are recovering from summoning monsters. You can press
"R" on the Djinni to Set or Standby, except for recovering Djinni.
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Djinn Locations
Here is a complete list of where the Djinni hide in the whole entire game!
Echo - You'll meet this Djinni when you first step onto the world map from Daila.
Iron - Found in the World Map west of Madra.
Steel - Found inside the Gabomba statue.
Mud - Found in the Gabomba Catacombs.
Flower - Solve the puzzles in the Taopa Swamp so the Djinni falls down. Then fall down the second slope from the left.
Meld - Found in the Islet Cave after the Animal Trading Sequence.
Petra - Found on the World Map northeast of Shaman Village.
Geode - Found in the Atteka Islet.
Salt - At the entrance of Contigo, use 'Scoop' in an area that's not covered in grass.
Crystal - Found in the Yampi Desert Cave. Use 'Teleport' inside, and use 'Scoop' on the moving object in the sand.
Mold - In Prox, after pushing this Djinni across the ice and into the snow, use 'Scoop' to dig it out.
Cannon - Found in the Dehkan Plateau after many series of puzzles.
Spark - Found in Mikasalla after using 'Scoop' near the sheep and chicken.
Kindle - Found near the end of the Gondowan Cliffs.
Char - Found in Madra after giving the old man the Healing Mushroom.
Coal - Give Uzume the Dancing Idol in Izumo.
Reflux - Found inside the Tundaria Tower after completing a sliding puzzle.
Core - In the World Map at the forest southwest of the Jupiter Lighthouse.
Tinder - In the Hesperia Settlement, push the box down the middle slope and use that to reach this Djinni.
Shine - When Isaac has joined your party, find a stump behind the Inn of Contigo and use 'Force' on the stump.
Fury - Magma Rock, deep inside on a ledge in the top left corner of the room.
Fugue - After reviving the lighthouse, you can break the ice at the entrance. Walk into the right doorway, and then
go up.
Breath - Found in the Shrine of the Sea God after trapping it.
Blitz - Found in the Yampi Desert after completing a puzzle.
Ether - Given to you by Maha in Garoh.
Waft - Found at the end of the Kibombo Mountains, Piers's must use his 'Frost' psynergy.
Haze - Found beside a waterfall in Apojii Islands, Felix's 'Sand' is needed to get there.
Wheeze - Found on the World Map southwest of Tundaria Tower
Aroma - Found on top of a ledge in Shaman Village.
Lull - After blowing up the wall in Loho and recieving the cannon, you can reach this Djinni on the ledge after climbing
a vine.
Gasp - In the end of Trial Road, use 'Hover' on the purple circle. Go to the left and enter the Shaman Village Catacombs.
Use 'Lift', get outside, and use 'Reveal'.
Whorl - Found inside the Jupiter Lighthouse.
Gale - Treasure Isle in the puzzle area requiring 'Lift'
Fog - Go back to the Kandorean Temple after learning 'Lash', use it to reach this Djinni.
Sour - Found northeast of Mikasalla on the World Map within a small forest.
Spring - Piers carries this Djinni when he joins your party.
Shade - Piers carries this Djinni when he joins your party.
Chill - Found on the World Map southwest of Niribwe.
Steam - Found inside Aqua Rock after using Piers's 'Parch' to dry the area.
Rime - Use 'Cyclone' at the very left of Ancient Lemuria to reveal Rime, then use 'Tremor' on the blue statue.
Gel - Found in Kalt Island.
Eddy - Trap this Mercury Djinni in the Shaman Village by using 'Lift' on the right boulders.
Balm - In the Mars Lighthouse, solve the ice puzzle.
Serac - In the Islet cave, use 'Tremor' on the blue statue in the second hallway.
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Djinn Powers
Echo - Attack with double strike.
Iron - Boister the party's Defense.
Mold - Strike a foe.
Crystal - Restore HP to all allies.
Steel - Siphon a foe's HP with a kiss.
Mud - Slow a foe with sticky mud.
Flower - Refresh allies and restore HP.
Meld - Launch a powerful team strike.
Petra - Turn a foe to stone.
Salt - Restore allies' status to normal.
Geode - Strike with a clod of earth.
Cannon - Strike with the power of Mars.
Spark - Revive an ally with cheers of support.
Fury - Call wandering souls to attack.
Fugue - Fatigue your foes to drop their PP.
Kindle - Increase all allies' Attack.
Char - Paralyze foes with a strong blow.
Coal - Rally your allies to boost Agility.
Reflux - Counter an enemy's attack.
Core - Strike through an enemy's defense.
Tinder - Revive a downed ally.
Shine - Dazzle foes and strike decisively.
Breath - Restore HP quickly.
Blitz - Numb a foe with a lightning strike.
Lull - Negotiate a temporary cease-fire.
Gale - Blast enemies with wind strike.
Ether - Focus will to restore PP.
Waft - Calm a foe with soothing scents.
Haze - Hide away to avoid damage.
Wheeze - Poison a foe as you strike.
Aroma - Restore everyone's PP.
Whorl - Take a deep breath and strike.
Gasp - Call the Grim Reaper on your foes.
Fog - Blind an enemy with fog.
Sour - Reduce foe's elemental resistace.
Balm - Revive all downed allies.
Serac - Strike a chilling finishing blow.
Spring - Restore HP with healing herbs.
Shade - Create a watery shield.
Chill - Strike to reduce a foe's defense.
Steam - Increase allies' elemental strength.
Rime - Seal a foe's Psynergy.
Gel - Weaken a foe's Attack.
Eddy - Speed up Djinn recovery time.
Flint - Strike a blow that can cleave stone.
Granite - Create a mighty earthen barrier.
Quartz - Revive a downed ally.
Vine - Tangle foes to drop Agility.
Sap - Attack a foe and steal HP.
Ground - Use gravity to hold a foe.
Bane - Attack with nature's venom.
Forge - Boost party Attack with flame's fury.
Fever - Wrap a foe in feverish delusion.
Corona - Boost party Defense with a heat aura.
Scorch - Stun a foe with a blast attack.
Ember - Restore party PP with passion's flame.
Flash - Block damage to party with a fireball.
Torch - Penetrate defense with a melting blast.
Gust - Attack with might wind gusts.
Breeze - Boost party Resistance.
Zephyr - Boost party Agility with swift wind.
Smog - Veil a foe's vision in smoke.
Kite - Attack twice next round.
Squall - Paralyze a foe with a storm.
Luff - Seal a foe's Psyenergy.
Fizz - Restore HP with calming water.
Sleet - Drench a foe to drop its Attack.
Mist - Lull a foe into deep sleep.
Spritz - Restore party HP with soothing mist.
Hail - Freeze a foe to drop its Defense.
Tonic - Heal all party ailments.
Dew - Revive a downed ally.
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Join or Attack?
Some Djinn join your party right away, but what about those that don't? This list/chart will
show you what battles you need to prepare for, and ones you just don't have to worry about. These will only show the new djinni,
not the ones transfered by password.
Currently being worked on..!
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Djinn Stats
When a Djinni is found, it becomes your ally. Your stats are raised as well! Here are the stats
of all 72 Djinn.
 |
Djinni |
HP |
PP |
Attack |
Defense |
Agility |
Luck |
 |
Echo |
+9 |
+4 |
+3 |
0 |
0 |
0 |
 |
Iron |
+11 |
0 |
+0 |
+2 |
+3 |
0 |
 |
Mold |
+8 |
0 |
+4 |
0 |
+2 |
+1 |
 |
Crystal |
+10 |
+5 |
+0 |
+2 |
0 |
0 |
 |
Steel |
+9 |
0 |
+4 |
+2 |
0 |
+1 |
 |
Mud |
+10 |
+4 |
+0 |
+2 |
+3 |
0 |
 |
Flower |
+12 |
+4 |
+0 |
0 |
0 |
0 |
 |
Meld |
+9 |
0 |
+0 |
0 |
+4 |
+1 |
 |
Petra |
+11 |
0 |
+0 |
+3 |
0 |
0 |
 |
Salt |
+9 |
+5 |
+0 |
0 |
0 |
+1 |
 |
Geode |
+12 |
0 |
+6 |
0 |
0 |
0 |
 |
Cannon |
+10 |
0 |
+3 |
0 |
0 |
0 |
 |
Spark |
+11 |
+6 |
0 |
0 |
0 |
0 |
 |
Fury |
+12 |
+4 |
0 |
0 |
0 |
0 |
 |
Fugue |
+11 |
+4 |
0 |
+2 |
0 |
0 |
 |
Kindle |
+8 |
0 |
+5 |
0 |
0 |
+1 |
 |
Char |
+9 |
0 |
+2 |
0 |
+2 |
+1 |
 |
Coal |
+11 |
+3 |
0 |
0 |
+3 |
0 |
 |
Reflux |
+9 |
0 |
0 |
+3 |
0 |
+2 |
 |
Core |
+8 |
0 |
+4 |
+2 |
0 |
0 |
 |
Tinder |
+12 |
+5 |
0 |
0 |
0 |
0 |
 |
Shine |
+9 |
+5 |
0 |
0 |
0 |
+1 |
 |
Breath |
+9 |
0 |
0 |
+3 |
+4 |
0 |
 |
Blitz |
+10 |
+4 |
+3 |
0 |
0 |
0 |
 |
Lull |
+11 |
+6 |
0 |
0 |
0 |
0 |
 |
Gale |
+10 |
0 |
0 |
0 |
+5 |
+3 |
 |
Ether |
+8 |
+4 |
0 |
0 |
+3 |
+2 |
 |
Waft |
+11 |
0 |
+4 |
0 |
0 |
0 |
 |
Haze |
+10 |
0 |
0 |
+2 |
+3 |
+2 |
 |
Wheeze |
+9 |
+3 |
+5 |
0 |
0 |
0 |
 |
Aroma |
+11 |
0 |
0 |
0 |
+3 |
+2 |
 |
Whorl |
+9 |
0 |
+4 |
+2 |
0 |
0 |
 |
Gasp |
+12 |
+5 |
0 |
0 |
0 |
0 |
 |
Fog |
+9 |
0 |
0 |
+2 |
+2 |
+1 |
 |
Sour |
+8 |
+4 |
+3 |
+0 |
0 |
0 |
 |
Balm |
+13 |
+4 |
0 |
+0 |
0 |
0 |
 |
Serac |
+12 |
0 |
+3 |
+0 |
0 |
0 |
 |
Spring |
+11 |
+5 |
0 |
+0 |
0 |
0 |
 |
Cascade |
+9 |
0 |
0 |
+3 |
0 |
+2 |
 |
Chill |
+10 |
+3 |
0 |
+2 |
0 |
0 |
 |
Steam |
+10 |
0 |
+5 |
+0 |
0 |
0 |
 |
Rime |
+10 |
+6 |
0 |
+0 |
0 |
0 |
 |
Gel |
+9 |
0 |
+5 |
+0 |
+2 |
0 |
 |
Eddy |
+9 |
0 |
0 |
+0 |
+3 |
+2 |
 |
Flint |
+8 |
+4 |
+3 |
0 |
0 |
0 |
 |
Granite |
+9 |
0 |
0 |
+2 |
+2 |
+1 |
 |
Quartz |
+10 |
+3 |
0 |
0 |
+3 |
0 |
 |
Vine |
+12 |
+4 |
0 |
+3 |
0 |
+1 |
 |
Sap |
+10 |
0 |
+3 |
0 |
0 |
+1 |
 |
Ground |
+9 |
+3 |
0 |
0 |
+3 |
0 |
 |
Bane |
+12 |
0 |
+4 |
0 |
0 |
0 |
 |
Forge |
+10 |
0 |
+2 |
0 |
+2 |
+2 |
 |
Fever |
+8 |
0 |
+3 |
0 |
+2 |
0 |
 |
Corona |
+12 |
+3 |
0 |
+3 |
0 |
+1 |
 |
Scorch |
+8 |
0 |
+3 |
0 |
0 |
0 |
 |
Ember |
+9 |
+4 |
0 |
+2 |
+2 |
0 |
 |
Flash |
+14 |
+3 |
0 |
+2 |
0 |
0 |
 |
Torch |
+9 |
0 |
+3 |
0 |
0 |
+1 |
 |
Gust |
+9 |
0 |
+2 |
0 |
+2 |
0 |
 |
Breeze |
+12 |
+5 |
0 |
+2 |
0 |
+1 |
 |
Zephyr |
+11 |
+3 |
0 |
0 |
+2 |
+1 |
 |
Smog |
+9 |
0 |
+3 |
0 |
0 |
0 |
 |
Kite |
+8 |
+4 |
0 |
0 |
+3 |
0 |
 |
Squall |
+10 |
0 |
+5 |
0 |
0 |
0 |
 |
Luff |
+11 |
+5 |
0 |
+2 |
0 |
+1 |
 |
Fizz |
+9 |
+4 |
0 |
+3 |
0 |
0 |
 |
Sleet |
+12 |
0 |
+3 |
0 |
0 |
+1 |
 |
Mist |
+11 |
0 |
+4 |
0 |
0 |
0 |
 |
Spritz |
+8 |
+4 |
0 |
0 |
+3 |
0 |
 |
Hail |
+9 |
0 |
+4 |
0 |
0 |
+1 |
 |
Tonic |
+8 |
+3 |
0 |
+2 |
0 |
+2 |
 |
Dew |
+13 |
+4 |
0 |
0 |
+4 |
0 |
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Djinni Through Data Transfer
This is one of the big main reasons why it is important to transfer data to the Lost Age cartidge.
When Isaac and party joins your party, they carry Djinni with them. This can mean either one of two things: They come
up with a short amount of Djinni, or, they come with all 28 Djinni from the previous game. Without link, they don't carry
all 28 Djinni. Why is this important? Many things, such as more attack force, and a secret that unlocks when all 72 Djinni
are found.
If you do come up one short for each element, (ex. You forgot to get Tonic in Lunpa Fortress
in Golden Sun) you do have a chance to get it in the Lost Age. It's always important to have all the djinni so you can boost
up your stats and summon the greatest of creatures!
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Last Chance Djinni
Missed a Djinni from the first Golden Sun? Not to worry, you're given one chance to get one
Djinni of each element from the first game. They're found in specific spots and are randomly named, depending on what Djinni
you're missing and if you didn't transfer your data. You'll get 1 of the 7 elemental Djinni from the old game, allowing you
to have 4 in total at the very end. If you missed more than one of one element, you're out of luck, since you're only given
one Djinni of one elementthat you missed. If you got all the Djinni from the first game and transfered your data, these Djinni
will not appear in these locations.
Venus - Found in Treasure Isle.
Mars - In Magma Rock, wandering around.
Jupiter - In SW Atteka Islet at the top of the cliff, use 'Lift' on the rock.
Mercury - In Prox, go up north where Puelle is and find a house with two people. Inside the house is the Djinni.