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Golden Sun Djinn Guide

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.: Djinn Guide

Djinni creatures can be very complex. I've assembled sections that would cover just about everything you'd need to know about them!


 

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.

 

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.

# of Standbys Earth Fire Wind Water
One Djinn Venus Mars Jupiter Mercury
Two Djinn Ramses Kirin Atalanta Nereid
Three Djinn Cybele Tiamat Procne Neptune
Four Djinn Judgment Meteor Thor Boreas

 

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.

 

Djinn Locations

Here is a complete list of where the Djinni hide in the whole entire game!

Flint - You'll meet this Djinni when you first step onto the world map from Vale. Flint is the only one visible on the world map.

Forge - In the Goma Cave, go through the passage until you see this Djinn on a ledge above a man. You'll have to Move a pillar over from the bottom area, so you can jump across to reach it.

Gust - In Bilibin, go to the east side of town, and climb the stairs, head south to walk on the fence, and use Whirlwind to clear the vines to reveal a cave. Move the statue out of your way to reveal the Djinni.

Granite - In Kolima, there is a fenced area with a Djinni, connected to a tree house. Go right behind the house and entering through the back leads to a secret cave. Complete it to reach the Djinni in the fenced area.

Breeze - While you're reaching the heart of the Great Tree Tret, you'll find this Djinni on a top branch while navigating the outside of the trunk.

Fever - In Imil find a snowman near the north. Move it to the left, then make your way down on the ice. Slide around in this puzzle until you reach the frozen cave in the north to reveal the Djinn.

Fizz - When Mia joins your party in the Mercury Lighthouse, she will already have this Djinn with her.

Sleet - As you progress through the Mercury Lighthouse, you'll come across a room with 6 waterfalls. Try to walk through all of them, and when you pick the right one, this Djinni will be found.

Zephyr - While navigating in the Fuchin Temple Waterfall, you'll come across this Djinn. Solve the puzzle to reach it.

Quartz - Eventually in the Mongall Forest, you'll have to solve a little puzzle to reach this Djinn.

Mist - In Xian, there is a girl that carries water back and forth. Take a look at the Djinn to see where you have to jump. Wait for her to bring the water at the right spot and talk to her, causing it to drop. Freeze the puddle of water, and go to the ledge above to jump across.

Corona - On the world map, go north of Xian, through a bridge, and onto a round island. Walk around until you get caught in a random fight.

Spritz - In Altin, there is a flood caused by water spitting monsters. Progress through until you beat them all to remove the water. You'll be able to see this Water Djinni on a ledge, and so solve the puzzle using the minecarts to reach it.

Smog - In the Lamakan Desert, you'll be searching circles of rocks to reveal water oasis to cool you down. Reveal all the circles of rocks to eventually find this one. Be careful of the heat!

Vine - When you exit the Lamakan Desert, go West until you're on a little round island. Walk around until you meet it in a random fight.

Scorch - In Kalay, go Northeast of town, and get on top of the 2 story house. Jump to the grass, and go North. Use Move to reveal a passage. Inside, push the statue in front of the pipe to stop the flow of water to reach the Djinni.

Sap - When you learn Reveal from the Lama Temple, go back to Vault. Walk along the ledge to reach a tower with a bell. Ring it and a Djinn will jump out to a hill on the side. Go back along the ledge, and use Reveal to find a hidden hole. Complete the cave to reach the Djinni.

Kite - When you learn Lift, go back to Vale to where Kraden's house is. Find a boulder on the fence by a person and use Lift. Go up to find a cave. The Djinn will run away, but you'll find a treasure chest when you meet it that enables a party member to learn Halt. Halt the Djinn to stop it.

Ember - In Tolbi, go outside the fence in the entrance and go East. Make sure you don't go far to enter the world map. Use Grow and Freeze, then go back inside Tolbi towards the Inn, then jump on to the frozen pillar to get this Djinni.

Ground - In the Kalay Docks up in the North, you'll find it behind a big rock. Take the boat and when you come out, go back to the Tolbi Docks except don't use the boat. Instead, go around the sea through the top to reach the Tolbi Docks. You're back, but through the top, where the Djinni is!

Hail - On the world map, go Northwest of Tolbi, then West to a vertical bridge. Go through it, then Northwest of another bridge. Walk around to get caught in a random battle.

Squall - In the Altmiller Cave, navigate through the whole cave until you find a puzzle of pillars, and a Jupiter Djinni. Push the first pillar on the left all the way to the right. Push the bottom pillar all the way up. Freeze the puddle, then push the pillar on the right to the frozen pillar. Get behind the second pillar from the top by stepping behind the pillar to its left to the frozen pillar. Walk around the room to the Northern pillar, and push it down to finish the puzzle.

Flash - In the Suhalla Desert, as you're traveling, you'll eventually high ledge you can stand on. Go left, standing on the ledge, using Reveal. As you use that power, you'll see flashing footprints. Follow it, and you'll come across Flash.

Bane - Right after you got the Djinn from above in the Suhalla Desert, there's a cave. Go inside, and out, and you'll find yourself beside a huge pink tornado. Don't use Douse! Let it sweep you out. You'll be dropped onto an island that's nowhere in the world map. Go inside the circle of mountains to go to Crossbone Isle. Navigate through this huge puzzling place to find this Djinn on the 6th floor. Use Halt to stop the Djinn from running around to get the final Venus Djinn.

Dew - In the Suhalla Gate, you'll come across three slides that takes you down a level lower. Slide down the right (third) to reach a slope with this Djinni.

Torch - In Lalivero, go East of town and enter a house with a ladder on the roof. Get on and walk around the building to get to the building that has a guard in front of the door (Babi's treasure room). Once you're on, jump to the next roof, climb the vine, and reach the final Mars Djinni.

Tonic - After you beat Toadonpa boss in Dodonpa's Fortress, revisit it a second time. Have you met Donpa yet? Find him, and talk to the lady in front of the door. After Donpa's orders, you're allowed to reach the final Mercury Djinn.

Luff - In the entrance of Babi's Tower, there's 2 ladders that go underground. Take the West one. When you reach underground, Move the pillar once to the West, then go on the other ladder in the East. Move the pillar out of your way. Jump over to get outside. Use Grow on the sapling, and head through the doorway and jump down the slide to get the final Djinn.

 

Djinn Powers

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.

 

Join or Attack?

Join Attack
Flint Forge
Gust Breeze
Granite Sleet
Fever Zephyr
Fizz Quartz
Kite Corona
Ember Spritz
Ground Vine
Flash Scorch
Bane Hail
Torch Squall
Tonic Dew
Luff ----
Sap ----
Smog ----
Mist ----

 

Djinn Stats

When a Djinni is found, it becomes your ally. Your stats are raised as well! Here are the stats of all 28 Djinn.

Djinni HP PP Attack Defense Agility Luck
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