How many djinn in golden sun




















Type : Reflux. Found inside the Tundaria Tower. As you complete it, you'll eventually slide down a frozen waterfall, dropping into a room with a sliding puzzle. From there, go left, up, right, up, left, down, right, up, right. Type : Core. On the overworld in the forest south-southeast of the Jupiter Lighthouse.

However, this patch of forest is only reachable by docking the ship on the shoreline west of the Jupiter Lighthouse. Type : Tinder. In the Hesperia Settlement, push the box down left side, climb down and push it to the right, climb down again and use Move to move it right, and use that to reach this Djinni.

Type : Shine. When Isaac has joined your party, find a stump behind the Inn of Contigo and use Force on the stump.

Force is a Psynergy that is obtained by transferring data. Type : Fury. In Magma Rock, deep inside on a ledge in the top left corner of the room. Type : Fugue. After reviving the Mars Lighthouse and meeting with the Mercury Djinn Balm, you'll eventually make your way back to the entrance to clear out the ice.

When the dragon head on the right is freed and Blaze is used to blow away the ice, it'll uncover a hidden doorway leading to this Djinni.

Type : Breath. Found in the Shrine of the Sea God. You have to chase it for a bit before you're given the chance to trap it. Follow the tracks and when they disappear into the water, take the stairs on the left.

Crossing the bridge will show it fleeing north, so return and take the bottom staircase. Type : Blitz. Found in the Yampi Desert in a wide open area with many wooden stakes.

If you're coming from the east side, use Pound on the first one and go up through it, run past the two that are together, and press down the next you see, which is north of the Djinni.

Go up and press down the next stake which unveils a way to climb up and reach the Djinni. Type : Ether. Use Reveal in the northern part of Garoh to find Maha's home. After talking, you will rest at the inn until daytime. Find him again to talk before receiving a gift. Type : Waft. Found at the end of the Kibombo Mountains past the crate with the bone on top.

Without going too far down the mountain, explore around for a puddle and use Frost. Retrace your steps and climb up a little to use it as footing. Then you can climb up the vines and use Growth on the sapling. Type : Haze. Go to the southern part of Apojii Islands where the beach is.

Use Felix's Sand to go east and into a second area. Go down the waterfall and enter it to find a cave. Use Whirlwind on the third batch of leaves from the left. Type : Wheeze. Found on the overworld southwest far from the Tundaria Tower. Type : Aroma. Regardless, a Djinni is always offering stat bonuses, class changes and participation in Summons, so all Djinn are necessary to an extent, and one should never be skipped simply because another Djinni exists that does the job a little bit better.

This redundancy in Djinn unleashes gives the player more flexibility when setting Djinn on standby before entering a boss battle. Also, Djinn with effects that causes status conditions or debuff on stats can apply to bosses.

This is something that cannot be normally done by normal Psynergy, items, or unleashes. This means that you can use Djinn to make bosses paralyzed and debuff their defenses while readying yourself for summons. This does not apply to instant-death related status such as Curse or instant-death itself for obvious reasons.

Golden Sun Universe Explore. Games and media. Brawl 4-Koma Gag Battle Manga. Main categories. Explore Wikis Community Central. Register Don't have an account? Send Skip Hide. Message Sent. Hope this helps all you people, especially you guys posting on the message board every day about the Djinn Locations. Note: When a Djinni runs away from you in a cave, leave the screen and come back. They should be there again, waiting for battle. Thanks Kevin Quindlen for that useful info.

When you are fighting the ones on the world map, if they run away, you will encounter them again in that same area. You'll have to 'Move' a pillar over from the bottom area, so you can reach the Djinni later on the top area. Next, head south to walk on the fence. Use 'Whirlwind' to clear the vines, and enter the cave.

Go behind the tree house that the fence that surrounds the Djinni connects to. There will be a secret tunnel leading to it. Slip and slide around until you reach the frozen cave, to get this one. Eventually, you'll be able to walk through some, and in the room with 6 waterfalls, pick the right one, and you'll find this Djinni. Solve a simple puzzle to reach it. Wait for her to bring the water to the 2nd door on the right, 1 step south of it.

When set, a Djinni can be "unleashed" to use their special powers. Although many are attacks dependent on the Adept's Attack and often containing additional effects , most of these powers are beneficial in other ways, such as healing, bolstering the party's statistics, or one of a variety of effects truly unique to the Djinni such as Kite and Aurora. After being unleashed, Djinn are changed into standby mode.

Outside of battle, players can change Djinn between set and standby at will. Players can set a standby Djinni during battle as well, although only one Djinni can be set at a time and it will take up that Adept's action for the turn. After spending enough time in recovery, Djinn are automatically set.

After being unleashed while set, a Djinni enters standby mode. When Djinn are on standby, they can be used to perform Summons , easily the most powerful attacks in the games.

In order to perform any given Summon, enough Djinn of the correct element s must be on standby. After the Summon is completed, these Djinn are put into recovery. After being used for a Summon, Djinn enter recovery mode.



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