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Djinn Goldsun 1
Djinn Goldsun 1
Flint Outside of Vale HP +8, PP +4, Attack +3 Strike a blow that can cleave stone.
Granite Kolima (Hidden entrance behind house) HP +9, Defense +2, Agility +2, Luck
+1 Create a mighty earthen barrier.
Vine Outside Lamakan Desert exit (Little Island northwest of exit on World Map) HP +12,
PP +4, Defense +3, Luck +1 Tangle foes to drop Agility.
Sap Vault (Ring bell on tower, use Reveal at tombstones, reach the end of the cave) HP +10,
Attack +3, Luck +1 Attack a foe and steal HP.
Ground Kalay Docks (Walk back around to Kalay Docks after riding to Tolbi Docks)
HP +9, PP +3, Agility +3 Use gravity to hold a foe.
Bane Crossbone Isle (Need Halt to stop him from running away)HP +12, Attack +4 Attack
with nature's venom.
Mars
Forge Goma Cave (Move a pillar near a man on the lower level to reach the ledge on the higher
level) HP +10, Attack +2, Agility +2, Luck +2 Boost party Attack with flame's fury.
Fever Frozen Cave in Imil (Move Snowman onto ice to use as one of the rocks) HP +8, Attack
+3, Agility +2 Wrap a foe in feverish delusion.
CoronaNorthern Island of Xian (World Map) HP +12, PP +3, Defense +3, Luck +1
Boost party Defense with a heat aura.
Scorch Cave in the upper right part of Kalay (Walk up two story building, jump across to a ledge
and move the statue and enter the cave, to your right move another statue to block the water pipe,
climb down and up the ladders to reach the Djinn) HP +8, Attack +3 Stun a foe with a blast
attack.
Ember Tolbi (at the entrance walk to the right along the edge of town and use Growth on a plant
near a ledge, use Frost on the water puddle and make your way to Ember)HP +9, PP +4, Defense
+2, Agility +2 Restore party PP with passion's flames.
Flash Suhalla Desert (Use Reveal on a ledge near the end of the desert to reach Flash, footsteps
will lead you to it) HP +14, PP +3, Defense +2 Block damage to party with a firewall.
Torch Lalivero HP +9, Attack +3, Luck +1 Penetrate Defense with a melting blast.
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Jupiter
Gust Bilibin HP +9, Attack +2, Agility +2 Attack with mighty wind gusts.
Breeze Tret Tree HP +12, PP +5, Defense +2, Luck +1 Boost party Resistance.
ZephyrFuchin Falls Cave HP +11, PP +3, Agility +2, Luck +1 Boost party Agility with swift
wind
Kite Vale Cave HP +8, PP +4, Agility +3 Attack twice next round.
Luff Road to Babi Lighthouse HP +11, PP +5, Defense +2, Luck +1 Seal a foe's
Psynergy.
Mercury
Fizz Mercury Lighthouse (Set to Fizz) HP +9, PP +4, Defense +3 Restore HP with
calming water.
Sleet Mercury Lighthouse (Behind waterfall) HP +12, Attack +3, Luck +1 Drench a foe to
drop its Attack.
Mist Xian (Talk to girl to spill water, freeze water) HP +11, Attack +4 Lull a foe into
deep sleep.
Spritz Altin Peak HP +8, PP +4, Agility +3 Restore party HP with soothing mist.
Hail Northwest from Tolbi past 2 bridges HP +9, Attack +4, Luck +1 Freeze a foe to drop its
Defense.
Tonic Dodonpa's Fortress (Beat Toadonpa, choose to stay and talk to Donpa) HP +13, PP +4,
Agility +4 Revive a downed ally.
Dew Suhalla Gate (Slide down 3rd slope) HP +8, PP +3, Defense +2, Luck +2 Heal all party
ailments.
List of summons
In Golden Sun
There are a total of sixteen summons in the first Golden Sun. All of them use one to four Djinn
of a single element and are available as soon as the party has enough Djinn to use them. These
summons have no secondary effects.
Name Djinn Required Base Damage HP Multiplier Power Boost
Golden Sun: The Lost Age has all the summons from Golden Sun plus thirteen new ones. The
new summons all use Djinn of two different elements and are acquired by picking up special
stone tablets. Each of these summons has secondary effects.
Name Djinn Required Base Damage HP Multiplier Power Boost Special Effect
Locations
10 Mars May lower enemy defense by 25% (maximum reduction is 50%). Indra Cavern,
requires Lash
10 Jupiter Increases all allies' attack ratings by 12.5% (maximum increase is 50%). Osenia
Cavern, requires Scoop
30 Mercury May cause targets to lose their turns.Izumo Ruins, requires Sand and Parch
30 Mercury May lower enemy attack by 25% (maximum reduction is 50%). Lemuria Spring
60 Mercury When Coatlicue is summoned, each adept is healed with a spell having a Mercury
power of 60. Then, at the end of the turn and at the end of each of the four subsequent turns, each
adept recovers 60% of their maximum HP, then 50%, 40%, 30% and 20%. Atteka Cavern,
requires Parch and
Wings of Anemos
100 Mars After everyone has finished their moves on the next turn, a missile hits the
enemies. It has 250 base Mars damage and its HP multiplier is 15%. dimRatio (see below) is 1
for all enemies hit by the missile. Yampi Desert Cave, requires Teleport
100 Jupiter Lowers each enemy's PP by 10% of its maximum PP. Islet Cave, requires
Teleport
100 Mercury Revives all allies and restores everyone to full health.