Golden Sun: Dark Dawn - Djinn Guide
The Djinn guide in the game now records an excerpt about the Djinni as well as where it was first met. Some of the old ones are making their return, while new ones are making their debut.
Ever wonder why it has been said there were over 80 to collect? That's because there are 83 entries in the encylopedia. Some of them belong to Isaac and Garet, so you don't get to keep them.
"Point of No Return"
One of the most frowned upon aspects of Dark Dawn is losing access to previously visited places... permanently.
Here, we've identified some points in the story that you should look out for. You can miss a lot of Djinni in the end, so be sure to check before reaching any point!
Note: Even though the walls close off the entrance to Belinsk Ruins, you can still use Retreat until Point 3 is reached.
Flint
This spirit was Isaac's very first Djinni. Flint talks a great deal, but is both knowledgeable and nice, so no one complains.
Strike a blow that can cleave stone.
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Found on the Overworld as soon as you take your first few steps forward. The group thinks that it's a good chance to capture it, but Flint responds that it isn't necessary -- Isaac was worried so he sent Flint to be with you.
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Forge
This bolstering spirit is encountered at Patcher's Place. Forge's blazing flame stirs allies to greater ferocity in battle.
Boost party Attack with flame's fury.
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At Patcher's Place, run up to the higher levels of the store until you are outside. Climb up the cliff to the left of the Djinni to reach the Psynergy Training Grounds. Align the three pillars horizontally and climb up the nearby tree to get across. Hop on top of the tree to the right, climb down, and use Growth on the sapling to climb down.
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Chill
This spirit of intense cold is found at Carver's Camp. Chill's attack renders enemies brittle and vulnerable.
Shatter a foe's defense with numbing cold.
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Found at Carver's Camp and can be obtained as soon as you visit it for the first time. In the southeastern part of the area, there's a tree beside a villager you can hop on. Climb down, use Growth, and you'll reach the Djinni.
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Gust
This fleet spirit is first encountered at the Goma Highlands Road. Gust's tremendous speed always gets the jump on an enemy.
Buffet foe (perhaps twice) with gale force.
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Complete Goma Highlands Road and enter Carver's Camp. In the northwest area, go around the house and use Move on the pillar twice to bring it down to act as a bridge back to the west. Use Fireball on the nearby cart, hop in, and use Fireball to go. Head up to meet with the Djinni.
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Fever
This spirit of dreams and hallucinations is found near Konpa Gate. Fever's power overheats a foe's brain, causing delusional thinking.
Damage and delude a foe with a heat haze.
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South of the east exit of the Lumber Yard on the World Map.
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Flower
This flower spirit is found by the gate to the Konpa ruins. Flower's sweet scent has a refreshing and healing effect.
Refresh allies and restore HP.
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Found at Konpa Gate. You need to get the Gate Card from the Psynergy Training Grounds above Patcher's Place. When you get through, climb up to the higher level and jump on the tree. When the Djinni sees you and hides, use Whirlwind to reveal it.
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Jolt
This lightning spirit is first encountered at the Konpa ruins. Jolt generates a shock that can bring an unconscious ally around again.
May revive a downed ally with sharp shocks.
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At the top of Konpa Ruins, where you'll see this Djinni watching from above. Enter the room below it and solve the puzzle to earn the Grip Crystal. Outside, use Grip to get closer to the Djinni. After it goes up, go around counter-clockwise to chase it back to the pole. Go clockwise and use Grip on the pole behind it to crash into it.
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Sleet
This spirit of crystallized ice joins the party with Rief. Sleet's attack wraps enemies in blinding cold, making fighting more difficult.
Slash a foe with ice to reduce its Attack.
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Rief has this Djinni when he joins your party.
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Cinder
This spirit of fire's last remnants is first met in Harapa. Cinder can ignite vigor in an unconscious ally through sheer determination.
Usually revives downed ally with life embers.
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Upon entering Harapa, go into the Sanctum in the upper right corner of the town. It is the white sparkle icon indicated in the upper map. Once inside, go up the staircase and through the door to end up outside again. Use Rief's Douse on the flame slightly northwest, hop over, and continue upwards into the Harapa Ruins.
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Ether
This spirit embodies the winds at the highest altitudes and is found in western Kaocho. Allies find Ether's presence calming, even in the midst of battle.
Focus will to restore PP.
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In the forested area between the Passaj Mountain Climb and Kaocho.
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Bark
This tough spirit is first met on the Passaj Mountain Climb. Bark's rough hide can protect allies like a shield.
Create a protective barrier against attacks.
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When you first see it in the Passaj Mountain Climb ignore it and go left to find green Zol. Use Whirlwind on it and use it to move on. To solve the small puzzle, slide the Zol right. Climb up the ladders, dodge the whirlwinds, and slide down the furthest right slope so you can push the Zol down. Slide it to the right to create the path.
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Steel
This love spirit is first found in Kaocho. Steel's attack is a vitality-stealing kiss that leaves enemies wanting more.
Attack and siphon a foe's HP with a kiss.
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Enter the palace area of Kaocho. At around the middle part of the staircase, use Grip and pull yourself to the left flag pole. Go down the ladder, and head down with the river by your side to the town part of Kaocho. Steel is just a lily pad away.
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Breath
This spirit embodies living breath and is found in Ayuthay. Breath specializes in healing allies in the nick of time.
Restore an ally's HP before others can act.
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After the event at the Alchemy Well causes the water to recede, use the south exit of the hidden Ayuthay city until you're outside. Stand on the raft to the left and use Whirlwind to push you down and right. Get off and hop on the next raft. Go down, left, up, right, and get off here. Hop on the lily pads to the right and climb up that ladder.
If you missed the Djinni, returned at a later point, and the water level is up, ask the man at the entrance to take you across. Use the raft nearby and go right, then hop on the lily pads to get to where you need to be.
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Surge
This geyser spirit joins the party in Barai Temple. Surge can conjure a hot-spring effect that relieves fatigue for allies.
Restore party HP with a stream of life.
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In Barai Temple. Be nearby and use Fireball on the Djinni to make it move. Use Arid Heat on the bowl if there's water in it so you can climb down to it.
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Mist
This spirit has influence over sleep and joins your party along with Amiti. Mist's attack enshrouds a foe's mind, making it ready for sleep.
Attack and lull a foe into deep sleep.
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Amiti has this Djinni when he joins your party.
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Mellow
This spirit of calm waters befriends the party along with Amiti. Mellow's untroubled aura shields the party from hostile Psynergy.
Boost party Resistance with a moist sheen.
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Amiti has this Djinni when he joins your party.
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Claw
This spirit represents aggressive sea life and joins the party along with Amiti. Claw's attack leaves a foe more vulnerable to Psynergy.
Attack to drop an enemy's Resistance.
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Amiti has this Djinni when he joins your party.
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Vortex
This spirit embodies whirlwinds and is found in the Ouroboros. Vortex's attack leaves enemies dizzy and unable to see straight.
Attack and delude a foe with whirling air.
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Middle-left map of Ouroboros B2F. Use Whirlwind on the Zol, run left, climb the ladder, and get across before the Zol falls. Use Move on the right snake statue and push it left. Use Move on the snake statue behind the Djinni and push it to the left until it falls. Head to the far left to slide down. Push the Zol to the right. Use Whirlwind on the Zol and make it across to the Djinni.
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Brand
This spirit represents fire's controlling aspect and is found in Passaj. Brand can lock an enemy's Psynergy in place with a heat seal.
Lock enemy Psynergy with low failure rate.
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Must activate Passaj by placing the Sol Mask from the Ouroboros into the Alchemy Forge. Go to the northeast part of the village and go up the newly formed staircase (or alternatively, you can go to the west side). Run through and exit south using the left exit. From there on it's fairly straight forward.
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Serac
This spirit represents the overpowering cold of a glacier and is met at the Harapa ruins. Serac's attack sucks all heat away from the environment instantly.
Strike a chilling finishing blow.
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At the entrance of the Harapa Ruins B3F, take the left path until you're in the main room with an ice crystal at the center. Hug the NW part of the room and enter the doorway on the left side. Step on the button to open the doors, then go south all the way. Slide on the ice to the east side of the room. Go in the left door. Push the statue all the way to the left. Use it to slide left to the main room. From here, move up, right, down, left, up, left, down, right, down.
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Lava
This spirit represents fire's power to melt and is first met in Kaocho. Lava's attack is hot enough to melt enemy defenses, leaving foes vulnerable.
Drop enemy Defense with volcanic gases.
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After Amiti joins, go to Kaocho. The tea house will now be open. Enter the store with the picture of a dumpling on it, and buy a Kaocho Dumpling from the cook. Talk to the man in town who is blocking the way to the Djinni and he'll move. Hop over the lily pads.
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Brick
This spirit is found in Harapa. Brick's control over stones allows for the instant creation of defensive barriers.
Boost party Defense with a hard covering.
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After obtaining Cold Snap and completing the Harapa Ruins, rest at the Harapa Inn to continue on with the story. Before you leave, go to the SW area of town and use Cold Snap on the puddle. Go to the east exit, but before completely exiting out, look to the left for a sapling. Use Growth and make your way to the ice pillar so you can enter the house.
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Doldrum
This spirit represents still air and is found at Craggy Peak. Doldrum can hold an enemy in place by encasing it in unmoving wind.
Stop enemy movement with still air.
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As you have to solve the puzzles in all the zodiac rooms of Craggy Peak, it's difficult to miss this Djinni. It's inside one of the final rooms (Taurus) trapped inside the jaws of a lion head, but using Fireball on it will free it. Rotate the middle staircase to reach it.
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Fury
This spirit embodies hot rage and is first met at Te Rya village. Fury summons the souls of those who died in anger to attack enemies.
Call haunting spirits to harm your foe.
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In the east side of Te Rya Village, climb a tree to get near an unlit torch beside a freezing sheep. It'll move out of the way so you can reach the Djinni.
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Dewdrop
This spirit carries the refreshing feeling of morning dew and is met near the Teppe ruins. Dewdrop cleanses the party of toxins and the like.
Cure party status effects with fresh dew.
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Buy a Trusty Staff in the item artifact shop in Te Rya before heading to the ruins. Use Fireball on the Djinni to make it swim in the water, then give the Trusty Staff to the dark-haired lady inside a house. Follow her out and she'll fish the Djinni out.
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Fleet
This spirit of energetic winds befriends the party along with Sveta. Fleet's vigor inspires allies to act faster.
Boost party Agility with wind at your back.
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Sveta has this Djinni when she joins your party.
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Waft
This uplifting spirit joins the party along with Sveta. Waft's soothing fragrance lulls an enemy to sleep.
Smite and lull a foe to sleep with aromas.
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Sveta has this Djinni when she joins your party.
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Bolt
This electrical spirit joins the party along with Sveta. Bolt's constantly charging current shocks a foe senseless.
Attack and stun a foe with electric force.
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Sveta has this Djinni when she joins your party.
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Breeze
This spirit of soft winds joins the party with Sveta. Breeze's calming influence shelters the mind from harmful Psynergy.
Boost party Resistance with a gentle wind.
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Sveta has this Djinni when she joins your party.
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Haze
This spirit of swirling vapors joins the party with Sveta. Haze can grant temporary sanctuary to a friend in the form of concealing mists.
Hide away to avoid damage.
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Sveta has this Djinni when she joins your party.
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Vine
This spirit has influence over seeds and is found in the Teppe ruins. In battle, Vine plants seeds that grow with amazing speed to hamper foes.
Tangle multiple foes to drop Agility.
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Teppe Ruins in a large room shortly before the exit. There's a patch of grass to the south. Move the pillar up one to block its path in the grass.
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Furrow
Desire is the province of this spirit, who you first meet in Belinsk. Furrow's attack takes vitality from foes by force.
Drain an enemy's HP.
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Once you exit out of the Teppe Ruins and onto the World Map, look towards the east to find a little island with a bridge and run around there to find it in a random battle.
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Spout
This torrential spirit is met in Belinsk. The force of Spout's watery attack leaves behind a mist that obscures a foe's vision.
Spray foe with painful, blinding mists.
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Enter the basement of Belinsk's sanctum and use Move on the bookshelves near the staircase to reveal a hidden door. Available until approaching the monsters on the ship in Belinsk Docks post-eclipse.
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Torrent
This spirit represents powerful currents and is found in Belinsk. Torrent's tremendous energy is contagious and makes the whole party move faster.
Boost party Agility with a surge of energy.
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NE area of the city, Belinsk Docks. Move the left box once to the right. Move the right box down two times, left once. Use Cold Snap on the puddle to complete the bridge. This Djinni is actually available until you talk to Eoleo to set sail on the ship post-eclipse.
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Gears
This spirit of inevitability is found north of Border Town. Gears can force evil beings to turn on one another.
Force a foe to attack another.
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Met on the world map north of Border town, along the coastline where there's no beach.
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Sirocco
This sandstorm spirit is first encountered in Border Town. Sirocco's swirling winds reduce enemy visibility to zero.
Scour and delude a foe with a sandstorm.
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Enter the building at the bridge and climb up to go outside. Use Grip to move to the house on the right and go downstairs.
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Coral
This spirit embodies the life-giving properties of the sea and is first met at Port Rago. Coral's aura restores life and health to the injured.
Restore party HP with the life-giving seas.
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Port Rago Canal. Near the front of Briggs's ship is a bowl. Use Arid Heat on the bowl to lower the level, then go up into the new revealed passage.
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Glare
This light spirit is first encountered at the Dream Tree. Glare emits light intense enough to blind and injure an enemy.
Damage and delude a foe with heat glare.
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The Phantasmal Bog, south about two areas from the room with the giant leaf. Cold Snap the puddle, then push the vertical log to the right. Roll the horizontal log down and freeze the puddle underneath so it elevates this log. Use it to reach the Djinni.
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Wisp
This spirit of lingering fragrances is first met in Saha Town. Wisp can refresh the mind and heart with invigorating aromas.
Restore party PP with refreshing fragrances.
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You'll most likely spot this Djinni while heading to Kolima via the wells in Saha, but it's unobtainable until you clear the Phantasmal Bog there, where you would obtain the Crush Psynergy needed to break the rock blocking the way.
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Garland
This tree spirit is found in Kolima Village. Garland has a pleasant fragrance that immediately refreshes and relieves fatigue.
Refresh an ally and restore HP.
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Kolima in the branches of the Djinn Tree. Start by entering the item shop, then make your way around by hopping from branch to branch.
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Pewter
Laurel uses this spirit of emotion as her envoy, sometimes to her regret. Pewter's attack can penetrate strong defenses with molten metal.
Attack with molten metal through defenses.
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Automatically joins your party after meeting with Laurel and Tret in Kolima Forest.
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Teardrop
This spirit embodies tears shed in grief and is encountered in Kolima Forest. Teardrop's own tears can bring people back from the brink of death.
Usually revive a downed ally with grieving.
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West part of the Kolima Junction. Roll the vertical log to the left so it meets up with the other two. Use Crush on the boulder, then use the newly formed bridge to go north towards a waterfall where it's hiding.
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Puff
This spirit of clouds is first encountered at Talon Peak. Puff fills enemies with cloudstuff until they burst.
Inflate an enemy to bursting.
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Talon Peak after defeating the Mountain Roc. Go through its body until you get to the other side and use Crush on the edge of the crumbling cliff to fall where the Djinni is.
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Chasm
A spirit of the void, this Djinni is found deep in the Belinsk ruins. The vacuum within Chasm draws everything in.
Send damage the party takes to the void.
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Belinsk Ruins B2 after passing through the Sun/Moon/Matter gate. Crush the top right peg and use them to hop to the west side. Crush the peg beside the Djinni to elevate it where it'll hop off. Crush the peg that it was on so it doesn't have anywhere to run.
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Pincer
This spirit represents peaceful sea life and is met in Belinsk. Pincer's attack erodes an enemy's ability to resist Psynergy.
Pinch enemy to drop its Resistance.
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Belinsk after the Luna Tower activates and before fighting the monsters in the Belinsk Docks when the eclipse occurs. Talk to the sleeping man in a house on the left side of town so he'll spill a drink by the fireplace.
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Reflux
This spirit of burning pain joins the party with Eoleo. Reflux is essentially cowardly but lashes out with horns when approached.
Boost conterattack rate.
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Eoleo has this Djinni when he joins your party.
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Wrath
This spirit of hot rage joins the party with Eoleo. Wrath's vicious attack may exhaust an enemy immediately.
Attack with force that may knock foe out.
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Eoleo has this Djinni when he joins your party.
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Chili
This spirit has influence over spicy heat and is a favorite of Eoleo's. Chili's power leaves a foe breathless and unable to move.
Stun and injure a foe with explosive force.
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Eoleo has this Djinni when he joins your party.
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Glow
This spirit of fading light joins the party with Eoleo. Glow breathes on the remaining embers of life, rejuvenating knocked-out allies.
Revive a downed ally with near certainty.
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Eoleo has this Djinni when he joins your party.
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Stoke
This spirit causes fires to burn ever hotter and joins with Eoleo. Stoke's inspiring presence rallies friends to fight more fiercely.
Boost party Attack with a call to victory.
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Eoleo has this Djinni when he joins your party.
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Spring
This hopeful spirit represents the water that bubbles from springs and is found in Harun Village. Spring's water is supernaturally refreshing.
Restore HP with healing springwater.
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Harun Village, use Crush to break the boulder and solve the log puzzle.
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Chain
This spirit represents earth's binding powers and is first met on Warrior's Hill. Chain's attacks hold a foe in place to help allies coordinate strikes.
Entangle a foe so each ally can attack.
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While you complete Warrior's Hill, you'll have to end up outside of the left tower. Be sure you meet with this Djinni before moving on.
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Sizzle
This spirit of blazing heat is first met at Nihan. Sizzle's attack sears foes, leaving them vulnerable to further attack.
Damage and drop a foe's Defense with heat.
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Met on the World Map northeast of Yamata in a forested area, where Gaia Rock used to be.
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Kite
This spirit represents flight and is found in Yamata. From a high vantage point Kite gives the party key tactical advice, allowing for an extra action.
Allow an ally to take an extra action.
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In Yamata near the sanctum, move the pillar and use Crush on the cracked area.
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Buckle
This metallic spirit joins wih Himi. Buckle's influence over metals can harden substances to many times their original strength.
Boost party Defense with a protective shell.
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Himi has this Djinni when she joins your party.
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Clover
This fragrant spirit is met along with Himi. Clover's fresh scent seems to cleanse the soul and is quite calming.
Restore allies' status to normal.
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Himi has this Djinni when she joins your party.
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Magnet
This lodestone spirit joins the party with Himi. Magnet's attacks paralyze with a powerful force.
Stun a foe with sudden force.
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Himi has this Djinni when she joins your party.
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Geode
This spirit joins the party with Himi and was born from a mineral formation. Geode draws power from far underground to attack.
Attack with a clod of earth.
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Himi has this Djinni when she joins your party.
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Pepper
This spirit brings fiery influence to some foods and joins the party with Himi. Pepper can overwhelm an enemy's senses, leaving the foe stunned.
Attack and stun a foe with unbearable heat.
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Himi has this Djinni when she joins your party.
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Swift
This spirit of speed joins the group with Himi. Swift is the fastest of all spirits and always strikes before an enemy can.
Use speed of the wind to strike first.
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Himi has this Djinni when she joins your party.
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Simoom
This spirit of burning winds is first found at a small desert island. The violent winds Simoom creates are scorchingly hot and act like a toxin in the body.
Scourge foe with a poisonous wind.
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The desert islet south of Harapa (world map). The ship is needed.
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Ivy
This climbing-plant spirit is found in Passaj. With a single look into Ivy's eyes, an enemy may be immediately petrified.
Turn an enemy to stone.
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Passaj Mountain Climb. Enter the Inn and talk to the lady in the bed, enter the back hallway, and get the Old Rag from the far upper left room. Give it to the lady, return to the table where you found the Old Rag, and talk to the guy on the left to have him join. Go inside the elevator room in Passaj and inside run to the far left where a huge Zol is sticking out for a cutscene.
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Tinder
This indomitable fire spirit is encountered in Tonfon. Tinder can restoke life's fire with perfect reliability in an unconcious ally.
Revive a downed ally without fail.
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Tonfon. Use Slap on the sleeping ferryworker. Hop on the roof to make it there.
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Fugue
This spirit represents the fiery passion of music and is found in Champa. Fugue's infectious rhythm exhausts foes' mental strength.
Fatigue your foes to drop their PP.
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Champa Camp. Use Slap to bring it down. To reach it, weasel around the boats in the southern area.
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Foam
This spirit of churning oceans is first met near Tonfon. Foam can create areas of tidal instability that slow enemies down.
Reduce foes' Agility with tidal disturbance.
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Met southwest of Tonfon (world map), in the forest within the eclipse.
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Lull
This musical spirit is found on an island in the Otka Sea. Lull's song is comforting and causes combatants to have trouble continuing the battle.
Negotiate a temporary cease-fire for a turn.
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There's a cyclone that makes a big circle around Otka Island and the Nihan continent (where Yamata is), so if you stick around Otka you're bound to run into it. Get the ship picked up by it and it'll automatically drop you off at the island. Inside, all it takes is Himi's Search Psynergy to get to Lull.
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Rime
This spirit embodies crusted ice and is met on an island in the far north. By encasing an enemy's mind in ice, Rime can seal that foe's Psynergy
Seal a foe's Psynergy.
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The Iceburg Outpost. Climb to the top by going to the left side and using Growth on the sapling. Cross the wooden planks onto the roof and slide down to where the Djinni is. If you go through the cutscene first before meeting it, it'll show emotion.
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Geyser
This spirit represents water under pressure and is found near Imil. Geyser's attack consists of a highly pressurized spray of water.
Blast an enemy with a waterspout.
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The Snowdrift Shrine. When you climb to the very top and see it, it'll slide down. Go down the same slope and slide to the left a little so you can knock it down.
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Hemlock
This spirit is associated with death and is found at the ruins in Yamata. Hemlock's grim power sentences the living to imminent death.
Use ominous flora to doom all enemies.
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Deep in the Yamata Ruins. While completing it, you'll find a room with a yellow tablet. Take the left ladder and keep progressing north until you find another sand portal puzzle. Hemlock is on the lower left ledge.
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Flare
This inspiring fire spirit is encountered at the volcanic island cave. Flare's ecstatic light elevates and refreshes the mind.
Restore party PP with a psychic flare-up.
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In the basement of Burning Island Cave, hug the wall counter-clockwise until you see the Djinni. Use Eoleo's Thermal on the updraft nearby and use it to go up. Push the pillar down, then slide down. Now you can get close to it to use Thermal, sending the Djinni up. Return to the upper level and meet it.
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Shell
This spirit of seashells is encountered at Gaia Falls. Shell's hard skin protects allies against the most storm-tossed seas (and enemy attacks).
Shield allies from damage with a hard shell.
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Gaia Falls Islet, which is found far east at the edge of the world. Inside, go south through the islet to go outside and enter through a different entrance. Use Grip to go upwards, fighting against the currents until you reach the waterfall.
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Aurora
This spirit of the sun's warming touch is found at Apollo Sanctum. Aurora's gentle influence heals other Djinn, speeding their recovery.
Speed party Djinn recovery with Sol's light.
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Apollo Sanctum Gate, in the Venus room. Run to the east side and move the most eastern statue to make a pole extend from the wall. Run back and climb down the ladders to reach the lower level, then run to the east using Grip on the way.
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Sap
This spirit represents the lifeblood of trees and plants and is an old friend of Isaac's. Sap's attack absorbs vitality from foes.
Drain HP from a foe by nutrient absorption.
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Temporarily lent to you by Isaac while in Tanglewood.
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Ground
This spirit controls gravity and is a friend of Isaac's. Ground's attack creates gravity wells strong enough to paralyze an enemy.
Use gravity to hold a foe.
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Temporarily lent to you by Isaac while in Tanglewood.
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Granite
This spirit of very hard stone is one of Isaac's friends. In battle, Granite's tough, wall-like body can defend allies.
Create a mighty earthen barrier.
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Temporarily lent to you by Isaac while in Tanglewood.
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Quartz
This spirit represents the healing energies of the earth. Quartz can heal wounds by focusing ambient energy into a living creature.
May revive a downed ally with earth energy.
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Salt
This spirit reflects the trace minerals present in living creatures and is a friend of Isaac's. Salt can cleanse and purify an ally's body of harmful effects.
Restore allies' status to normal.
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Torch
This spirit of concentrated heat is a friend of Garet's. Torch's focused attack passes through any sort of protection.
Penetrate Defense with a melting blast.
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Temporarily lent to you by Garet while in Tanglewood.
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Shine
This spirit of radiance is Garet's friend. The brilliant flash of Shine's attack blinds enemies around its target.
Burn a foe and blind its allies with brilliance.
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Temporarily lent to you by Garet while in Tanglewood.
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Flash
This incandescent spirit is a friend of Garet's. The light that comes off Flash is intense enough to soften enemy blows.
Block damage to party with a firewall.
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Temporarily lent to you by Garet while in Tanglewood.
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Spark
This spirit of fire's persistence is Garet's friend. Spark's never-say-die attitude inspires allies to fight on despite setbacks.
Usually revives a downed ally by warming up.
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Corona
This spirit of fire's light is a friend of Garet's. Corona's glowing radiance is strong enough to blunt enemy attacks.
Boost party Defense with heat aura.
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Kindle
This spirit of ignition is a friend of Garet's. Kindle's influence allows allies to exceed their usual limits of strength and power.
Increase all allies' Attack.
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