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Master List of Djinn
This is a list of all Djinn in every game in the Golden Sun series.
Contents |
[edit] Sortable master list
Note: This table's default sorting order is by game (Golden Sun, The Lost Age, Dark Dawn), then by element (Venus, Mercury, Mars, Jupiter), followed by order of acquisition.
| Name | Element | GBA # | DD # | HP | PP | Atk | Def | Agi | Lck | Damage | Description |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Flint | |
01 | 01 | 08 | 4 | 3 | 0 | 0 | 0 | *1.6 | Attack with a blow that can cleave stone. |
| Granite | |
02 | - | 09 | 0 | 0 | 2 | 2 | 1 | - | Create a mighty earthen barrier. |
| Quartz | |
03 | - | 10 | 3 | 0 | 0 | 3 | 0 | - | May revive a downed ally with earth energy. |
| Vine | |
04 | 06 | 12 | 4 | 0 | 3 | 0 | 1 | - | Tangle multiple foes to drop Agility. |
| Sap | |
05 | - | 10 | 0 | 3 | 0 | 0 | 1 | +50 | Drain HP from a foe by nutrient absorption. |
| Ground | |
06 | - | 09 | 3 | 0 | 0 | 3 | 0 | - | Use gravity to hold a foe. |
| Bane | |
07 | - | 12 | 0 | 4 | 0 | 0 | 0 | +60 | Attack with nature's venom. |
| Fizz | |
19 | - | 09 | 4 | 0 | 3 | 0 | 0 | - | Restore HP with calming water. |
| Sleet | |
20 | 20 | 12 | 0 | 3 | 0 | 0 | 1 | +30 | Slash a foe with ice to reduce its Attack. |
| Mist | |
21 | 22 | 11 | 0 | 4 | 0 | 0 | 0 | *1.3 | Attack and lull a foe into deep sleep. |
| Spritz | |
22 | - | 08 | 4 | 0 | 0 | 3 | 0 | - | Restore party HP with soothing mist. |
| Hail | |
23 | - | 09 | 0 | 4 | 0 | 0 | 1 | +40 | Freeze a foe to drop its defense. |
| Tonic | |
24 | - | 08 | 3 | 0 | 2 | 0 | 2 | - | Heal all party ailments. |
| Dew | |
25 | - | 13 | 4 | 0 | 0 | 4 | 0 | - | Revive a downed ally. |
| Forge | |
37 | 37 | 10 | 0 | 2 | 0 | 2 | 2 | - | Boost party Attack with flame's fury. |
| Fever | |
38 | 38 | 08 | 0 | 3 | 0 | 2 | 0 | +30 | Damage and delude a foe with a heat haze. |
| Corona | |
39 | - | 12 | 3 | 0 | 3 | 0 | 1 | - | Boost party Defense with heat aura. |
| Scorch | |
40 | - | 08 | 0 | 3 | 0 | 0 | 0 | +50 | Stun a foe with a blast attack. |
| Ember | |
41 | - | 09 | 4 | 0 | 2 | 2 | 0 | - | Restore party PP with passion's flames. |
| Flash | |
42 | - | 14 | 3 | 0 | 2 | 0 | 0 | - | Block damage to party with a firewall. |
| Torch | |
43 | - | 09 | 0 | 3 | 0 | 0 | 1 | +30 | "Penetrate Defense with a melting blast. |
| Gust | |
55 | 55 | 09 | 0 | 2 | 0 | 2 | 0 | +10 | Buffet foe (perhaps twice) with gale force. |
| Breeze | |
56 | 67 | 12 | 5 | 0 | 2 | 0 | 1 | - | Boost party Resistance with a gentle wind. |
| Zephyr | |
57 | - | 10 | 3 | 0 | 0 | 2 | 1 | - | Boost party Agility with a swift wind. |
| Smog | |
58 | - | 09 | 0 | 3 | 0 | 0 | 0 | +60 | Veil a foe's vision in smoke. |
| Kite | |
59 | 69 | 08 | 4 | 0 | 0 | 3 | 0 | - | Allow an ally to take an extra action. |
| Squall | |
60 | - | 10 | 0 | 5 | 0 | 0 | 0 | *1.4 | Paralyze a foe with a storm. |
| Luff | |
61 | - | 11 | 5 | 0 | 2 | 0 | 1 | - | Seal a foe's Psynergy. |
| Echo | |
08 | - | 09 | 4 | 3 | 0 | 0 | 0 | *1.6 | Attack with a double strike. |
| Iron | |
09 | - | 11 | 0 | 0 | 2 | 3 | 0 | - | Bolster the party's defense. |
| Steel | |
10 | 04 | 09 | 0 | 4 | 2 | 0 | 1 | *1.3 | Attack and siphon a foe's HP with a kiss. |
| Mud | |
11 | - | 10 | 4 | 0 | 0 | 3 | 0 | - | Slow a foe with sticky mud. |
| Flower | |
12 | 02 | 12 | 4 | 0 | 0 | 0 | 0 | - | Refresh allies and restore HP. |
| Meld | |
13 | - | 09 | 0 | 0 | 0 | 4 | 1 | ?? | Launch a powerful team strike. |
| Petra | |
14 | - | 11 | 0 | 0 | 3 | 0 | 0 | - | Turn a foe to stone. |
| Salt | |
15 | - | 09 | 5 | 0 | 0 | 0 | 1 | - | Restore allies' status to normal. |
| Geode | |
16 | 16 | 12 | 0 | 6 | 0 | 0 | 0 | *1.9 | Attack with a clod of earth. |
| Mold | |
17 | - | 08 | 0 | 4 | 0 | 2 | 1 | +80 | Strike a foe. |
| Crystal | |
18 | - | 10 | 5 | 0 | 2 | 0 | 0 | - | Restore HP to all allies. |
| Fog | |
26 | - | 09 | 0 | 0 | 2 | 2 | 1 | +30 | Blind an enemy with fog. |
| Sour | |
27 | - | 08 | 4 | 3 | 0 | 0 | 0 | *1.5 | Reduce a foe's resistance. |
| Spring | |
28 | 32 | 11 | 5 | 0 | 0 | 0 | 0 | - | Restore HP with healing springwater. |
| Shade | |
29 | - | 09 | 0 | 0 | 3 | 0 | 1 | - | Create a watery shield. |
| Chill | |
30 | 19 | 10 | 3 | 0 | 2 | 0 | 0 | +40 | Shatter a foe's defense with numbing cold. |
| Steam | |
31 | - | 10 | 0 | 5 | 0 | 0 | 0 | - | Increase all allies' elemental strength. |
| Rime | |
32 | 34 | 10 | 6 | 0 | 0 | 0 | 0 | - | Seal a foe's Psynergy. |
| Gel | |
33 | - | 09 | 0 | 5 | 0 | 2 | 0 | *1.5 | Weaken a foe's Attack. |
| Eddy | |
34 | - | 09 | 0 | 0 | 0 | 3 | 2 | - | Speed up Djinn recovery time. |
| Balm | |
35 | - | 13 | 4 | 0 | 0 | 0 | 0 | - | Revive all downed allies. |
| Serac | |
36 | 25 | 12 | 0 | 3 | 0 | 0 | 0 | +70 | Strike a chilling finishing blow. |
| Cannon | |
44 | - | 10 | 0 | 3 | 0 | 0 | 0 | +40 | Strike with the power of Mars. |
| Spark | |
45 | - | 11 | 6 | 0 | 0 | 0 | 0 | - | Usually revives a downed ally by warming up. |
| Kindle | |
46 | - | 08 | 0 | 5 | 0 | 0 | 1 | - | Increase all allies' Attack. |
| Char | |
47 | - | 09 | 0 | 2 | 0 | 2 | 1 | +50 | Paralyze foes with a strong blow. |
| Coal | |
48 | - | 11 | 3 | 0 | 0 | 3 | 0 | - | Rally your allies to boost agility. |
| Reflux | |
49 | 44 | 09 | 0 | 0 | 3 | 0 | 2 | ?? | Boost counterattack rate. |
| Core | |
50 | - | 08 | 0 | 4 | 2 | 0 | 0 | +40 | Strike through an enemy's Defense. |
| Tinder | |
51 | 50 | 12 | 5 | 0 | 0 | 0 | 0 | - | Revive a downed ally without fail. |
| Shine | |
52 | - | 09 | 0 | 3 | 3 | 2 | 0 | +60 | Burn a foe and blind its allies with brilliance. |
| Fury | |
53 | 42 | 12 | 4 | 0 | 0 | 0 | 0 | +70 | Call haunting spirits to harm your foe. |
| Fugue | |
54 | 51 | 11 | 4 | 0 | 2 | 0 | 0 | - | Fatigue your foes to drop their PP. |
| Breath | |
62 | 58 | 09 | 0 | 0 | 3 | 4 | 0 | - | Restore an ally's HP before others can act. |
| Blitz | |
63 | - | 10 | 4 | 3 | 0 | 0 | 0 | +30 | Numb a foe with a lightning strike. |
| Ether | |
64 | 57 | 08 | 4 | 0 | 0 | 3 | 2 | - | Focus will to restore PP. |
| Waft | |
65 | 65 | 11 | 0 | 4 | 0 | 0 | 0 | +40 | Smite and lull a foe to sleep with aromas. |
| Haze | |
66 | 68 | 10 | 0 | 0 | 2 | 3 | 2 | - | Hide away to avoid damage. |
| Wheeze | |
67 | - | 09 | 3 | 5 | 0 | 0 | 0 | +50 | Poison a foe as you strike. |
| Aroma | |
68 | - | 11 | 0 | 0 | 0 | 3 | 2 | - | Restore everyone's PP. |
| Whorl | |
69 | - | 09 | 0 | 4 | 2 | 0 | 0 | +40 | Poison a foe as you strike. |
| Gasp | |
70 | - | 12 | 5 | 0 | 0 | 0 | 0 | - | Call the Grim Reaper on your foes. |
| Lull | |
71 | 70 | 11 | 6 | 0 | 0 | 0 | 0 | - | Negotiate a temporary cease-fire for a turn. |
| Gale | |
72 | - | 10 | 0 | 0 | 0 | 5 | 3 | +60 | Blast enemies with a wind strike. |
| Bark | |
- | 03 | 11 | 0 | 0 | 2 | 3 | 1 | - | Create a protective barrier against attacks. |
| Brick | |
- | 05 | 10 | 0 | 0 | 3 | 3 | 0 | - | Boost party Defense with a hard covering. |
| Gears | |
- | 07 | 08 | 3 | 4 | 0 | 0 | 0 | +80 | Force a foe to attack another. |
| Furrow | |
- | 08 | 09 | 0 | 5 | 2 | 0 | 1 | +50 | Drain an enemy's HP. |
| Garland | |
- | 09 | 08 | 3 | 0 | 0 | 3 | 2 | - | Refresh an ally and restore HP. |
| Pewter | |
- | 10 | 10 | 3 | 0 | 0 | 0 | 0 | *1.5 | Attack with molten metal through defenses. |
| Chasm | |
- | 11 | 10 | 0 | 0 | 0 | 3 | 0 | - | Send damage the party takes to the void. |
| Chain | |
- | 12 | 08 | 4 | 3 | 0 | 0 | 0 | ?? | Entangle a foe so each ally can attack. |
| Buckle | |
- | 13 | 11 | 0 | 0 | 2 | 3 | 2 | - | Boost party Defense with a protective shell. |
| Clover | |
- | 14 | 08 | 3 | 0 | 3 | 3 | 2 | - | Restore allies' status to normal. |
| Magnet | |
- | 15 | 08 | 3 | 4 | 0 | 0 | 0 | +30 | Stun a foe with sudden force. |
| Ivy | |
- | 17 | 11 | 0 | 3 | 0 | 0 | 0 | - | Turn an enemy to stone. |
| Hemlock | |
- | 18 | 12 | 5 | 0 | 0 | 0 | 0 | - | Use ominous flora to doom all enemies. |
| Surge | |
- | 21 | 11 | 0 | 0 | 0 | 3 | 2 | - | Restore party HP with a stream of life. |
| Mellow | |
- | 23 | 11 | 0 | 0 | 1 | 2 | 0 | - | Boost party Resistance with a moist sheen. |
| Claw | |
- | 24 | 08 | 2 | 3 | 0 | 2 | 0 | *1.5 | Attack to drop an enemy's Resistance. |
| Dewdrop | |
- | 26 | 08 | 4 | 3 | 0 | 0 | 0 | - | Cure party status effects with fresh dew. |
| Torrent | |
- | 27 | 09 | 0 | 4 | 0 | 0 | 1 | - | Boost party Agility with a surge of energy. |
| Coral | |
- | 28 | 08 | 4 | 0 | 2 | 0 | 0 | - | Restore party HP with the live-giving seas. |
| Spout | |
- | 29 | 09 | 0 | 0 | 2 | 2 | 1 | +80 | Spray foe with painful, binding mists. |
| Teardrop | |
- | 30 | 09 | 4 | 0 | 0 | 2 | 1 | - | Usually revive a downed ally with grieving. |
| Pincer | |
- | 31 | 09 | 3 | 4 | 3 | 0 | 0 | +60 | Pinch enemy to drop its Resistance. |
| Foam | |
- | 33 | 10 | 3 | 0 | 2 | 0 | 0 | - | Reduce foes' Agility with tidal disturbance. |
| Geyser | |
- | 35 | 10 | 0 | 3 | 0 | 0 | 3 | +50 | Blast an enemy with a waterspout. |
| Shell | |
- | 36 | 12 | 0 | 0 | 3 | 4 | 0 | - | Shield allies from damage with a hard shell. |
| Cinder | |
- | 39 | 12 | 4 | 0 | 0 | 3 | 0 | - | Usually revives downed ally with life embers. |
| Lava | |
- | 40 | 09 | 0 | 3 | 0 | 3 | 0 | +60 | Drop enemy Defense with volcanic gases. |
| Brand | |
- | 41 | 08 | 4 | 0 | 2 | 3 | 0 | - | Lock enemy Psynergy with low failure rate. |
| Glare | |
- | 43 | 09 | 2 | 2 | 0 | 2 | 0 | +40 | Damage and delude foe with a heat glare. |
| Wrath | |
- | 45 | 11 | 0 | 4 | 0 | 0 | 0 | *1.4 | Attack with force that may knock foe out. |
| Chili | |
- | 46 | 08 | 3 | 4 | 0 | 0 | 0 | +80 | Stun and injure a foe with explosive force. |
| Glow | |
- | 47 | 09 | 3 | 0 | 3 | 0 | 2 | - | Revive a downed ally with near certainty. |
| Stoke | |
- | 48 | 09 | 3 | 3 | 0 | 0 | 0 | - | Boost party Attack with a call to victory. |
| Pepper | |
- | 49 | 12 | 0 | 3 | 0 | 0 | 0 | *1.5 | Attack and stun a foe with unbearable heat. |
| Sizzle | |
- | 52 | 11 | 0 | 3 | 0 | 0 | 0 | +60 | Damage and drop a foe's Defense with heat. |
| Flare | |
- | 53 | 11 | 4 | 0 | 2 | 0 | 2 | - | Restore party PP with a psychic flare-up. |
| Aurora | |
- | 54 | 10 | 0 | 0 | 2 | 4 | 1 | - | Speed party Djinn recovery with Sol's light. |
| Jolt | |
- | 56 | 09 | 5 | 0 | 0 | 0 | 2 | - | May revive a downed ally with sharp shocks. |
| Vortex | |
- | 59 | 10 | 0 | 3 | 0 | 0 | 2 | *1.5 | Attack and delude a foe with whirling air. |
| Doldrum | |
- | 60 | 10 | 3 | 0 | 3 | 0 | 0 | - | Stop enemy movement with still air. |
| Sirocco | |
- | 61 | 11 | 0 | 4 | 0 | 0 | 0 | +60 | Scour and delude a foe with a sandstorm. |
| Wisp | |
- | 62 | 11 | 5 | 0 | 0 | 0 | 0 | - | Restore party PP with refreshing fragrances. |
| Puff | |
- | 63 | 11 | 0 | 4 | 0 | 0 | 0 | +30 | Inflate an enemy to bursting. |
| Fleet | |
- | 64 | 08 | 4 | 0 | 0 | 3 | 0 | - | Boost party Agility with wind at your back. |
| Bolt | |
- | 66 | 10 | 0 | 5 | 0 | 0 | 0 | *1.4 | Attack and stun a foe with electric force. |
| Swift | |
- | 71 | 10 | 0 | 3 | 3 | 0 | 0 | +50 | Use speed of the wind to strike first. |
| Simoom | |
- | 72 | 12 | 0 | 2 | 0 | 0 | 0 | +70 | Scourge foe with poisonous wind. |
[edit] Djinn acquisition
This is a list of all Djinn in chronological order and how the player would ideally acquire every Djinni in each given game.
(F) means that the Djinni in question must be fought to be gained. (M) means that the Djinni in question originally appears in the first Golden Sun and will only be present at this location if it was not transferred to the The Lost Age via password or Game Link Cable. No specific name is listed for these Djinn because they can be any missed Golden Sun Djinni of that particular element.
[edit] Golden Sun
There are 28 Djinn in total in the first installment.
- From Game Start
- Mercury Lighthouse
Fizz (Mercury Lighthouse, already in Mia's possession)
Sleet (Mercury Lighthouse) (F)
- Fuchin Falls/Mogall Forest
Zephyr (Fuchin Falls Cave) (F)
Quartz (Mogall Forest) (F)
- Xian/Altin Peak
Mist (Xian)
Corona (World Map, north of Xian) (F)
Spritz (Altin Peak) (F)
- Manticore in Lamakan Desert
- Kraken/Tolbi-bound Ship
- Colosso Finals
Ember (Tolbi)
Hail (World Map, south of Altmiller Cave) (F)
Ground (Kalay Docks)
Squall (Altmiller Cave) (F)
- Storm Lizard/Suhalla Desert
Tonic (Lunpa Fortress)
Flash (Suhalla Desert) (F)
- Endgame
Dew (Suhalla Gate) (F)
Bane (Crossbone Isle (Golden Sun), requires Lift)**
Torch (Lalivero)
Luff (Babi Lighthouse) (F)
Note that after you've reached Kalay, the bridge between it and Vault is fixed, allowing you to head back up north to do optional dungeons.
Assuming you get Carry in the first part of the Venus Lighthouse, then turn around and finish up Crossbone Isle before going to Babi Lighthouse.
[edit] Golden Sun: The Lost Age
There are an additional 44 Djinn in The Lost Age. For all 72 to be acquired by the end of the second installment, at least 6 of each element of Djinn in Golden Sun must be with the party at endgame, and any level of password or link cable transfer is required. Doing so allows the player to enter an optional dungeon.
- From game Start
Echo (World Map, south of Daila)
Fog (Kandorean Temple) (F)
Breath (Shrine of the Sea God) (F)
Cannon (Dehkan Plateau) (F)
Iron (World Map, west of Madra) (F)
Sour (World Map, northeast of Mikasalla and south of Osenia Cavern)* (F)
Blitz (Yampi Desert) (F)
- King Scorpion/Yampi Desert
Spark (Mikasalla, requires Scoop)
- Air's Rock
Ether (Garoh)
Kindle (Gondowan Cliffs) (F)
Chill (World Map, southwest of Naribwe) (F)
Spring (Kibombo, already in Piers' possession)
Shade (Kibombo, already in Piers' possession)
Steel (Gabomba Statue) (F)
Waft (Kibombo Mountains, requires Frost) (F)
Char (Madra, requires Healing Fungus)
- Aqua Hydra/Lemurian Ship
Mud (Gabomba Catacombs) (F)
Flower (Taopo Swamp)** (F)
Meld (Islet Cave)**
Steam (Aqua Rock)** (F)
Wheeze (World Map, southwest of Tundaria Tower)** (F)
Reflux (Tundaria Tower)** (F)
Coal (Izumo, requires Dancing Idol)**
Haze (Apojii Islands, requires Sand)**
- Poseidon in the Sea of Time
- Entering Western Sea
Core (World Map, west of Contigo) (F)
Salt (Contigo)
Petra (World Map, northeast of Shaman Village) (F)
Tinder (Hesperia Settlement)
Gel (Kalt Island)
- Shaman Trial Road
Aroma (Shaman Village, after Trial Road)
Whorl (Jupiter Lighthouse) (F)
- Karst and Agatio
8
8
8
8
&*Any and all transferred Djinn from the first installment, after Isaac's party joins Felix's. All ideal totals from here on are based on a transfer of all 28 Golden Sun Djinn.
- Reunion
Shine (Contigo, requires Force)
Geode (Atteka Inlet, requires Lift)
Jupiter Djinni (SW Atteka Islet) (M)
Eddy (Shaman Village Cave, requires Lift) (F)
Gasp (Trial Road, requires Hover and Lift) (F)
Mars Djinni (Magma Rock) (M)
Fury (Magma Rock) (F)
Lull (Loho, requires Magma Ball)
- Prox and Mars Lighthouse
Mold (Prox)
Mercury Djinn (Prox) (M)
Balm (Mars Lighthouse) (F)
- Flame Dragons/Mars Lighthouse
Fugue (Mars Lighthouse) (F)
Gale (Treasure Isle, requires Lift) (F)
Venus Djinni (Treasure Isle) (M)
Crystal (Yampi Desert Cave, requires Teleport) (F)
Serac (Islet Cave, requires Teleport) (F)
- Doom Dragon/Mars Lighthouse Aerie
Because portions of the game are non-linear and can be done in basically any order, the order in which the player finds these Djinn can vary.
[edit] Golden Sun: Dark Dawn
As in The Lost Age, there are a total of 72 Djinn. Some of the Djinn from the first two games appear, along with some new ones. All Djinn now have a distinct look, and while about a third are automatically acquired as players progress through the game, and are therefore impossible to miss [A], another third are permanently missed if not obtained soon enough [PM]. However, about half of these Djinn that can be permanent missed can still be obtained through the Endless Wall glitch, while still being able to return to regular areas afterwards [PM*].
These djinn are obtainable only for the first part of the game as temporary djinn when Isaac and Garet are in your party as NPCs.
- After leaving Lookout Cabin
Flint (appears when you leave Lookout Cabin) [A]
Forge (near the entrance of psynergy training grounds, requires Growth and Move) [PM*]
Gust (Goma Highlands Road, requires Move and Fireball) [PM*]
Chill (below the broken bridge at Carver's Camp, climb the ladder and use Growth) [PM*]
Fever (world map, south of Carver's Camp) [PM*]
Flower (Konpa Gate, go up some stairs, requires Whirlwind) [PM*]
Jolt (on top of Konpa Ruins, Requires Grip) [PM*]
- First Roadblock
Make sure you obtain all the Djinn marked PM before Rief joins the party and after you defeat the stealthy scouts.
- To Craggy Peak
Sleet (comes with Rief) [A]
Cinder (Harapa, go to the second floor of the healer's house, requires Douse)
Bark (in Passaj Mountain Climb, not that hard to miss)
Ether (world map, west of Kaocho)
Steel (Kaocho, circle around the town, jump over some lilypads, requires Grip)
Breath (Ayuthay, after defeating Sand Prince, use Arid Heat on the bowl, use Whirlwind on the raft)
Surge (Barai Temple, after obtaining Insight Glass, Cast Fireball on the Djinni)
Mist (comes with Amiti) [A]
Mellow (comes with Amiti) [A]
Claw (comes with Amiti) [A]
Lava (Kaocho, the man near the stream, requires Insight, then go to the tea house)
Vortex (Ouroboros, Move some snake statues, requires Whirlwind)
Brand (Passaj Mountain, after using the Sol Mask, jump across the newly appeared ledges)
Serac (Harapa Ruins, Solve the "walking on ice" puzzle)
Brick (Harapa, Use Cold Snap on the puddle near the left exit and Growth on the plant near the right exit) [PM]
Doldrum (Craggy Peak, Taurus room, use Fireball on the lion head) [PM*]
- Searching for the Mountain Roc
Fury (Te Rya, cast Fireball on the torch near a sheep) [PM]
Dewdrop (Teppe Ruins, the pond near the entrance cast Fireball on the Djinni, go in the house and give him a Stick, which is bought in Te Rya, then follow him and he will fish it out) [PM*]
Fleet (comes with Sveta) [A]
Waft (comes with Sveta) [A]
Bolt (comes with Sveta) [A]
Breeze (comes with Sveta) [A]
Haze (comes with Sveta) [A]
Vine(near the end of Teppe Ruins, move the pillar to catch it) [PM*]
Torrent (Belinsk, on the pier, requires Move and Cold Snap) [PM]
Spout (Belinsk, Healer house basement, move some bookshelves) [PM]
Gears (world map, north of Border Town...all the way north) [PM*]
Sirocco (Border Town, climb up to the roof of the soldiers house, requires Grip) [PM]
Furrow (world map, on a tiny island west of Port Rago) [PM*]
Coral (Port Rago, use Arid Heat on the bowl near Briggs' ship and go to the norther exit) [PM]
Garland (Kolima Village, navigate around the branch maze on top of the tree houses) [PM]
Glare (Phantasmal Bog, cast Cold Snap and move some logs) [PM]
Wisp (Saha Cistern, Requires Crush) [PM]
Pewter (Follow him around Kolima Forest and see a long cutscene) [A]
Teardrop (shortly after Pewter joins, go to the left on the fork and use crush) [PM*]
Puff (summit of Talon Peak, after defeating the Mountain Roc use Crush to reveal a ledge) [PM*]
- Second Roadblock
After you request "Arangoa Prelude" you will not be able to leave Belinsk
- Rescuing Hou Ju and Eoleo
- Third Roadblock
You can not return to Northern Angara after you get on the ship
- Looking for Clues
Reflux (comes with Eoleo) [A]
Wrath (comes with Eoleo) [A]
Chili (comes with Eoleo) [A]
Glow (comes with Eoleo) [A]
Stoke (comes with Eoleo) [A]
Spring (found in a cavern under Harun Village, requires Crush)
Chain (Warrior's Hill, after you raise the second tower)
Sizzle (world map, east of Yamata, go clockwise around the mountain)
Kite (Yamata City, cast move on a pillar, then use Crush on the ground)
Buckle (comes with Himi) [A]
Clover (comes with Himi) [A]
Magnet (comes with Himi) [A]
Geode (comes with Himi) [A]
Pepper (comes with Himi) [A]
Swift (comes with Himi) [A]
- The Search for the Umbra Gear
Shell (after getting Himi, go to the islet on the east and enter a cave)
Rime (next to an abandoned house on Iceberg Outpost, located northwest of Harun Island)
Geyser (Snowdrift Shrine, follow the Djinni and ski down towards it)
Tinder (Tonfon, cast Slap on the sleeping man)
Foam (world map, southwest of Tonfon, under some mountains)
Flare (inside Burning Island Cave, solve a puzzle, requires Thermal)
Simoom (souther part of the world map, on the biggest island among a cluster of islands)
Fugue (Champa Camp, hanging on a tree,requires Slap)
Lull (Otka Island, ride a tornado that's floating around Yamata)
Ivy (Passaj, find a rag on a table of a house and give it to the woman in the ben, go back to where the rag was found, talk to the man on the left and take him to the room right before the elevator, there is a big Zol block stuck to the wall)
Hemlock (Yamata Ruins, complete the psynergy puzzle)
Aurora (Venus area of the Apollo Sanctum)
| Venus | Mercury | Mars | Jupiter | |
| Golden Sun | Flint • Granite • Quartz • Vine • Sap • Ground • Bane | Fizz • Sleet • Mist • Spritz • Hail • Tonic • Dew | Forge • Fever • Corona • Scorch • Ember • Flash • Torch | Gust • Breeze • Zephyr • Smog • Kite • Squall • Luff |
| The Lost Age * | Echo • Iron • Steel • Mud • Flower • Meld • Petra • Salt • Geode • Mold • Crystal | Fog • Sour • Spring • Shade • Chill • Steam • Rime • Gel • Eddy • Balm • Serac | Cannon • Spark • Kindle • Char • Coal • Reflux • Core • Tinder • Shine • Fury • Fugue | Breath • Blitz • Ether • Waft • Haze • Wheeze • Aroma • Whorl • Gasp • Lull • Gale |
| Venus | Mercury | Mars | Jupiter | |
| Dark Dawn | Flint • Flower • Bark • Steel • Brick • Vine • Gears • Furrow • Garland • Pewter • Chasm • Chain • Buckle • Clover • Magnet • Geode • Ivy • Hemlock | Chill • Sleet • Surge • Mist • Mellow • Claw • Serac • Dewdrop • Torrent • Coral • Spout • Teardrop • Pincer • Spring • Foam • Rime • Geyser • Shell | Forge • Fever • Cinder • Lava • Brand • Fury • Glare • Reflux • Wrath • Chili • Glow • Stoke • Pepper • Tinder • Fugue • Sizzle • Flare • Aurora | Gust • Jolt • Ether • Breath • Vortex • Doldrum • Sirocco • Wisp • Puff • Fleet • Waft • Bolt • Breeze • Haze • Kite • Lull • Swift • Simoom |
| Prologue * | Sap • Ground • Granite • Quartz • Salt | Torch • Shine • Flash • Spark • Corona • Kindle | ||