Master List of Djinn

From Golden Sun Universe

This page lists all of the Djinn in each game of the Golden Sun series. Throughout the entire series, a total of 119 unique Djinn can be met in Weyard.

There are two lists on this page: the Master Chart, which can be sorted by any number of categories, and the Acquisition Guide, which lists the Djinn in the order they'd typically be acquired alongside their location.

Sortable Master Chart

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 Venus 01 01 08 4 3 0 0 0 *1.6 Attack with a blow that can cleave stone.
Granite Venus 02 - 09 0 0 2 2 1 - Create a mighty earthen barrier.
Quartz Venus 03 - 10 3 0 0 3 0 - May revive a downed ally with earth energy.
Vine Venus 04 06 12 4 0 3 0 1 - Tangle multiple foes to drop Agility.
Sap Venus 05 - 10 0 3 0 0 1 +50 Drain HP from a foe by nutrient absorption.
Ground Venus 06 - 09 3 0 0 3 0 - Use gravity to hold a foe.
Bane Venus 07 - 12 0 4 0 0 0 +60 Attack with nature's venom.
Fizz Mercury 19 - 09 4 0 3 0 0 - Restore HP with calming water.
Sleet Mercury 20 20 12 0 3 0 0 1 +30 Slash a foe with ice to reduce its Attack.
Mist Mercury 21 22 11 0 4 0 0 0 *1.3 Attack and lull a foe into deep sleep.
Spritz Mercury 22 - 08 4 0 0 3 0 - Restore party HP with soothing mist.
Hail Mercury 23 - 09 0 4 0 0 1 +40 Freeze a foe to drop its defense.
Tonic Mercury 24 - 08 3 0 2 0 2 - Heal all party ailments.
Dew Mercury 25 - 13 4 0 0 4 0 - Revive a downed ally.
Forge Mars 37 37 10 0 2 0 2 2 - Boost party Attack with flame's fury.
Fever Mars 38 38 08 0 3 0 2 0 +30 Damage and delude a foe with a heat haze.
Corona Mars 39 - 12 3 0 3 0 1 - Boost party Defense with heat aura.
Scorch Mars 40 - 08 0 3 0 0 0 +50 Stun a foe with a blast attack.
Ember Mars 41 - 09 4 0 2 2 0 - Restore party PP with passion's flames.
Flash Mars 42 - 14 3 0 2 0 0 - Block damage to party with a firewall.
Torch Mars 43 - 09 0 3 0 0 1 +30 Penetrate Defense with a melting blast.
Gust Jupiter 55 55 09 0 2 0 2 0 +10 Buffet foe (perhaps twice) with gale force.
Breeze Jupiter 56 67 12 5 0 2 0 1 - Boost party Resistance with a gentle wind.
Zephyr Jupiter 57 - 10 3 0 0 2 1 - Boost party Agility with a swift wind.
Smog Jupiter 58 - 09 0 3 0 0 0 +60 Veil a foe's vision in smoke.
Kite Jupiter 59 69 08 4 0 0 3 0 - Allow an ally to take an extra action.
Squall Jupiter 60 - 10 0 5 0 0 0 *1.4 Paralyze a foe with a storm.
Luff Jupiter 61 - 11 5 0 2 0 1 - Seal a foe's Psynergy.
Echo Venus 08 - 09 4 3 0 0 0 *1.6 Attack with a double strike.
Iron Venus 09 - 11 0 0 2 3 0 - Bolster the party's defense.
Steel Venus 10 04 09 0 4 2 0 1 *1.3 Attack and siphon a foe's HP with a kiss.
Mud Venus 11 - 10 4 0 0 3 0 - Slow a foe with sticky mud.
Flower Venus 12 02 12 4 0 0 0 0 - Refresh allies and restore HP.
Meld Venus 13 - 09 0 0 0 4 1 ?? Launch a powerful team strike.
Petra Venus 14 - 11 0 0 3 0 0 - Turn a foe to stone.
Salt Venus 15 - 09 5 0 0 0 1 - Restore allies' status to normal.
Geode Venus 16 16 12 0 6 0 0 0 *1.9 Attack with a clod of earth.
Mold Venus 17 - 08 0 4 0 2 1 +80 Strike a foe.
Crystal Venus 18 - 10 5 0 2 0 0 - Restore HP to all allies.
Fog Mercury 26 - 09 0 0 2 2 1 +30 Blind an enemy with fog.
Sour Mercury 27 - 08 4 3 0 0 0 *1.5 Reduce a foe's resistance.
Spring Mercury 28 32 11 5 0 0 0 0 - Restore HP with healing springwater.
Shade Mercury 29 - 09 0 0 3 0 1 - Create a watery shield.
Chill Mercury 30 19 10 3 0 2 0 0 +40 Shatter a foe's defense with numbing cold.
Steam Mercury 31 - 10 0 5 0 0 0 - Increase all allies' elemental strength.
Rime Mercury 32 34 10 6 0 0 0 0 - Seal a foe's Psynergy.
Gel Mercury 33 - 09 0 5 0 2 0 *1.5 Weaken a foe's Attack.
Eddy Mercury 34 - 09 0 0 0 3 2 - Speed up Djinn recovery time.
Balm Mercury 35 - 13 4 0 0 0 0 - Revive all downed allies.
Serac Mercury 36 25 12 0 3 0 0 0 +70 Strike a chilling finishing blow.
Cannon Mars 44 - 10 0 3 0 0 0 +40 Strike with the power of Mars.
Spark Mars 45 - 11 6 0 0 0 0 - Usually revives a downed ally by warming up.
Kindle Mars 46 - 08 0 5 0 0 1 - Increase all allies' Attack.
Char Mars 47 - 09 0 2 0 2 1 +50 Paralyze foes with a strong blow.
Coal Mars 48 - 11 3 0 0 3 0 - Rally your allies to boost agility.
Reflux Mars 49 44 09 0 0 3 0 2 ?? Boost counterattack rate.
Core Mars 50 - 08 0 4 2 0 0 +40 Strike through an enemy's Defense.
Tinder Mars 51 50 12 5 0 0 0 0 - Revive a downed ally without fail.
Shine Mars 52 - 09 0 3 3 2 0 +60 Burn a foe and blind its allies with brilliance.
Fury Mars 53 42 12 4 0 0 0 0 +70 Call haunting spirits to harm your foe.
Fugue Mars 54 51 11 4 0 2 0 0 - Fatigue your foes to drop their PP.
Breath Jupiter 62 58 09 0 0 3 4 0 - Restore an ally's HP before others can act.
Blitz Jupiter 63 - 10 4 3 0 0 0 +30 Numb a foe with a lightning strike.
Ether Jupiter 64 57 08 4 0 0 3 2 - Focus will to restore PP.
Waft Jupiter 65 65 11 0 4 0 0 0 +40 Smite and lull a foe to sleep with aromas.
Haze Jupiter 66 68 10 0 0 2 3 2 - Hide away to avoid damage.
Wheeze Jupiter 67 - 09 3 5 0 0 0 +50 Poison a foe as you strike.
Aroma Jupiter 68 - 11 0 0 0 3 2 - Restore everyone's PP.
Whorl Jupiter 69 - 09 0 4 2 0 0 +40 Poison a foe as you strike.
Gasp Jupiter 70 - 12 5 0 0 0 0 - Call the Grim Reaper on your foes.
Lull Jupiter 71 70 11 6 0 0 0 0 - Negotiate a temporary cease-fire for a turn.
Gale Jupiter 72 - 10 0 0 0 5 3 +60 Blast enemies with a wind strike.
Bark Venus - 03 11 0 0 2 3 1 - Create a protective barrier against attacks.
Brick Venus - 05 10 0 0 3 3 0 - Boost party Defense with a hard covering.
Gears Venus - 07 08 3 4 0 0 0 +80 Force a foe to attack another.
Furrow Venus - 08 09 0 5 2 0 1 +50 Drain an enemy's HP.
Garland Venus - 09 08 3 0 0 3 2 - Refresh an ally and restore HP.
Pewter Venus - 10 10 3 0 0 0 0 *1.5 Attack with molten metal through defenses.
Chasm Venus - 11 10 0 0 0 3 0 - Send damage the party takes to the void.
Chain Venus - 12 08 4 3 0 0 0 ?? Entangle a foe so each ally can attack.
Buckle Venus - 13 11 0 0 2 3 2 - Boost party Defense with a protective shell.
Clover Venus - 14 08 3 0 3 3 2 - Restore allies' status to normal.
Magnet Venus - 15 08 3 4 0 0 0 +30 Stun a foe with sudden force.
Ivy Venus - 17 11 0 3 0 0 0 - Turn an enemy to stone.
Hemlock Venus - 18 12 5 0 0 0 0 - Use ominous flora to doom all enemies.
Surge Mercury - 21 11 0 0 0 3 2 - Restore party HP with a stream of life.
Mellow Mercury - 23 11 0 0 1 2 0 - Boost party Resistance with a moist sheen.
Claw Mercury - 24 08 2 3 0 2 0 *1.5 Attack to drop an enemy's Resistance.
Dewdrop Mercury - 26 08 4 3 0 0 0 - Cure party status effects with fresh dew.
Torrent Mercury - 27 09 0 4 0 0 1 - Boost party Agility with a surge of energy.
Coral Mercury - 28 08 4 0 2 0 0 - Restore party HP with the live-giving seas.
Spout Mercury - 29 09 0 0 2 2 1 +80 Spray foe with painful, binding mists.
Teardrop Mercury - 30 09 4 0 0 2 1 - Usually revive a downed ally with grieving.
Pincer Mercury - 31 09 3 4 3 0 0 +60 Pinch enemy to drop its Resistance.
Foam Mercury - 33 10 3 0 2 0 0 - Reduce foes' Agility with tidal disturbance.
Geyser Mercury - 35 10 0 3 0 0 3 +50 Blast an enemy with a waterspout.
Shell Mercury - 36 12 0 0 3 4 0 - Shield allies from damage with a hard shell.
Cinder Mars - 39 12 4 0 0 3 0 - Usually revives downed ally with life embers.
Lava Mars - 40 09 0 3 0 3 0 +60 Drop enemy Defense with volcanic gases.
Brand Mars - 41 08 4 0 2 3 0 - Lock enemy Psynergy with low failure rate.
Glare Mars - 43 09 2 2 0 2 0 +40 Damage and delude foe with a heat glare.
Wrath Mars - 45 11 0 4 0 0 0 *1.4 Attack with force that may knock foe out.
Chili Mars - 46 08 3 4 0 0 0 +80 Stun and injure a foe with explosive force.
Glow Mars - 47 09 3 0 3 0 2 - Revive a downed ally with near certainty.
Stoke Mars - 48 09 3 3 0 0 0 - Boost party Attack with a call to victory.
Pepper Mars - 49 12 0 3 0 0 0 *1.5 Attack and stun a foe with unbearable heat.
Sizzle Mars - 52 11 0 3 0 0 0 +60 Damage and drop a foe's Defense with heat.
Flare Mars - 53 11 4 0 2 0 2 - Restore party PP with a psychic flare-up.
Aurora Mars - 54 10 0 0 2 4 1 - Speed party Djinn recovery with Sol's light.
Jolt Jupiter - 56 09 5 0 0 0 2 - May revive a downed ally with sharp shocks.
Vortex Jupiter - 59 10 0 3 0 0 2 *1.5 Attack and delude a foe with whirling air.
Doldrum Jupiter - 60 10 3 0 3 0 0 - Stop enemy movement with still air.
Sirocco Jupiter - 61 11 0 4 0 0 0 +60 Scour and delude a foe with a sandstorm.
Wisp Jupiter - 62 11 5 0 0 0 0 - Restore party PP with refreshing fragrances.
Puff Jupiter - 63 11 0 4 0 0 0 +30 Inflate an enemy to bursting.
Fleet Jupiter - 64 08 4 0 0 3 0 - Boost party Agility with wind at your back.
Bolt Jupiter - 66 10 0 5 0 0 0 *1.4 Attack and stun a foe with electric force.
Swift Jupiter - 71 10 0 3 3 0 0 +50 Use speed of the wind to strike first.
Simoom Jupiter - 72 12 0 2 0 0 0 +70 Scourge foe with poisonous wind.

Djinn Acquisition Guide

This list of Djinn sorts all of them in chronological order of how the player would ideally acquire them in each specific Golden Sun game. Significant story milestones are listed alongside the maximum number of Djinn which can be obtained up to that point.

Golden Sun

There are 28 Djinn in total in the first installment. Djinn labeled "(F)" must be fought before they will join you.

From game start:

Arrival at Mercury Lighthouse: 2 2 2

  • Fizz (Mercury Lighthouse, joins automatically alongside Mia)
  • Sleet (Mercury Lighthouse) (F)

Crossing Kolima Bridge: 2 2 2 2

Exiting Mogall Forest and reaching Xian: 3 2 3 2

Entering Altin Peak: 3 3 3 3

Fighting the Manticore in Lamakan Desert: 3 3 4 4

Boarding the Tolbi-Bound Ship: 5 4 5 4

Entering Colosso: 6 5 6 5

Fighting Storm Lizard in Suhalla Desert: 6 6 6 6

Reaching the Final Boss: 7 7 7 7

(*) After the player completes the Lamakan Desert, the bridge between Kalay and Vault is fixed, allowing the player to return to the north and visit newly accessible optional dungeons.

(**) The above order assumes that the player visits Crossbone Isle via Tempest Lizard as soon as possible.

(***) After defeating all of the Venus Lighthouse bosses and returning to Lalivero, the player cannot backtrack to any previous area of the game, so all Djinn above besides the automatically-obtained, and Torch, technically become missable at that point. Unless the player has done everything they've liked to with their Golden Sun file by then, and is ready to finish the game, it would be best to simply not save in Lalivero at that point. However, if the player is simply stuck in the final section of Venus Lighthouse, they can use the Sanctum Trick to backtrack.

Golden Sun: The Lost Age

There are 44 new Djinn in The Lost Age, and all 28 from Golden Sun return, forming a total of 72. For all Djinn to be collected by the end of the second installment, at least 6 Djinn of each element from Golden Sun must be transferred to The Lost Age by Password or Game Link Cable before Felix's party meets Isaac's party in Contigo. With all 72 Djinn, the player can access deeper levels of the optional dungeon Anemos Inner Sanctum.

Djinn labeled "(F)" must be fought before they will join you. Djinn labeled "(M)" are "Makeup Djinn" - one Djinni per element which was not collected in Golden Sun will reappear in The Lost Age in these locations; because these can be nearly any Djinni from the first game, their names are not listed.

From game start:

Exiting the Dehkan Plateau: 1 1 1 1

Fighting the King Scorpion in Yampi Desert: 2 1 2 2

Meeting Piers in Kibombo: 2 3 3 3

Obtaining the Lemurian Ship and entering the Eastern Sea: 4 4 4 5

Fighting Poseidon in the Sea of Time: 6 6 6 6

Entering Western Sea: 6 6 6 7

Completing Trial Road: 8 8 6 8

Fighting Karst and Agatio and reuniting with Isaac: 8 8 8 8

Note: Any Djinn transferred from the first installment join at this point. The Djinn listed here, as well as all ideal totals from here on, assume a transfer of all 28 Golden Sun Djinn. Totals will be lower if not all Djinn were transferred, or no transfer was performed.

Setting off with the reunited party: 15 15 15 15

Arriving at Prox: 16 17 17 16

Fighting the Flame Dragons in Mars Lighthouse: 17 17 17 17

Reaching the Final Boss: 18 18 18 18

(*) The above order assumes that the player collects Sour before going through the rest of the Yampi Desert.

(**) The above order assumes the player returns to Gabomba Catacombs to collect Mud before obtaining the ship, which is the 'earliest' they can collect it; however, players may find it more efficient to return to Kibombo by sea after obtaining the ship.

(†) Because this portion of the game is non-linear and can be done in almost any order, the order in which the player finds these Djinn can vary.

Golden Sun: Dark Dawn

Dark Dawn also allows the player to carry a maximum of 72 Djinn. Of those, 25 Djinn return from the first two games, and 47 new Djinn make their debut. All Djinn now have a unique physical appearance.

Djinn labeled "(F)" must be fought before they will join you.

24 Djinn can be permanently missed during a particular playthrough if not obtained before specific points-of-no-return roadblocks; these permanently missable Djinn are labeled "(PM)". While these are impossible to obtain once missed in normal gameplay, the use of out of bounds glitches can enable all but 3 of them to be obtained without softlocking the player. Those Djinn which cannot be collected even through known glitches are labeled "(PM*)".

Prologue:

The following 11 Djinn are only temporarily usable while Isaac and Garet are present as AI-controlled party members for the Tanglewood and Abandoned Mine dungeons:

Flint is also originally locked to Isaac, but enters the player's possession later.

Setting out from the Lookout Cabin:

Leaving Konpa Ruins: 2 2 2 1

FIRST ROADBLOCK - Once you leave Konpa Ruins to the south and the Tuaparang block off the entrance, you can no longer return to northwest Angara.  All Djinn above (except Flint who joins automatically and therefore can't be missed) will become permanently missable, as they cannot be collected after this point.  Note that it is still possible to backtrack or use Retreat after the Stealthy Scout boss fight but before leaving Konpa Ruins.

Before Amiti joins the party: 4 3 4 3

  • Mist (Ayuthay, joins automatically alongside Amiti)
  • Mellow (Ayuthay, joins automatically alongside Amiti)
  • Claw (Ayuthay, joins automatically alongside Amiti)
  • Lava (Kaocho, beyond the man near the stream; requires a Kaocho Dumpling from the restaurant which is only open after Amiti joins)
  • Vortex (Ouroboros, move some snake statues, requires Whirlwind) (F)
  • Brand (Passaj Mountain Climb, after using the Sol Mask, jump across the newly appeared ledges)
  • Serac (Harapa Ruins, solve the "walking on ice" puzzle) (F)
  • Brick (Harapa, use Cold Snap on the puddle near the left exit and Growth on the plant near the right exit) (PM)

Taking the Cloud Passage in Passaj: 5 5 5 7

SECOND ROADBLOCK - Once you leave Passaj by taking the Cloud Passage, you will not be able to return to the Ei-Jei region for quite some time, rendering many Djinn temporarily missable; additionally, even upon returning, Brick cannot be collected, so special caution should be taken to not permanently miss it.

  • Doldrum (Craggy Peak Ruins, Taurus room, use Fireball on the lion head) (F) (PM)
  • Fury (Te Rya Village, 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 Village, then follow him and he will fish it out) (PM)

Before Sveta temporarily joins: 5 6 6 8

  • Fleet (Teppe Ruins, joins temporarily alongside Sveta)
  • Waft (Teppe Ruins, joins temporarily alongside Sveta)
  • Bolt (Teppe Ruins, joins temporarily alongside Sveta)
  • Breeze (Teppe Ruins, joins temporarily alongside Sveta)
  • Haze (Teppe Ruins, joins temporarily alongside Sveta)
  • Vine (Teppe Ruins, near the end, Move the pillar to catch it) (PM)

Sveta will leave the party at this point, and take her five Jupiter Djinn with her (regardless of how the player happens to rearrange their Djinn, Sveta will always leave with only her five original Djinn)

After Sveta leaves the party: 6 6 6 8

Entering Belinsk Ruins: 10 7 9 12

  • Fleet (Belinsk Ruins, re-joins automatically alongside Sveta)
  • Waft (Belinsk Ruins, re-joins automatically alongside Sveta)
  • Bolt (Belinsk Ruins, re-joins automatically alongside Sveta)
  • Breeze (Belinsk Ruins, re-joins automatically alongside Sveta)
  • Haze (Belinsk Ruins, re-joins automatically alongside Sveta)

At this point, Sveta permanently re-joins the party, and brings her five Djinn with her.

  • Chasm (Belinsk Ruins, use Crush to make the Djinni go up the stairs) (F) (PM)

End of Belinsk Ruins: 11 7 14 12

THIRD ROADBLOCK - All Djinn listed above labeled "(PM)" except for Torrent and Spout cannot be obtained after defeating Blados and Chalis at the Alchemy Dynamo (at any point previously, Retreat can be used to backtrack from Belinsk Ruins). Torrent and Spout may still be obtained before escaping Belinsk.

  • Pincer (Belinsk, after leaving the castle go to one of the houses and talk to the couple there, requires Douse and Cold Snap) (PM*)

Escaping Belinsk: 11 7 14 13

FOURTH ROADBLOCK - Pincer, as well as both Torrent and Spout, cannot be obtained after defeating the Gloom Skorpnas at Belinsk's pier.

  • Reflux (Belinsk, joins automatically alongside Eoleo)
  • Wrath (Belinsk, joins automatically alongside Eoleo)
  • Chili (Belinsk, joins automatically alongside Eoleo)
  • Glow (Belinsk, joins automatically alongside Eoleo)
  • Stoke (Belinsk, joins automatically alongside Eoleo)
  • Spring (Harun Village, in a cavern under it, requires Crush)
  • Chain (Warrior's Hill, after the second tower is raised) (F)
  • Sizzle (World Map, east of Yamata City, go clockwise around the mountain) (F)
  • Kite (Yamata City, cast move on a pillar, then use Crush on the ground)
  • Buckle (Yamata Palace, joins automatically alongside Himi)
  • Clover (Yamata Palace, joins automatically alongside Himi)
  • Magnet (Yamata Palace, joins automatically alongside Himi)
  • Geode (Yamata Palace, joins automatically alongside Himi)
  • Pepper (Yamata Palace, joins automatically alongside Himi)
  • Swift (Yamata Palace, joins automatically alongside Himi)

Beginning the Search for the Umbra Gear: 16 14 16 14

Reaching the end of the game: 18 18 18 18

(†) Due to the more open nature of the game once the ship is obtained, these Djinn can be collected before visiting Yamata and recruiting Himi; however, it is generally more efficient to recruit Himi first, so the listed order assumes that Himi is recruited as soon as possible.

Djinn in Golden Sun and The Lost Age (Master List)
Venus Mercury Mars Jupiter
Golden Sun FlintGraniteQuartzVineSapGroundBane FizzSleetMistSpritzHailTonicDew ForgeFeverCoronaScorchEmberFlashTorch GustBreezeZephyrSmogKiteSquallLuff
The Lost Age * EchoIronSteelMudFlowerMeldPetraSaltGeodeMoldCrystal FogSourSpringShadeChillSteamRimeGelEddyBalmSerac CannonSparkKindleCharCoalRefluxCoreTinderShineFuryFugue BreathBlitzEtherWaftHazeWheezeAromaWhorlGaspLullGale
Djinn in Golden Sun: Dark Dawn (Master List)
Venus Mercury Mars Jupiter
Dark Dawn FlintFlowerBarkSteelBrickVineGearsFurrowGarlandPewterChasmChainBuckleCloverMagnetGeodeIvyHemlock ChillSleetSurgeMistMellowClawSeracDewdropTorrentCoralSpoutTeardropPincerSpringFoamRimeGeyserShell ForgeFeverCinderLavaBrandFuryGlareRefluxWrathChiliGlowStokePepperTinderFugueSizzleFlareAurora GustJoltEtherBreathVortexDoldrumSiroccoWispPuffFleetWaftBoltBreezeHazeKiteLullSwiftSimoom
Prologue * SapGroundGraniteQuartzSalt TorchShineFlashSparkCoronaKindle
Gameplay elements and mechanics
Collectibles: ArtifactsBroken EquipmentClass ItemsCoinsConsumable ItemsCursed EquipmentEquipmentForgeable ItemsPsynergy ItemsQuest ItemsRusty WeaponsStat Items
Travel: BlacksmithsBoat (TLA)Boat (DD)Fortune TellersInnsItem ShopsPsynergy StonesSanctumsSummon TabletsTreasure ChestsUmbra GearWings of Anemos
Combat: AdeptsAttackBeastformBossesClassesDefendDjinn (Master List) • ElementsEnemy Abilities (GS, TLA)Enemy Abilities (DD)LevelMad PlantsMimicsMonstersPsynergyStatus ConditionsStatsSummonsUnleashes (List) (Mastery Requirements (DD))
Information: AtlasDjinn GuideEncyclopediaSun SagaTravel LogUmbra MapWorld Map (GS, TLA)World Map (DD)
Minigames: ColossoLucky DiceLucky Medal FountainsLucky WheelsPsynergy Training GroundsSuper Lucky DiceTrial Road
Modes: Battle ModeEasy ModeHard ModeDebug Mode
Features: Data TransferSound TestThe Reunion
Other: Debug RoomsGlitches (GS)Glitches (TLA)Glitches (DD)Optional DungeonsPermanently Missable ContentRandom Number GeneratorTroubleshooting (GS, TLA) Troubleshooting (DD)Unacquirable ItemsUnacquirable PsynergyWalkthrough (GS)Walkthrough (TLA)Walkthrough (DD)