Master List of Djinn
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:
- Flint (World Map, south of Vale; joins automatically)
- Forge (Goma Cave) (F)
- Gust (Bilibin)
- Granite (Kolima)
- Breeze (Tret Tree) (F)
- Fever (Imil)
Arrival at Mercury Lighthouse: 2 2 2
Crossing Kolima Bridge: 2 2 2 2
- Zephyr (Fuchin Falls Cave) (F)
- Quartz (Mogall Forest) (F)
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
- Ember (Tolbi)
- Hail (World Map, south of Altmiller Cave) (F)
- Ground (Kalay Docks)
- Squall (Altmiller Cave) (F)
Entering Colosso: 6 5 6 5
- Tonic (Lunpa Fortress)
- Flash (Suhalla Desert) (F)
Fighting Storm Lizard in Suhalla Desert: 6 6 6 6
- Bane (Crossbone Isle (Golden Sun), requires Cloak and Halt)**
- Dew (Suhalla Gate) (F)
- Torch (Lalivero)
- Luff (Babi Lighthouse) (F)
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:
- Echo (World Map, south of Daila; joins automatically)
- Fog (Kandorean Temple) (F)
- Breath (Shrine of the Sea God) (F)
- Cannon (Dehkan Plateau) (F)
Exiting the Dehkan Plateau: 1 1 1 1
- Iron (World Map, west of Madra) (F)
- Sour (World Map, northeast of Mikasalla and south of Osenia Cavern)* (F)
- Blitz (Yampi Desert) (F)
Fighting the King Scorpion in Yampi Desert: 2 1 2 2
- Spark (Mikasalla, requires Scoop)
- Ether (Garoh, requires learning Reveal from Air's Rock)
- Kindle (Gondowan Cliffs) (F)
- Chill (World Map, southwest of Naribwe) (F)
Meeting Piers in Kibombo: 2 3 3 3
- Spring (Kibombo, joins automatically alongside Piers)
- Shade (Kibombo, joins automatically alongside Piers)
- Steel (Gabomba Statue) (F)
- Waft (Kibombo Mountains, requires Frost) (F)
- Char (Madra, requires the Healing Fungus)
- Mud (Gabomba Catacombs, requires Cyclone)** (F)
Obtaining the Lemurian Ship and entering the Eastern Sea: 4 4 4 5
- Flower (Taopo Swamp)† (F)
- Coal (Izumo, requires the Dancing Idol)†
- Haze (Apojii Islands, requires Sand)†
- Steam (Aqua Rock, requires Parch)† (F)
- Wheeze (World Map, southwest of Tundaria Tower)† (F)
- Reflux (Tundaria Tower, requires Parch)† (F)
- Meld (Islet Cave; sidequest requires Sand)†
Fighting Poseidon in the Sea of Time: 6 6 6 6
- Core (World Map, west of Contigo) (F)
- Salt (Contigo)
- Petra (World Map, northeast of Shaman Village) (F)
- Tinder (Hesperia Settlement)
- Gel (Kalt Island)
Completing Trial Road: 8 8 6 8
- Aroma (Shaman Village, after Trial Road)
- Whorl (Jupiter Lighthouse) (F)
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.
- Flint, Granite, Quartz, Vine, Sap (Reunion in Contigo, always)
- Ground, Bane (Reunion in Contigo, transfer only)
- Forge, Fever, Corona, Scorch, Ember (Reunion in Contigo, always)
- Flash, Torch (Reunion in Contigo, transfer only)
- Gust, Breeze, Zephyr, Smog, Kite (Reunion in Contigo, always)
- Squall, Luff (Reunion in Contigo, transfer only)
- Fizz, Sleet, Mist, Spritz, Hail (Reunion in Contigo, always)
- Tonic, Dew (Reunion in Contigo, transfer only)
Setting off with the reunited party: 15 15 15 15
- Shine (Contigo, requires Force, which must be transferred from Golden Sun)
- 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)
- Mold (Prox)
- Mercury Djinni (Prox) (M)
- Balm (Mars Lighthouse) (F)
Fighting the Flame Dragons in Mars Lighthouse: 17 17 17 17
- 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)
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:
- Sap
- Spark
- Shine
- Torch
- Ground
- Granite
- Quartz (locked to Isaac)
- Salt (locked to Isaac)
- Flash (locked to Garet)
- Kindle (locked to Garet)
- Corona (locked to Garet)
Flint is also originally locked to Isaac, but enters the player's possession later.
Setting out from the Lookout Cabin:
- Flint (World Map, south of the Lookout Cabin; joins automatically)
- Forge (Patcher's Place, near the entrance to the Psynergy Training Grounds, requires Growth and Move) (PM)
- Gust (Goma Highlands Road, requires Move and Fireball) (F) (PM)
- Chill (Carver's Camp, near the broken bridge, climb the ladder and use Growth) (PM)
- Fever (World Map, south of Carver's Camp) (F) (PM)
- Flower (Konpa Gate, go up some stairs, requires Whirlwind) (PM)
- Jolt (Konpa Ruins, at the top, requires Grip) (F) (PM)
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.
- Sleet (Konpa Ruins, joins automatically alongside Rief)
- Cinder (Harapa, go to the second floor of the healer's house, requires Douse)
- Bark (Passaj Mountain Climb, not that hard to miss) (F)
- Ether (World Map, west of Kaocho) (F)
- 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 the Insight Glass, use Fireball on the Djinni)
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
- Torrent (Belinsk, on the pier, requires Move and Cold Snap) (PM*)
- Spout (Belinsk Ruins, in the healer house's basement move some bookshelves to enter) (PM*)
- Gears (World Map, far north of Border Town) (F) (PM)
- Sirocco (Border Town, climb up to the roof of the soldiers house, requires Grip) (PM)
- Furrow (World Map, on a tiny island over a bridge west of Port Rago) (F) (PM)
- Coral (Port Rago Canal, use Arid Heat on the bowl near Briggs' ship and go to the norther exit) (F) (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) (F) (PM)
- Wisp (Saha Cistern, requires Crush) (PM)
- Pewter (Kolima Forest, follow the Djinni around before a cutscene) (A)
- Teardrop (Kolima Forest, shortly after Pewter joins, go to the left on the fork and use Crush) (PM)
- Puff (Talon Peak, at the summit, after defeating the Mountain Roc use Crush to reveal a ledge) (F) (PM)
Entering Belinsk Ruins: 10 7 9 12
- Fleet (Teppe Ruins, re-joins automatically alongside Sveta)
- Waft (Teppe Ruins, re-joins automatically alongside Sveta)
- Bolt (Teppe Ruins, re-joins automatically alongside Sveta)
- Breeze (Teppe Ruins, re-joins automatically alongside Sveta)
- Haze (Teppe 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*)
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
- Shell (Gaia Falls Islet, requires Search)
- Rime (Iceberg Outpost, near an abandoned house, requires Search)
- Geyser (Snowdrift Shrine, requires Search; follow the Djinni and ski down towards it) (F)
- Tinder (Tonfon, use Slap on the sleeping man)†
- Foam (World Map, southwest of Tonfon, under some mountains) (F)†
- Flare (Burning Island Cave, solve a puzzle, requires Search and Thermal) (F)
- Simoom (World Map, southern portion, on the biggest island among a cluster of islands) (F)†
- Fugue (Champa Camp, hanging on a tree, requires Slap)†
- Lull (Otka Island, ride the tornado near Yamata City; requires Search) (F)
- Ivy (Passaj, find a rag on a table of a house and give it to the woman in the inn, 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, where there is a Zol block stuck in the wall)†
- Hemlock (Yamata Ruins, complete the psynergy puzzle) (F)
- Aurora (Apollo Sanctum, Venus area)
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 | 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 |
Djinn in Golden Sun: Dark Dawn (Master List) | ||||
---|---|---|---|---|
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 |