Zephyr

From Golden Sun Universe
Zephyr
DjinniZephyrBattle.png

Zephyr being unleashed in the original Golden Sun

Element Star jupiter.gif Jupiter
Battle Effect All Adepts' Agility + 100%
Set Bonuses
HP + 10
PP + 3
Agility + 2
Luck + 1
Locations
Golden Sun * Fuchin Falls Cave (battled)
This Djinni appears as an enemy that can be battled.

Jupiter djinn.gif Zephyr (バイス Bise) is a Jupiter Djinni found in Golden Sun and Golden Sun: The Lost Age.

Zephyr is the third Jupiter Djinni in the original Golden Sun, and can also be acquired in Golden Sun: The Lost Age. Although it is not the party's third Jupiter Djinni in The Lost Age, Zephyr is still ordered as the third Jupiter Djinni when equipped to characters. Because it is not available until after most other Jupiter Djinn can be found, however, the separate Djinn list viewable with the Select button from the status screen lists Zephyr and all other Jupiter Djinn from Golden Sun after all of the Djinn introduced in The Lost Age. According to this order, Zephyr is the fourteenth Jupiter Djinni in The Lost Age rather than the third, but this order has no influence elsewhere in the game.

Basic description

"Boost party Agility with a swift wind."

When Set, Zephyr increases its Adept's base HP by 10, base PP by 3, base Agility by 2, and base Luck by 1.

When Zephyr is unleashed in battle, all currently active and alive Adepts get their Agility ratings temporarily buffed to +100%, the maximum agility bonus possible. It doubles everyone's speed, in other words.

In Golden Sun and The Lost Age, Zephyr's unleash animation visually resembles a glowing purple image of a Jupiter Djinni floating above the party while collections of small, glowing purple energy orbs gather into each Adept in order, and then each Adept is surrounded with a brief windy effect to indicate a speed boost.

Locations

Zephyr is fightable in this "hallway" in Fuchin Falls Cave.

Golden Sun: Zephyr is located in the Fuchin Falls Cave dungeon, in a room with water that is crossed by rolling logs. It shouldn't be hard to figure out how to reach it, which is by rolling on the top horizontal log down, rolling the lower left vertical log one space left, rolling the horizontal log back up, hopping to the lower left vertical log, and rolling it right. Zephyr must be battled to be obtained. See here for enemy statistics.

Golden Sun: The Lost Age: Players can transfer data from Golden Sun to The Lost Age, but even if they don't, Zephyr will be among the Djinn Isaac's party has with them when they join forces with Felix's party late in the game.

Analysis

General: Using a turn to double all Adepts' agility ratings basically solves all possible issues of each one of your Adepts not moving before the enemy in a given turn, for several turns. Depending on the boss, this can be highly useful, though it can be argued that a Djinni that halves all enemy Agility ratings is the same, such as the Venus Djinni Vine. There is one advantage the latter has over doubling party agility, though; since the agility boost counts as a buff, it can be removed by the Break Psynergy if the boss has it (such as Deadbeard). But a Djinni that halves the enemy's Agility is something that no enemy in any game can dispel from themselves. In Dark Dawn, identical equivalents to Zephyr are the Jupiter Djinni Fleet and the Mercury Djinni Torrent.

By game

Golden Sun: Zephyr is the only effect that increases agility in any way, and is the one Djinni that doubles everyone's speed. This makes it very useful, perhaps life-saving, to use all throughout the game, particularly against bosses, allowing you several turns where your party can safely attack and heal themselves before the enemy gets to take its action(s) those turns.

Golden Sun: The Lost Age: When Isaac's party joins Felix's party along with their returning Djinn, Zephyr's ability makes it a second Coal, a Mars Djinni with the exact same effect that the TLA party finds in the middle of that game, and these two together remain the only form of Agility enhancement in the series. They continue to be extremely practical if the player decides to use them specifically during boss fights where the boss happens to be faster than several Adepts and that proves to be a problem.

Name Origin

Zephyr is named after the Greek god of the west wind, Zephyrus. Often thought of as the gentlest of the winds, Zephyrus was a clear counterpart to the god of the north wind, Boreas.

Baisu is most likely a mispronunciation on the Japanese's part of the French word Bise, referring to a particular cold and dry northeast wind, but one that is accompanied by clear blue skies (though at times, it can carry dark storm clouds). It also means colloquially in French a light kiss on the cheek, given as a greeting or parting to friends and family. The root is Germanic in origin.

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