Golden sun what happens if a djinn runs
Will I be able to get it again? Does fleeing normally happen? User Info: Hikabunny. Top Voted Answer. Almost every djinni has the capacity to flee, and wild ones will employ this tactic quite a lot.
However, none are permanently missable in this aspect -- if in a dungeon, simply re-enter a room; on the world map, simply walk around until encountering again. User Info: Shotgunnova. Universal Conquest Wiki. Deals a Jupiter -aligned physical attack equal in power to the user's normal physical attack with an additional 10 damage points added to the result, and there is a chance that the resultant damage dealt will be doubled.
Acquired in Bilibin , in the secret underground warehouse. It is properly reached by walking clockwise on the town's perimeter, entering a cave entrance, and casting Move on a statue against the wall to move it downward so you can hop behind it to Gust. Fought and earned in the Tret Tree "dungeon", in the upper right edge of the large, exterior "branch maze" screen. Fought and earned in Fuchin Falls Cave , at the bottom of a vertical hallway with water and rolling logs.
Deals a Jupiter-aligned physical attack equal in power to the user's normal physical attack with an additional 60 damage points added to the result, and there is a chance that the target will be afflicted with the Delusion status condition.
Acquired in the second, large screen of Lamakan Desert , hidden in the left of two conjoined circles of stones shortly north and west of where you enter the screen from. It is invisible and unobtainable unless the Reveal Psynergy is used.
Acquired in the optional dungeon Vale Cave. After acquiring the Halt Psynergy right before Kite, chase it down to a series of stones where it will avoid you by moving opposite your position at all times. Cast Halt when you are parallel to it to make it immobile.
Fought and earned in Altmiller Cave , in a room that is properly lit up and has a rolling stone pillar puzzle placed to block your way to the Djinni. The solution involves making use of the lone puddle and the Frost Psynergy. Seals the target's Psynergy with full accuracy. Use Tremor on the blue statue to bring it out.
Type : Gel. Found in Kalt Island. Type : Eddy. Out of the four boulders, be sure to not use Lift on the second one from the left, otherwise you won't be able to reach the Djinni. Type : Balm. After revitalizing the Mars Lighthouse, continue with completing its puzzles until you reach the ice puzzle. Before stepping on the ice, use Move on the dragon statue on the left. Go down, left, down, left, up, right, up, left, down, left, down. Type : Serac. After obtaining Teleport , return to the Islet Cave and use it on the circle to go deeper into the cave.
Go down the hallway to enter another one. Use Tremor on the tipping statue. You have to stand on the right spot before it'll work.
Type : Flint. Its presence in Isaac's party after the events at the Jupiter Lighthouse might depend on transferring data from the first Golden Sun.
Type : Granite. Type : Quartz. Type : Vine. Type : Sap. Type : Ground. Type : Bane. Type : Forge. Type : Fever. Type : Corona. Type : Scorch. Type : Ember. Type : Flash. Type : Torch. Type : Gust. Type : Breeze. Type : Zephyr. Type : Smog. Type : Kite. Type : Squall. Type : Luff. Type : Fizz. Type : Sleet. Type : Mist. Type : Spritz. Type : Hail.
Type : Tonic. Type : Dew. This redundancy in Djinn unleashes gives the player more flexibility when setting Djinn on standby before entering a boss battle. Also, Djinn with effects that causes status conditions or debuff on stats can apply to bosses. This is something that cannot be normally done by normal Psynergy, items, or unleashes. This means that you can use Djinn to make bosses paralyzed and debuff their defenses while readying yourself for summons. This does not apply to instant-death related status such as Curse or instant-death itself for obvious reasons.
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