General: Foam being an effect that halves all enemies' agility ratings can be thought of as equivalent to an effect that doubles the whole party's Agility ratings, which other Djinn can do. However, there is one additional benefit that halving enemy agility has: if an enemy has the Break Psynergy , they can't remove their own statistical drops the way they can remove a party's self-inflicted statistical buffs.
This essentially lets the entire party move before a particular boss enemy, rather than only part of the party, while the other part of the party moves after the boss' action s the current turn. This can be situationally useful in letting an Adept with a group-healing effect use their healing before a boss can fell an Adept low on HP. Golden Sun: Dark Dawn : In general, Agility-modifying effects may not be as useful in Dark Dawn as in previous games because with equipment like the Zol Ring , your party is more likely to move before your opponents anyway.
This makes Foam one of the less useful Djinn in the game. However, it may be useful for lowering the agility of a Guardian Ball in the Star Magician fight, so that in the following turn, it can successfully have Ivy or Doldrum used against it to prevent it from using its Guard Aura and allow the party to safely unleash a salvo of summons on Star Magician's full group.
This spirit of intense cold is found at Carver's Camp. Chill's attack renders enemies brittle and vulnerable. Shatter a foe's defense with numbing cold. Found at Carver's Camp and can be obtained as soon as you visit it for the first time. In the southeastern part of the area, there's a tree beside a villager you can hop on.
Climb down, use Growth, and you'll reach the Djinni. This fleet spirit is first encountered at the Goma Highlands Road. Gust's tremendous speed always gets the jump on an enemy. Buffet foe perhaps twice with gale force.
In the northwest area, go around the house and use Move on the pillar twice to bring it down to act as a bridge back to the west. Use Fireball on the nearby cart, hop in, and use Fireball to go.
Head up to meet with the Djinni. This spirit of dreams and hallucinations is found near Konpa Gate. Fever's power overheats a foe's brain, causing delusional thinking. Damage and delude a foe with a heat haze. South of the east exit of the Lumber Yard on the World Map. This flower spirit is found by the gate to the Konpa ruins. Flower's sweet scent has a refreshing and healing effect.
Refresh allies and restore HP. Found at Konpa Gate. When you get through, climb up to the higher level and jump on the tree. When the Djinni sees you and hides, use Whirlwind to reveal it. This lightning spirit is first encountered at the Konpa ruins. Jolt generates a shock that can bring an unconscious ally around again. May revive a downed ally with sharp shocks. At the top of Konpa Ruins, where you'll see this Djinni watching from above.
Enter the room below it and solve the puzzle to earn the Grip Crystal. Outside, use Grip to get closer to the Djinni. After it goes up, go around counter-clockwise to chase it back to the pole. Go clockwise and use Grip on the pole behind it to crash into it. This spirit of crystallized ice joins the party with Rief. Sleet's attack wraps enemies in blinding cold, making fighting more difficult. Slash a foe with ice to reduce its Attack.
Rief has this Djinni when he joins your party. This spirit of fire's last remnants is first met in Harapa. Cinder can ignite vigor in an unconscious ally through sheer determination. Usually revives downed ally with life embers. Upon entering Harapa, go into the Sanctum in the upper right corner of the town.
It is the white sparkle icon indicated in the upper map. Once inside, go up the staircase and through the door to end up outside again. Use Rief's Douse on the flame slightly northwest, hop over, and continue upwards into the Harapa Ruins. This spirit embodies the winds at the highest altitudes and is found in western Kaocho. Allies find Ether's presence calming, even in the midst of battle.
Focus will to restore PP. In the forested area between the Passaj Mountain Climb and Kaocho. This tough spirit is first met on the Passaj Mountain Climb. Bark's rough hide can protect allies like a shield. Create a protective barrier against attacks. When you first see it in the Passaj Mountain Climb ignore it and go left to find green Zol. Use Whirlwind on it and use it to move on. To solve the small puzzle, slide the Zol right. Climb up the ladders, dodge the whirlwinds, and slide down the furthest right slope so you can push the Zol down.
Slide it to the right to create the path. This love spirit is first found in Kaocho. Steel's attack is a vitality-stealing kiss that leaves enemies wanting more. Attack and siphon a foe's HP with a kiss. Enter the palace area of Kaocho. At around the middle part of the staircase, use Grip and pull yourself to the left flag pole. Go down the ladder, and head down with the river by your side to the town part of Kaocho.
Steel is just a lily pad away. This spirit embodies living breath and is found in Ayuthay. Breath specializes in healing allies in the nick of time. Restore an ally's HP before others can act. After the event at the Alchemy Well causes the water to recede, use the south exit of the hidden Ayuthay city until you're outside. Stand on the raft to the left and use Whirlwind to push you down and right.
Get off and hop on the next raft. Go down, left, up, right, and get off here. Hop on the lily pads to the right and climb up that ladder. If you missed the Djinni, returned at a later point, and the water level is up, ask the man at the entrance to take you across. Use the raft nearby and go right, then hop on the lily pads to get to where you need to be. This geyser spirit joins the party in Barai Temple.
Surge can conjure a hot-spring effect that relieves fatigue for allies. Restore party HP with a stream of life. In Barai Temple. Be nearby and use Fireball on the Djinni to make it move. Use Arid Heat on the bowl if there's water in it so you can climb down to it. This spirit has influence over sleep and joins your party along with Amiti. Mist's attack enshrouds a foe's mind, making it ready for sleep.
Attack and lull a foe into deep sleep. Amiti has this Djinni when he joins your party. This spirit of calm waters befriends the party along with Amiti. Mellow's untroubled aura shields the party from hostile Psynergy. Boost party Resistance with a moist sheen. This spirit represents aggressive sea life and joins the party along with Amiti.
Claw's attack leaves a foe more vulnerable to Psynergy. Attack to drop an enemy's Resistance. This spirit embodies whirlwinds and is found in the Ouroboros. Vortex's attack leaves enemies dizzy and unable to see straight. Attack and delude a foe with whirling air. Middle-left map of Ouroboros B2F. Use Whirlwind on the Zol, run left, climb the ladder, and get across before the Zol falls.
Use Move on the right snake statue and push it left. Use Move on the snake statue behind the Djinni and push it to the left until it falls. Head to the far left to slide down. Push the Zol to the right. Use Whirlwind on the Zol and make it across to the Djinni. This spirit represents fire's controlling aspect and is found in Passaj. Brand can lock an enemy's Psynergy in place with a heat seal.
Lock enemy Psynergy with low failure rate. Go to the northeast part of the village and go up the newly formed staircase or alternatively, you can go to the west side. Run through and exit south using the left exit. From there on it's fairly straight forward.
This spirit represents the overpowering cold of a glacier and is met at the Harapa ruins. Serac's attack sucks all heat away from the environment instantly. Strike a chilling finishing blow. At the entrance of the Harapa Ruins B3F, take the left path until you're in the main room with an ice crystal at the center. Hug the NW part of the room and enter the doorway on the left side. Step on the button to open the doors, then go south all the way. Slide on the ice to the east side of the room.
Go in the left door. Push the statue all the way to the left. Use it to slide left to the main room. From here, move up, right, down, left, up, left, down, right, down.
This spirit represents fire's power to melt and is first met in Kaocho. Lava's attack is hot enough to melt enemy defenses, leaving foes vulnerable. Drop enemy Defense with volcanic gases. After Amiti joins, go to Kaocho. The tea house will now be open.
Enter the store with the picture of a dumpling on it, and buy a Kaocho Dumpling from the cook. Talk to the man in town who is blocking the way to the Djinni and he'll move. Hop over the lily pads. This spirit is found in Harapa.
Brick's control over stones allows for the instant creation of defensive barriers. Boost party Defense with a hard covering. Before you leave, go to the SW area of town and use Cold Snap on the puddle. Go to the east exit, but before completely exiting out, look to the left for a sapling.
Use Growth and make your way to the ice pillar so you can enter the house. This spirit represents still air and is found at Craggy Peak. Doldrum can hold an enemy in place by encasing it in unmoving wind. Stop enemy movement with still air. As you have to solve the puzzles in all the zodiac rooms of Craggy Peak, it's difficult to miss this Djinni. It's inside one of the final rooms Taurus trapped inside the jaws of a lion head, but using Fireball on it will free it.
Rotate the middle staircase to reach it. This spirit embodies hot rage and is first met at Te Rya village. Fury summons the souls of those who died in anger to attack enemies. Call haunting spirits to harm your foe. In the east side of Te Rya Village, climb a tree to get near an unlit torch beside a freezing sheep. It'll move out of the way so you can reach the Djinni. This spirit carries the refreshing feeling of morning dew and is met near the Teppe ruins.
Dewdrop cleanses the party of toxins and the like. Cure party status effects with fresh dew. Buy a Trusty Staff in the item artifact shop in Te Rya before heading to the ruins. Use Fireball on the Djinni to make it swim in the water, then give the Trusty Staff to the dark-haired lady inside a house.
Follow her out and she'll fish the Djinni out. This spirit of energetic winds befriends the party along with Sveta. Fleet's vigor inspires allies to act faster. Boost party Agility with wind at your back. Sveta has this Djinni when she joins your party. This uplifting spirit joins the party along with Sveta. Waft's soothing fragrance lulls an enemy to sleep. Smite and lull a foe to sleep with aromas.
This electrical spirit joins the party along with Sveta. Bolt's constantly charging current shocks a foe senseless. Attack and stun a foe with electric force. This spirit of soft winds joins the party with Sveta. Breeze's calming influence shelters the mind from harmful Psynergy.
Boost party Resistance with a gentle wind. This spirit of swirling vapors joins the party with Sveta. Haze can grant temporary sanctuary to a friend in the form of concealing mists. Hide away to avoid damage. This spirit has influence over seeds and is found in the Teppe ruins. In battle, Vine plants seeds that grow with amazing speed to hamper foes.
Tangle multiple foes to drop Agility. Teppe Ruins in a large room shortly before the exit. There's a patch of grass to the south. Move the pillar up one to block its path in the grass. Desire is the province of this spirit, who you first meet in Belinsk.
Furrow's attack takes vitality from foes by force. Drain an enemy's HP. Where is the Foam Djinni? The walkthrough says SW of Tonfon, but I can't find it. User Info: cbod Is there also a video for "Simoom"? Top Voted Answer. Disregard the name of the Djinn, as that's the translated version of the Japanese name. User Info: ellis User Info: arcale.
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