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View Full Version : Golden Sun: Lost Age - Help?!



goatdan
01-23-2006, 02:17 PM
Okay, so I have really been enjoying *most* of this game, however I cannot for the life of me figure out this stupid equipping of the Djinn's (or whatever) and how they change things. I'm completely stuck now because I know that I need to use the skill "Tremor" (thanks to looking it up in a FAQ), but I have NO clue how to equip things to be able to use the skill Tremor. I've probably tried for fifteen minutes to do it, and I have had no luck.

Could someone explain to me how to equip this skill or obtain it? Also, can anyone point me to a "Djinn guide for Dummies" or something so I can figure out what the hell those guys do?

Thanks!

calthaer
01-23-2006, 06:44 PM
First off - hopefully you have a saved game imported from the original Golden Sun. There are a few things that you can't get unless you have your guys imported from there - some pretty powerful and useful items, and you can't get all the Djinni if you don't.

I believe they had a little djinni tutorial at the beginning of the game...? At any rate -

Gamefaqs has a few good FAQs on Djinni, but here are the basics:

-Each character has a base element associated with them. One of your characters is earth, another fire, another wind, and the last one you get is water. I can't remember the names, but the two girls are fire and wind, your "silent" character is earth, and the other guy (that you get later) is water.

-Djinni likewise are each of a certain elemental type. You can "set" a djinn to one of your four characters. This means that a) it will change their class, b) it will change their stats, c) it will allow them to use different psynergy than they could before, and d) you can now use that djinn as a "summon" (like Final Fantasy).

-If you use the djinn as a summon in battle, it will temporarily change your character's class, stats, available psynergy, etc.

-Each djinni adds a certain amount to a character's stats (as a percentage of that character's base stat). Different djinni are better for certain stats (and certain character types) than others. Gamefaqs lists every single djinni and which stats they affect in great detail.

-Which psynergy you get depends largely on your class. A lot of the combos make sense logically. For instance: equipping an Earth djinn on a Water character unlocks the "growth" psynergy that makes plants grow. If you put an earth on a Fire character, it gives "magma" or something like that.

-You cannot load all your djinni on one character; they have to be more or less equally distributed. At any time, a character can have no more than ONE djinni more than their peers.

-There are some really powerful classes like Ninja and whatnot. To get these, you usually have to have around 5-7 djinni on each character, and you have to load them in certain combinations (like: 4 earth and 3 water on a fire adept = this or that). You can, of course, always just put Wind djinni on the Wind adept (and fire on fire, earth on earth, etc.), which produces decent results. This does not produce the power of the super-classes, though, and it doesn't unlock the most powerful spells (which, of course, belong to the most powerful classes). I'm talking about the Samurai / Ronin class, the Dragoon / Templar / Paladin, the Ninja, and stuff like that. There are also a few items - like the Tamer Whip and the Mysterious Card - that will change your characters' classes when they equip them.

Hopefully this gives enough basic information for you to understand what the Gamefaqs FAQs tell you, and / or to experiment on your own and figure out which djinni combinations fit your playing style.

P.S. - I believe that "Tremor" is one of the psynergy that you need to get by equipping an item instead of with a Djinn. There are a few items like this that give you a certain psynergy power - like Scoop, Lash, etc.

Just checked an FAQ, and yes - the Tremor Bit gives you Tremor, and can be obtained in the Madra Catecombs.

goatdan
01-24-2006, 09:37 AM
Thank you SO much. I was trying to figure all that out without spoiling anything in the story by reading through the wrong parts of a FAQ. I didn't get that Tremor Bit, so that would be why I haven't been able to make anything Tremor yet.

Thanks again!

calthaer
01-24-2006, 06:26 PM
No problem, man.

I think I misspoke a little re: the summons. You can "use" a Djinn that's set to you, and that djinn performs an attack (or casts a spell, like heal or something). When you select that djinn, it should tell you what the effect of it will be when you use it.

Summoning only happens when a djinn is set to "standby." The more djinni you have on standby, the more powerful that summon will be. A djinn goes on standby when you "use" it like I just described. You can also set them on standby in the menu. The summon is for whichever element (Mars, Venus, etc.) that the djinn is for. The more djinn of that element that are on standby for the whole group, the more powerful the summon is.

There are also some multi-element summons (about a dozen, maybe 13, if I read the FAQ correctly) that you can get by obtaining some tablets in the game. They require, for instance, one fire and one water (or other various combos) on standby to execute - and you have to have found the tablet.

Eventually, you will probably want to check out some FAQs just to see which classes are available and whatnot. Most of the specific FAQs (instead of the general ones) will tell you useful information without giving everything away.

It's also pretty difficult to find every single djinn without consulting an FAQ. Some of them wander around on the world map in certain locations.